Fighter build to specifically hunt / counter mages.


Advice


First off, let me say that I know this is nowhere near the most efficient means of combating spellcasters.

The idea I have is to try and see balanced builds where at mid-high levels a warrior type with little to no supernatural abilities and feat build/class combos alone can stand up against the ravages of the powerful mage. I'd prefer fighter because barbarian can fall behind on taking on mages at a range, and with many of the rage powers and rage will bonuses it is a bit obvious.

I know most of the good items to make the job easier, so right now i'm mainly looking at build ideas.

Here are some ideas so far:
-Feats to boost saving throw bonuses. Iron will, lightning reflexes.

-Disruptive/spellbreaker feats obviously

-Max out k. arcane, spellcraft, and use magic device, with or without traits to make them class skills.

-Fortified drinker trait for extra will. Elven or half-elven race for added enchantment resistance.

-Blindfight to handle concealment spell effects

-Improved initiative or initiative trait to go first and stab the mage before he starts?

-Ranged weapons of at least +1 magic or ammunition to get through fly/protection from arrows combo

I like the challenge of playing a class that has some serious concerns when dealing with higher level casters, but with some forethought isn't hopeless.

Anything else you guys can think of would be awesome.

RPG Superstar 2011 Top 32

toascend wrote:

First off, let me say that I know this is nowhere near the most efficient means of combating spellcasters.

The idea I have is to try and see balanced builds where at mid-high levels a warrior type with little to no supernatural abilities and feat build/class combos alone can stand up against the ravages of the powerful mage. I'd prefer fighter because barbarian can fall behind on taking on mages at a range, and with many of the rage powers and rage will bonuses it is a bit obvious.

I know most of the good items to make the job easier, so right now i'm mainly looking at build ideas.

Here are some ideas so far:
-Feats to boost saving throw bonuses. Iron will, lightning reflexes.

-Disruptive/spellbreaker feats obviously

-Max out k. arcane, spellcraft, and use magic device, with or without traits to make them class skills.

-Fortified drinker trait for extra will. Elven or half-elven race for added enchantment resistance.

-Blindfight to handle concealment spell effects

-Improved initiative or initiative trait to go first and stab the mage before he starts?

-Ranged weapons of at least +1 magic or ammunition to get through fly/protection from arrows combo

I like the challenge of playing a class that has some serious concerns when dealing with higher level casters, but with some forethought isn't hopeless.

Anything else you guys can think of would be awesome.

Step Up. You can follow any spellcaster who tries to take a 5-foot step away from you to cast a spell.

Scarab Sages

Use step-up and throw a call of the void spell on yourself.

Level 20 Fighter. Not optimized for straight DPR but has a lot of versatility, including the above mentioned option for handling casters.

Worst cast: she throws up an anti-magic field and uses non-magical flight to catch and grapple the caster.


Good call. That'll prevent a withdraw action even from avoiding an aoo, since withdraw only saves you from the square where you begin movement.


Too bad combat casting is pretty damn easy.

Scarab Sages

CWheezy wrote:
Too bad combat casting is pretty damn easy.

Thus my inclusion of Call the Void.

A more focused build could place significant penalties on defensive casting. Enough to make it very difficult for casters without dedicated resources.


I guess hope they don't have silent spell

Scarab Sages

CWheezy wrote:
I guess hope they don't have silent spell

You're playing Schrodinger's wizard. I could do the same instead of referencing a previously built character. I won't as I don't need too.

It is highly unlikely a wizard is going to be running around with more than a few emergency spells prepared as silent. If for some odd reason he did; the build I posted has, and is capable of using, scrolls of anti-magic. Your wizard is now a commoner with negligible gear.


The Unbreakable archetype will help with saves and shrugging off effects.

Scarab Sages

The key is versatility.

A solid investment in UMD will allow any class to make use of scrolls in emergency situations. This gives you the flexibility to deal with a wide range of problems, including casters.

A 4000 gp headband of vast intelligence with UMD as the set skill keeps you maxed out.

At higher levels: a headband of aerial agility can grant flight and multiple skills.


@ TO the op

I recommend the brawler archetype, te step up chain and the the disruptive, spellbreaker, teleport tactician chain.

with disruptive and menacing stance caster will think it twice before casting defensively.


An Arcane Archer would make a fine counter-magician.

I'm also interested in such a character's background. It may be helpful in understanding the why as well as the "how" of being anti-spellcaster. Why is he so strong-willed, for example?

Also consider the use of dpr poisons to interfere with spellcasting.


You also have to get within five feet which is pretty hard


A Net.

RPG Superstar 2011 Top 32

Tanglefoot bags are also effective.


Be a dwarf and take the Steel Soul feat. +4 to all saves vs spells and SLAs. Nothing to sneeze at.

Or make a human barbarian that cranks up the bonus from superstitious to ridiculous heights.

Lantern Lodge

Dwarf
Fighter (Unbreakable)

-Stats 24/20-
STR 11
DEX 17 (+5 Leveling)(+6 Item) = 28
CON 14 (+2 Racial)(+6 Item) = 22
INT 10
WIS 14 (+2 Racial)(+6 Item) = 22
CHA 07 (-2 Racial) = 05

-Saves-
Fort 18
Ref 15
Will 14

-Feats-
01 Endurance, Diehard, Weapon Finesse (Rapier)
02 Shield Focus
03 Combat Reflexes
04 Missile Shield
05 Heroic Recovery, Step Up
06 Following Step
07 Step Up and Strike
08 Improved Critical
09 Heroic Defiance, Disruptive
10 Spellbreaker
11 Pin Down
12 Teleport Tactician
13 Ray Shield
14 Critical Focus
15 Blinding Critical
16 Deafening Critical
17 Critical Mastery
18 Tiring Critical
19 Exhausting Critical
20 Sickening Critical

-Misc-
Racial Trait Magic Resistant replaces Hardy (5 + character level)


Brawler would be one heck of a way to go. Close weapon with grappling, and the disruptive/spellbreaker combination. While I could really see this as a dwarf build with something like knuckle axes or cestus, a human has more feats and speed. Something like run + improved initiative could help you close with the wizard before battle really starts and keep him there.

For dealing with flight and the other forms of movement and whatnot, nets, tanglefoot bags, use magic device and other magic items would be helpful.

As for concept, there's a part of me that loves the idea of a high-stakes bounty hunter concept. Somebody underestimated that brings in the most dangerous targets around: high-level spellcasters. Additionally, I could see working in stealth and light armor somehow as mages tend to laugh off plate-armored folks anyway, and if you're a brawler, close group is important, high dex and piranha strike may not be a bad route.

One unique facet of high-level sneaking is that often not having a magical aura at all does wonders for getting through very effective detection magics such as arcane sight.

There won't be a way to guarantee being mage-proof of course, but good saves, specialized build, and versatile items and options should level the field in an interesting fashion.


And that unbreakable dwarf build is pretty beast...Wow.


how about a zen archer? beside having amazing saves, stupid movement speed and great damage. He can also choose to just stand 3000 feet away from the mage, completely out of sight behind rocks or something. Fire his arrows into the air, spend 3 ki points, and let the arrows ignore concealment and full cover finding their own way to the mage. The is effective mage killing business, you dont even have to get dirty hands, or leave the in you are staying at.


I'd actually suggest dipping some kind of monk if the zen archer is too close to your no supernatural clause.

3 levels of base monk gives you the save bonuses that replicate all 3 save feats.
More skills.
Evasion, which is useful in Anti-Blaster roles.
Dodge as a bonus feat, as well as a possible monk class boost, for your Touch AC.
Improved Unarmed Strike, just in case you get hosed by a Shatter or Grease spell.
Depending on the build/Archtype Stunning Fist, which is not the best save for most casters. Or maybe Punishing Kick, which is ruthless when you "base" a caster.

Grappling, casters suck at grappling. Even Druids who might, might be ok at it will be at a disadvantage if you focus on it. Defensive Casting is not hard to pull off, but doing it grappled is near impossible.


This is my experiment with the new People of the North book. Not sure how it would do against a caster, but may as well throw it in.

Completely naked viking! Avery yer eyes! or not He does have a sword and net.

Tactics: Sails in to port. Holds up hand. Puts one fiver down per guard he sees.

No Fingers down: Raid! All your base are belong to us!
All fingers down: Trade! Sell off the last ports goods!

Everything else is decided by mood.

[Imagunakilu
Human (Ulfen) Fighter (Viking) 20
N Medium Humanoid (human)
Init +3; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 151 (20d10+46)
Fort +15 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +7 (+2 trait bonus vs. charm and compulsion); +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 5/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee Net +29 () and
. . Scimitar +26/+21/+16/+11 (1d6+8/18-20/x2)
Special Attacks fearsome (free action 1/round), rage (38 rounds/day), rage powers (auspicious mark [1/rage], no escape [1/rage], reckless abandon [+/-6], strength surge +20 [1/rage], superstition +7, witch hunter [+6]), weapon training abilities (axes +2, heavy blades +1, spears +3, thrown +4)
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 14, Int 7, Wis 10, Cha 7
Base Atk +20; CMB +27; CMD 40
Feats Combat Reflexes (4 AoO/round), Cornugon Smash, Diehard, Disruptive, Endurance, Exotic Weapon Proficiency (Net), Heroic Defiance (1/day), Heroic Recovery (1/day), Net Adept, Net and Trident, Power Attack -6/+12, Quick Draw, Spellbreaker, Step Up, Tribal Scars (Bearpelt), Two-weapon Fighting
Traits Child of Two Peoples, Spirit Animal: Woolly Rhinoceros (Realm of the Mammoth Lords)
Skills Acrobatics +0 (-4 jump), Climb +4, Escape Artist +0, Fly +0, Intimidate +23, Perception +11, Ride +12, Stealth +0, Swim +4 (+8 to resist nonlethal damage from exhaustion)
Languages Common, Skald
SQ heart of the fields +10 (-choose-) (1/day), shield defense +4, weapon mastery (-choose-)
Other Gear Hide armor, Net, Scimitar, 100 GP
--------------------
TRACKED RESOURCES
--------------------
Auspicious Mark (1/rage) (Su) - 0/1
Heart of the Fields +10 (-Choose-) (1/day) - 0/1
Heroic Defiance (1/day) - 0/1
Heroic Recovery (1/day) - 0/1
Net - 0/1
No Escape (1/rage) (Ex) - 0/1
Rage (38 rounds/day) (Ex) - 0/38
Strength Surge +20 (1/rage) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Auspicious Mark (1/rage) (Su) Gain +1d6 bonus on one d20 roll, once per rage.
Child of Two Peoples +2 to Will saves vs. charm & compulsion effects
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at negative Hp.
Disruptive +4 DC to cast defensively for those you threaten.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fearsome (free action 1/round) (Ex) More quickly make Intimidate checks to demoralize foes.
Heart of the Fields +10 (-Choose-) (1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Heroic Defiance (1/day) Delay the onset of a harmful affliction or condition until the end of your next turn.
Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction.
Net Adept May treat a net as a one-handed weapon
Net and Trident May wield a one-handed or light weapon with a net
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (38 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-6) (Ex) Trade AC penalty for to hit bonus while raging.
Shield Defense +4 Additional shield bonus when wielding shield and not wearing heavy armor.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Strength Surge +20 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Weapon Mastery (-Choose-) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Spears) +3 (Ex) +3 Attack, Damage, CMB, CMD with Spears
Weapon Training (Thrown) +4 (Ex) +4 Attack, Damage, CMB, CMD with Thrown weapons
Witch Hunter (+6) (Ex) Bonus to damage spellcasters while raging.

Throw net, smash face, intimidate, shaken and entangled, smash face again, still intimidated and entangled. Magic net harder to get out of.

The concept was a net flinging entangling, charging, intimidating viking. Put people in nets, sail them home, now I no need plow in spring. Has slave!

guess that is all.


Here's an approach I would use.

While it could have more in the way of blindfighting, the perception is good for finding invisibility if no stealth is stacked with it. It does have the whole step up chain, and the saves are high enough to get past most spell DCs.

With steel soul the saves against spells are
Fort 29
Reflex 24 with evasion
Will 22 (improved iron will, so re-roll 1/day)

On top of this the HP pool is huge and he has shatterspell so he can sunder 3 standing spell effects per day.

Stumpy the Magebully
Dwarf Fighter 20
N Medium Humanoid (dwarf)
Init +11; Senses darkvision 60 ft.; Perception +31
--------------------
Defense
--------------------
AC 39, touch 25, flat-footed 31 (+14 armor, +7 Dex, +5 deflection, +1 dodge)
hp 304 (20d10+180)
Fort +25, Ref +20, Will +18 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities bravery +5, defensive training; DR 5/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Kukri +35/+30/+25/+20 (1d4+15/18-20/x2) and
. . +5 Furyborn Adamantine Dwarven dorn-dergar +44/+39/+34/+29 (1d10+31/x3) and
. . Armor spikes +35/+30/+25/+20 (1d6+15/x2)
Ranged +1 Adaptive, Seeking Composite longbow (Str +0) +34/+29/+24/+19 (1d8+17/19-20/x3)
Special Attacks hatred, weapon training abilities (light blades +3, bows +5, close +4, flails +6)
--------------------
Statistics
--------------------
Str 32, Dex 24, Con 26, Int 10, Wis 18, Cha 8
Base Atk +20; CMB +31 (+33 Sundering); CMD 56 (56 vs. Bull Rush, 60 vs. Disarm, 62 vs. Sunder, 56 vs. Trip)
Feats Blind-Fight, Darting Viper, Disruptive, Dodge, Following Step, Greater Weapon Focus (Dwarven dorn-dergar), Greater Weapon Specialization (Dwarven dorn-dergar), Improved Initiative, Improved Iron Will (1/day), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack -6/+12, Shatterspell (3/day), Spellbreaker, Steel Soul, Step Up, Step Up and Strike, Toughness +20, Weapon Focus (Dwarven dorn-dergar), Weapon Specialization (Dwarven dorn-dergar)
Traits Indomitable Faith, Observant (Perception)
Skills Acrobatics +7 (+3 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +20, Fly +17, Intimidate +11, Perception +31 (+33 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +15, Survival +11 (+13 to avoid becoming lost), Swim +20
Languages Common, Dwarven
SQ furyborn, glamered, greed, hardy, slow and steady, stability, stonecunning +2, weapon mastery (dwarven dorn-dergar)
Combat Gear Jingasa of the fortunate soldier (1/day); Other Gear +5 Armor spikes, Comfort, Glamered Mithral Full pl, +1 Adaptive, Seeking Composite longbow (Str +0), +1 Kukri, +5 Furyborn Adamantine Dwarven dorn-dergar, Belt of physical perfection +6, Bracers of falcon's aim, Carpet of flying I, Cloak of resistance +5, Gloves of dueling, Handy haversack (1 @ 273.84 lbs), Headband of inspired wisdom +6, Ioun stone (clear spindle), Ioun stone (dusty rose prism), Manual of bodily health +4, Manual of gainful exercise +5, Manual of quickness of action +4, Ring of evasion, Ring of protection +5, Wayfinder (1 @ 0 lbs), 13692 GP
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +5 (Ex) +5 to Will save vs. Fear
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furyborn Increase enhancement bonus by +1 every time you damage opponent (max of +5)
Glamered Assumes appearance of normal clothes on command.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Shatterspell (3/day) Sunder ongoing spell effect like spell sunder rage power.
Slow and Steady Your base speed is never modified by encumbrance.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.

Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Mastery (Dwarven dorn-dergar) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Blades, Light) +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Flails) +6 (Ex) +6 Attack, Damage, CMB, CMD with Flails


Small race mounted fighter archer archetype. Small so you can use mounted archery with a medium mount, archer so you can ranged sunder.

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