High level - how to be immune to darn near everything


Advice


It seems like most of my posts in this particular forum start the same way...

Fairly soon, my group will be starting a new homebrew campaign. The DM, a glutton for punishment, has declared that we will be gestalt characters. He has also said that if we aren't 20th level, we'll be darn near close to it.

One of the other players will be creating a ninja-inquisitor 20.

Since I see no feasible way of even coming close to his potential damage output without creating an AM BARBARIAN variant or something similar, I've decided I'll aim for more of a battlefield control/party support type role.

For story reasons, I've limited my class selections to two similar combinations: Summoner-Oracle of Nature(or Wood) OR Summoner-Druid.

Caveat: I want to try to be immune to as many sources of damage and statuses as possible.

Which should I go with then? Greater Aspect with the summoner will let me pick up 3 different immunities to energy damage (and I figure I can pad out two others with separate rings), but how else can I shore this character up?

Any ideas?


When thinking about being immune to everything, my go is always assuming a level 18 summoner troll with non-dispelable immunity to acid and fire.

But your DM might smell that one.


Can you gestalt PrCs?


carn wrote:

When thinking about being immune to everything, my go is always assuming a level 18 summoner troll with non-dispelable immunity to acid and fire.

But your DM might smell that one.

Just realize that you could still starve or suffocate this way or chopped into many small pieces. So make a juju zombie or mage skeleton troll.

Then you will have 14-16 class levels summoner (depending on how multiclassing from troll is handled), fire immunity, acid resistance 15 and you can only die from acid damage, though being chopped to piece and dropped into concrete or planar gated to positive energy plane are still problems. (Though you will not die on positive energy plane, you will just be continously killed.)

As second class probably monk best, so you get SR and decent saves vs whatever instakill effects are left to effect you.


Could you be clearer when you say immune to everything? My first thought went to Monk of the 4 winds (you are immortal) but I'm not sure that is what you are looking for. Do you mean all sorts of damage, saves, sr, etc? Or just lots and lots of AC?

Silver Crusade

Mage Evolving wrote:
Could you be clearer when you say immune to everything? My first thought went to Monk of the 4 winds (you are immortal) but I'm not sure that is what you are looking for. Do you mean all sorts of damage, saves, sr, etc? Or just lots and lots of AC?

Yeah, my first thought was that there are 6 feats to help with saving throws (Iron Will, Great Fortitude, Lightning Reflexes, and the Improved versions of all 3). Walk around in +45634 Plate Mail, and you should be set.


Basically, if the BBEG wants to hit me with hellball (epic level spell from 3.0-3.5 that does 10d6 fire, 10d6 cold, 10d6 acid, and 10d6 electricty) I want to be able to roll a 1 on the reflex save and still take 0 damage.

If I can be immune to crits, sneak attack, sleep, mind-affecting, energy drain, etc, I would like to be.

Let's stick to the core races as available races and stay away from trolls or dragons and whatnot. Also, alignment is good, so somehow becoming a lich or other undead is no bueno.

@Gruuu - Yes, so long as the PrC doesn't increase the Caster Level of a base class I stick with. (ex. I can't go oracle/summoner then switch to mystic theurge/summoner or mystic theurge/oracle. I COULD, however, go oracle/summoner then switch to mystic theurge/fighter, but who would want to?)


Fromper wrote:
Mage Evolving wrote:
Could you be clearer when you say immune to everything? My first thought went to Monk of the 4 winds (you are immortal) but I'm not sure that is what you are looking for. Do you mean all sorts of damage, saves, sr, etc? Or just lots and lots of AC?

Yeah, my first thought was that there are 6 feats to help with saving throws (Iron Will, Great Fortitude, Lightning Reflexes, and the Improved versions of all 3). Walk around in +45634 Plate Mail, and you should be set.

Could you get cheesier? Jeeze, freaking munchkins and their +45634 plate. Just stick with the damned +45000 plate and quit trying to break the rules.

Also, you obviously want to be a fighter/rogue 20. Best gestalt combo ever.


Ring of universal elemental immunity, quickened teleport.


Mage Evolving wrote:
Could you be clearer when you say immune to everything? My first thought went to Monk of the 4 winds (you are immortal) but I'm not sure that is what you are looking for. Do you mean all sorts of damage, saves, sr, etc? Or just lots and lots of AC?

Yeah, I'm leaning more toward your first interpretation. I can have a 12 AC for all I care. But if/when I do get hit, after the DM tells me "ooo! crit threat, prepare to be blinded for life thanks to this guy's critical feat", I can say, "Ehhh. nope. I'm immune to crits. [stick out tongue]"

Or if I fail a will save vs dominate, still have nothing happen thanks to being immune to mind-affecting things.

That's kinda the angle I'm going for here. The theme of, "even if something bad happens to me, nothing actually happens."


Start reading. You will need to know EVERY spell and a lot of magic items. The best way to be immune to everything is to have a lot of scrolls, and know all of the counter-moves.

Ex: What are the lowest levels spells that help you vs. Displacement?

If you need to look, you're not ready yet.

Spoiler:
True Strike overcomes concealment, Faerie Fire does wonders, and area of effect spells just don't care, as long as the displaced opponent is in the area.


I wouldn't gestalt two casting classes at that high a level.

Try either paladin/summoner, or monk/druid for a balance between offense and defense, decent HP, decent saves, some immunities.

Yes, it's possible to get more complicated, but a character you don't know how to play isn't always the best way to go.


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Hoping for a bit of redundancy here,

Elf Alchemist (Clone Master/Mindchemist)/Witch (Beast-Bonded)

Make clones of both yourself and your familiar.
Twin Soul kicks in before the clone transfer (and can indeed still decide to still use the clone transfer while twin-souled.)

Or, if you both eat it, you both transfer to your clones.
This can be done at level 10.
Put two scrolls of restoration on your clone for quick recovery.

Aside from the death-cheatery, starting first level you can Cognatogen for +4 int, and start hexing things with great impunity.

Elves can take an alternate racial trait that adds 2 to the DC of sleep spells and effects.

Assuming you start with a 18 or 20 int, your Slumber DC at first level will be either 19 or 20.

That's a starting point, at least.


rkraus2 wrote:
I wouldn't gestalt two casting classes at that high a level.

Apparently I would!

I may have misunderstood as well. Are you STARTING at level 20?

RPG Superstar Season 9 Top 16

Gru's immortality by proxy build seems very cool. I should note that though I love Slumber, many things will be immune at higher levels.

That's why Forced Reincarnation is so funny. I guess it's probably a death effect, so there'll still be a fair share of immunity to it. But does that dragon think being a Great Wyrm is funny? Reincarnate it as some random humanoid and teach it some humility. Remember, hexes ignore spell resistance. And Forced Reincarnation is fantastically in-flavor for a cloning soul-sharer.


Gruuuu wrote:
rkraus2 wrote:
I wouldn't gestalt two casting classes at that high a level.

Apparently I would!

I may have misunderstood as well. Are you STARTING at level 20?

I believe so, yes. If not starting at 20, then 18 or 19 in all likelihood (but he seems pretty set on starting us at 20).

Silver Crusade

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Minor bit of munchkin cheese that could be helpful: If a worshiper of Sarenrae wears a dawnflower sash from the "Gods and Magic" book, they get cure light wounds once per day for free. That doesn't sound that great, but the awesome part is that it kicks in automagically as soon as you hit -1 HP.

Lots of conditions there (have to be playing in Golarian, worship that particular NG goddess, have that book, etc), but I really like that power. Of course, at level 20, if a single cure light is making a difference, then you've probably got bigger problems.


Fromper wrote:

Minor bit of munchkin cheese that could be helpful: If a worshiper of Sarenrae wears a dawnflower sash from the "Gods and Magic" book, they get cure light wounds once per day for free. That doesn't sound that great, but the awesome part is that it kicks in automagically as soon as you hit -1 HP.

Lots of conditions there (have to be playing in Golarian, worship that particular NG goddess, have that book, etc), but I really like that power. Of course, at level 20, if a single cure light is making a difference, then you've probably got bigger problems.

Take that same concept and upgrade it to a Heal spell instead of a Cure light wounds.


Here's a brief overview of what I've thought of so far

Summoner-Oracle of Nature(or Wood) 17+
Greater Aspect - immunity x3 (fire, acid, lightning)
Scarab of Protection - (immune to energy drain, death effects, & negative levels)
Ring of Greater Energy Resistance (Cold) - (near immunity to cold)
Ring of Freedom of Movement - immune to grapple, slow, entangle etc
Heavy Fortification enhancement on armor - 75% chance to negate crits or sneak attack

Capstone for either Oracle Mystery - Plant type (Immunity to all mind-affecting effects [charms, compulsions, morale effects, patterns, and phantasms]& Immunity to paralysis, poison, polymorph, sleep effects, and stunning)

Any other ways to shore this up?


You could just tack the energy resistances onto your armor for a flat rate instead of using a ring slot, and you can put all of the ones you're missing on there for 66k each for 30 DR. So you could stick cold and sonic resistance 30 on the armor. (you were missing sonic)

a necklace of adaption or similar effect might be helpful (perhaps toss a few feats to get towards the Eldritch Heritage feat chain for the 3rd level Starsoul bloodline power... might not be worth it though)

A cloak of displacement might be useful for the occasional wild card you didn't think of.


Amulet of adaptation. Immunity to gasses and suffocation.


EvilMinion wrote:


You could just tack the energy resistances onto your armor for a flat rate instead of using a ring slot, and you can put all of the ones you're missing on there for 66k each for 30 DR. So you could stick cold and sonic resistance 30 on the armor. (you were missing sonic)

a necklace of adaption or similar effect might be helpful (perhaps toss a few feats to get towards the Eldritch Heritage feat chain for the 3rd level Starsoul bloodline power... might not be worth it though)

A cloak of displacement might be useful for the occasional wild card you didn't think of.

I second this. Use the newly freed ring slot for a ring of regeneration.


I kind of like the Contingency/Reincarnate pairing as an all purpose back up plan.


Oracle of life's energy body gives you the elemental sub type, plus if you get to 20 the final revelation is awesome. This class takes care of almost everything, plus if you gestalted with say a conjurer wizard for the summoning you would be good, plus you would have access to something most arcane doesnt have. As far as energy immunity goes, yeah just throw it on some armor that doesnt have a arcane spell failure and your good. If you can gestalt Prestige classes pick up sphere walker for a swarm form ability (just make sure that your other PrC advances divine spell casting).

Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

Elemental Subtype

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.


Or if you didnt do conjurer wizard the sorcerer with abbysal blood line is great for both summoning plus a couple immunities and resistances thrown in at 20. Bonus is telepathy and if you get the Mind Sight feat from 3.5 then you will basically have one of the best means of detecting creatures in the game (assuming you didnt get the life sense ability from life oracle).


Good call on adding resistance to the armor instead of as a ring!
Ring of Regeneration is a great replacement in the newly freed slot(immune to bleed)

However, the scarab of protection already takes up the neck slot, so the necklace of adaptation is out (unless I purchase a custom item that combines the two by paying 1.5 times the cost of the necklace)

Excellent ideas!

As far as contingency goes, it's Range: Personal Target: You and it's not on the Summoner or Oracle lists. I doubt I'll have the spare ranks for UMD for casting it from a scroll either, but I'll keep it in mind in case I do!


Dal Selpher wrote:

Good call on adding resistance to the armor instead of as a ring!

Ring of Regeneration is a great replacement in the newly freed slot(immune to bleed)

However, the scarab of protection already takes up the neck slot, so the necklace of adaptation is out (unless I purchase a custom item that combines the two by paying 1.5 times the cost of the necklace)

Excellent ideas!

As far as contingency goes, it's Range: Personal Target: You and it's not on the Summoner or Oracle lists. I doubt I'll have the spare ranks for UMD for casting it from a scroll either, but I'll keep it in mind in case I do!

Amulet of adaptation is fairly cheap. Might be worth the 1.5 cost. Lest the BBEG lock you in a coffin/crypt/box/underwater/the vaccum of space until you suffocate. Plus you can skip merrily through a cloudkill spell!


zomblisham wrote:

You become immune to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

Elemental Subtype

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.

That's awesome, except I don't believe it actually changes your type to Elemental. The part I bolded is definitely what I'm looking for though - an excellent suggestion!

EDIT - ah! I see, the elemental subtype comes from the Energy Body revelation. MOST excellent!

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