Best Mage Killer


Advice

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Grand Lodge

Human barbarian with superstition->spellsunder
Skald with superstition->spellsunder
Arcane Primalist Bloodrager with superstition and witch hunter.

Any other ideas?


1. A transmuter targeting fort saves with disintegrate or flesh to stone would give casters a nasty surprise.
2. I played an archer inquisitor that could one shot pretty much any mage round one if I won initiative but they can be countered with some spells.
3. Dwarven invulnerable rager is as nasty if not more so then the human.

Sovereign Court

Assuming you can't be a race with spell resistance...

Dwarf Void School Wizard http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/elemental-arcane-schools/void-elemental-school

With http://www.d20pfsrd.com/feats/general-feats/steel-soul

In order to affect you, any spell or SLA will have to be of the "no saving throw" variety, or you get +10 and can roll twice vs. it at 20...and you're a pretty good caster yourself...

If you want to make it even more unfair, concentrate on debuffs and tag-team with a well-designed pally, barb, or even monk.

Grand Lodge

Well bloodragers have an archetype that trades out spells for SR.

Grand Lodge

So maybe a dwarf (glory of old/steelsoul) arcane primalist untouchable bloodrager with superstitious and witch hunter.

Crazy saves + SR + lots of damage


1 person marked this as a favorite.

It really depends, but in all 3 of my campaigns another 9th caster, especially arcane is the one who does the best against BBEG casters. The buffs they have stop a lot of enemy spells, and they have the tools to wreck the enemy. Now I have so few single BBEG's the archwizard almost always has a tough melee or 4 to let the melee play with.

Just think of all the tricks you casters have done to keep melee away or survive almost anything. As I said tho, YMMV.

Sovereign Court

1 person marked this as a favorite.

Nowadays I suppose higher levels Arcanists are real mage killer with their immediate counterspell actions, essentially preventing spellcasters from casting spells, which pretty much stop them from doing anything. Since they can use their turns to cast spells, while the other wizard is trying to cast spells every round.

A lot of outsiders are very good at mage killing as well.


Apparently two grappling Monks for my games.


2 people marked this as a favorite.

I was gonna say; something like Monk has high resistances to magic in all it's forms, is highly mobile, and if your stunning fist Key's off, you could drop a heavy flurry on the wizard. Worst comes to worst you burn through his obligatory Mirror Images that were active before you showed up fast...


Dwarf Inquisitor archer,
Favoured Fort and will, high ref from dex.
Take glory of old for +3 vs spells
add shake it off with solo tactics
Judge for saves, you should be sufficiently immune to magic to survive what they throw


In theory, monk. Their standard abilities and build are based around surviving the first wave of boom/doom spells then close->grapple->kill. In practice, of course, monk is overshadowed by various other martial options, and SR doesn't show up until the wizard can use magic to remain untouchable by melee.

Bog-standard Assassin who manages to make the skill checks will stay in shadows, slip past traps, and murder the wizard with a fort save death attack. Rogue may be weak, but unless the wizard knows you are there, you can skill your way past nearly anything he throws at you.

Bard, or charisma-character can bluff and intimidate an Evil Wizard­™ into contributing to the widows and orphans fund, not to mention con a Lich into handing over its phylactery because wherever it WAS hidden was just too dangerous, and only the bard knows a better hiding place. Assuming you make the checks of course...

Named Bullet + Good archer + readied action to disrupt spellcasting is a hassle to scrape together, but a level 9 (since we seem to have settled on that level) with a wand-wielding sidekick can swing it. It's a slow death, but you've got time.

Lotta folks say "other mage" due to the whole glass-cannon paradigm, but that has a lot of variables, chief being who wins initiative, what level the conflicting casters are, and what defenses they decided to keep up.

Outsiders are actually really good, since they tend to combine Stompy, Good saves, and Teleport as a SLA.

Finally, The (red) half-dragon Troll fighter with a magic item that generates an anti-magic field kills the mage, his party, and everything else in the vicinity unless the mage was not only super-paranoid, but super-cheesy with the Shrink Item spell.


2 people marked this as a favorite.

Another Mage normally does a pretty good job at it.


2 people marked this as a favorite.

Another full caster.


A deaf oracle?


Seems like a good deal of people are saying Superstition, but I'd think that just mounts defenses gradually. In my opinion, the mage killer rage power is Crippling Strike. Teach those spellcasters why you don't dump Strength.

Shadow Lodge

1 person marked this as a favorite.

Hands down a tetori. No caster can escape a tetori monk, from a wizard to a colossal red dragon. Dimensional agility chain into a grapple and if need be a freedom suppression.

Shadow Lodge

Sandman sand arcane duelist bards are pretty good at this

Scarab Sages

London Duke wrote:

Human barbarian with superstition->spellsunder

Skald with superstition->spellsunder
Arcane Primalist Bloodrager with superstition and witch hunter.

Any other ideas?

Magus with lingering pain, arcana theft, disruptive, spellbreaker and, eventually, reflection.

Scarab Sages

Fjuri wrote:
A deaf oracle?

A deaf oracle of battle, with surprising charge and Step Up.

One of my current PFS characters.


Monk, Barbarian, Mage, yes, I suppose I would also add... Cleric. A full caster who has a few Fort targeting tricks of their own.

And that would have been my answer over 30 years ago!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Chaos_Scion wrote:
A diviner targeting fort saves with disintegrate or flesh to stone would give casters a nasty surprise.

Fixed that for you. Going first is essential.


+1 the Inqusitor, especially if you set up for extra mobility via feats, geat, domain abilities, and spells.


London Duke wrote:

Human barbarian with superstition->spellsunder

Skald with superstition->spellsunder
Arcane Primalist Bloodrager with superstition and witch hunter.

Any other ideas?

Well I would add racial heritage feat combined with mothers gift feat for spell resistance to that but it works well. I mean I'd take spell resistance on top of nearly double digits bonus to all saves against spells any day. If you went dervish dance style of barb this just gets more hilarious as your saves while raging should be nearly +30 against spells at level 20, shouldn't even have to roll :)

Scarab Sages

3 people marked this as a favorite.
Ravingdork wrote:
Chaos_Scion wrote:
A diviner targeting fort saves with disintegrate or flesh to stone would give casters a nasty surprise.
Fixed that for you. Going first is essential.

Why is it all the theorycrafted wizards are diviner's when rolling initiative and teleportation sub-school when grappled.

It's one or the other, you can't be both.

Sovereign Court

Manuver master monk with dirty trick master and blind-fight. Because he's a monk he's hard for the mage to kill him quickly, and as soon as the monk stacks on dazed, it's all over. And the blind-fight lets him nearly ignore most mage defenses. (mirror image/displacement etc)

And he has a decent chance to sneak up on the mage so that the mage isnt' prepared for him anyway.

The monk can keep stacking dazed on forever (anyone really think he can't hit the mage's CMD whenever he wants?), and he can throw a swing or two at the mage each round besides. (espeically if he has the greater trip/vicious stomp/combat reflexes combo too)


London Duke wrote:

So maybe a dwarf (glory of old/steelsoul) arcane primalist untouchable bloodrager with superstitious and witch hunter.

Crazy saves + SR + lots of damage

I'd say dwarf (glory of old/steelsoul) arcane primalist untouchable bloodrager with superstitious and witch hunter works really well and might be the best choice

Even at the higher levels, unless your GM is a really good optimizer or just using Schrödinger's NPCs this should work. well.

Also think more about your approach to killing casters, than the most effective builds.

How do you want to face the wizards?

Power through their spells and charge(Barbarian, Bloodrager, maybe [Anti-]Paladin, Inquisitor, Synthesist)

Rely more on mobility(Monk)

Maybe sneak up on them and murder them before they react(Dwarf Ranger FE human, Monk, Right Inquisitor)

Fight Fire with Fire(Wizard, Arcanist, Dwarven Cleric)

Other things to consider:
-Be a dwarf
-If you got a full caster lvl and medium armor profency, you could build yourself a Golem Armor
-At high levels an Arcane Archer with Imbue Arrow+Antimagic Field could work well
-A ring of Counterspells can protect you from the few no-save spells in the game or help if you can research your enemies

Shadow Lodge

I would think a grappling focused Ninja would be a superior mage killer. The concentration checks to cast while grappling are extremely intense, 10 + Your CMB + Spell Level. Plus once you have pinned your opponent you get free sneak attacks on them. There are tons of feats that can be used to make grapplers really scary to spell casters.


1 person marked this as a favorite.
Artanthos wrote:
Ravingdork wrote:
Chaos_Scion wrote:
A diviner targeting fort saves with disintegrate or flesh to stone would give casters a nasty surprise.
Fixed that for you. Going first is essential.

Why is it all the theorycrafted wizards are diviner's when rolling initiative and teleportation sub-school when grappled.

It's one or the other, you can't be both.

Of course they can, because they're all actually Schrödinger wizards, duh! Sure would be nice to see a less quantum kind of pointy-hatter for once...

Re: a mage killer, I'm afraid I also think the "another full caster"-crowd is correct, at least if you're limited to Paizo material and expect to be any good at it after say level 12.

If Path of War stuff is allowed, I'd recommend something like a stalker 5 / mage hunter 10. At least as good as the full casters at mage-killing, but without being OP or necessarily turning combat into one die roll (initiative) affairs.


Master of Shadows wrote:
I would think a grappling focused Ninja would be a superior mage killer. The concentration checks to cast while grappling are extremely intense, 10 + Your CMB + Spell Level. Plus once you have pinned your opponent you get free sneak attacks on them. There are tons of feats that can be used to make grapplers really scary to spell casters.

Whoa, you're actually saying one of the weakest classes in the game is the most suitable for killing the strongest classes in the game! Might even work during the first levels, I guess. But something like concentration checks from grappling simply won't happen at levels beyond 10, unless the caster is some kinda weak-sauce mook and not much of a threat to begin with (as in caught by surprise/unprepared/unbuffed/without knowledge of the ninja's combat style and strengths/etc).

And besides those details, there are the other questions all non-caster classes (especially non-spell sunder barbs/bloodragers) specializing in mage killing should have a good answer to, like:
"How do I counter improved invisibility/blur/displacement/mirror image/teleportation/burrow/etc before the caster kills me/escapes?"
"How do I avoid being stunned/paralyzed/petrified/killed/dominated by the mage BBEG that wins initiative?"
"How do I keep the wizard from hiding on his/her private plane/make astral body a non-option?"
"How do I penetrate/negate a prismatic sphere before the caster kills me/escapes?"
"How do I circumvent/disable the powerful outsiders/summoned monster horde protecting the caster, before said monsters or the caster kills me/escapes?"


In our game Monks have been good at killing Casters. Good saves and an and fast movement to get into the caster face fast work well
Also a Rogue sniper shooting a poison bolt out of the shadows and hitting the mage before he knows a fight stating ruins their day.

Sovereign Court

upho wrote:


"How do I counter improved invisibility/blur/displacement/mirror image/teleportation/burrow/etc before the caster kills me/escapes?"
"How do I avoid being stunned/paralyzed/petrified/killed/dominated by the mage BBEG that wins initiative?"
"How do I keep the wizard from hiding on his/her private plane/make astral body a non-option?"
"How do I penetrate/negate a prismatic sphere before the caster kills me/escapes?"
"How do I circumvent/disable the powerful outsiders/summoned monster horde protecting the caster, before said monsters or the caster kills me/escapes?"

My answer (manuver master monk) has solutions to all of those.

1 - greater blind fight / stealth / wiz will get no actions

2 - all high saves / stealth

3 - stealth / wiz will be able to take no actions

4 - stealth (he doesn't have the sphere up all the time)

5 - stealth / wiz will get no actions

Remember - a manuver master can use 2 manuvers as a standard action. He also has massive speed boost by then. If he can get within 150ish feet of the wizard while stealthed (pop an invis potion etc), the wizard is done - stick a fork in him.

With 2 manuvers, said monk can daze the wizard. Then he's on top of a dazed wizard, and can keep him dazed/prone perpetually while beating him to death over the course of a few rounds.

Frankly - if a level 20 wiz has time to prepare, their foe is toast. So really - other than another full caster, anyone else really requires stealth to get in close.

(Of course - the whole game system breaks down past level 10-12ish (almost like there's a reason PFS stops then :P), but that's a whole other ball of wax.)

Shadow Lodge

1 person marked this as a favorite.

Anything that grants True Seeing to the Ninja counters all of the illusory problems in one go.

As for the rest, pretty much High Stealth will allow you to close with the caster early on before all of that goes up.

As for concentration, without taking the time to do alot of tedious math, I'm pretty sure a focused grapplers concentration DC will far outstrip the casters concentration rolls. there are a great many more things that increase combat maneuvers than there are things that increase concentration.


tlotig wrote:

Dwarf Inquisitor archer,

Favoured Fort and will, high ref from dex.
Take glory of old for +3 vs spells
add shake it off with solo tactics
Judge for saves, you should be sufficiently immune to magic to survive what they throw

don't forget the Spellbreaker archetype and the Spellkiller Inquisition.

and also make sure that dwarf has the Magic Resistant alternate racial trait so they gets SR.

Sovereign Court

Deylinarr wrote:
and also make sure that dwarf has the Magic Resistant alternate racial trait so they gets SR.

The SR is too low to be useful for an equal level caster since by high levels they'll have taken spell penetration. You've be better off keeping the +2 on saves vs spells. With a trait & a feat, you can jack it up to +5.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Artanthos wrote:
Ravingdork wrote:
Chaos_Scion wrote:
A diviner targeting fort saves with disintegrate or flesh to stone would give casters a nasty surprise.
Fixed that for you. Going first is essential.

Why is it all the theorycrafted wizards are diviner's when rolling initiative and teleportation sub-school when grappled.

It's one or the other, you can't be both.

It's really a matter if you want to be a martial killer or a caster killer. Martial killers want to be able to deal with physical threats such as grappling, and so a conjurer might be best. Caster killers need to be able to deal with magical threats and so need good saves and possibly spell resistance.

Both need to go first or risk great peril. At high levels, where rocket tag rules, everyone should be a diviner, or have some other manner of going first.

Sovereign Court

Equip an assassin with a phase-locking, seeking, limning bow with bane arrows pertinent to the mage's race.


a monk with Touch of Serenity
http://www.d20pfsrd.com/feats/combat-feats/touch-of-serenity-combat

Shadow Lodge

Throat Punch is a nice anti-caster feat i've seen somewhere


Monk...great saves and you get som SR along with some immunities...AC bonuses apply to touch as well


Blindmage wrote:

a monk with Touch of Serenity

http://www.d20pfsrd.com/feats/combat-feats/touch-of-serenity-combat

I don't know how reliable that will be against casters, since they all have high Will save progression and your Monk isn't likely to be as fully invested in Wisdom as a caster is in their caster stat.


Athaleon wrote:
Blindmage wrote:

a monk with Touch of Serenity

http://www.d20pfsrd.com/feats/combat-feats/touch-of-serenity-combat
I don't know how reliable that will be against casters, since they all have high Will save progression and your Monk isn't likely to be as fully invested in Wisdom as a caster is in their caster stat.

Unless you are a Sensei.

Spoiler:
Master Dwarf
Male Dwarf monk 11 / inquisitor 1 Archetypes Martial Artist, Sensei, Witch Hunter,
CN Medium humanoid (dwarf)
Init +4, Senses darkvision (60 ft.); Perception +21
=================================================
DEFENSE
=================================================
AC 20, touch 20, flat-footed 18 (+2 Dex, )
hp 76 ((11d8)+(1d8)+24)
Fort +11, Ref +9, Will +15, +2 vs. poison, spells, and spell-like abilities, +1 vs. mind-affecting effects, except fear

=================================================
OFFENSE
=================================================
Speed 20 ft., High Jump
Melee flurry of blows +12/+7 (1d10)
Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze, Stunning Fist,

Inquisitor Spells Known (CL 1st; concentration +7)
1st(3/day)-divine favor(DC ), wrath(DC )
0th(at will)-brand(DC 16), detect magic, light, resistance(DC 16)

=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 14, Int 8, Wis 23, Cha 6,
Base Atk +8; CMB +17; CMD 28 (32 vs bullrush) (32 vs trip)
Feats Combat Reflexes, Disruptive, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Pin Down, Spellbreaker, Steel Soul, Stunning Fist (DC , Teleport Tactician
Skills Acrobatics +6, Heal +18, Perception +21, Sense Motive +13, Spellcraft +20, Stealth +17, Survival +10,
Traits Classically Schooled, Reactionary,
Languages Dwarven
SQ ac bonus, advice, alignment, darkvision, defensive training, deities, exploit weakness, extreme endurance, granted powers, greed, hardy, hatred, high jump, insightful strike, judgment (profane), maneuver training, martial arts master, mystic wisdom, pain points, physical resistance, skills, spell sage, stability, steady, stonecunning, weapon and armor proficiency, weapon familiarity, witch's bane, xenophobic,
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus (Ex) When unarmored and unencumbered, you add +8 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Advice (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.

Classically Schooled Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Exploit Weakness (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object's DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. This ability replaces ki pool.

Extreme Endurance (Ex) At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.

Granted Powers You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred or profane bonus to AC for 1 minute per level. You gain a sacred bonus if you are good, profane if you are evil; if you are neutral, you choose either sacred or profane when you select this inquisition. After you choose which type of bonus you gain, you cannot change the bonus type. When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

High Jump (Ex) You can adds +11 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.

Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level.

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the exalted taint of her foes, gaining a +1 profane bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Judgment (Profane) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Maneuver Training (Ex) A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Martial Arts Master (Ex) At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.

Monk Bonus Feat

Mystic Wisdom (Su) At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 round. This ability replaces the bonus feats at 6th, 12th, and 18th level.

Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.

Physical Resistance (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skills A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Spellkiller Inquisition

Spell Sage (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. This ability replaces monster lore.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, or sickened for 1 minute. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.

Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Witch's Bane Any creature that casts an arcane spell within 30 feet of the witch hunter takes a -2 penalty to AC against her attacks and a -2 penalty on saving throws against her spells while this judgment remains in effect. This ability replaces exploit weakness.

Xenophobic (Ex) Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear effects.

This is before items. We are looking at a DC 28 Fort save to survive that Stunning Fist.

Oh and you probably want to take some levels in Urban Barbarian to rage cycle like mad and get Superstitious to boot.

Dark Archive

When people talk about killing spellcasters, I always default to monk. Other classes have their own specific builds that work but an out of the box monk works just fine. Once you start adding archetypes, use material besides core, and apply any level of optimization, it becomes difficult for casters to focus on anything but surviving the monks imminent onslaught. They have too many applicable class features.

I give a healthy nod to inquisitors, barbarians, certain stealth based builds and arcanists. They all have archetypes and various specific class features or abilities that specifically call out enemy casters for punishment. I also have a strong feeling that there is a cleric build out there that excells at this better than we suspect.


It really depends on the level. In the low and mid levels monks, paladins, barbarians, bloodragers and skalds will do the job. At higher levels the big problems become winning initiative and preventing escape. Diviners and Inquisitors are really good at this. Just about any class can do this, but planning and reconnaissance are key.

For the people suggesting letting the caster win initiative, how do you propose to deal with Teleport?

The scariest thing a high level caster does is scry and fry. I have never seen a high level caster who doesn't employ this as the first line of defense.


A musket based or heavy crossbow based sniper hitting from 1,000+ feet away?


Max range for a musket is actually only 400 feet, if memory serves.

Heavy crossbow can do 1.2k.

I don't remember the range limits for better firearms off the top of my head. Likely they fall short of real-world sniping because game balance.


London Duke wrote:

Human barbarian with superstition->spellsunder

Skald with superstition->spellsunder
Arcane Primalist Bloodrager with superstition and witch hunter.

Any other ideas?

I have a Brawler (Fighter archetype) who, by level 11 has:

No Escape (class feature)
Menacing Stance (class feature)
Standstill (feat)

By 15th level he's added:

Disruptive (feat)
Spellbreaker (feat)

By 12th level he's also making 6-7 attacks/round (with Pummeling Style) not counting AoO's. If he gets anywhere near a Mage, that Mage is toast.


Gregory Connolly wrote:

It really depends on the level. In the low and mid levels monks, paladins, barbarians, bloodragers and skalds will do the job. At higher levels the big problems become winning initiative and preventing escape. Diviners and Inquisitors are really good at this. Just about any class can do this, but planning and reconnaissance are key.

For the people suggesting letting the caster win initiative, how do you propose to deal with Teleport?

The scariest thing a high level caster does is scry and fry. I have never seen a high level caster who doesn't employ this as the first line of defense.

Check my Sensei build, it qualifies for Teleport Tactician and can use that AoO to Stunning Fist.

Also, I realized I made a mistake when making it, it should have had 10 levels in Monk and 2 in Inquisitor :P


1 person marked this as a favorite.

Martial with maxed use magic device and antimagic scroll.


Wiggz wrote:
London Duke wrote:

Human barbarian with superstition->spellsunder

Skald with superstition->spellsunder
Arcane Primalist Bloodrager with superstition and witch hunter.

Any other ideas?

I have a Brawler (Fighter archetype) who, by level 11 has:

No Escape (class feature)
Menacing Stance (class feature)
Standstill (feat)

By 15th level he's added:

Disruptive (feat)
Spellbreaker (feat)

By 12th level he's also making 6-7 attacks/round (with Pummeling Style) not counting AoO's. If he gets anywhere near a Mage, that Mage is toast.

Yeah, that's one of my favorite too. I like making it a Hobgoblin with Magehunter and Weapon Finesse to make it more fun.

Also I recommend Teleport Tactician and Skullcrusher Gauntlets to knock the mage unconscious with the AoO provoked by teleporting.

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Best Mage Killer All Messageboards

Want to post a reply? Sign in.