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The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.
Downsides are it costs 38,000, takes your neck slot, and will eventually burn out.

Protoman |

Absolutely true. The one I'm playing for Hell's Rebels I had to focus on AC (ended up being party tank because everyone else is playing charismatic low-damage/AC characters) and swapped out darkvision for 1/day make whole alternative racial trait.
Hoping to get party crafter to make Boots of the Earth for fast healing soon.

Lady-J |
interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)

Drahliana Moonrunner |

interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)
Not having immunity to negative levels is far from a fatal flaw for most characters. No there are no saves generally for getting them, but you generally do get a save 24 hours later to remove them.

My Self |
1 person marked this as a favorite. |
Lady-J wrote:interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)Not having immunity to negative levels is far from a fatal flaw for most characters. No there are no saves generally for getting them, but you generally do get a save 24 hours later to remove them.
Your chance to avoid taking negative levels is called "AC" and "Touch AC". Very much a similar defense as HP. If it's unfair that a spellcaster can kill you if they beat your AC with a number of Scorching Rays equal to your level, or that you die if you're hit by one too many applications of raging Orc Barbarian Greatsword, perhaps you could reconsider your expectations from the game.

Drahliana Moonrunner |

Drahliana Moonrunner wrote:Your chance to avoid taking negative levels is called "AC" and "Touch AC". Very much a similar defense as HP. If it's unfair that a spellcaster can kill you if they beat your AC with a number of Scorching Rays equal to your level, or that you die if you're hit by one too many applications of raging Orc Barbarian Greatsword, perhaps you could reconsider your expectations from the game.Lady-J wrote:interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)Not having immunity to negative levels is far from a fatal flaw for most characters. No there are no saves generally for getting them, but you generally do get a save 24 hours later to remove them.
Or various hit avoidance strategies such as mirror image, blur, displacement, etc.

Lady-J |
Drahliana Moonrunner wrote:Your chance to avoid taking negative levels is called "AC" and "Touch AC". Very much a similar defense as HP. If it's unfair that a spellcaster can kill you if they beat your AC with a number of Scorching Rays equal to your level, or that you die if you're hit by one too many applications of raging Orc Barbarian Greatsword, perhaps you could reconsider your expectations from the game.Lady-J wrote:interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)Not having immunity to negative levels is far from a fatal flaw for most characters. No there are no saves generally for getting them, but you generally do get a save 24 hours later to remove them.
hp damage is alot easyer to deal with (via fast healing and other healing abilities) negative levels much less so there was a very very broken combo one of the dms used on us which im atemting to build against 2 creatures one with at will dispel magic and one with at will 1d4 negative level ranged touch so magic means of beating it are off the table and with +24 ranged touch getting touch ac up that much is dificult

My Self |
My Self wrote:hp damage is alot easyer to deal with (via fast healing and other healing abilities) negative levels much less so there was a very very broken combo one of the dms used on us which im atemting to build against 2 creatures one with at will dispel magic and one with at will 1d4 negative level ranged touch so magic means of beating it are off the table and with +24 ranged touch getting touch ac up that much is dificultDrahliana Moonrunner wrote:Your chance to avoid taking negative levels is called "AC" and "Touch AC". Very much a similar defense as HP. If it's unfair that a spellcaster can kill you if they beat your AC with a number of Scorching Rays equal to your level, or that you die if you're hit by one too many applications of raging Orc Barbarian Greatsword, perhaps you could reconsider your expectations from the game.Lady-J wrote:interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)Not having immunity to negative levels is far from a fatal flaw for most characters. No there are no saves generally for getting them, but you generally do get a save 24 hours later to remove them.
Hold on, you've got an adversarial or competitive relationship with your GMs? That might be the bigger problem. Especially if they're treating it like some sort of arena fight instead of building around a story. A GM who builds around a story will have a moderately harder time pulling difficult to deal with mechanics out of thin air. Granted, if this is all part of the fun, then don't let me stop you. But if it isn't fun, then you need to talk to your GM.
If it's still fun, try a Fighter with Smash from the Air (lets you cut down weird projectiles, like ranged spell touch attacks), a Monk (really high touch AC), or a Wizard (Mirror Image + toolkit of wizardly destruction). Death workarounds such as a Ghoran or Reincarnated Druid are also on the table. Alternatively, consider developing an unstoppable engine of destruction, such as a Wizard, Supersitious/Invincible Rager Beast Totem Barbarian, Zen Archer Monk, or Summoner (Master Summoner or Synthesist, if your GM is OK). Do not respond reactively with an Oradin or healing-focused Cleric, this only gives your GM more room to make your party suffer without killing you outright. It's alright to play a divine caster, and keeping at least one Heal, Breath of Life, or Restoration on hand is due diligence, but healing can't become your primary job, since healing allies does not kill enemies, but killing enemies prevents the need to heal allies.

The Sideromancer |
interesting about the contructs however doing so means no half celestial or mutant creature so i would be better off just becoming undead and dampire and aasimar are a no go as they dont prevent in any way the once hd# of negative levels is reached you die part which is the part im trying to be immune to as all the negative level things have no saves given(which is total bs in most cercomstances)
Wait, what? Given the extant half-celestial creatures, I would put a fruit-bearing romance between a Shield Archon and a Clockwork as entirely reasonable.

Lady-J |
Hold on, you've got an adversarial or competitive relationship with your GMs? That might be the bigger problem. Especially if they're treating it like some sort of arena fight instead of building around a story. A GM who builds around a story will have a moderately harder time pulling difficult to deal with mechanics out of thin air. Granted, if this is all part of the fun, then don't let me stop you. But if it isn't fun, then you need to talk to your GM.
If it's still fun, try a Fighter with Smash from...
it was for arena type fight in a one shot champaign still want to find some way to deal with it just so if for what ever reason it happends in any of the other games i play in i will have at least some idea on what to do as they experience made me realise i have no idea how to counter such an event

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If your GM allows unique magic item creation (a dangerous prospect considering what you can make with those formulas) then there is a way, though it is quite expensive.
An item that gives you continuous death ward (making you immune to energy drain, so most negative levels, except the ones you get from rezes or picking up, like, unholy swords if you're good-aligned) is:
Level 4 spell x caster level 7 x 2000 x 2 (duration measured in rnds/level)=112,000 gp

My Self |
If your GM allows unique magic item creation (a dangerous prospect considering what you can make with those formulas) then there is a way, though it is quite expensive.
An item that gives you continuous death ward (making you immune to energy drain, so most negative levels, except the ones you get from rezes or picking up, like, unholy swords if you're good-aligned) is:
Level 4 spell x caster level 7 x 2000 x 2 (duration measured in rnds/level)=112,000 gp
You're in luck, there's a cheaper option.

Lady-J |
VampByDay wrote:You're in luck, there's a cheaper option.If your GM allows unique magic item creation (a dangerous prospect considering what you can make with those formulas) then there is a way, though it is quite expensive.
An item that gives you continuous death ward (making you immune to energy drain, so most negative levels, except the ones you get from rezes or picking up, like, unholy swords if you're good-aligned) is:
Level 4 spell x caster level 7 x 2000 x 2 (duration measured in rnds/level)=112,000 gp
ill keep that in mind thanks

Azothath |
there are several ways to become immune to touches or spells that bestow negative levels, mostly they involve being a spellcaster or spells.
The mundane way is to be dead as then you're immune. Being dead though really takes a toll on your action economy. Recovery usually involves a high layout of gold so it's generally impractical.
You can abide the debuffs and shake them off using later applied bonuses to your rolls, you still have to be careful not to exceed your Level|HD.
Ankh Lesser Talisman $625, save and save again, blast attacker.
Black Soul Shard $12000 can absorb 1 negative level, so you could carry several.
Silverfang $9320 might be a weapon you want. +2 rst to save vs permanent negative levels.
Death Ward 4th divine, CL min of protection.
Undeath Inversion 4th arcane or divine, only a few rounds.
simple things like Mount and Summon Monster can put a blocker between you and the negative energy wielder. Vanish can also be effective.
Shadow Projection Wiz 4 is a classic way to avoid this.
I'll leave trickier ways for you to figure out...

Drahliana Moonrunner |

Chess Pwn wrote:you could always get a restoration. 100gp and cast that and all temp negative levels are gone. 1000gp and 1 permanent negative level is gone.That is kind of like saying the best way not to get injured is to get healed after you take damage...
It's called acknowledging that injuries are a part of character life, and it's more productive to expect that they will happen and deal with them instead of building an expectation that they can be prevented.

Malefactor |
1 person marked this as a favorite. |

Malefactor wrote:It's called acknowledging that injuries are a part of character life, and it's more productive to expect that they will happen and deal with them instead of building an expectation that they can be prevented.Chess Pwn wrote:you could always get a restoration. 100gp and cast that and all temp negative levels are gone. 1000gp and 1 permanent negative level is gone.That is kind of like saying the best way not to get injured is to get healed after you take damage...
True, but when the point of thread is trying to find away around that, it seems a bit silly to give reactive measures when the person is looking for preventative measures.

Drahliana Moonrunner |
1 person marked this as a favorite. |

Drahliana Moonrunner wrote:True, but when the point of thread is trying to find away around that, it seems a bit silly to give reactive measures when the person is looking for preventative measures.Malefactor wrote:It's called acknowledging that injuries are a part of character life, and it's more productive to expect that they will happen and deal with them instead of building an expectation that they can be prevented.Chess Pwn wrote:you could always get a restoration. 100gp and cast that and all temp negative levels are gone. 1000gp and 1 permanent negative level is gone.That is kind of like saying the best way not to get injured is to get healed after you take damage...
The problem is is that asking for immunity to negative levels is a lot like asking for immunity to HP damage. It's compounded by the imputation that lacking such immunity leads to a crippled character.

avr |

Recovery is also a lot cheaper. A scroll of Restoration costs 800 gp or a potion 1500 as against the 60K for a darkskull, assuming that you're not able to cast the spell yourself. Or if PPC: Dragonslayer's Handbook is allowed, 3 vials of dragon's blood costing 180 gp total removes a permanent negative level.
Oh, one preventative item. A lifecollar coat gives a 50% chance of avoiding one negative level each round. 18 200 gp and you have to be OK with wearing an +2 mithral armored coat.

Chess Pwn |

There issue was they needed a way to deal with negative levels. It seemed to indicate that they didn't know restoration took those away pretty easily and cheaply.
get 20,000 gp item to prevent negative levels, useful once or twice?
get 200 gp up to 2,000 gp to remove those negative levels the day of or the next day. As mentioned, you can carry scrolls or potions of it to fix you up after every fight that you get a negative level. And still be far cheaper than immunity.
So shared to make sure they knew of this option.

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I have the perfect solution for you. it was the result of a efreeti in a fist edition AD&D campaign. An amulet that will protect you from any form of damage, HP, level loss, whatever.
It has only a "slight" drawback, to protect you it cast imprisonment on you a split second before you hare hit.
After that you are perfectly safe in stasis very deep under the earth. You will even live forever.
The player wasn't very happy when he discovered that, but greedy wishes generally backfire.
[twisted]

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Cure beats prevention.
Though there are some issues with this; Let us say you are fighting creatures that their slam attacks causes energy drain of a level per hit with no save. Then this becomes an issue of if you can effectively take out that series of creatures or have an effective way to escape them. In one adventure path, I was the frontline combatant and was nearly turned due to 12 negative levels. It was ugly.
Having a Black Soul Shard can help with a single hit of negative level, but the issue is that you can only have one attuned to yourself and it takes a week to reattune.
The Darkskull is an effective one, since you can get it to have Death Ward, but may be a bit expensive or not something the GM would like (i.e. it is a purely evil item)
One thing that you might consider is the Deathless Armor enchantment. It has a 25% chance to negate negative levels, so everything helps.

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I have killed a PC during the surprise round with a critical from a shadow and two 6 on the dices for the strength damage. The problem of rolling the dice on the open.
While sometime the GM will fudge a bit to avoid unnecessary deaths, the beauty of the game is that you are never 100% sure of your protections.
Some level of risk of failure for the PC is necessary, or the story become meaningless.