Hark |
The Counterfeit Mage Archetype from Advanced Class Guide has inspired me to attempt to build a viable Fake Mage. Basically, a non-caster filling the role of a Caster, primarily through extensive use of Use Magic Device. Problem is this seems to be a far from optimal build concept, bordering on not even being viable. The ability to raise competence and viability is essential and the primary focus of discussion, but the ability to convince others that the character is a legitimate mage is also desirable.
Obviously, the Counterfeit Mage archetype focuses on Wand use, which is probably a good place for spells that are cast very frequently. However, Wands lack in the versatility area. Staffs are a far better option for versatility, and look cool too, but I don't see a good way for a Counterfeit Mage to actually recharge a Staff. Scrolls also help with making more spells available, but constant use of scrolls can get quite expensive, the same with Wands and Staves. Wands, Scrolls, and Staves are all great, but the character doesn't seem to be able to make any of them either, which would be very nice too and reduce the financial burden.
I've never really spent much time in the item creation rules and the stuff building off of it, so I don't know if there are any ways to bypass these kinds of limitations. Certainly, none that I've found.
Skill unlocks from Unchained seem to be able to offer some fun options, but really are fun tricks not things to build a solid foundation for a character on.
So I'm looking for thoughts and clever ideas for building a Fake Mage.
James F.D. Graham RPG Superstar 2009 Top 8 |
I love this character concept. I have ever since I played one back in AD&D. I am currently playing one in a campaign that just got started as well so let me tell you what I found:
If you're using traits, there are a few that give you another cantrip/orison as a SLA but I opted instead for Classically Schooled to get Spellcraft in class and Rich Parents for the boost to starting wealth so I could afford the higher than average number of potions, scrolls, and wands I'd need (I bought less than fully charged wands).
I went with Gnome for the SLAs. As a personal choice, I took the pyromaniac alternate race trait so I could get produce flame because I find it versatile and you can get sneak attack with it but YMMV. I also took the Academician alternate trait for a bonus to Knowledge (Arcana). Gnomes also have a bunch of racial feats that pertain to their SLAs as well.
Extra Gnome Magic
Gnome Trickster
Arcane Talent
Haunted Gnome
Haunted Gnome is also the start of a small feat chain that includes Haunted Gnome Shroud and Haunted Gnome Assault - that improve the original ability.
I took Arcane Talent as my 1st level feat to pick up detect magic because I felt that was a pretty important staple for any 'wizard'. I may ask the GM about retraining that feat later though as I get access to detect magic another way..
Magical Aptitude is important not only for the boost to UMD but also for False Casting which is the definitive feat of this whole concept. However, False Casting is really only useful if you are going to be actively trying to hide your true nature from genuine spellcasters. If your just trying to fulfill the 'arcane' role with UMD or if your going up against enemies that either can't tell the difference or don't care.. it might not be worth it. It's a little campaign theme specific.
The big feat to look at, I think, is Bookish Rogue. With it, and a spellbook, you have potential access to every cantrip and 1st level spell on the wizard/sorcerer list. Well, with it and a bunch of money I guess - you'll have to pay for the spellbook and for the service of having that many spells put in it.
Rogue talents are obviously minor magic and major magic. Since the counterfeit mage archetype takes up the 4th lvl rogue talent, you won't get both until 6th lvl though and I haven't thought that far ahead on what other ones to take. I'm sure there are plenty that jump out as no-brainers though.
Primary skills are Bluff and UMD. Sleight of Hand might be useful to hide wands, scrolls and other items up your sleeve though. I took both Knowledge (Arcana) and Spellcraft but only because my character is actually trying to fill the role of Arcane expert in the party. You may not want to do that and just try and Bluff your way through everything.
Now that Unchained is out, both the minor and major magic rogue talents got upgrades, as did the rogue itself. I'm hopeful my GM will allow me to switch and hopefully yours will too.
As for magic items: scrolls are cheaper but harder to use with UMD than wands so I would wait until your UMD modifier was high enough to succeed somewhat reliably.
Staves, when you can afford them, would be great. A staff uses its base DCs and caster level or that of the user - whichever is greater. You can't fake caster level with UMD but you can fake an ability score. It may be possible to boost the DCs of the staff by doing so.
Other magic items to consider are spell storing weapons and armour and a ring of spell storing. Especially consider the ring because it is one of the only ways to get around the major problem of this concept: no high level spells.
Except for the scrolls, staves and ring, Everything I just listed gets you up to 4th lvl spells and really, that's just the wands. All those feats and talents get you is 0 and 1st level spells. I'm sure there are a few high-powered wondrous items that give access to other high level spell effects but high-powered and high level means high cost.
You are right to worry about how viable this concept will be at anything past low levels. I am too but it isn't stopping me from playing an incredibly fun character.
I hope this helped a little. I will be watching this thread with great interest - hopefully we can come up with some high level solutions together.
Cheers,
Hark |
The real limit of the build is the requirement to be able to cast the spell in question for making spell completion and spell trigger magic items. If you can bypass that you can make any kind of magic item to cast the spells you need. I was really disappointed by this limitation given how many other limitations you can bypass in magic item creation.
James F.D. Graham RPG Superstar 2009 Top 8 |
The real limit of the build is the requirement to be able to cast the spell in question for making spell completion and spell trigger magic items. If you can bypass that you can make any kind of magic item to cast the spells you need. I was really disappointed by this limitation given how many other limitations you can bypass in magic item creation.
You can't skip requirements, that's true but you can still get them from other sources. So for the initial investment of the 1st wand of whatever you want, you can always build another.
VRMH |
The Pathfinder Chronicler PrC has the capacity to pluck whatever she needs out of thin air, with the Deep Pockets ability. Wands with just a single charge left aren't very expensive, so those are an option.
You still have to pay for them though.
Hark |
That is a very worthwhile ability for a Counterfeit Mage, though the ability specifically limits its usage to only Scrolls and potions when used to acquire magic items.
I'd also consider 3rd party products as options for this build, but official options are preferable. Mythic might also help. Legendary Games' Mythic Heroes Handbook has the Mythic version of Master Craftsmen allowing the character to act as a caster class knowing all spells for the purpose of item creation.
Abraham spalding |
The Gillman archetype for rogues is nice, I don't remember if it can combine with counterfeit mage. If so that gives you detect magic at well and up to a third level spell like ability.
If you go with aasimar you can take the racial trait that makes you count as human then grab racial heritage to go gillman and get into the eldritch raider archetype.
Being aasimar will open up the heavenly radiance feat that can be taken multiple times to get more spell like abilities.
I would suggest false casting as a feat, and there are several items (bracers and cloaks as well as some others) with per day spell like abilities that would certainly help your fakery.
If you wanted to you could go with racial heritage kitsune instead of gillman and grab the magical tail talent for more spell like abilities.
FrodoOf9Fingers |
If it's only your party members that you are trying to fool, rings/weapons/armor of spell storing along with staves can be recharged by NPC's at a cost. Master Craftsman will let you craft magical stuff, reducing the prices further.
As for roleplaying, don't forget to get spellbooks for show, and then lose them on occasion. It'll create tension in the party that the DM can use (Who stole the wizards spellbook, *gasp*!), and it'll give you a reason to use wands a lot :)
FrodoOf9Fingers |
Hark wrote:The majority of item creation pre-reqs can be ignore by raising the craft DC by 5 for each missing pre-req.The one pre-req you can't skip, are the feats themselves, and they do have pre-reqs.
"(2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. "
Cevah |
Cevah wrote:Where it does it say you can use SLA's to recharge a staff? I thought FAQ's were against that O.oTwo ways to recharge a staff:
1) Racial SLA of a spell on the staff at the highest level
2) Improved Familiar with a spell or SLA as above/cevah
Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".
This means that an SLA can be used as that specific spell. If it matches a spell of the highest level on the staff, it can recharge it.
/cevah
London Duke |
Slight Necro,
I was digging around for a solid way of making a rogue fake mage and came rediscovered a crappy archetype that becomes less crappy combined with a Unchained Counterfit Mage Rogue.
I am thinking that going half-elf with Racial Heritage (Gillmen) is the way to go. I would grab the Arcane Training racial trait and the Elf FCB.
With the following house rules this could make for a really cool and flexible rogue arcane-gish.
-Allow the Minor/Major Eldritch Magic talents to scale for uses/day like Unchained Major Magic.
-Allow Elf FCB to grant either 1/2 (or +1 if you are good at begging your DM) daily uses of Major Magic (since minor magic is at-will)
-Allow Bookish Rogue to also effect Minor/Major Eldritch Magic
Edit: Does anyone know if Ability Focus would work for the Magic talent line? Ex: Ability Focus: Major Eldritch Magic. If so that could be pretty potent and help with the reletively easy saves (still probably better to grab things without saves)