Antimagic-focused combatant? - Myth-Weavers

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Antimagic-focused combatant?

   
Antimagic-focused combatant?

The thing about Antimagic Field is that it's pretty darn effective against pretty much all spells, spell-like abilities, supernatural abilities, and magic items, can't be dispelled (and disjoining it is unlikely to work), and it lasts for a good 10 minutes per level.

But it also affects you; no other buffs, no magic items, no spellcasting or supernatural abilities of your own until you choose to dismiss it.
That poses a problem for PCs; adventurers typically rely heavily on their magic items and buff spells to match up against strong foes later in their careers. Even if the supernatural abilities are suppressed, such monsters typically have high ability scores and extraordinary abilities to fall back on, while the PCs are left with non-magical gear and skills.



So...how would you go about creating a spellcaster or other character, who specialises in fighting under the influence of their own Antimagic Field? To cover against as many magical/supernatural attacks as possible in a way that can't be dispelled?
The obvious issue being (again) that you won't be able to cast spells under the field, so you need to be proficient at some non-magical means of attack in order to defeat foes. Given your probable squishiness, most likely a ranged weapon of some sort. But on top of that, there's raising your to-hit, damage and AC, being able to move around effectively, finding ways around damage reduction, resistances and regeneration (because of course high level monsters like the pit fiend have all three of those and are pretty much invulnerable to non-magical attack)...

So far, what I figure is that you could invest in various creatures to do the job for you; corporeal undead aren't suppressed by Antimagic Field, nor are creatures summoned via Planar Binding. Acquiring a loyal mount of some kind, preferably one with flight like a pegasus or griffon or even a dragon, is probably a good idea too.
Raising your ability scores would be difficult, but again, you could use stuff with instantaneous effects like the various Tomes/Manuals or Wish spells (though, they are ridiculously expensive), or play as a race with higher natural ability scores and useful traits.

Hmm...what else? What are the primary Extraordinary Abilities that pose hazards to someone using Antimagic Field a lot?

In D&D, the biggest problem I see coming up is that your enemies are usually going to be monsters. Turning magic off really hurts humanoids in these situations, because their enemies are going to be bigger, stronger, faster, tougher, and with other non-magical advantages over the character. DR X/(magic) doesn't stop working when you turn magic off, but turning magic off does make your super-cool magical weapon into an ordinary, if masterwork, weapon.

You'd probably have to be a monk, or some sort of monster yourself.

Mm. It seems to me that the best course to go with anti-magic combat is to be a dragon. Lots of strength and size and natural AC, even some built in sorcerer levels...'some'.
(
So a creature's Challenge Rating is meant to be a measure of how strong a creature is, right? Humanoids with PC classes, as a general rule, have a CR equal to their character level (and those with NPC classes have a CR equal to half their character level). But according to the Improving Monsters section, the CR increase from hit dice is worth (at most, with dragons and outsiders) +1 per 2 hit dice. So why is it that if you want to play a monstrous PC, you're supposed to add monster hit dice to PC class hit dice, AND add a Level Adjustment (which give absolutely nothing) on top, to get a sum effective character level? A large number of monsters have CRs below their hit dice to begin with, but somehow adding only a few PC levels and leaving the rest as empty space (the level adjustment) is supposed to give them an ECL and CR on par with the rest of the party?
Insert rant about Level Adjustment here.)

...Anyway. The Dragon Disciple prestige class gives a bunch of ability score boosts and extraordinary abilities, including wings, but it has to give up most of its spellcasting progress, which is detrimental to Plan B of 'use Planar Binding to get an outsider to help'.
Size and natural armor seem to be big factors once magic is neutralised, so does anyone know any prestige classes or similar that could help with that?

I managed to pull this off with the Cheater of Mystra build, coming online at around 15th-17th level (can only recall bits about it now). It was a Cleric/Wizard build, I think.

The AMF blocks line of effect to most spells, so even if your space is exempted from its effect, you still can't cast thru it - your spell will still pass thru the field after all. The Cheater has the ability to ignore the AMF altogether so he can cast normally.

One balor was able to disjoin my AMF in one fight, but I had so many defenses then that losing the AMF for a round or two was no biggie. After that point, I packed some item that contained a boosted counterspell vs dispels and disjoins. I had AC so high I can only be hit with a crit, and even then I had a fortification that negated crit effects, and because the AMF rendered all attacks nonmagical, I was practically unharmed due to immunity/resistance to nonmagical damage. Oh, and I was walking as a Planetar for the whole day.

There's a barbarian-based (something berzerker?) class that gets STR and NA or DR (might have been a giant racial class, I'm not sure), but the DR isn't really level-effective, especially with the whole combined with the witchhunter(been a while since I played 3.5), feat line, you can get a fairly strong character.. Also, Tomes of X, which you read to get a permanent bonus to an ability score could by your best bet for improving your STR while in the AMF.

Also, an intelligently built Fighter, as Kakita Ayame pointed out could work, especially if you find a way to keep your enchanted weapons working (or finding non-magical enhancements, off the top of my head materials might be your best bet).

One way I've house-ruled monster PC's is by working with the player, toning down what is too OP, and otherwise playing the creature, straight out of the manual, no rolled stats, no additional magic items or wealth, maybe some feat changes, but otherwise, just, you wanna be a dragon, okay, you're a dragon at the CR equivalent to the party's level.

3.5 has terrible monster PC rules. Absolutely terrible. They tried with savage species, but.. yeah I got nothing for it. Works fine in Gestalt, though..

Quote:
Originally Posted by TheGreyWulf View Post
I managed to pull this off with the Cheater of Mystra build, coming online at around 15th-17th level (can only recall bits about it now). It was a Cleric/Wizard build, I think.

The AMF blocks line of effect to most spells, so even if your space is exempted from its effect, you still can't cast thru it - your spell will still pass thru the field after all. The Cheater has the ability to ignore the AMF altogether so he can cast normally.

One balor was able to disjoin my AMF in one fight, but I had so many defenses then that losing the AMF for a round or two was no biggie. After that point, I packed some item that contained a boosted counterspell vs dispels and disjoins. I had AC so high I can only be hit with a crit, and even then I had a fortification that negated crit effects, and because the AMF rendered all attacks nonmagical, I was practically unharmed due to immunity/resistance to nonmagical damage. Oh, and I was walking as a Planetar for the whole day.
And then there's this, for when you break 3.5 and make your DM cry. Not that I have a problem with that, heck, I encouraged that kind of thing in my players back when I had an IRL group. But we were all nerds in the army on a night shift that liked poring over gigs of pdfs for loopholes and mechanics, and we would rotate dming so that we could all enjoy our ridiculous builds (like the rogue/ranger/scout character I made that could OTK CR12 by level 6, and then CR 20 by level 12).

haha.. good times.

I'd think the ideal thing to be inside of an anti-magic field would be a dragon, tbh. Armored monster with claws and teeth and just wade into battle grinning that no mage will pelt you from afar. Short of that, or something similar, a svirneblin monk to wade into battle with inherent SR and a racial AC boost is a good anti-mage character, anti-magic field or not. Monks, in general make great mage killers with increased speed, great saves, and the ability to dodge touch attacks to just dodge incoming rays of doom, avoid save or suck/die spells as you rush across the 100 ft between yourself and the mage in one round to kick them in the head.

IE: The best way to fight in an anti-magic field is to be good at fighting without casting, and naked. Claws and teeth or bruce lee style.

There is one way to work magic items inside an anti-magic field.

Since this is 3.5, ask if you can use Ravenloft books.

In the book "Legacy of Blood" there is a feat called "Create Device" which lets you build MUNDANE versions of magical items. For example a wand of fireballs created with Create Device (Craft Wands), would be a flamethrower powered by a battery (yes there are rules for power sources).

These items are not magical, and are flat out stated to not be able to be dispelled, anti-magic, etc.

I mean... You could be a Psion/Cerebremancer if Magic-Psionics-Transparency isn't in effect. And if it is... Fusion + Astral Seed never hurt anybody, I guess?







 

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