If you know eq is going to light to darn near non-existent...


Advice


I have an upcoming game that I expect to have a couple of scenes where we will be stripped of eq or be in a completely magic free zone. What classes or designs will be able to function well in such a situation? Any classes that are virtually non-eq reliant? I was thinking about either a zen archer or a rage bred natural attack style rogue/slayer hybrid.


Casty classes are going to work the best in this situation provided they can deal with lack of material components and/or foci. Sorcerer is pretty obvious.

Unarmed classes such as monk or brawler are okay.

Arms-focused classes are gonna have a bad day if they specialized in a particular type of weapon, which 99% of such characters do. A zen archer is a lot less useful without a bow or arrows.

If you expect to be in really dire straits, such as imprisoned, tied up with everything down to your knickers confiscated, psychic may be your bag.


blahpers
Those are great points. Maybe a sorcerer dragon disciple focusing on strength after charisma so I have spells and my beefy thews when spellcasting isn't an option.


If you want to do a melee build, a shikigami style character that specializes in improvised weapons can be inappropriately strong when stripped of gear. This build is especially overpowered at 1st level, but kind of peaks at 5th level.

Kinetisist really isn't gear dependent at all. Other casters that don't use a spellbook are rather strong.

Now if you are talking about being thrown into a high level campaign where you are imprisoned in an anti-magic zone then you could do a shikigami style rogue who sneak attacks by throwing trash. That should help you break out of a prison without magic. Your BAB might be a bit low depending on the enemy, but your damage should be fantastic.


Pathfinder Adventure Path Subscriber

If I was asked to build for a campaign where I knew I'd be without equipment for a significant time, I'd go for natural weapon-based melee, improvised weapon melee, or full casting (probably psychic or sorcerer). Pretty much in that order, actually.


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People are not effectively metagaming this.

Go Fighter.

You'll accrue so much good will (also pity) from the GM that they'll shower you with loot in due time.

But also do consider Black Asp Unchained Monk - they have a series of ki talents that allow them to smuggle items Betty effectively.


What exactly are we talking about? What's this "completely magic free zone"? How is the 'stripping' enforced?


Yeah, the nature of the anti-magic is pretty important. If it's only in small areas you can work around anti-magic with certain casters. But if you're talking about huge areas of anti-magic, then casting classes may not be worth it.


Build a monk, brawler, or unarmed focused fighter.

All three are fine fighting naked in an anti-magic zone.

Alternately, there is the Phantom Blade Spiritualist. It's not like you can take their weapon away from them and they can always choose to summon a breastplate made of ice (as long as they took the spell). Blade-in-Mind even lets them fight unarmed, with their unarmed strikes counting as magic.

Sovereign Court

Kitsune Fox Fighter, aka variant of the Songbird of Death?
Change Shape is unfortunately an SU ability so would be suppressed by anti-magic, but its hard to take all of your gear if you are always a fox and it is melded into your form.
Agile is kind of important to the build, but thats just damage.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

The two situations usually have very different solutions. In a low equipment game, full casters tend to be more powerful because they don't rely on equipment nearly as much. However, they are obviously pretty terrible in an area where magic doesn't function.

My first bit of advice would be to not worry so much about such things, trust that although your GM may throw such things at you from time to time, overcoming those obstacles will be part of the fun and just building around them from the outset will probably make the game less fun, not more. Trust that your GM will assure that for the majority of the game all characters will be able to properly contribute and play what you really want to play.

Obviously the nature of your group, the skill level of your GM and, to an extent your own personal views on what is fun might make the above advice irrelevant.

That being said, if I wanted to build a character that I thought would be strong, regardless of weird circumstances it was thrown into, I'd think pretty strongly about a vivisectionist alchemist. Enough magic to create buffs when equipment is lacking, enough non-magical combat abilities to be strong when magic doesn't work and overall a pretty fun and versatile class. The ragebred would obviously be a strong option here as well, although if you push the build too hard it can approach the 'broken' territory, which may or may not be an issue depending on your group dynamics.


Nature Fang druid with an animal companion could be good with low magic and low equipment. Not sure if your animal companion could be considered equipment in your case though.


Core Synthesist Summoner is really great for this sort of scenario.

You summon an armor shell to give you extra hp and make you strong and resilient while your character focuses on charisma and intelligence. Since the eidolon suit replaces your physical stats its great, and makes you less gear dependent since you will rely on natural attacks instead of finding useful weapons.

If you're going to be in antimagic area though, that would be a terrible decision. I'm not sure if that's what you meant in your first post, I didn't assume so.


Monk of the Four Winds/Qinggong/Sensei Monk...

You don't rely on gear, and your Qinggong magic isn't technically magic, and you can Inspire Courage to your team, and you can hand out your Qinggong magic to your team, and later you can hand out 3 standard actions to everyone on your team.


Flowing monk, specialized in tripping, going greater tripping.... awesome combat control, bunch of attacks, good saves, and gives your allies tons of free hits, as well as being able to give the enemy pretty hefty penalties when they try to attack you.


VoodistMonk wrote:

Monk of the Four Winds/Qinggong/Sensei Monk...

You don't rely on gear, and your Qinggong magic isn't technically magic, and you can Inspire Courage to your team, and you can hand out your Qinggong magic to your team, and later you can hand out 3 standard actions to everyone on your team.

A lot of the "cool" abilities are spell like abilities (anything that replicates a spell), which will have the same problems as spells if the GM actually intends to run things in an Antimagic zone. So "technically not spells" doesn't help.


wild shaping druid
sorcerer
psychic casters
monk/brawler/pugilist

Any animal companion class could also work with the right choice of companion.


TPK wrote:
I have an upcoming game that I expect to have a couple of scenes where we will be stripped of eq or be in a completely magic free zone. What classes or designs will be able to function well in such a situation? Any classes that are virtually non-eq reliant? I was thinking about either a zen archer or a rage bred natural attack style rogue/slayer hybrid.

No gear? Spellcasters are the best at this. They just don't need items the way martial PCs do. You can still fly, turn invisible and cast Confusion.

For the second... monks or brawlers. A null magic field totally hampers spellcasters, and wizards have that worse than clerics. Fighters would be pretty cool but would have lower numbers. Monks would lose less (their weaker access to "magic weapons" means less when the fighter doesn't have a magic weapon either, for instance). A null magic field wouldn't stop them from using any style feats they may have.


Sorcerer and Wildshape druid, the rest sucks without gear. Even a brawler or monk will not work properly.
Perhaps a cleric with a tattoo holy symbol and the eschew materials feat.


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

A mindblade magus might be worth looking at for reducing gear dependency; fiend flayer is also an option. Ectoplasmist or phantom blade spiritualist can also work.

Barbarian 2/ranger 2/skald 1/dragon disciple 4/barbarian +X works pretty well in anti-magic areas (rage is Ex and the +4 Str, +3 natural armor from dragon disciple are not affected either). To reduce dependence on equipment, half-orc with the Toothy alternate racial trait and natural weapon combat style to select Aspect of the Beast (Claws) can give three primary natural attacks; note that all of the Beast Totem rage powers are Su. Viking fighter instead of barbarian is also an option, but gains Berserker at 5th level.

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