Invincible Character (not Pun-Pun)

Post/Author/DateTimePost
#1

morphling_89

Jul 08, 2009 5:03:28
The goal here is to build a pretty much invincible character (without exploiting a clear loophole). A character so capable of defending themself that no appropriate or even semi-appropriate encounter can seriously threaten them.

Post your attempt or comment!

My attempt is a master abjurer. His saves are horrible and armor class abysmal (for his level) but it doesn't matter because he avoids making those saves or being attacked in the first place.

Banned Schools: Necromancy, Evocation

At 21st level

Abjurer 3/Master Specialist 10/Initiate of the Sevenfold Veil 7/Archmage 1

Race: Lesser Air Genasi (+2 Int, +2 Dex, -2 Cha, -2 Wis)
Template: Dragonborn (+2 Con, -2 Dex, Flight)

Str 14
Dex 18
Con 28
Int 36
Wis 12
Cha 12

Saves:
Fort: +23 (6 base, +9 con, +6 superior resistance, +2 familiar)
Ref: +16
Will +26

AC 38 (10+9 armor +7 shield +8 natural armor)


Feats:
1-Skill Focus Abjuration
3-SF Enchantment
6-Mobile Spellcasting: Can cast in the middle of movement
12-Arcane Mastery: can take 10 on dispel checks
15-Craft Contingent Spell
18-Planar Touchstone: +4 to dispel checks
21-Epic Spell Focus - Abjuration

Bonus Feats:
(Discipline - +2 to Will save, local Faerun feat)
(Scribe Scroll - Wizard)
(Greater Spell Focus-Abj - from Master Specialist)
(Skill Focus - Spellcraft - From Master Specialist)

Armor/Shield:
+5 Mithril Twilight Chain Shirt - 37k (+9 AC)
+5 Mithril Twilight Shield - 37k (+7 AC)

Items:
Headband of Conscious Effort - 2K (auto success on Fort save 1/day)
Dispelling Cord - 1K (5 day +2 on dispel checks)
Gloves of Fortunate Striking -2K (Improves touch attacks)
Deathgaurdian Bracers - 6K (as immediate action, you can give up a spell to get 2 * spell level DR until your next turn)
Third Eye Penetrate - 2K (+2 vs SR)
Baccob's Blessed Book - 12.5K (Spellbook)
Bracers of Nat Armor+8 -64k
Ring of Spell Turning - 98k (3/day on command turn 9 levels of spells on caster)
Runestaff (Magic Jar) -10K
Pearl of Power - 4th (3), Pearl of Power - 6th (1) - 84K
Starmantle Cloak - 132.5K (95% of the time, take half damage from physical attacks)
Tome of Int+5 -132.5K
Tome of Con+5 -132.5K
Belt of Magnificence (+6 to all stats) - 200K

Being Invincible:

Warding: 4/day can block magic and force creatures attacking him to make a DC 37 (at this level, 90%-95% chance) Will Save or be teleported to a random plane. All objects entering the veil are disintegrated. Activate as a immediate action. These wards last for 23 minutes each. In the unlikely event that an attacker succeeds on the Will save Starmantle Cloak halves the damage and I can use Bracers to gain DR on that already halved damage. Plus, the attacker needs to repeat the save each turn.

Spell Turning: Ring of Spell Turning lets you turn spells cast at back at the caster 3/day

Counterspelling: I can cast Imbue Familiar with Spell Ability (T&B) to give allow familiar to cast dispel magic 5/day. Using dispelling cord and taking 10, this is a

10+10+5+4+2 = 31 dispel check, enough to turn back spells of opponents with up to caster level 20. And since the familar does this, I don't need to waste a turn. Furthermore, the spell thrust back at the caster (Archmage level).

For severe threats (caster level > 20) I can personally Celerity and then cast Greater Dispel Magic. Taking ten, I have a dispel check of 41, enough to counter spells of opponents with caster level 30 and cast them back at the opponent.

Prismatic Sphere cheese: If I really feel threatened, I can cast prismatic sphere, which makes it pretty much impossible for an opponent to get to you unless they have Rod of Cancellation. I can then venture out of my sphere and back in on my turn, casting using Mobile Spellcasting. So I can cast, but I'm safe in my sphere. Readying an action to attack me when I exit won't do you any good unless I'm alone, since then I can just sit in my sphere as my allies attack you and you waste your turn.

Boning spellcasters: As a master specialist, I can cast AMF as a touch spell. Enemy caster gets surrounded by an AMF. Enemy caster is worthless.

Emergency: Use Headband to make Fort save. Because of Master specialist, no effect occurs on save even if the spell/ability has a partial effect on a save. Other emergency spells are Contingency (say "Foobar" while flatfooted to set off a Celerity), Moment of Prescience (all day buff to get a crucial initiative), and of course Celerity.

Killing the Enemy

Maw of Chaos: 9th. Area spell (15 ft radius). Everyone in area takes 23d6 damage each round and must make a Will save or be dazed (can't attack). Lasts 23 rounds. You can pretty much perma stun people with this, and they take massive damage. Avoids most immunities.

Freezing Glance: 6th. Everyone round (for 21 rounds) as a free action, a target must make a DC 31 saving throw or freeze up for 4 hrs. This spell gives you 21 save or dies for one spell. Not mind affecting, avoids most immunities. Add Wall of Force for fun. Block off the enemy, and kill them by gazing through the wall.

Reverse Gravity: Fly above the enemy (Dragonborn) and reverse gravity. They fly into your veil and have to make a DC 38 from the veil or go away.

Time Stop+Prismatic Sphere+Reverse Gravity: Cast Time Stop. Fly above the enemy. Cast Prismatic Sphere, and Reverse Gravity. They fly up and trigger the whole shebang.
#2

Omen_of_Peace

Jul 08, 2009 5:27:34
You also need not to be flatfooted if you're going to use immediate actions. Foresight or Minotaur or Dire Turtle (Sand) or the Cunning Legacy ability are ways to work around this.

Unfortunately invincibility is almost impossible to achieve in D&D so specific builds* can often make minced meat out of you.
Just by placing yourself at the beginning of Epic level you increase the level of danger dramatically: epic spellcasting can be a lot of trouble to counter.
Also note that the Archmage ability doesn't allow turning all spells on the opponent - it works like Spell Turning.

*example: another caster in Dire Turtle form. He wins initiative - what do you do ? If you use Celerity or a Veil he'll out-Celerity you and possibly toast you...

But overall it looks good.
#3

phaedrusxy

Jul 08, 2009 8:25:12
21st level? Take Epic Spellcasting, and make some cheap epic spells that make you invincible. I'd suggest keeping things to level 20 or below, since that's where most games run, and Epic spellcasting is inherently broken as all hell as written. What's the Archmage level for? Just at a glance, I don't see it mentioned in your "tricks".

Also, take a look at the Twice Betrayer of Shar thread. It is exactly the kind of thing you're trying to do, but uses different approaches (some of which are of questionable legality). It might give you some more ideas.
#4

pithica

Jul 08, 2009 9:40:05
To the OP:

Switch out those last three levels of Master Specialist for 3 levels of Incantatrix. That will give you (with the right feats) the ability to persist all of your personal/fixed buffs with short/semi-short durations (including Shapechange, which you use for Mino/Dire turtle forms to avoid flat-footed).

If you can get away with it, Precocious Apprentice allows you to qualify for MS at level 2 instead of 3, letting you take the 4th level of Incantatrix for a bonus feat, but you may not be able to qualify for MS that way without taking flaws, depending on your race/acf's allowed.
#5

lormador

Jul 08, 2009 9:57:06
Craft Contingent Spell is not available at level 6.
#6

shriekingdrake

Jul 08, 2009 10:46:34
I think I'd ban Evocation and Enchantment. I think Illusion and Necromancy will be more helpful to you.

Also +1 on Precocious Apprentice.
#7

phaedrusxy

Jul 08, 2009 11:07:24
Also +1 on Precocious Apprentice.

Then retrain/reformat it later. :P
#8

morphling_89

Jul 08, 2009 15:35:38
You also need not to be flatfooted if you're going to use immediate actions. Foresight or Minotaur or Dire Turtle (Sand) or the Cunning Legacy ability are ways to work around this.

Unfortunately invincibility is almost impossible to achieve in D&D so specific builds* can often make minced meat out of you.
Just by placing yourself at the beginning of Epic level you increase the level of danger dramatically: epic spellcasting can be a lot of trouble to counter.
Also note that the Archmage ability doesn't allow turning all spells on the opponent - it works like Spell Turning.

*example: another caster in Dire Turtle form. He wins initiative - what do you do ? If you use Celerity or a Veil he'll out-Celerity you and possibly toast you...

But overall it looks good.

Contingency is for when you are flatfooted. I can just say "Foobar" and the contingency triggers (Celerity is contingent for versatility). Also, Moment of Prescience works wonders.

For emergency situations, it is good to have a buff like Moment of Prescience to ensure the initiative. Then I can Celerity.

Also, if the opponent responds to a Celerity, the character can Contingency to cast a second Celerity.

Of course you are right, it is impossible to make a truly invincible character, and all the "emergency" solutions have limited uses.

@pithica: Incantatrix is an incredible class, and crazy broken. I was going under the assumption that it was banned (This is also why I did not use, say, Amulet of Retribution, which is MUCH better than Starmantle Cloak). You are right though, it is always worth it to play that class if possible. The free permanency can add so much to your defenses already.

@PhaedrusXY: Epic Spellcasting is surprisingly not that great at 21st level. Maybe I am wrong here, but even with tons of feedback (or whatever it is called - the thing that lets you take 1d6 damage to lower the spellcraft DC by one) a single epic spell would probably cost hundreds of thousands of gold and thousands of XP. Furthermore, it could only be cast 2/day. In my opinion (again I may be wrong), Epic Spell Focus is better, as it boosts both my Veils and the 9th level "Maw of Chaos" to ridiculously high DCs.

@ShriekingDrake: I have Enchantment for Freezing Glance, which is incredibly powerful (at 6th level, a free action SoD every turn that gets around most immunities - not mind affecting). I kept Evocation for Wall of Force, but you are probably right. It would be better to have an ally cast this. I can't ban divination either, because of Assay Spell Resistance and Moment of Prescience.
#9

shriekingdrake

Jul 08, 2009 16:50:03
Then retrain/reformat it later. :P

What would be the results of retraining this later? Would it have any detrimental effect?

Also, what does it mean to reformat a feat?

Thanks--ShriekingDrake
#10

shriekingdrake

Jul 08, 2009 17:23:59
@ShriekingDrake: I have Enchantment for Freezing Glance, which is incredibly powerful (at 6th level, a free action SoD every turn that gets around most immunities - not mind affecting). I kept Evocation for Wall of Force, but you are probably right. It would be better to have an ally cast this. I can't ban divination either, because of Assay Spell Resistance and Moment of Prescience.

I don't believe that under the RAW that you have the option to ban divination, so no worries there.

There is no question that Freezing Glance is a VERY powerful spell. I had, however, thought that the focus of your build was invincibility and this is an offensive spell--admittedly that if it lands will protect you from, potentially, one creature per round. It's also true that there are ways to use evocation and enchantment to help make you invincible. But, I think you'll have a lot more flexibility (and clearly more save or die options) with Necromancy and Illusion. Between Conjuration, Illusion, and Necromancy you'll have many offensive spells (and some that appear to be offensive). A cube of force will help you get some force protection.

Here is a list of Save or Be Screwedspells. You'll see that you have many good choices, where you need offense. --ShriekingDrake
#11

pithica

Jul 08, 2009 18:12:17
Contingency is for when you are flatfooted. I can just say "Foobar" and the contingency triggers (Celerity is contingent for versatility).

Contingency can be gotten from illusion (Greater Shadow Evocation), as can all Evocation spells (below 8th), when necessary.

@pithica: Incantatrix is an incredible class, and crazy broken. I was going under the assumption that it was banned (This is also why I did not use, say, Amulet of Retribution, which is MUCH better than Starmantle Cloak). You are right though, it is always worth it to play that class if possible. The free permanency can add so much to your defenses already.

I've never honestly seen it banned in any campaign I've played in that allowed FR material. I HAVE seen someone house-rule that you can't use Metamagic Effect or Cooperative Metamagic to apply metamagic above your max spell level, before. I certainly allow it, as is, in my own FR campaigns. YMMV of course. But I thought this was all theoretical anyway.

@ShriekingDrake: I have Enchantment for Freezing Glance, which is incredibly powerful (at 6th level, a free action SoD every turn that gets around most immunities - not mind affecting). I kept Evocation for Wall of Force, but you are probably right. It would be better to have an ally cast this. I can't ban divination either, because of Assay Spell Resistance and Moment of Prescience.

There are like 18 different wall spells, they'll cover you in most situations in which you need them.

You can't ban divination, as far as I know, ever.

Having Illusion over Evocation get's you greater mirror image, nystul's magical aura, screen, superior invis, and a 100 other strong self buffs that can save you in a heart beat.

An entire school of subpar spells is kept for one SoD? I'm not one to talk, mind you, as I have played generalists that I knew were sub-par just for one or two spells, but still, this is TO, isn't it?
#12

morphling_89

Jul 08, 2009 18:34:21
Contingency can be gotten from illusion (Greater Shadow Evocation), as can all Evocation spells (below 8th), when necessary.



I've never honestly seen it banned in any campaign I've played in that allowed FR material. I HAVE seen someone house-rule that you can't use Metamagic Effect or Cooperative Metamagic to apply metamagic above your max spell level, before. I certainly allow it, as is, in my own FR campaigns. YMMV of course. But I thought this was all theoretical anyway.



There are like 18 different wall spells, they'll cover you in most situations in which you need them.

You can't ban divination, as far as I know, ever.

Having Illusion over Evocation get's you greater mirror image, nystul's magical aura, screen, superior invis, and a 100 other strong self buffs that can save you in a heart beat.

An entire school of subpar spells is kept for one SoD? I'm not one to talk, mind you, as I have played generalists that I knew were sub-par just for one or two spells, but still, this is TO, isn't it?

Most walls aren't see through. Wall of Force is. So you can Wall them off and still attack them.
#13

pithica

Jul 08, 2009 19:43:16
Most walls aren't see through. Wall of Force is. So you can Wall them off and still attack them.

Umm. Wall of Force says, "Breath weapons and spells cannot pass through the wall in either direction," the only thing that can pass through the wall are effects that don't require line of effect, like most teleportation magic and gaze effects (which only require line of sight). While I know you're talking directly about using Freezing Glance in conjunction, most likely, and that one works, you generally cannot 'attack' people on the other side of the wall.

Besides, blocking line of sight AND line of effect is often the better tactical strategy, as it allows you to completely divide and conquer.
#14

morphling_89

Jul 08, 2009 20:26:54
Umm. Wall of Force says, "Breath weapons and spells cannot pass through the wall in either direction," the only thing that can pass through the wall are effects that don't require line of effect, like most teleportation magic and gaze effects (which only require line of sight). While I know you're talking directly about using Freezing Glance in conjunction, most likely, and that one works, you generally cannot 'attack' people on the other side of the wall.

Besides, blocking line of sight AND line of effect is often the better tactical strategy, as it allows you to completely divide and conquer.

Freezing Glance is a Gaze Attack. Once cast, you can use a gaze attack every round as a free action to kill something on a failed Will save.

Wall of Force says: "Gaze attacks can operate through a Wall of Force".

Hence it works. The point to to completely block off ALL the creatures (unless they have Dimension Door, which generally causes them to waste a turn), and then pick them off one by one.

EDIT: Never mind, you did notice that that one works. Nevertheless, I feel it is a good combo to have, since Freezing Glance is farm more effective than most SoDs, which are usually Mind Affecting or require Fort saves. That being said, I did take your advice and recognize that it is worthwhile to ban Evocation. Enchantment, however, is too valuable IMO.
#15

blightersbane

Jul 08, 2009 20:49:56
frenzied Beserker
#16

pithica

Jul 08, 2009 21:49:44
Hence it works. The point to to completely block off ALL the creatures (unless they have Dimension Door, which generally causes them to waste a turn), and then pick them off one by one.

Unless you're in a tight space, Wall of force won't block off all the creatures. They can always fly over or go around it. There are also quite a few ways to 'teleport' around that don't require standard actions, or that potentially allow them to use other tactics, so it isn't always going to cause them to waste a turn.

In the situations where it works, obviously, it's a great tactic, and if you primarily play in dungeons or other limited terrain areas, that may be most of the time. But it isn't as obviously undefeatable as you're making it out to be, in my opinion.

EDIT: Never mind, you did notice that that one works. Nevertheless, I feel it is a good combo to have, since Freezing Glance is farm more effective than most SoDs, which are usually Mind Affecting or require Fort saves.

It is a GREAT combo, when it works. I'm fully in agreeance with you there.

Enchantment, however, is too valuable IMO.

This, I completely disagree with. Nearly every spell in Enchantment is a [Mind Affecting] which many things are immune to. Many of them affect only specific and limited types of creatures. Almost all of them are Will saves. Almost all of them can be easily replaced with other spells. Besides Divination, the school has the fewest number of spells, period (and I think even Divination beats it on a few spell levels). It is, by far, the easiest school to replace, and should be the first one you ban as a specialist, unless you're forced not to for some reason.

Heck, if you just want Freezing Glance, you can always take either Extra Spell (assuming your DM allows it), or Spell Reprieve (from LEoF), either of which can add the spell back even though you've banned the school. You can also take cross-class ranks in UMD to cast it from a Staff or Runestave (the DC is only 20, so 11 ranks and a +6 Charisma item mean you can hit it on a 6 or better, add in a MWK tool for UMD and a +5 Comp item, and you're activating on anything but a 1). Necromancy can provide a whole slew of SoD's, many of them No Save or Sucks, and Illusion can provide just as many Will targeting spells, and Versatility to boot.
#17

morphling_89

Jul 08, 2009 21:57:31
Unless you're in a tight space, Wall of force won't block off all the creatures. They can always fly over or go around it. There are also quite a few ways to 'teleport' around that don't require standard actions, or that potentially allow them to use other tactics, so it isn't always going to cause them to waste a turn.

In the situations where it works, obviously, it's a great tactic, and if you primarily play in dungeons or other limited terrain areas, that may be most of the time. But it isn't as obviously undefeatable as you're making it out to be, in my opinion.



It is a GREAT combo, when it works. I'm fully in agreeance with you there.



This, I completely disagree with. Nearly every spell in Enchantment is a [Mind Affecting] which many things are immune to. Many of them affect only specific and limited types of creatures. Almost all of them are Will saves. Almost all of them can be easily replaced with other spells. Besides Divination, the school has the fewest number of spells, period (and I think even Divination beats it on a few spell levels). It is, by far, the easiest school to replace, and should be the first one you ban as a specialist, unless you're forced not to for some reason.

Heck, if you just want Freezing Glance, you can always take either Extra Spell (assuming your DM allows it), or Spell Reprieve (from LEoF), either of which can add the spell back even though you've banned the school. You can also take cross-class ranks in UMD to cast it from a Staff or Runestave (the DC is only 20, so 11 ranks and a +6 Charisma item mean you can hit it on a 6 or better, add in a MWK tool for UMD and a +5 Comp item, and you're activating on anything but a 1). Necromancy can provide a whole slew of SoD's, many of them No Save or Sucks, and Illusion can provide just as many Will targeting spells, and Versatility to boot.

Hmm...you've convinced me. I was only using Enchantment for Otto's Irresistible Dance (which isn't that great, since it is mind affecting) and Freezing Glance.

Most of the other spells suck.

Then again, I only have a couple spells from Necromancy that I want to be able to cast, either.
#18

emmerask

Jul 09, 2009 2:59:44
As for the warding + fly + reverse gravity I would count that as forcing the creature to pass through it (since it is your intention to do so with the reverse gravity and the veils specifically say that if you force another creature to pass through it it has no effect on them), so I would say no effect^^, other dms might rule that otherwise though

Second I don´t know if your archmage dispel/spell turning ability works on your familiar if it works it could become even worse not dispelling it but bouncing it back only to be bounced back again with no dispell left for you.

you might want to consider improved counterspell/reactive counterspell
A smart caster would focus two spells on your familiar to kill it (and without the familiar to dispell for you the build is not so invincible anymore one greater dispel magic[area so no spellturning] and all the goodies are gone ;)
with reactive counterspell you can atleast prevent that from happening ^^

Otherwise nice build and pretty hard to defeat

oh another thing does the Belt of Magnificence specifically say that it stacks with other bonuses? (I dont have the miniature handbook ;)) otherwise you would need to take away 5 int and 5 con ;)
#19

morphling_89

Jul 09, 2009 4:48:08
As for the warding + fly + reverse gravity I would count that as forcing the creature to pass through it (since it is your intention to do so with the reverse gravity and the veils specifically say that if you force another creature to pass through it it has no effect on them), so I would say no effect^^, other dms might rule that otherwise though

Second I don´t know if your archmage dispel/spell turning ability works on your familiar if it works it could become even worse not dispelling it but bouncing it back only to be bounced back again with no dispell left for you.

you might want to consider improved counterspell/reactive counterspell
A smart caster would focus two spells on your familiar to kill it (and without the familiar to dispell for you the build is not so invincible anymore one greater dispel magic[area so no spellturning] and all the goodies are gone ;)
with reactive counterspell you can atleast prevent that from happening ^^

Otherwise nice build and pretty hard to defeat

oh another thing does the Belt of Magnificence specifically say that it stacks with other bonuses? (I dont have the miniature handbook ;)) otherwise you would need to take away 5 int and 5 con ;)

Well, the veils have to be taken down one by one (as per the description). Also, Initiates get a +7 bonus vs the dispel check, so the opponent's dispel check must beat 11+23+7=41.

A disjunction would do the trick, but leave my items unharmed.
#20

phaedrusxy

Jul 09, 2009 10:29:34
@PhaedrusXY: Epic Spellcasting is surprisingly not that great at 21st level. Maybe I am wrong here, but even with tons of feedback (or whatever it is called - the thing that lets you take 1d6 damage to lower the spellcraft DC by one) a single epic spell would probably cost hundreds of thousands of gold and thousands of XP. Furthermore, it could only be cast 2/day. In my opinion (again I may be wrong), Epic Spell Focus is better, as it boosts both my Veils and the 9th level "Maw of Chaos" to ridiculously high DCs.

You are wrong. ;) With enough mitigating factors (followers adding spell slots, increased casting time, XP cost, etc), you can get the spellcraft DC down to near 0 even for insanely powerful, long duration buff spells.

You don't want to add the "feedback damage" though, as that is taken every round for spells with a duration longer than instantaneous.

Since the cost to develop a spell is also based on the Spellcraft DC, these spells are also very cheap (in more ways than one :P ).

Of course, every new Epic spell requires DM approval. So even though it is possible to make up new spells like this, whether you get to use them in a real game is another thing entirely.
#21

pithica

Jul 13, 2009 8:36:58
Then again, I only have a couple spells from Necromancy that I want to be able to cast, either.

Necromancy works much better for a sneak attacking spellcaster than it does for non, so I agree with you there.

In contrast though, it does give you a few spells that aren't necessarily good for you, but that help the group.

Generally, as a spellcaster, I very much try and avoid touch range spells, but Vampiric Touch is a GREAT spell to put into the spellstoring/bloodstone weapon of your tank to help him heal (effectively) himself. False life can make a decent long-duration buff for your glass cannon. Enervation is almost always a good thing (when it isn't used on you), as is Ray of Enfeeblement.

I believe, also, the Karmic line from Complete Mage is Necromancy, and at least sometimes useful (especially with an 'invincible' wizard, as your playing), though it's much better when paired with persist cheese.

And, if you can get away with it, Undead have a LOT of uses. With Command Undead, you don't even have to create them yourself.
#22

shaysh

May 31, 2011 0:28:01
Assuming we're talking 3.5,

Take a War Troll
Make it a half dragon(black)
Make it santified
Make it deathless.

That way you're immune to fire and acid damage, and immune to subdue damage.
Because you're deathless and not officially "undead" regen still works.
And you have no Con.
So you are for all intensive purposes invincible.
#23

lormador

May 31, 2011 18:13:38
Searing Spell, on a spell with the Fire descriptor, will allow the spell to deal half damage to a target that is immune to fire.
#24

paperweight

Jun 01, 2011 0:01:18
Assuming we're talking 3.5,

Take a War Troll
Make it a half dragon(black)
Make it santified
Make it deathless.

That way you're immune to fire and acid damage, and immune to subdue damage.
Because you're deathless and not officially "undead" regen still works.
And you have no Con.
So you are for all intensive purposes invincible.



While part of that may indeed work, you would have to clear the deathless part with any GM, as it is a character type, not a template. And I read the sanctified thing, and I see no benefit.

Do you think you could explain what you mean? 


#25

paperweight

Jun 01, 2011 0:07:13
Searing Spell, on a spell with the Fire descriptor, will allow the spell to deal half damage to a target that is immune to fire.



True, but with regeneration and your immunity, it would still be treated as subdual. You take the damage sure, but it wouldn't bypass the immunity in the sense that it would be "lethal" damage. 

Just one of those stupid things where, you're immune but you take damage anyway....  Just shouldn't happen unless something manages to take away your immunity. Which causes the whole damn system to break down.

Rules lawyers would have a field day with this, and would just cause dice to start flying around. "I'm immune, no yer not, YES I AM."

All of this is of course, just my opinion.   

#26

lormador

Jun 01, 2011 18:31:32
To me it seems fairly clear cut. The regeneration ability converts all damage that isn't fire or acid damage to subdual damage. Other effects, in this case Half-Dragon (Black) and another template, provide immunity to these forms of damage. Then you gain immunity to subdual damage. We would seem to be finished- a character immune to all damage.

Then Mr. Caster comes along with his Searing Spell. He casts a Searing Fire spell at this 'invincible' character. It doesn't matter in what order you check the operations, these are the operations to check.

1. Immunity to fire. This does not provide complete protection from the fire damage- it simply halves the fire damage. It does not change the fire damage to any other type.

2. Regeneration. This converts all non-fire and non-acid damage to subdual damage. But the damage taken is fire damage. Regeneration does not convert it to subdual damage.
#27

paperweight

Jun 01, 2011 19:32:41
In regards to immunities. The books state (with regards to energy immunity for instance) "The character takes no damage from the energy of the selected type."

Now you have some spell come along that lets you do damage to someone who is completely immune to that form of damage. In fact just for comparison I will look it up.  Searing spell is a feat from sandstorm. Nice.  

So searing spell is used only with spells with the fire descriptor. (Thank god i'm immune to acid. I don't want my gm to see this feat anyway)

Personally I think it's retarded, it's a feat that will totally mess up a character who normally is immune to fire. Imagine someone who is on a quest to acquire some artifact or something and must travel to the plane of fire or whatever. He's totally cool about it. "Yeah i'm fine fire doesn't hurt me." Buddy gets planeshifted to the plane of fire and is greeted by many magic users with this feat who totally roflstomp his ass. Quest over.

Lol, yeah that expensive ring of energy immunity you spent all that gold on? Yeah thats useless to you now. See my point?

I forgot to mention, we tend to roleplay a lot in our groups. (No I am not a damned larper.)

When I am the DM I want my players to feel kind of safe, yes they will go up against bad odds, yes they will fight very powerful enemies. But if they want immunity to something I plan for them to stay immune to it. Gives them that extra sense of power for their characters which if taken away will upset them.  

Even if someone was immune to all forms of damage, there are still spells that can kill you (yay SOD spells!) you can be banished or have your soul ripped from your body and switched with someone elses. Lots of different things to do to keep it interesting. 

But as I said, these are just my opinions. Sorry if they offend. It's just me.
#28

lormador

Jun 02, 2011 18:19:59
Well, there's probably no need to hijack someone's TO thread about an invincible non-Pun-Pun character with a discussion of Searing Spell's cheese or non-cheese, so I will make a brief comment before presenting another obstable to total pwnage.

Searing Spell is, in my view, a great feat. First, because it's a feat, it doesn't need to be common. The DM controls who receives this feat. Let's say that in the DM's considered opinion, numerous Plane of Fire magic users should have it. Mr. Trip-to-Plane-of-Fire is a very bad planeshopper if he doesn't even attempt a Knowledge check, or consult a sage, to learn this. And think about it- assuming his protection from fire is a Ring of Fire Immunity- shouldn't the God of Fire, Kossuth himself still be able to burn him? And let's not forget that the possessor of such a ring still takes only half damage from the fire effect. That's a big discount. Also, Searing Spell redeems a whole host of upper level fire spells. Meteor Swarm? Usable now (though you need to lower the LA on Searing Spell to +0). And finally, in the context of this discussion (a creature who is immune to damage entirely), do you really expect anyone to agree that a being totally immune to all of the game's formsof damage is less cheesy than Searing Spell feat?

Also, the DM whose brain converts the statement "The Searing Spell feat exists," to "I'll one shot my PCs as soon as they visit the Plane of Fire!" should have his head examined. The most Searing Spell is going to do is make for a sick encounter, when some evoker reduces the party to low HP before they eliminate him.

Now, so as not to waste the post. What is the Abjurer's answer to a Wu Jen Spellguard of Silverymoon using a Limited Wish to automatically hit with a touch attack- of a Transcend Mortality spell?
#29

shaysh

Jun 18, 2011 1:56:10
Assuming we're talking 3.5,

Take a War Troll
Make it a half dragon(black)
Make it santified
Make it deathless.

That way you're immune to fire and acid damage, and immune to subdue damage.
Because you're deathless and not officially "undead" regen still works.
And you have no Con.
So you are for all intensive purposes invincible.



While part of that may indeed work, you would have to clear the deathless part with any GM, as it is a character type, not a template. And I read the sanctified thing, and I see no benefit.

Do you think you could explain what you mean? 



You can't be Deathless inless your santified(Alignment thing I believe)
And This is assuming the DM allows everything. Which I did.
Also he pointed out to be today that it won't work, because he read Regen wrong, you have to have a con score to use it, being deathless, you can't. So ha.
#30

shaysh

Jun 18, 2011 2:06:29
Not invincible, but WAAAAAY OP:

Start with a Spell-Weaver. Chosen for its 6 arms
Make it into a Golem(Iron for STR bonus) and give another 6 arms
Make into an Incarnate Construct
Then a Feral Creature
Then Monster of Legend
Make him a Monk.
Take the monstrous feat Improved natural attack as many times as possible
Get some item that makes you colossal(IE Wu Jen Giant Size) (if done right and you're a bit insane, you can actually get an item cost do this and cost about 1200 gold)
Get an item that can put Greater Mighty Wallop on you

I did this first with an elf. He was like level 26. He could do 512D8 damage. And had 28(I think, 26 or 28) attacks a round. I didn't apply the monster of legend or feral creature, just golem and incarnate construct(if I remember right)
I killed a Devestator Beetle in 2 rounds.
Alone.

I haven't actually done it with the Spell-weaver, but being it has 12 arms instead of 8, I'm sure it would get stupid REALLY quick.
#31

shaysh

Jun 18, 2011 2:09:04
Another thing, not Invincible but way OP:
My friend made a hulking Hurler who he managed to get a strength of like 90 somthing.
The thing would throw parts of mountains.
Damage was litearlly in the millions.
average of over 2 million.
ANYWAY I'm going to stop posting OP **** now, because this isn't what that this thread is about