Finding all the ways to boost Caster level above your Character level


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as the title suggests I was trying to list all the ways one can boost caster lvl for spell effects.
So far I have:
1. Death Knell(temporary +1)
2. gifted adept trait(1 spell)
3. Loreseeker or missionary traits(pick 3 spells)
4. Moon Circlet(situational +/- 1 or 2)
5. Arcane beacon from arcane domain(+1 for arcane spells)
6. orange ioun stone of (+1 cl)
7. greater strand of prayer beads(karma bead- +4 cl for 10 mins, once per day)
8. Varisian Tattoo from the Campaign Setting book and the Rise of the Runelords Player's Guide. It has a prerequisite of Spell Focus in the appropriate school, upping the DC +1 for every spell in that school cast and upping your level +1 in spells from that school. Divination is the only restricted school.
9. (Witch only) coven hex. Lasts 1 rd, needs at least 2 witches, but no maximum boost (+1 per coven witch within 30' aiding )

Are there any others I am missing? I have been adding new ones in as people mention them.


thepuregamer wrote:


Are there any others I am missing?

Strand of prayer beads (karma).


Orange Ioun Stone.

Also, cooperative casting feat.


6. Varisian Tattoo from the Campaign Setting book and the Rise of the Runelords Player's Guide. It has a prerequisite of Spell Focus in the appropriate school, upping the DC +1 for every spell in that school cast and upping your level +1 in spells from that school. Divination is the only restricted school.

Sczarni

(Witch only) coven hex. Lasts 1 rd, needs at least 2 witches, but no maximum boost (+1 per coven witch within 30' aiding )


can arcane spell casters trick the karma beads using umd to pretend they have access to divine spells?

Sovereign Court

thepuregamer wrote:
can arcane spell casters trick the karma beads using umd to pretend they have access to divine spells?

Yep, you can UMD karma beads like that, great way to get your hours per level spells boosted.


If you're willing to have other people help, like the coven hex...

Arcane Subdomain (Grant +1 CL to all arcane spells within 15')

Magician bard archetype - Dweomercraft lets them grant +1 CL to all allies nearby, +1 more at 5th level and every six levels after that.


QAlchemist wrote:
Magician bard archetype - Dweomercraft lets them grant +1 CL to all allies nearby, +1 more at 5th level and every six levels after that.

Whoops! After a re-read, the Dweomercraft only adds a +1 to caster level /checks/ - which is good for overcoming SR but little else. My mistake.


psionichamster wrote:
(Witch only) coven hex. Lasts 1 rd, needs at least 2 witches, but no maximum boost (+1 per coven witch within 30' aiding )

Even worse, have the Coven hex, take Leadership, and have a bunch of Witches with the Coven hex. Assuming you have 10 Leadership at 7th level (which is very possible), you would have 5 1st level Followers and one 5th level Cohort. Your CL goes up by 6 with aiding another. Or, you can raise your Cohort's CL. Now you don't depend on any other party member being a Witch for this.

Sczarni

Nigrescence wrote:
psionichamster wrote:
(Witch only) coven hex. Lasts 1 rd, needs at least 2 witches, but no maximum boost (+1 per coven witch within 30' aiding )
Even worse, have the Coven hex, take Leadership, and have a bunch of Witches with the Coven hex. Assuming you have 10 Leadership at 7th level (which is very possible), you would have 5 1st level Followers and one 5th level Cohort. Your CL goes up by 6 with aiding another. Or, you can raise your Cohort's CL. Now you don't depend on any other party member being a Witch for this.

while perfectly legal and quite powerful, down this path lies a Thrallherd/Mindbender style character who is actually a Three-Ring-Binder's worth of paper. PC, Cohort, multiple levels of followers in pyramids of combat powers. I've seen it, I've played it, and it's not as fun as it sounds.


psionichamster wrote:
while perfectly legal and quite powerful, down this path lies a Thrallherd/Mindbender style character who is actually a Three-Ring-Binder's worth of paper. PC, Cohort, multiple levels of followers in pyramids of combat powers. I've seen it, I've played it, and it's not as fun as it sounds.

Well, that's why I said it was even worse. I was just pointing out the "best" way to make full use of the Witch's Coven hex. It's not worth it in my opinion just to boost CL. It is, however, the least costly for greatest boost to CL, and the only way to make the Coven hex work off of just your PC and not any other PC (good luck convincing your party to make someone else a Witch, especially if you want it just for a minor CL boost, and especially if you want the CL boost during combat).


Except for the fact that the coven requires at least one hag...

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Kyranor wrote:
Except for the fact that the coven requires at least one hag...

You need a hag to join a hag's coven, but the 'aid another casting' bit is "In addition," to that. You don't actually have to be a part of a coven to use it.


Benchak the Nightstalker wrote:
Kyranor wrote:
Except for the fact that the coven requires at least one hag...
You need a hag to join a hag's coven, but the 'aid another casting' bit is "In addition," to that. You don't actually have to be a part of a coven to use it.

i would like to retract that last statement and instead say "You can only fit so many other witches in a 30 foot radius"


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Kyranor wrote:
i would like to retract that last statement and instead say "You can only fit so many other witches in a 30 foot radius"

There are creative ways to get around that limit.

Namely, remember that combat is 3D. You are not limited to just the flat board (and neither are your opponents).

Any Witch who is 5th level should have the Flight hex. Now they can fly for 5 minutes a day (split up into 1 minute increments). That should last for most combats you'd run into in a day. Also, any Witch who is 3rd level with the Flight hex can levitate once per day. All of your Leadership Witches should have the Coven hex at 1st level. After that, they should have the Flight, Fortune, or Healing hex as you see fit. If you're worried about space, give them Flight. At least one of them should have the Healing hex, and probably at least one should have the Fortune hex.

If all or most of your Witches can fly, they can now occupy 30' much easier. Stack them into cubes of 3x3x3. You can have up to 27 Witches in that way in one cube. You can fit at least two cubes immediately behind you and have every Witch be within 30' in this way. Expand around you and outward as you get more Witches. Even though a cube is nice, remember that there's still extra ground behind you they can fit in. A cube only goes 15' behind you. You can fit approximately a half cube in that extra space behind that cube, and completely cover the ground between you and 30' back. All Witches in this way are within 30'. I really don't think you're going to run out of room until your Leadership gives you hundreds of 1st level Followers. At that point, though, I'd want to invest in a boatload of Sorcerers, or some Fighter archers.

You aren't going to have enough Witches to overfill your 30' range any time soon.

...

Ok, I can't believe I'm actually discussing this.


but can you see out of your floating sphere of witches?


Kyranor wrote:
but can you see out of your floating sphere of witches?

They're all behind you or to the side of you. I was listing off Witches that sit behind you.

That's an interesting thought, though. However, you don't get enough Witches with Flight to truly make a floating sphere. Most of them will be on the ground, or will have to use their one Levitate per day to float. Of course, you can rotate Witches. Those that used their Levitate now sit on the ground with the un-Levitate-able Witches. So, this strategy can work for two encounters.

You can also split them up into two teams. One set of Witch-fuel for your spells, and one set of Witch-fuel for your Cohort's spells. Your Cohort will only be two levels behind you, and thanks to the Coven hex and your ridiculous amount of Witch Followers she can easily make up for that.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

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Kyranor wrote:
but can you see out of your floating sphere of witches?

Mass Invisibility! Transparent Witch Sphere for the win!

And to pack more of them in, use Halfling Witches and have them cast Reduce Person on themselves, shrinking to Tiny size! Four to a square!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

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So I drew it out on my battle mat and counted squares, for the hell of it!

You can fit 1,064 medium or small creatures within a 30 ft. radius sphere.

That number goes up to 4,256 if you use tiny creatures (like reduced halfling, frinstance).

Grand Lodge

Bloatmage Initiate


Benchak the Nightstalker wrote:
Kyranor wrote:
but can you see out of your floating sphere of witches?

Mass Invisibility! Transparent Witch Sphere for the win!

And to pack more of them in, use Halfling Witches and have them cast Reduce Person on themselves, shrinking to Tiny size! Four to a square!

aww beat me to the punch... I was thinking of that too. This is starting to sound like the old 3.5 nanomachines build that involved animating 1000s of tiny objects and having them aid you on just about any check.


Finally I found something worthy of my 10d6 fireball


LoreKeeper wrote:
Finally I found something worthy of my 10d6 fireball

I was waiting for someone to get around to that. Thank you.

At any rate, it's a joke concept being cooked up, not a serious endeavor (at least, I'm not being serious).

You have to admit, though, it's a superb mechanism for non-combat spells/abilities. Abusing it for combat is just asking for trouble.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Nigrescence wrote:
LoreKeeper wrote:
Finally I found something worthy of my 10d6 fireball

I was waiting for someone to get around to that. Thank you.

At any rate, it's a joke concept being cooked up, not a serious endeavor (at least, I'm not being serious).

You have to admit, though, it's a superb mechanism for non-combat spells/abilities. Abusing it for combat is just asking for trouble.

Oh, worthless in combat, but consider the utility benefits!

One casting of mage armor would last you just shy of 6 months!

Greater heroism for 3 days at a time!

Even round/level spells would be good for 10 hours, a solid adventuring day!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

thepuregamer wrote:


aww beat me to the punch... I was thinking of that too. This is starting to sound like the old 3.5 nanomachines build that involved animating 1000s of tiny objects and having them aid you on just about any check.

I remember those builds! Good Fun!


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Nigrescence wrote:
Kyranor wrote:
i would like to retract that last statement and instead say "You can only fit so many other witches in a 30 foot radius"

There are creative ways to get around that limit.

Namely, remember that combat is 3D. You are not limited to just the flat board (and neither are your opponents).

Any Witch who is 5th level should have the Flight hex. Now they can fly for 5 minutes a day (split up into 1 minute increments). That should last for most combats you'd run into in a day. Also, any Witch who is 3rd level with the Flight hex can levitate once per day. All of your Leadership Witches should have the Coven hex at 1st level. After that, they should have the Flight, Fortune, or Healing hex as you see fit. If you're worried about space, give them Flight. At least one of them should have the Healing hex, and probably at least one should have the Fortune hex.

If all or most of your Witches can fly, they can now occupy 30' much easier. Stack them into cubes of 3x3x3. You can have up to 27 Witches in that way in one cube. You can fit at least two cubes immediately behind you and have every Witch be within 30' in this way. Expand around you and outward as you get more Witches. Even though a cube is nice, remember that there's still extra ground behind you they can fit in. A cube only goes 15' behind you. You can fit approximately a half cube in that extra space behind that cube, and completely cover the ground between you and 30' back. All Witches in this way are within 30'. I really don't think you're going to run out of room until your Leadership gives you hundreds of 1st level Followers. At that point, though, I'd want to invest in a boatload of Sorcerers, or some Fighter archers.

You aren't going to have enough Witches to overfill your 30' range any time soon.

...

Ok, I can't believe I'm actually discussing this.

The Borg cube of witches.


Benchak the Nightstalker wrote:

Oh, worthless in combat, but consider the utility benefits!

One casting of mage armor would last you just shy of 6 months!

Greater heroism for 3 days at a time!

Even round/level spells would be good for 10 hours, a solid adventuring day!

Invest in seven or more of these and you can even carry around 200 of them while you travel! Have someone activate it at the entrance of a dungeon, and wait for your return to reactivate it.

Have everyone in the party be a Witch, take Leadership, have a Witch Cohort and all Witch Followers, and you're golden. You'll have healing covered, you'll have damage covered, you'll have spells mostly covered (and if you desperately want those spells, have someone be a Wizard, with a Witch Cohort and Witch Followers).

Sczarni

Nigrescence wrote:
Benchak the Nightstalker wrote:

Oh, worthless in combat, but consider the utility benefits!

One casting of mage armor would last you just shy of 6 months!

Greater heroism for 3 days at a time!

Even round/level spells would be good for 10 hours, a solid adventuring day!

Invest in seven or more of these and you can even carry around 200 of them while you travel! Have someone activate it at the entrance of a dungeon, and wait for your return to reactivate it.

Have everyone in the party be a Witch, take Leadership, have a Witch Cohort and all Witch Followers, and you're golden. You'll have healing covered, you'll have damage covered, you'll have spells mostly covered (and if you desperately want those spells, have someone be a Wizard, with a Witch Cohort and Witch Followers).

less the "all witches cohorts" and "all witches followers" this is exactly what we're doing for an upcoming Age of Worms game.

5 Players, everyone starts with a Witch, everyone takes Coven at some (early) point.

So far, Healing, Undead Control, Face-talking, melee combat, ranged combat, and rogue-skills all have specialist witches. We'll see how it goes.


Spell specialization. A feat that grants +2 cl to one spell.


Did not intend to necro a thread, I didn't look at the dates before posting...oops...


Allied Spellcaster teamwork feats.
Accursed bloodline sorcerers.


Aura Mastery Trick from Equipment Trick feat: http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat


Most underpriced caster level boost comes from the Crown of the Kobold King.

Only sorcerers can use it though, so its ok!

Sovereign Court

That makes crossblooded sorcerer dip for +2 damage a die a little less painful I suppose. Since it doesn't say your sorcerer caster level is the only one that increases. Drawback of not having a +6 stat headband I suppose. Wait, the crown is a head slot, not a headband slot item.

But regardless, not on the additional resources for PFS (likely because its from before Pathfinder was its own system 2007 vs 2009) so you got my hopes up!


out of the depths, Alastar comes forward and casts THREAD NECROMANCY!!!

so suppose i play a dual caster sorcerer/druid, would that crown of the kobold king also boost my druid CL?

Wording says so, I just want to know if I'm missing something.


Well, it's necromancy, but there are new ways to improve CL since then, so it's relevant to add some of them, in case someone finds this googling for extra CL.

Simply using salt (5sp per dose) will improve your Necromancy by +1. There are other examples as well for other schools of magic, sometimes more restricted (like only for duration, etc).


AlastarOG wrote:

out of the depths, Alastar comes forward and casts THREAD NECROMANCY!!!

so suppose i play a dual caster sorcerer/druid, would that crown of the kobold king also boost my druid CL?

Wording says so, I just want to know if I'm missing something.

By RAW, yes. By RAI, it's questionable, unless the author explain his intention. Expect table variation (so, ask your GM)


Menhir Savant Druids can boost their CL by 1 for 3+WIS times.

A friend in PFS has two traits that let him cast Cure spells as higher CL, I'll go ask him if I remember.


Anointing oil from the race guide for harmless divine spells


Transmitter of leopards transmutation spells

Koradda . I hate auto correct...


I'm looking at a witch concept that combines Ley Line Guardian's conduit surge power (1d4-1, CL 3 + Cha/days, fort save or staggered) with the Jinx Witches' Jinx-Eating (consume harmful spell effects to boost caster level).

Also, all arcanists can boost caster level by 1 with arcane reservoir points and by 2 with the Potent Magic exploit


Benchak the Nightstalker wrote:

So I drew it out on my battle mat and counted squares, for the hell of it!

You can fit 1,064 medium or small creatures within a 30 ft. radius sphere.

That number goes up to 4,256 if you use tiny creatures (like reduced halfling, frinstance).

Also necroing here, but what the heck would you do with all the power from that nano-witch sphere? Also, who would be able to pull that off? My first guess would be a depraved hag that decided to turn a ton of halfling witches into her own personal spell generator, a la The Dread Emperor from Book of Vile Darkness punched up to 11,000.


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Adding this related post in here. ...on upping DC's.

Mister Socks wrote:


Mister Socks List:
Eldritch Heritage Greater
Arcane Bloodline
Eldritch Heritage, Greater (Ultimate Magic) This can only be taken at character level 17 and you need charisma 17, but by selecting Arcane bloodline's 15th level ability, you can net +2 DC bonus to a school of magic. (Feat)

Bloody Tears and Jagged Smile
Bloody Tears and Jagged Smile (Rasputin Must Die!) Spells with the fear descriptor increase the dc by 4 (profane bonus). (Spell, wizard/cleric 2)

Arcane Concordance
Arcane Concordance (Advanced Player's Guide) 10ft emanation centered on you, gives arcane spells within the area a +1 enhancement to their DC, and allows a couple of free metamagics to be applied to it. (Spell, Bard 3)

Sharesister
Sharesister (Pathfinder Society Field Guide) Both targets have to be same gender, but allows you to give someone bonuses to CL and Spell DC's, at the cost of negative levels. A bit risky, best used if you like buffing people. (Spell, Cleric/witch 3)

Coward's Cowl
Coward's Cowl (Agent's of Evil) +1 to DC of readied spells aslong as you don't move closer to your enemies. (Spell, Alchemist/wizard/cleric/bard/mesmerist/shaman/psychic/witch 1)

Sacred Space
Sacred Space (Advanced Race Guide) Good spells, spell-like abilities, and channeled energy to damage evil outsiders, gain +2 to the DC. If the space contains an altar, shrine, or permanent fixture to your diety, it increases to +4. (Spell, Paladin/cleric 2)

Silver
Silver (Alchemy Manual) used as a material component will increase the DC of illusion spells by 1. (item)

Deific Obedience Mahathallah
Deific Obedience (Inner Sea Gods) Mahathallah grants +2 DC to illusion spells. (feat)

Dead Man's Headband
Dead Man's Headband (Ultimate Equipment) will increase the DC of any fear effect you create by 1. Note: it takes the headband slot, maybe see if you can combine it with a headband of int. (magic Item)

All-Seeing Eye
All-Seeing Eye (Giant's Revisited) +1 insight bonus to the DC of divination spells you cast. (magic item)

Dragon CraftingPerfume
Draconic Perfume (Dragonslayer's Handbook) increases charm subschool DC by 2 (Rosewood and Myrrh) or compulsion subschool by 2 (Sulfur and Honeycomb). (item)

Oakstewards' Favor
Oaksteward's Favor (People of the River) increases the DC of any enchantment spells the wearer casts against animals by 2. (magic Item)

Serpent Belt
Serpent Belt (Ultimate Equipment) increases poison by 4, whether your GM takes that to mean DC is up the them. (magic item)

Elemental Focus Greater
Elemental Focus/Greater (CRB) adds +1/+1 DC of spells with the energy type you select. (feat(s))

Outlander, Lore Seeker
The trait Lore seeker (campaign trait for ROTRL) lets you pick 3 spells to increase the DC and CL by 1 each. (trait)

Eastern Mysteries
The trait Eastern Mysteries (Guide to Pathfinder Society Organized Play) allows 1/day to increase a spell DC by 2. (trait)

Spell Focus Greater
Spell Focus/Greater (CRB) Increase the DC of a chosen school of magic by 1 (stacks with elemental focus). (feat(s))

Barbed Pentacle of Asmodeus
Barbed Pentacle of Asmodeus (Gods and Magic) Increase the DC of spells that are augmented by writing by 1. (Magic item)

Rod of the Wayang
Rod of the Wayang (Ultimate Equipment) +1 DC to spells of the shadow subschool. (Magic item, Rod)

Scarf of the Suggestive Dance
Scarf of the Suggestive Dance (Pathfinder Module: Murder's Mark) increases a bard's fascinate and suggestion bard performance DC's by 1. (Magic Item)

Perfect Golden Lute
Perfect Golden Lute (Ultimate Equipment) Increase all bardic performance DC's by 2 if using the lute. (Keep in mind this is an artifact, and up to GM territory if it's ever seen or owned) (Magic item, Artifact)

Player's Prize
Player's Prize (People of the River) Scribe it with a person's name and drop it into that person's pocket, they take a -2 (will save) against your bardic performances. (Very pricy option if you really can swing it) (Magic item)

Honorable mentions:
Below we have misc stuff that may not directly increase a spell's dc, but still worth noting.

Draconic Malice
Draconic Malice (Legacy of Dragons) Lets you cast fear spells on normally immune creatures. (Spell, Antipaladin/bard/wizard/bloodrager/cleric/inquisitor/mesmerist/psychic/sham an/witch 3)

Mesmerizing Tattoo
Mesmerizing Tattoo (Blood of Shadows) Whenever the bearer uses the hypnotism occult skill unlock, casts an enchantment spell that targets a single creature, or uses the hypnotic stare class feature, her target takes a –1 penalty on Will saving throws for the ability’s duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. (Magic Item)

Ability Focus
Ability Focus (RPG Beastiary) Increase a single special attack's DC by 2, check with your dm first. (Feat)

Sinner's Wage
Sinner's Wage (Champions of Corruption) If used as a focus component for a charm or compulsion spell below 5th level, the target takes a -2 penalty to resist acting against its nature. (Magic item)

Myrrh
Myrrh (Alchemy Manual) Spells of the abjuration school are cast at +1 CL for the purpose of CL checks and Dispel Checks. (item)

Genius Avaricious
Genius Avaricious (Pathfinder Adventure Path #30: The Twice-Damned Prince) Mammon's Mantle: grants up to a +5 untyped Charisma bonus which heightens DC's.


Dark Archive

Dot - Boosting CL or DCs

Trait: Nine-Tailed Scion
Source Dirty Tactics Toolbox pg. 23

Requirement(s) Kitsune
You are talented with kitsune magic. You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat (Advanced Race Guide 193). Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class. You cannot exchange specific feats granted by a class or race for Magical Tail in this manner; for instance, a monk cannot exchange his Stunning Fist feat for Magical Tail.


Dire Mongoose wrote:
thepuregamer wrote:


Are there any others I am missing?
Strand of prayer beads (karma).

They already said prayer beads


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TurtleTamer wrote:
Dire Mongoose wrote:
thepuregamer wrote:


Are there any others I am missing?
Strand of prayer beads (karma).
They already said prayer beads

It's possible the early posts were edited into the opening post. Several look like copy/paste. Also, that was in 2011.


Just also wanted to mention something small: the Feat - Cypher Magic

Cypher Magic wrote:

Your intimacy with runes and the mysteries of ancient arcana has taught you secret ways to draw greater power from magical writings. The Cyphermages initially devised these unusual methods, but they have since spread far and wide.

Prerequisite(s): Int 15, Scribe Scroll.

Benefit(s): You cast spells from scrolls at 1 caster level higher than the scroll’s caster level. In addition, you gain a +2 bonus on caster level checks to activate a scroll with a higher caster level than your own.

Hope that helps


thepuregamer wrote:
Benchak the Nightstalker wrote:
Kyranor wrote:
but can you see out of your floating sphere of witches?

Mass Invisibility! Transparent Witch Sphere for the win!

And to pack more of them in, use Halfling Witches and have them cast Reduce Person on themselves, shrinking to Tiny size! Four to a square!

aww beat me to the punch... I was thinking of that too. This is starting to sound like the old 3.5 nanomachines build that involved animating 1000s of tiny objects and having them aid you on just about any check.

Do you want Botg? Because this is how you get Borg?


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It's also possible to use Create Demiplane to make a demiplane with the "Enhanced magic" trait for a particular school of magic.

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