Powerful Ex abilities


Advice


I am looking for ideas for a custom epic level game that my group has devised. We know the rules we're using are not by the book for this, but it's just for fun and we want to see how it goes. The rules are as thus:

Pick a monster from any of the bestiaries. Add class levels to its CR until you reach a CR of 25. For instance, a Troll (CR 5) with 20 levels in anything. No more than 20 class levels can be given, even with multiclassing.

What I am looking for, as the title suggests, are abilities that could get through an antimagic field and still do a decent amount of damage. We're coming up against a custom creature of the DM's design, and the one thing I know for certain is it has an antimagic aura that is continually active. I am guessing, for classes, Fighter has the most abilities that fall under this category. What about other classes? The Ninja's smoke bomb seems like an interesting idea, though I'm afraid the DC will never get high enough on the poisons and things.


A caster can use spells that don't are not affected by SR. Those spells don't get canceled out by an anti-magic field. Class levels are generally better than monster HD so find the lowest CR you can use if the core races are not available.

As for poison if you spam saves he is bound to roll a 1 eventually.

Gating in high CR outsiders is also an option. Buff them and let them handle things.


wraithstrike wrote:
A caster can use spells that don't are not affected by SR. Those spells don't get canceled out by an anti-magic field.

Are you sure about that? Could you post the relevant text? It sounds terribly wrong to me...

http://www.pathfinder-srd.nl/wiki/Antimagic_Field_(Spell)

The only thing I see is that summoned creature with a SR in an antimagic field are not automatically suppressed but the antimagic field's caster must make a caster level check, but that's it...


I agree about the poison spam, but not about the low CR base. If you start with a Marilith (CR 17) then add 6 levels of Vivisectionist Alchemist for the swift poisoning and sticky poison discovery. The 3d6 sneak attack and Mutagen are just icing to that. Speaking of icing, you top that off with 2 levels of Barbarian. Urban would be best so you don't have to worry about losing access to SLA during Rage.

That leaves you with 9 attacks a round to try and poison the enemy, re-poisoning your main weapon every round. Any poison you use will improve in DC by up to 16 in a full attack, but I recommend Drow poison for this for a few reasons.

Cost isn't much of an issue for this level range but it is cheap, so you can justify having a few hundred doses on you. Second, it induces Unconsciousness. This is not sleep and will knock out elves, dragons, or whatever else is immune to sleep.

Alternatively, instead of barbarian, you can use antipaladin for the last 2 levels for massive bonus to saves. However, smite good likely won't see a lot of play.


prd wrote:
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
prd/antimagic field wrote:
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

If the spell creates something, and the thing created does not depend on magic it can function within the antimagic field. These things are never SR dependent. I was incorrect with my first post though since the following is also true:

prd/antimagic field wrote:
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area,

Even with the above limitation you can use magic to harm the creature. You just have to be creative. No magical weapons will work so I would not really depend on a fighter-type to do the job. Even smite evil is a magical affect.


Something else I forgot to mention in my original post is that wealth is based on the WBL of the class levels you have, instead of by total CR. One idea I've had is a Primal Bandersnatch (CR 19) Barbarian 6. Don't even really need equipment, at that point. I'm not sure what the best rage powers would be with a build like this. I have all the natural attacks I think I could have here, so maybe something that adds damage per attack?


You could use an incorporeal undead (incorporeal is an EX ability). In an Antimagic field no weapon can hurt it.

You can simply use the ghost of any character. Since the CR = Character level, try using a creature or a template that gives bonuses that are relevant to the ghost. (Cha bonus is good for ghost). You can dump Con ^^

Now the tricky part is being able to deal damage in the AF field as all Ghost attack abilities are SU. you probably need a class that has a special ability usable as ghost and that can't be suppressed. I will see if I can find anything :)

One option would be an artifact weaopon (Artifacts are not supressed in an antimagic field).
Fork of the forgotten one seems strong. Of course you could use that "cheat" to just make a fighter and give him artifacts. But I guess since artifacts have no price tag you can't use them.


Shadow with 20 levels on monk, using feral combat training and an amulet of mighty fist ghost touch. Quinggong/ Hungry Ghost Monk would be hilarious. Average 21+ STR damage on a flurry, or trade them out for fists. And then turn them into babies!


My version of the CRB says that incorporeal undead wink out in an antimagic field, but the PRD does not... which is correct?


Shameless bump, hoping to get that last question answered.


edit:My CRB which is the latest version say summoned creatures wink out. It says nothing about incorporeal creatures.

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