The Most Awsome Mage Slayer Build


Advice

Grand Lodge

So I'm thinking of making a mage slayer concept, primarily thinking fighter or barbarian (possibly paladin for the saves). A few feats lends themselves nicely to the concept of course, step up, step up and strike, disruptive etc. etc. are no-brainers, but how would you build your most effective mage slayer, lvls 1-20?

Special consideration on how to keep the mage close to whack him good, i.e. means to counter flying, dim door, teleport etc etc. (Ex abilities are good if you should be so lucky to get an antimagic field available at some point...)

Pathfinder core and APG only please.


Inquisitor with a dip in rogue/monk (evasion) or a ring of evasion. 11th level stalwart is like evasion for Ref and Will, and judgment can increase saves, grant energy resistance, and fast healing.


Mobile Fight APG Build

20 point buy +5 for Level 20

Str 14
Dex 18
Con 11
Int 8
Wis 18
Cha 8

Feats

Dodge
Mobility
Weapon Focus Longbow
Point Blank Shot
Rapid Shot
Weapon Spec Long Bow
Far Shot
Shot on the Run
Deadly Aim
Disruptive Shot
Many Shot
Iron Will
Improved Iron Will
Improved Critical - Long Bow
Critical Focus
Crippling Critical
Blinding Critical
Pinpoint Targeting
Staggering Critical
Critical Mastery
Stunning Critical
Something Fun

Magic Items
Try to get some boots of flight, cloak of dimension door, resistance items, glasses of true seeing, magic bow, attribute boosters...


cranewings wrote:

Mobile Fight APG Build

20 point buy +5 for Level 20

Str 14
Dex 18
Con 11
Int 8
Wis 18
Cha 8

Feats

Dodge
Mobility
Weapon Focus Longbow
Point Blank Shot
Rapid Shot
Weapon Spec Long Bow
Far Shot
Shot on the Run
Deadly Aim
Disruptive Shot
Many Shot
Iron Will
Improved Iron Will
Improved Critical - Long Bow
Critical Focus
Crippling Critical
Blinding Critical
Pinpoint Targeting
Staggering Critical
Critical Mastery
Stunning Critical
Something Fun

Magic Items
Try to get some boots of flight, cloak of dimension door, resistance items, glasses of true seeing, magic bow, attribute boosters...

What about something to stop the inevitable "wee teleport 100 miles away"?

Dark Archive

Eldritch Knight or a Magus

Dark Archive

What about something to stop the inevitable "wee teleport 100 miles away"?

Silence, Dimensional Anchor


It's gotta be monk. Flurry/Stunning Fist/Break Neck and in that order.


Inquisitor is a good idea: as a Domain, pick the Loss Subdomain from the APG.

Pick spells like counterspell, dimensional anchor, nondetection etc. The Improved counterspell feat can also help you - you are a spontaneous caster after all - try to cover each school and you should be ok.

You could also go for Counterspell Mage (Abjuration subschool in the APG) / Fighter (the free hand archetype could be good, as you need a free hand to cast anyway)/ Eldritch Knight

The firt level power of the counterspell school (APG) is really effective as the DC does not depend on your mage level. Having this option at low level could be a lifesaver, as it's effective againts high level spells you will not be abble to counterspell.

Shadow Lodge

Elven wizard / arcane archer.

Ability to cast antimagic field on your targets through your arrows + a shit load of heavy hitting arrows every round = dead spellcaster.

The ultimate mage slayer


Here's some things to get started. There's also different options in the line of "Dazing Assault" to make things fun as well. This is by no means a complete list, and a lot of this you can do with a fighter, but I prefer using a barbarian for the anti-mage type.

Barbarian Rage Powers to pick from:

No Escape

Spoiler:
(Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.

Superstition

Spoiler:
(Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Disruptive

Spoiler:
When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.

Spellbreaker

Spoiler:
When raging, the barbarian gains Spellbreaker as a bonus feat. A barbarian must have the disruptive rage power and be at least 12th level to select this rage power.

Witch Hunter

Spoiler:
(Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Helpful Feats:

Teleport Tactician (Combat)

Spoiler:
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.

Dazing Assault

Spoiler:
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.

Step Up

Spoiler:
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Following Step

Spoiler:
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Step Up and Strike

Spoiler:
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.

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