Magic Without Caster Levels


Advice


So here is a fun thought experiment I -

How much magic can one get out of a character who has no classes with caster levels?

Monks are the obvious choice, with the Qinggong monk. You can also have barbarians with spell like abilities, ninjas wielding their ki, and fighters who take the trait Dangerously Curious to get UMD.

So, here is sample character: 15 pts, PC wealth, 2 traits, and brimming with magic (sort of): greater invisibility, dispel magic, shield, detect magic to name a few.

Quinilli, the magical rogue:

QUINILLI

CR 10

Female Gnome Rogue 11
TN Small humanoid (gnome)
Init +4; Senses Low-light, Perception +20,

DEFENSE

AC 26, touch 17, flat-footed 26 (+1 size, +4 Dex, +2 deflection, +5 *Mithral Shirt +1 (Small), +2 *Ring of Protection +2, +4 shield spell )
hp 71 (11d8)+22
Fort +6, Ref +13, Will +4, +3 Reflex to avoid traps
Defensive Abilities Evasion, Improved Uncanny Dodge, Trap Sense +3, Uncanny Dodge,

OFFENSE

Speed 20 ft.
Melee +1 conductive rapier +14/+9 (1d4+1/18-20)
Special Attacks Dispelling Attack, Sneak Attack 6d6,
Innate Spell-Like Abilities: dancing lights ( 1/day) flare ( DC 15, 1/day) prestidigitation ( DC 10, 1/day) produce flame ( 1/day)
Hand of the Mage Spell-Like Abilities: mage hand ( at will)

STATISTICS

Str 10, Dex 18, Con 12, Int 20, Wis 8, Cha 16
Base Atk +8; CMB +7; CMD 23
Feats Arcane Talent, Armor Proficiency, Light, Blind-Fight, Eldritch Heritage, Extra Gnome Magic, Improved Eldritch Heritage, Magical Aptitude, Simple Weapon Proficiency, Skill Focus (Knowledge (Nature)), Weapon Finesse
Skills Acrobatics +18, Acrobatics (Jump) +14, Appraise +5, Bluff +20, Craft (Untrained) +5, Diplomacy +6, Disable Device +23, Disguise +6, Escape Artist +18, Fly +6, Heal -1, Intimidate +6, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +19, Knowledge (Nature) +22, Knowledge (Planes) +16, Perception +20, Perception (Notice unusual stonework/Underground) -1, Perception (Trapfinding) +25, Perform (Untrained) +6, Ride +4, Sense Motive -1, Sleight of Hand +18, Spellcraft +20, Stealth +22, Survival -1, Use Magic Device +24,
Languages Common, Draconic, Elven, Giant, Gnome, Sylvan
Special Qualities Academician, Defensive Training, Hatred, Keen Senses, Laughing Touch, Low-Light Vision, Major Magic (Shield), Minor Magic (Touch of Fatigue), Trapfinding, Weapon Familiarity,
Possessions circlet of persuasion; eyes of the eagle; hand of the mage; headband of vast intellect +4 (dungeoneering, planes); ring of protection +2; belt of incredible dexterity +4; cloak of resistance +2; mithral shirt +1 (small); outfit (traveler's/small); boots of speed; wand of faerie fire; wand of protection from evil; wand of true strike; wand of web;

SPECIAL ABILITIES

Academician +2 to Knowledge (Arcana)

Arcane Talent You can cast Detect Magic three times per day as a spell-like ability. The caster level is equal to your character level.

Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Dispelling Attack (Ex) Opponents that are dealt sneak attack damage by you are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is 11.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Extra Gnome Magic You gain an additional three uses per day of your gnome spell-like abilities

Fey Bloodline

Fleeting Glance (Sp) you can turn invisible for a number of rounds per day equal to your sorcerer level (9). This ability functions as greater invisibility. These rounds need not be consecutive.

Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 15.

Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Laughing Touch (Su) You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day. You can use this ability 8 times a day. This is a mind-affecting effect.

Low-Light Vision (Ex)

Magical Talent (Read Magic) You may cast Read Magic once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Major Magic (Shield) (Sp) You can cast Shield two times a day as a spell-like ability. The caster level for this ability is 11.

Minor Magic (Touch of Fatigue) (Sp) You can cast Touch of Fatigue three times a day as a spell-like ability. The caster level for this ability is 11. The save DC for this spell is 15.

Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 6d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +5 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +3 bonus on Reflex saves made to avoid traps, and a +3 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Winter's Soul You may cast Ray of Frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.


More fun (as a thought experiment) if you avoid UMD. In my experience (admittedly 3.5 and earlier) UMD tends to get a little ridiculous when you start reliably hitting 30 and higher on the check. Quin, for example, is effectively already hitting CL 14 and and gaining CL for using Scrolls is about the only thing Quin isn't doing automatically or nearly so at this point. The only thing really holding Quin back is WBL (barely) otherwise hello Staff of Power, Life, Passage etc..


True. I suppose the concept would work best in some sort of low-magic campaign, where she would be a veritable powerhouse. Something like SKR's greek campaign.

UMD is the lockpick that opens many doors.


This is only a partial build up to 5th atm but i think it qualifies

Spoiler:

Angel Blooded Aasimar
Scion of Humanity
Halo

16 Str 5
14 Dex 5
12 Con 2
14 Int 5
07 Wis -4
14 Cha 2

1 Rogue Eldritch Raider Feat = Racial Heritage Gilliman
2 Eldritch Raider Detect Magic (counts as minor magic talent)
3 Eldritch Raider Feat Extra Rogue Talent Major Magic:
4 Eldritch raider Minor Eldritch Talent
5 Eldritch Raider Feat extra talent Major Eldritch Talent

So by level 5 you have

Light (halo ability) At will
Detect Magic At Will
Alter Self 1/day
1 lvl 1 spell 2/day
1 lvl 2 spell 2/day
1 lvl 3 spell 2/day


You need to be at least level 10 to get the Minor/Major Eldritch talents.


Oops so you'd have to take them at level 10 and your level 11 feat still it would let me spread out the other abilites and pick up some other tricks.


Ultimate Equipment offers the really fun Cloak of the Hedge Wizard (one per main schools of magic). Each offers you at-will prestidigitation, one at-will cantrip from that school (divination grants detect magic) and two 1/day spells typically one combat and one utility. Divination grants true strike and detect secret doors.

My lore warden / monk has one for the at will detect magic means he is the party magic item identifier typically (he has a lot of ranks in spellcraft and knowledge arcane.

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