Best anti-mage / anti-magic class?


Pathfinder First Edition General Discussion


Ideas? I was thinking something psychic but do any of them have anti-magic spells like counter spell better yet anti-magic field?


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Gunslinger. A bullet to the face makes for a very effective counterspell.


Human Barbarian with the Superstitious Rage power (who puts their FCB into it) who can rage cycle spell sunder. Not only are you basically immune to magic, but you can also hit magic that isn't affecting you until it stops.


The best will be a wizard or arcanist. Ideally they can use divinations to find out what their enemies abilities are, prepare accordingly, then scry-buff-teleport.

But that's boring and repetitive. An occultist can manage many of the same tricks (including SBT eventually) but with a few more hit points, better armor and defensive mental focus powers they can be less paranoid and still successful. Abjuration powers may be particularly of note to you. Various archetypes can be interesting - the psychodermist can let you steal spell-like abilities of creatures you kill (from 12th level) for example.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Barbarian (brutal pugilist*) 2**/sorcerer (Draconic bloodline) 4/dragon disciple 4***/eldritch knight 6 with anti-magic field as their 6th-level spell known. Cast anti-magic field, then rage (Ex; not affected by anti-magic field), charge, and grapple the enemy spell-caster.

Alternately, barbarian (brutal pugilist) 2/skald (spell warrior****) 1/wizard (Transmutation/Shapeshift) 4/dragon disciple 4*****/eldritch knight 5 can pull off the same thing, plus has more flexibility with spell selection.

*- for the Savage Grapple archetype feature
**- for a rage power, qualifying for the Extra Rage Power feat; pick up Moment of Clarity at some point
***- for the +4 Str (and +3 natural armor) not affected by anti-magic field
****- everybody's attacks count as +1 or gain defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, or seeking
*****- advance wizard spellcasting


I think a fighter could do a pretty good job. If they grab vital strike and distracting shot, and then use a high damage die weapon like a heavy crossbow it could work. It would be move action reload, and then ready an action to shoot someone casting a spell. You can get your damage pretty high which makes the concentration check difficult.

Same trick works with gunslingers, in which case you would probably want musket master for at least three levels to get the move action reload. Since it's just one shot, you don't need faster than that.


A Spellbreaker Inquisitor with the Spellkiller Inquisition is basically built for this.


A dwarf fighter can make for an impressive Anti-Mage.

You'll want to make sure that you know how the Stamina rules work, since you can get a lot of mileage from them for this. Otherwise, take the Disruptive and Spellbreaker feats. On their own they're not that great, but you can threaten more with the Stamina system.

Since you're a dwarf, you can definitely take Shatterspell, which is Spell Sunder, but for fighters. Since Advanced Weapon Training is a thing, you should use Abundant Tactics to give yourself extra uses per day. Before that, take Sunder Blessing which is Spell Sunder for divine spells for fighters.

You'll need the Smash from the Air chain to deflect rays.

I would recommend the Dorn-Dergar, and taking the feat that lets you change your grip from a melee weapon to a reach weapon as a swift action, don;t remember the name, it's in Adventurer's Armory 2.


PossibleCabbage wrote:
Human Barbarian with the Superstitious Rage power (who puts their FCB into it) who can rage cycle spell sunder. Not only are you basically immune to magic, but you can also hit magic that isn't affecting you until it stops.

Grab yourself a flying mount and a lance be a mini AM BARBARIAN.


Amazing how many people recommend non-casters. Most spellcasters can deal with a dwarf fighter (melee spec.) by running away first then casting medium range spells at them. Trivial. Is it the short ranges in APs/PFS scenarios that make this seem practical?


If the mage is of higher level than you, then I guess some kind of optimized melee would be best, hope to your God that you win initiative, have pounce and end him in one turn.

If the same level or lower, Arcanist's immediate action Counterspell will wreck any spellcasters day.


avr wrote:
Amazing how many people recommend non-casters. Most spellcasters can deal with a dwarf fighter (melee spec.) by running away first then casting medium range spells at them. Trivial. Is it the short ranges in APs/PFS scenarios that make this seem practical?

You've never heard of RAGELANCEPOUNCE have you?

Silver Crusade

Monk.

Even a vanilla core monk can wreck castys all day long if you play to your strengths.

You have a big movement speed and can gain a ludicrous jump ability by spending ki. This allows you to close with the caster, in many battles you will close with a single move action.

You are a decent grappler, decent enough to expect to succeed at your grapple check against most casters most of the time with minimal investment (do take Improved Grapple).

Your saves are all good, and you have evasion so you have a reasonable probability of surviving anything thrown at you.

Once you get beyond core the monk gains more effective options, like the Tetori archetype.

There are some hard counters to the monk's battlefield agility of course. And there are also some hard counters to grappling (although the Tetori thwarts these eventually).


Human new archetype Viking Fighter with the Superstitious Rage power, item mastery and weapon spirit

Sovereign Court RPG Superstar 2011 Top 32

Arcane bloodrager does a decent job at it. He can self-cast things like fly, gets free resist energy when raging, he can take Superstitious with the right archetype, and he can take the Disruptive and Spellbreaker feats as bonus feats. Take Step Up to make 5 foot stepping away a non-issue and you can make a spellcaster sad by being right next to them.

Dark Archive

Vital strike with a crossbow?
Vanilla monk?
Are you trying to get characters killed?

Maybe vital strike with a hornbow with gravity bow.

Half orc (sacred tattoo, fates favored trait) Ranger 6 (shield fighting style)/ inquisitor spellbreaker (spellkiller inquisition)


avr wrote:
Amazing how many people recommend non-casters. Most spellcasters can deal with a dwarf fighter (melee spec.) by running away first then casting medium range spells at them. Trivial. Is it the short ranges in APs/PFS scenarios that make this seem practical?

I mean, in terms of "how to stop the magic thing" I don't think "be even more magical" is anywhere near as satisfying a solution as being a superstitious viking fighter who readies an action to use teleportation mastery with dimensional dervish to really ruin someone's day as a surprise.

There's nothing really to be done about "the wizard who can kill you from another plane of reality" so you might as well just have a social contract at the table that "this is not a thing that is done" and worry about killing the ones who are within visual range.


I agree with AVR and cabbage the easiest way is more magic.

But that isn’t much fun.


I mean, if I wanted to be a *fun* anti-wizard magic character, I would play a psychic who specializes at trapping other people in mindscapes and psychic duels where they are much more likely to be specialized at dealing with than anybody else. Like how many Wizards actually prepare "Mindscape Door" let alone have it in their spellbooks?


as I've played wizards for many years most of what's suggested here is going to be a circumstantial success depending upon level. As level goes up the probability of death greatly diminishes.

It also depends on knowledge of the situation and preparation.

The classic is a monk or fire giants with an anti-magic field. A flat surprise you're dead master is the assassin. Still, my PCs have successfully cast spells in an anti-magic field and besides, the field is not that big (generally) and creatures can easily walk out of it using a standard movement. There are also spells that turn anti-magic field and dispel magic into a hazard, so it's not the panacea people imagine.

Create Mindscape School illusion (phantasm)) [mind-affecting]; Saving Throw Will disbelief; see text; Spell Resistance yes. Text references that creature(s) in a mindscape know the conditions to be released. Anyone hitting HP:0 are released.


PossibleCabbage wrote:
I mean, if I wanted to be a *fun* anti-wizard magic character, I would play a psychic who specializes at trapping other people in mindscapes and psychic duels where they are much more likely to be specialized at dealing with than anybody else. Like how many Wizards actually prepare "Mindscape Door" let alone have it in their spellbooks?

I've looked at mindscape duels before, they are rather fun, the gap between psychic casters, particularly psychics and other classes is crazy massive.

The only issue is getting the DC high enough on Instigate Psychic Duel for it to be reliable.

Silver Crusade

Name Violation wrote:

...

Vanilla monk?
Are you trying to get characters killed?
...

I know it stretches credulity, but hear me out.

My wife dominated a level 9 module full of mages with a level 7 core vanilla monk (the PFS pregen-iconic Sajan) and my wife is the antithesis of a power gamer.

Here's how it goes.

At level 7, Sajan has an acrobatics modifier of +28 when jumping. By spending 1 ki point he gets a total modifier of +48. He always counts as having a running start. Therefore, on average, Sajan can spend a move action (and his swift action on ki) to jump 11 or 12 squares (assuming he's not impeded by low ceilings). He also has a 50' landspeed.

So Sajan can get adjacent to an enemy quite easily in many circumstances. Mooks and meat shields are not going to stop him getting where he wants to get on the battlefield.

Once he gets there, Sajan has a grapple modifier of +12. That's not super high, but it is high enough to grab a hold of NPC mages more often than not. For example, the level 9 "diseased necromancer" I found in an Adventure Path has a CMD of 16.

PC mages are almost certainly going to have counters to these kinds of tactics. GMs can build their NPCs with counters. But on average, in an AP or published module/scenario, vanilla monk gets the job done.


did some one say they wanted to play a barbarian?

Dark Archive

supervillan wrote:
Name Violation wrote:

...

Vanilla monk?
Are you trying to get characters killed?
...

I know it stretches credulity, but hear me out.

My wife dominated a level 9 module full of mages with a level 7 core vanilla monk (the PFS pregen-iconic Sajan) and my wife is the antithesis of a power gamer.

Here's how it goes.

At level 7, Sajan has an acrobatics modifier of +28 when jumping. By spending 1 ki point he gets a total modifier of +48. He always counts as having a running start. Therefore, on average, Sajan can spend a move action (and his swift action on ki) to jump 11 or 12 squares (assuming he's not impeded by low ceilings). He also has a 50' landspeed.

So Sajan can get adjacent to an enemy quite easily in many circumstances. Mooks and meat shields are not going to stop him getting where he wants to get on the battlefield.

Once he gets there, Sajan has a grapple modifier of +12. That's not super high, but it is high enough to grab a hold of NPC mages more often than not. For example, the level 9 "diseased necromancer" I found in an Adventure Path has a CMD of 16.

PC mages are almost certainly going to have counters to these kinds of tactics. GMs can build their NPCs with counters. But on average, in an AP or published module/scenario, vanilla monk gets the job done.

You can't jump further than your move speed

Silver Crusade

Almost correct:

prd wrote:
No jump can allow you to exceed your maximum movement for the round.

So a monk with a speed of 50 can potentially move 100' with a jump, from a standing start. Whether that constitutes a single move action or a double move action is a little unclear to me.

At worst, level 7 Sajan can jump 50' with a move and a swift action, and that will carry him directly to the enemy very often.


supervillan wrote:

Almost correct:

prd wrote:
No jump can allow you to exceed your maximum movement for the round.
So a monk with a speed of 50 can potentially move 100' with a jump, from a standing start. Whether that constitutes a single move action or a double move action is a little unclear to me.

It's your maximum movement for the round, not your maximum movement as a standard. If your move is 50', then your maximum movement for the round is either 100' or 200' (for the Run action).

So you could certainly use Jump to jump 50', or for that matter 100'. What you couldn't do is use Jump plus an ordinary move action to exceed your maximum movement for that round. If we ignore the Run action (can of worms), this means that you could jump as a move action and then move as a standard action, as long as the total didn't exceed 100'.

Anyway. To bring it back to the OP, in 3.0 and 3.5 monks were absolutely the mage killers par excellence -- great saves, fast movement, stealth, grappling. They're still strong in PF, only a bit less good because there are so many other weird builds out there now.

Doug M.


prehaps a drow monk(various flavors) or a drow assassin. The spell resistance only adds to the pain but the race does have its drawbacks.
A Magicbane Bandersnatch(CR20), Dweomercat(CR7), or Wizard’s Shackle(CR0.33) could be effective. Simulacrum anyone?


Another magic user. Some magic users such as druids or summoners will beat you down in melee also, and while still being able to use magic.


ryric wrote:
Arcane bloodrager does a decent job at it. He can self-cast things like fly, gets free resist energy when raging, he can take Superstitious with the right archetype, and he can take the Disruptive and Spellbreaker feats as bonus feats. Take Step Up to make 5 foot stepping away a non-issue and you can make a spellcaster sad by being right next to them.

I am not sure step up is necessary at some point.

At level 10, a blood rager can auto cast a low level spell on themselves when they bloodrage. Long arm is on their spell list. Once you get 10' reach, you are very, very comfortable getting into the face of a caster.

Going with this route has other advantages. You still have the regular advantages of 10' reach- reach build. Heck, you even have spare AoOs devoted purely to the caster in your face. That means that you can go crazy on the caster's minions that try to run around you to attack your own backline.


What you really need is a character who can surprise a spellcaster and one shot him in such a way that the spellcasters soul is trapped. A trap-the-soul specializes necromancer should be able to do it


I had an idea that a Magus with lingering pain and disruptive recall could be a brutal anti-caster.


Tiny Coffee Golem wrote:
What you really need is a character who can surprise a spellcaster and one shot him in such a way that the spellcasters soul is trapped. A trap-the-soul specializes necromancer should be able to do it

Trap the Soul is conjuration, not necromancy.


Saurian Shaman seems pretty solid. Take Rhino's Charge and turn into an Allosaurus so you can ready a pounce charges against a mage in close range (remember to have Greater Longstrider up to increase your range) and for further ranges, ready to summon a dinosaur which attacks and interrupts spellcasting. If ready-action pounce is too much cheese (or I missed a rule that prohibits it) try Stegosaurus/Triceratops form and Vital Strike, though this requires you to get directly adjacent to the enemy so they cannot 5' away from you.


Xenocrat wrote:
Tiny Coffee Golem wrote:
What you really need is a character who can surprise a spellcaster and one shot him in such a way that the spellcasters soul is trapped. A trap-the-soul specializes necromancer should be able to do it
Trap the Soul is conjuration, not necromancy.

Even better.


Tiny Coffee Golem wrote:
Xenocrat wrote:
Tiny Coffee Golem wrote:
What you really need is a character who can surprise a spellcaster and one shot him in such a way that the spellcasters soul is trapped. A trap-the-soul specializes necromancer should be able to do it
Trap the Soul is conjuration, not necromancy.
Even better.

Especially since that means you can duplicate it for free with shades.


The Fighter archetype Brawler (not to be confused with the Brawler class) makes for a damn fine option, with Menacing Stance, No Escape and Standstill before you even start counting Fighter-only feats like Disruptive or Spellbreaker. If you get one next to a mage, chances are that mage is done.

Fighter archetype: Brawler

Honestly, I'm surprised how little love this archetype tends to get.


But how do you deal with a diviner with say +11 to +18 on initiative who has mirror image, blink, ablative barrier, mage armor, shield, and blur active?


Azothath wrote:
But how do you deal with a diviner with say +11 to +18 on initiative who has mirror image, blink, ablative barrier, mage armor, shield, and blur active?

Blinded Blade style and a good attack bonus (which you have readily with the fighter class). Ablative Barrier makes things easier (nonlethal still takes them out, and can make HP contingencies easier to bypass, and if they heal to leverage the real benefit of the spell, they waste a turn not killing the party), closing your eyes and using blindsight-ish counters blur and mirror image, Mage Armor+Shield just gets the AC to alright, and then blink is the only real problem. Also, 4 of those are minute/level buffs so there are decent ways for a stealthy party to avoid. The real problem is you have a weak will save and need to counter the will save or lose spells. Also, flight must be bought.


oh my, an attacker closing his eyes to attack leads to many comic interludes.
I just chose simple basic spells that most wizards have up for long duration protection or could put up with their surprise action. Trying to lend some feasibility to the theory crafting.

Blinded Blade is a minimum 5th level feat so I believe a CR+3(difficult encounter) would be APL+3 for a single opponent.


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Azothath wrote:
Blinded Blade is a minimum 5th level feat so I believe a CR+3(difficult encounter) would be APL+3 for a single opponent.

A human who takes a two-level start in Unarmed Fighter can have the entire feat chain by level three.

Trait: Blind Zeal (grants Blind Fight as a bonus feat) -Alternatively- be a mutant character (per the option in "People of the Wastes") and take Echolocation as your mutation which grants blind fight as a bonus feat.
Unarmed Fighter 1) Blinded Blade Style (unarmed fighter free style feat), improved blind fight, Blinded Competence (human bonus feat)
Unarmed Fighter 2) Greater Blind Fight (fighter bonus feat)
Any Class Whatsoever) Blinded Master


blahpers wrote:
Gunslinger. A bullet to the face makes for a very effective counterspell.

Helpful for this: Casterbane Shot.

Rite Publishing made the Mechanist Gunslinger archetype, which is a decent anti-caster Gunslinger archetype.

If you're going ranged, be sure to get the Cyclonic enchantment on your weapon when this becomes practical. This will at least keep casters from using wind/water-based countermeasures against your shooting.


Unchained Monk with Abundant Step, Improved/Greater Grapple, Throat Slicer, and Dimensional Agility. (You could get the whole Dimensional line, but you really only need Agility) Even if the caster is flying, you BAMF up to them and grab them. After that, they're hosed. Casters generally have terrible CMB, and only marginally better Escape Artist, if they remembered to put points into it instead of Knowledge. Next turn, you pin them (cuz you don't have to be on the ground to pin) as a move and then CDG them with Throat Slicer. Again, many casters have terrible Fort saves, so it is unlikely they'll survive you snapping their neck. Comes online by level 9, possibly 8 if you retrain an earlier feat into Dimensional Agility.

Technically it works earlier, since you just need to run up to casters and do the above before they get the ability to fly, though there is a small gap where they can fly but you can't teleport. However, if you're a flying race like Strix, it doesn't matter.


PossibleCabbage wrote:
Azothath wrote:
Blinded Blade is a minimum 5th level feat so I believe a CR+3(difficult encounter) would be APL+3 for a single opponent.
A human who takes a two-level start in Unarmed Fighter can have the entire feat chain by level three....
Blinded Blade wrote:
Prerequisite(s): Blind-Fight, Perception 5 ranks.

1 rank per level...

I think the Original Post(OP) has been mostly answered in a one on one situation. Party composition should have those classes, abilities, or skill sets in them. Challenges are just that and not TPKs or statistically fair as this is a game. I think it's wandering beyond the OP topic.


Azothath wrote:
PossibleCabbage wrote:
Azothath wrote:
Blinded Blade is a minimum 5th level feat so I believe a CR+3(difficult encounter) would be APL+3 for a single opponent.
A human who takes a two-level start in Unarmed Fighter can have the entire feat chain by level three....
Blinded Blade wrote:
Prerequisite(s): Blind-Fight, Perception 5 ranks.

1 rank per level...

I think the Original Post(OP) has been mostly answered in a one on one situation. Party composition should have those classes, abilities, or skill sets in them. Challenges are just that and not TPKs or statistically fair as this is a game. I think it's wandering beyond the OP topic.

Blinded Zeal (trait) gives you Blind Fight for free at level 1, with the drawback that you are actual factual blind.

Then use this:

Unarmed Fighter wrote:
Unarmed Style: At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat (see Chapter 3) as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat. This ability replaces the bonus feat at 1st level.

to get Blinded Blade Style, (ignoring the 5 ranks in Perception prereq) which counts as 10 ranks in Perception for Improved Blind Fight and feats that use it as a prereq, like Blinded Competence, which counts as 15 ranks in Perception for Greater Blind Fight and feats that use it as a prereq, like Blinded Master. Trust me, I've used this (albeit with Master of Many Styles) when I made a character who was Definitely Not Toph From Avatar™.


I don't think being blind and dedicating your PC's feats to kinda compensate for it is a successful strategy in Pathfinder. There are too many situations where being blind is a major disadvantage. In this specific case, say the Wizard moves or is more than 60 feet away...


Kensai Magus can beat a Diviner's initiative, Dimension Door into point blank range, full attack them (w/ Dimensional Agility), then use Lingering Pain to prevent them from casting. All on one turn. If the Kensai uses a Whip (w/ Improved Whip Mastery), or has the Step Up line of feats, it won't be very easy for a caster to escape.

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