Author Topic: DR vs. spells?  (Read 3678 times)

Offline zaxter

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DR vs. spells?
« on: December 27, 2012, 10:38:42 AM »
I'm trying to help someone on another site who is new to the game build a caster-killer fighter. Obviously, this won't ever go as well as he's hoping it will go, but I'd like to help as much as I can. He specifically asked if there is a way to gain "[immunity] to magic missiles, blasts, and cones." The Brooch of Shielding was mentioned, but another idea that was thrown around was to gain DR. DR doesn't work against spells, though, but it reminded me of the Ring of Nullification (Tome of Magic), which is similar in concept. Are there any other items, feats, abilities, etc. that simply reduce the damage you take when you get hit by spells?
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Offline SorO_Lost

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Re: DR vs. spells?
« Reply #1 on: December 27, 2012, 10:54:26 AM »
Only thing exists is one of the Planar Touchstone options reduces all damage by one.
Other than that, standard Resistance is really all you got.

If you want to flat out prevent damage, such as your Brooch and Ring, there is a couple of options. Notably running around in an Extraordinary Aimed Anti-Magic Field.

Offline altpersona

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Re: DR vs. spells?
« Reply #2 on: December 27, 2012, 11:27:31 AM »
spellfire?
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Offline NunoM

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Re: DR vs. spells?
« Reply #3 on: December 27, 2012, 12:58:52 PM »
You could pump up saving throws and add the "Magic-Eating" ability to the armor used (MIC, p.12 - similar to the "Spellfire" effect but requires saving throws).
For complete negation of spells like "Magic Missile" i can only remember the "Shield" spell. Put it into an "Eternal Wand" and you can use it 2/day whatever the class.

The feat Mage Slayer makes it rough for spellcasters around.

I'm sure there are a few builds out there for that, but an appropriately tuned Duskblade or Hexblade could do the trick... Dip in a few PrCs like "Suel Arcanamach" ("Complete Arcane"), "Abjurant Champion" ("Unearthed Arcana") or "Paragnostic Initiate" ("Complete Champion", more like a support for allied spellcasters, but well..) and enemy casters are in for a tough time...

EDIT: There's also the "Occult Slayer" ("Complete Warrior", p.66) PrC with the "Mind Over Magic" class abilty (i.e.: rebounds a targeted spell back to the caster x times/day as a free action)
« Last Edit: December 27, 2012, 01:07:54 PM by NunoM »

Offline kitep

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Re: DR vs. spells?
« Reply #4 on: December 27, 2012, 01:44:37 PM »
There's Evasion of course.  And Mettle for fort saves.
There's various items that will let you reroll a save.
Rings of Friendship will let you ship half the damage off to someone else (which might make them not legal if this is a 1-1 setup)
Pumping up his Con/HP won't lessen damage, but will lessen its impact.
Ring of spell-turning can be fun.
Ring of counterspells if you have specific spells you're worried about.

Is the fighter going to be fighting blaster wizards or the save-or-die wizards?

Offline Garryl

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Re: DR vs. spells?
« Reply #5 on: December 27, 2012, 02:00:39 PM »
Only thing exists is one of the Planar Touchstone options reduces all damage by one.
Other than that, standard Resistance is really all you got.

If you want to flat out prevent damage, such as your Brooch and Ring, there is a couple of options. Notably running around in an Extraordinary Aimed Anti-Magic Field.

Hardness reduces damage from all sources, too. It's a bit difficult to get, though (be an animated object or a psicrystal, or use the Statue spell or turn into an object).

Offline NunoM

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Re: DR vs. spells?
« Reply #6 on: December 27, 2012, 03:40:27 PM »
"Ring of Spell-Battle" is also a nice choice: makes you aware of spells being cast within 60ft., allows you to identify them and gives you a choice of countering them 1/day.

Another (obvious) way is to gain Spell Resistance by choosing an appropriate race or by other means.

Offline Ithamar

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Re: DR vs. spells?
« Reply #7 on: December 27, 2012, 04:07:51 PM »
Have regeneration that is only overcome by some obscure damage type, and then gain immunity to non-lethal damage.

Offline Demelain

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Re: DR vs. spells?
« Reply #8 on: December 27, 2012, 05:28:36 PM »
Get Divine Grace for Charisma to saves, which can be a pretty huge boost if you want.
Lesser Deflect is an immediate action and similar to a Shield spell (i.e. a shield of force), it's not explicit but I would say it similarly negates magic missile and if your DM agrees, put it in a wand chamber. Assuming using a wand doesn't clash thematically.
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Offline SorO_Lost

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Re: DR vs. spells?
« Reply #9 on: December 27, 2012, 11:25:02 PM »
Hardness reduces damage from all sources, too. It's a bit difficult to get, though (be an animated object or a psicrystal, or use the Statue spell or turn into an object).
Quote from: SRD
Energy Attacks
Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.

I believe Force does as well, through that may have come from a Dragon ruling.

Edit - Also per RC. Animated Objects are creatures, you do not treat them as inanimate objects. The entry is a little ambiguous, but certainly it tries to tell you Hardness doesn't apply if your target is a Creature, no matter what they are. So RAI, a player cannot obtain Hardness until they die, then their corpse can.
« Last Edit: December 27, 2012, 11:35:23 PM by SorO_Lost »

Offline linklord231

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Re: DR vs. spells?
« Reply #10 on: December 28, 2012, 12:10:48 AM »
Even so, the Haunt Shift trick should work to get a hardness RAI.  The sidebar on LM pg 6 clearly distinguishes between the object being Haunted and the Presence controlling it.
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Offline phaedrusxy

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Re: DR vs. spells?
« Reply #11 on: December 28, 2012, 12:50:30 AM »
Hardness reduces damage from all sources, too. It's a bit difficult to get, though (be an animated object or a psicrystal, or use the Statue spell or turn into an object).
Quote from: SRD
Energy Attacks
Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.

I believe Force does as well, through that may have come from a Dragon ruling.

Edit - Also per RC. Animated Objects are creatures, you do not treat them as inanimate objects. The entry is a little ambiguous, but certainly it tries to tell you Hardness doesn't apply if your target is a Creature, no matter what they are. So RAI, a player cannot obtain Hardness until they die, then their corpse can.
Creatures can have hardness. Psicrystals are the most explicit example, but animated objects IIRC also say that they keep the hardness of the object they're made from.
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Offline Demelain

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Re: DR vs. spells?
« Reply #12 on: December 28, 2012, 03:29:08 AM »
Hardness reduces damage from all sources, too. It's a bit difficult to get, though (be an animated object or a psicrystal, or use the Statue spell or turn into an object).
Quote from: SRD
Energy Attacks
Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.

I believe Force does as well, through that may have come from a Dragon ruling.

Edit - Also per RC. Animated Objects are creatures, you do not treat them as inanimate objects. The entry is a little ambiguous, but certainly it tries to tell you Hardness doesn't apply if your target is a Creature, no matter what they are. So RAI, a player cannot obtain Hardness until they die, then their corpse can.
Creatures can have hardness. Psicrystals are the most explicit example, but animated objects IIRC also say that they keep the hardness of the object they're made from.

Quote from: MM pg 13
Hardness (Ex.): An animated object has the same hardness it had before it was animated

Offline SorO_Lost

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Re: DR vs. spells?
« Reply #13 on: December 29, 2012, 12:29:20 AM »

Look at your facts.
Each object has HardnessPHB/RC, including the bones in your bodyA&E/DMG?/SW and Warforged are made out of Wood & MetalMM3.

Do Humands or Warforged have a Hardness rating? No.
Does their corpses do? Yes.

So what does this mean? I'm going to put it this code-like to try and explain it.
Hardness is a property of [Object]. [Creature] extends [Object].
[Creature] is living, animated (by spells), really animated (undead/golems) or otherwise able to take actions, and while they have an inherited Hardness Rating, it does not apply. This is the base rule observed in function and every single creature statistical listing.

Now [Animated Object] extends [Creature] and creates a new property called Hardness. This is not the naturally attributed Hardness rating from [Object], this is an Extraordinary quality only found in [Animated Object]. It's like saying Grease (the spell) works exactly like Grease (pig lard) and is flammable or Prayer (thing you do while SorO pwns you) cannot be done unless you are a spellcaster (thus capable of casting Prayer the spell), or Dragon (anything with dragon type) means Dragon (as in true dragon). Naming synergies has nothing to do with rule functionality.

Into it's self, Animated Object's Extraordinary Ability serves as it's own case and point. You have as a written rule operating as an exception. Read it; "An animated object has the same hardness it had before it was animated." This is a rule overriding intended base rules and says Hardness is kept, meaning yes it is considered lost upon becoming a [Creature]. And Technically, keeping this Hardness into it's self is worthless as Hardness not observed. Which leads us to the FAQ entry on page 76 where specifically Animated Object's Hardness is called into question and applies per standard Hardness rules.

So which Hardness are you talking about? Building a body made out of Adamantine for a [Creature] to give it an armor bonus and DR or building an [Object] out of Adamatine to improves the existing Hardness rating for that object? Because when I said living creatures do not have Hardness, I was meaning [Object]'s. Because if the trait is ignored and none-existent until death, it's a little like saying I have 10 grand because I have life insurance which really isn't applicable since I'll never own or use it.

Offline Garryl

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Re: DR vs. spells?
« Reply #14 on: December 29, 2012, 03:16:01 AM »
Your argument is based on one possible implementation of the written rules, an implementation that you create as part of the argument. It is only valid with respect to itself. Another possible implementation could give an entirely different result.

Offline SorO_Lost

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Re: DR vs. spells?
« Reply #15 on: December 29, 2012, 11:23:12 AM »
No. It's always been Valid. The Fallacy is thinking the Extraordinary trait named Hardness is the same hardness found else where. We've had dozens of name problems in the past, this isn't anything different.

And it's not like you cannot obtain Hardness either. As long as you become an Animated Object in a means that obtains it's Extraordinary Abilities you obtain the trait you're looking for. Can Haunt Shift do this? No.

Haunt Shift makes you Incorporeal and sets up poltergeist possession. There in, IF you bypass HD limits of the spell, you can control the Haunted Animated Object, but you do not gain Hardness. So really this effect never worked as claimed to begin with, which kind of dampens any point of HS grants Hardness eh?

And, it gets worse. Right up to it becomes a kick in the nuts.  Only things noted that you can to is talk to people or via Poltergist control an object's movement. You need to take material form (either corporeal or incorporeal) to regain your normal actions needed to cast spells. And even you have a limited duration of manifesting on top of having to expend the Action (and usage) to appear for each combat, all so you're none-combative weakness is resilient (like you can't heal in D&D lulz).

Haunt Shift isn't useful, it's a trap. It's a way of telling a spellcaster they should do less per day and puts a leash on them forcing them to tote around some magically enhanced, but still none the less, iron ball chained to their leg. Which you can stab at any point to kill them, yeahee...

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So what does do this? As long as you become an Animated Object in a means that obtains it's Extraordinary Abilities you obtain the trait you're looking for.

So for example a Warforged can simple use Polymorph as Animated Object not a Template through non-unique may require DM interpretation on that obdurium door you want to be. Awakened Construct & True Mindswitch sounds like a viable answer (but not Magic Jar) except it requires a Psion to assist you. There may be other ways as well, but Haunt Shift never was nor ever will be one of them.

Which speaking off, I'd like to add a Telepath using Psychic Chirurgery to teach a Mental Pinnacle Wizard True Mind Switch for usage on an Awakened Animated Object to the suggestions.