Just found out I'm starting a new level 1 campaign tonight and Magic is outlawed


Advice


So I had this build idea and got a call saying we're starting over at level 1 tonight... The world will have all magic, divine/arcane outlawed where if caught using it you're declared "Witch"/"Devil" like in the old Salem Witch Trial days and Spanish Inquisition times.

Anyway the build I had wasn't even a spellcaster at all but the GM thinks that I'd be great at playing a spellcaster in this campaign. Which as soon as I found out that it was outlawed I wanted to play one lol.

All I know is that we will have 4 players including myself. I only know that 1 guy wants to play a 1/2 Orc Redeemer Paladin. Sorry for those of you who puked in their mouth a bit.

My plan was to play originally in our old campaign this Reach weapon character if my burst damage rogue bought the farm. I've spent a lot of time on it and now I'm on the fence on whether to play it or ask someone for an arcane destroyer type.

Some combination of either THUG/SCOUT Rogue 4/Fighter Weapon Master 4/Slayer 12 OR Swashbuckler/Scout Rogue 4/Fighter Weapon Master 4/Slayer 12. Half-Orc as race, all points into Strength at start and level ups.

Stats are 4d6 drop lowest, 20, 17, 17, 15, 13, 11

Wanting to take a Disadvantage for another Trait.
Traits, Bruising Intellect, Reactionary, Fates Favored
Alternate Racial abilities, Shaman Apprentice & Sacred Tattoo

1. Slayer (feat) Exotic Weapon Fauchard
2. Slayer (talent Ranger 2handed style) Power Attack
3. Slayer SAttack 1d6, (feat) Improved Initiative
4. Scout SAttack 1d6,
5. Scout (talent weapon training Weap Focus) (feat) Intimidating Prowess
6. Scout SAttack 2d6
7. Scout (talent combat trick Dazzling Display) (feat) Lunge
8. Fighter (bonus feat Shatter Defenses)
9. Fighter (bonus ft. Combat Reflexes) (feat) Improved Critical
10. Fighter weapon training
11. Slayer (talent Ranger style Pushing Assault), (feat) Cornugon Smash
12. Fighter (bonus ft. Weapon Specialization)
13. Slayer (feat) ?
14. Slayer SAttack 2d6, (talent Offensive Defense)
15. Slayer (feat) ?
16. Slayer (talent) ?
17. Slayer SAttack 3d6, (feat) ?
18. Slayer (advanced talent Opportunist)
19. Slayer (feat) ?
20. Slayer SAttack 4d6, (talent) ?

As you can see, I've not made up my mind for any feats at 13th level and after. Also I need 2 more talent decisions as well.

With what I got in this build, what would you recommend changing to get the most out of it at starting at 1st level? Retraining rules are acceptable in our campaign.

Also, should I give into my desires to Defy the masses in the world and be an Arcane Caster anyway, and if so what would you recommend? I've not played a Pathfinder version at all but have in 3rd, 3.5 & 4th Ed.

Shadow Lodge

I'm curious what constitutes spellcasting, and how races with innate spell-like abilities fit in to that idea. Are there gnomes in this world? Are they all called witches?

I should also point out that unless they change it when the actual book comes out, by playtest rules slayer counts as ranger and rogue, so multicasting slayer/rogue is not allowed.


Play a gravewalker witch. Disguise your undead minions with fedoras and overcoats (Hey, it works for The Thing of the Fantastic Four!). Invest in a high bluff score to keep one step ahead of the can't-Detect-Evil paladin who's almost sure to have 1 skill point a level. If caught, fall to your knees and swear you'll change, thus appealing to his redeemer side.

I'm only half joking on that. If you're going to be hung for 1 crime you might as well do 100 more.

What constitutes "magic", anyway? Alchemists don't technically cast spells, so that might be a handy loophole.


gnoams wrote:

I'm curious what constitutes spellcasting, and how races with innate spell-like abilities fit in to that idea. Are there gnomes in this world? Are they all called witches?

I should also point out that unless they change it when the actual book comes out, by playtest rules slayer counts as ranger and rogue, so multicasting slayer/rogue is not allowed.

Multiclassing Slayer/Rogue is legal, the mentioned so in their Blog Post about the the Playtest, they decided to change their earlier ruling on not allowing multiclassing with parent classes to the hybrid classes. So that part's all good.

Any type of spellcasting is labeled as illegal, whether from class or race. According to what I know so far.

Scarab Sages

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Have fun spending days at a time sitting in town after every fight.


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As a spellcaster in such a setting, I'd be looking pretty fondly towards the Silent Spell, Still Spell, and Eschew Materials feats.


Experiment 626 wrote:

Play a gravewalker witch. Disguise your undead minions with fedoras and overcoats (Hey, it works for The Thing of the Fantastic Four!). Invest in a high bluff score to keep one step ahead of the can't-Detect-Evil paladin who's almost sure to have 1 skill point a level. If caught, fall to your knees and swear you'll change, thus appealing to his redeemer side.

I'm only half joking on that last one. If you're going to be hung for 1 crime you might as well do 100 more.

What constitutes "magic", anyway? Alchemists don't technically cast spells, so that might be a handy loophole.

Frankly I don't mind that it is illegal to be a spellcaster, except for the part where I can't go and buy magic items! That part really blows.

Never been a fan of the Alchemist style. Still tempted to try and play some kind of Arcane caster though. Any thoughts or links to a build?


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Artanthos wrote:
Have fun spending days at a time sitting in town after every fight.

Yep. Maybe find another game?

Dark Archive

Play a Spellcaster anyway.

So what if it's outlawed?

PF is a very high magic game. It doesn't really work without magic. If you get caught and your PC dies, so be it. Maybe the GM will have realised low magic doesn't work.

Anyway, be a Shadow Sorcerer. You don't have a spellbook, you don't have material components. Spend points on Dex and pump Stealth and people won't see you do your eeeevil magicks.

You will very soon be the most powerful guy alive. If you pick Vanish at level 1 you won't really care about the pitchfork-wielding yokels pooing their pants about magic anyway. Be invisible a lot.

Just be super cagey about it.


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I'd be very tempted to play a bard in this kind of setting. Enough social skills to talk their way out of a lot of potential trouble. Any of the countless bard builds would probably be great fun here.

Sure, any class can take bluff and/or diplomacy, but a bard does it with style.

"What? Magic? Me? No, no. What you saw must've been the sparkling reflection off this glass bottle. Nothing magic here - just wine. Care for some?"


Captain K. wrote:

Play a Spellcaster anyway.

So what if it's outlawed?

PF is a very high magic game. It doesn't really work without magic. If you get caught and your PC dies, so be it. Maybe the GM will have realised low magic doesn't work.

Anyway, be a Shadow Sorcerer. You don't have a spellbook, you don't have material components. Spend points on Dex and pump Stealth and people won't see you do your eeeevil magicks.

You will very soon be the most powerful guy alive. If you pick Vanish at level 1 you won't really care about the pitchfork-wielding yokels pooing their pants about magic anyway. Be invisible a lot.

Just be super cagey about it.

This is very tempting. However I don't think I've got the time to come up with an awesome build in the next 6 hours.

Anyone got some links for some? Magus might be good since I can pretend to be a warrior when I'm not blasting spells out. I'm kind of stuck using my phone right now for internet so I can't search effectively with it. I need to spring for a newer android phone soon.

Shadow Lodge

Still curious what constitutes magic. How about supernatural abilities? If you play a shadowdancer and hide in plain sight is that magic? Is a monk using ki to heal his wounds using magic?

I'd go one of two ways with a setting like this. One, play a superstitious magic hating barbarian. or two, play a druid or a witch; if people who use magic are supposedly witches, well then go for it and be one.

While low magic certainly isn't everyone's cup of tea, pf by no means has to have magic marts and potions by the dozen. It just is written as high magic by default. So running low magic games requires more work on the GM's part, they can't rely on pre-written material as much. Low magic campaigns that I've been part of tend to be more about human(oid)s. Monsters are rare and terrifying, so being under matched against them is perfect, and since everyone lacks magic, being against other humans remains balanced.


gnoams wrote:

Still curious what constitutes magic. How about supernatural abilities? If you play a shadowdancer and hide in plain sight is that magic? Is a monk using ki to heal his wounds using magic?

I'd go one of two ways with a setting like this. One, play a superstitious magic hating barbarian. or two, play a druid or a witch; if people who use magic are supposedly witches, well then go for it and be one.

While low magic certainly isn't everyone's cup of tea, pf by no means has to have magic marts and potions by the dozen. It just is written as high magic by default. So running low magic games requires more work on the GM's part, they can't rely on pre-written material as much. Low magic campaigns that I've been part of tend to be more about human(oid)s. Monsters are rare and terrifying, so being under matched against them is perfect, and since everyone lacks magic, being against other humans remains balanced.

I'm not entirely sure about what is magic and what isn't. All I can tell you at this point (GM is working currently and unable to talk to him)is that he thinks I'd play an arcane caster very well in this situation and that Arcane/Divine magic gets you labeled as a "Baddie" and torches/pitchforks wielding humanoids will come after you.

I've got about 5hrs to make up my mind on what to do.

Dark Archive

Play a rogue with the minor and major magic talents, add some use magic device for fun. So you are a kind of mage, but you can rely on your other abilities as a rogue.


Bard with bardsong feat. Bluff the person hard and convince them you weren't casting spells.

Pretty much as Zathyr suggested.


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If magic is "evil" then embrace it. Make it evil for a reason, dont use it unless you have to "H crossbow" but if you need it, dont leave witnesses.


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Making a level 1 anything won't take much time.

What would you like to do?

Rogue? Rogue with a splash of magic? Ninja? Evil casty? Fighty guy?

Once you narrow it down to a type, we can go further into archetypes, feats and the whole shebang.

I just put your stats in Herolab and made you a half elf shadow sorcerer. Nowhere near finished as yet, but:

Eeeevil Casty
Half-Elf Sorcerer (Wildblooded) 1 (Pathfinder RPG Ultimate Magic 0)
N Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +7):
1st (5/day)—color spray (DC 17), vanish[APG] (DC 17)
0 (at will)—detect magic, ghost sound (DC 16), light, penumbra[UM]
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 15, Int 17, Wis 12, Cha 22
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Improved Initiative, Skill Focus (Stealth)
Skills Bluff +10, Intimidate +10, Knowledge (arcana) +7, Perception +3, Spellcraft +7, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Custom Language, Custom Language, Custom Language, Elven
SQ cloak of shadows, elf blood, hero points, mutated bloodlines (umbral)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Cloak of Shadows +1 (9/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Umbral Your nature is to gather the darkness into yourself.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I'd go cheap on equipment. Sling, dagger, club...maybe longspear and cestus if you want to get fancy. That gives nice options to threaten at range and still punch someone if they get in your grill.

You've got nothing for swarms, so maybe some alchemist fire and acid for lobbing at whatever needs a good dose of either.

He also needs some traits, so you can pick up some class skills. You can multiclass with rogue or ninja and move toward arcane trickster levels if you like. I can't help thinking that a guy with a lot of skills is going to serve you better in what amounts to a low-magic environment, and that's pushing me toward the arcane trickster, bard, or possibly summoner (Using the eidolon as a summonable rogue-substitute while you stick with "face" skills.)


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Noble Drow Shadow Sorceror, 1st level spells are disguise self and magic missile, you run away a lot and have a decent survival check for living in the wilderness.

Use your spell like abilities to their maximum, hide and sneak and murder your way to level 4 and party on.

Interestingly, the only POSSIBLE way that magic can stay outlawed effectively is if the authorities are using magic. Too many things are impossible to track as "magic" unless you either use detect magic, or they aren't getting "magic" they're just having real-world witch trials.


i really like the idea of a suave and cultured bard or rogue attempting to convince entire mobs that he wasnt casting spells at all, just singing and dancing and making merry. max out your diplomacy and bluff early and rely on bardic performance and versatile performance to fill in your other skills, make sure you really focus on dance or singing/oratory so you can fluidly incorporate verbal and somatic components, take eschew materials, and invest in illusion magics. convince mobs that you're some kind of messiah by walking on water, explain to people who intend to out you for your evil magics that you can trap their souls in hell with a major image. when/if you're ever caught throw smoke bombs and cast invisibility to cover your escape. make sure you take spellsong or whatever it is that lets you cast while singing without expending spellslots. as an added bonus, bards are awesome at everything and you can completely ignore your spells if you feel confident, and everyone in all of ever knows how mundane inspire courage is, so it wont seem like scary magikz to your plebeian witch hunters.


No spellcasting? Play an alchemist!


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another idea, build some kind of inquisitor who hunts down spellcasters all while hiding the fact that they are a caster themselves. take conversion inquisition and use wisdom for diplomacy/bluff and convince people that your divine powers arent magic, or that they mustve been seeing things and you've always just been a man with a bow. take inquisitor just far enough to get bane then multiclass to fighter or ranger to maximize your martial ability. i wonder how well this campaign will work with pathfinder's deity system, where gods choose champions to bestow powers upon at a whim.


Franko a wrote:

If magic is "evil" then embrace it. Make it evil for a reason, dont use it unless you have to "H crossbow" but if you need it, dont leave witnesses.

Exactly this, kill them all, leave no witnesses!

The Exchange

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Wow, I finally see a campaign where there's a good reason for the paladin and the necromancer to team up: they're both in constant danger of being burned at the stake.

Advice-wise: Since time is a major factor, don't bother planning out your 16-level build. What are the odds the campaign is going to make it past level 5 under these conditions?! Just run a fighter/rogue (they mesh nicely) or something. The Treat Deadly Wounds ability of the Heal skill is going to be important, though, so you might want to get hold of that skill however you can.


I'm wondering if ki pools are another "loophole". Its all the excuse you could ever need to play a drunken sensei. Add at least 2 levels of ninja so you can pass out more goodies!


Lincoln Hills wrote:
Wow, I finally see a campaign where there's a good reason for the paladin and the necromancer to team up: they're both in constant danger of being burned at the stake.

Or would the Paladin just be conflicted and turn himself in to the rightful authorities? Or, could he vow never to use his magic despite having access to it?

Probably not, but interesting questions to me.

The Exchange

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Captain K. wrote:

Play a Spellcaster anyway.

So what if it's outlawed?

PF is a very high magic game. It doesn't really work without magic. If you get caught and your PC dies, so be it. Maybe the GM will have realised low magic doesn't work.

Anyway, be a Shadow Sorcerer. You don't have a spellbook, you don't have material components. Spend points on Dex and pump Stealth and people won't see you do your eeeevil magicks.

You will very soon be the most powerful guy alive. If you pick Vanish at level 1 you won't really care about the pitchfork-wielding yokels pooing their pants about magic anyway. Be invisible a lot.

Just be super cagey about it.

This is what I would do. If caught and killed by the mobs just make another similar character and play him the same. Let the GM use fiat to continually kill your magic-user until he is sick of his own stupid and overdone "magic is outlawed" crappy campaign. Maybe then you can actually have a real campaign.

The Exchange

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Claxon wrote:
Lincoln Hills wrote:
Wow, I finally see a campaign where there's a good reason for the paladin and the necromancer to team up: they're both in constant danger of being burned at the stake.

Or would the Paladin just be conflicted and turn himself in to the rightful authorities? Or, could he vow never to use his magic despite having access to it?

Probably not, but interesting questions to me.

Or his God believes that magic isn't supposed to be persecuted and is trying to get rid of the unjust laws banning it...


I'd play a Magus in this game. I'd pretend to be a fighter and use spell covertly.


Mulgar wrote:
Franko a wrote:

If magic is "evil" then embrace it. Make it evil for a reason, dont use it unless you have to "H crossbow" but if you need it, dont leave witnesses.

Exactly this, kill them all, leave no witnesses!

Oops, i may have gone over the line there.....

but i hope the OP realizes the danger of casting magic in this game....

But i bet the antognaists have plenty of wizards.

Dark Archive

Soul wrote:
another idea, build some kind of inquisitor who hunts down spellcasters all while hiding the fact that they are a caster themselves. take conversion inquisition and use wisdom for diplomacy/bluff and convince people that your divine powers arent magic, or that they mustve been seeing things and you've always just been a man with a bow. take inquisitor just far enough to get bane then multiclass to fighter or ranger to maximize your martial ability. i wonder how well this campaign will work with pathfinder's deity system, where gods choose champions to bestow powers upon at a whim.

If you are an Inquisitor of Abadar you can be super fussy about obeying the rules and the law. That fact that you have spells yourself is of no matter; you are in authority and the rules simply don't apply to you.

c.f. Anyone in real life who has had a position of authority.


Fake Healer wrote:
Let the GM use fiat to continually kill your magic-user until he is sick of his own stupid and overdone "magic is outlawed" crappy campaign. Maybe then you can actually have a real campaign.

We should probably avoid condemning this GM for a crappy campaign when he or she may simply be trying something out. Who knows? It might turn out that the group has a great time. (No, I'm not the GM).

If it is an inquisition type setting where magic users are actively persecuted, I'd play a bard and pose as a zealous supporter of the repressive regime while using charm spells to cover my tracks and create false identities. I'd likely drop a few levels into ninja to enhance the covert side of the character.


Arcane trickster might be able to mesh some of your original ideas and the want to be magicy.

If you get caught you could play a jokester with slight of fhand.


Thinking of right now going with either:

A. the original build I had been working on at the top of this post
B. some kind of overpowered Magus with caster level boosting shenanigans.
C. some kind of overpowered Wizard with caster level boosted shenanigans.
D. Crossblooded Orc/Elemental/Draconic/? type Sorcerer also with boosted caster level shenanigans.
E. Skill Focus Shenanigans, Weapon Focus Shenanigans. Just watched SuperTroopers last night again lol.

Something Gregory Connolly posted a few weeks ago for a Magic Missile build. Won't have to worry too much about the Shield spell shutting me down in this campaign hopefully. His build idea below.

Human Sorcerer (Sylvan)
Str 7 (-4 points)
Dex 12 (2 points)
Con 13 (3 points)
Int 10 (0 points)
Wis 12 (2 points)
Cha 20 (17 points +2 race) all increases to charisma

Traits: Wayang Spellhunter (Magic Missile), Magical Lineage (Magic Missile)
Feats: Toppling Spell (1), Spontaneous Metafocus (Magic Missile) (1 human), Eschew Materials (1 sorcerer), Boon Companion (3), Dazing Spell (5), Heighten Spell (7), Quicken Spell (7 sorcerer), Spell Penetration (9), Greater Spell Penetration (11)
Spells:
Cantrips: Acid Splash, Detect Magic, Light, Mending, Prestidigitation, Ghost Sound, Open/Close, Mage Hand, Ray of Frost (, Message, Spark, Disrupt Undead)
Level One: Magic Missile, Mage Armor, Shield, Grease, Reduce Person, Entangle (, Floating Disk, Unseen Servant)
Level Two: Mirror Image, False Life, Create Pit, Acid Arrow, See Invisibility, Hideous Laughter (, Invisibility, Glitterdust)
Level Three: Haste, Fly, Stinking Cloud, Slow, Deep Slumber (, Suggestion, Dispel Magic)
Level Four: Wall of Ice, Dimension Door, Telekinetic Charge, Poison (, Confusion, Charm Monster)
Level Five: Animal Growth, Telekinesis, Tree Stride

The spells in parentheses are if you decide to use your favored class bonus on spells known rather than hit points, both are valid choices. You also get an animal companion to build, but tastes vary on that so I didn't build it, that's why Animal Growth is rated your best spell at 5th level.


Eigengrau wrote:

So I had this build idea and got a call saying we're starting over at level 1 tonight... The world will have all magic, divine/arcane outlawed where if caught using it you're declared "Witch"/"Devil" like in the old Salem Witch Trial days and Spanish Inquisition times.

Anyway the build I had wasn't even a spellcaster at all but the GM thinks that I'd be great at playing a spellcaster in this campaign. Which as soon as I found out that it was outlawed I wanted to play one lol.

It sounds like it could be quite fun for you, actually. Let's start with some basics:

Eschew Materials and Silent Spell plus the Trait Wayang Spellhunter (True Strike) = no components. This will be your primary "special ability" and make you a real wrecking ball.

Trait Magical Lineage (Blur) and Silent Spell is again no components. You can logically claim in combat you just move that fast and we'll have some fun with it.

You said your stats were: 20, 17, 17, 15, 13, 11 which allows us to do some serious playing with this "fighter".

Let's go with a wildblooded Pit-Touched Sorceror for the Con bonus you'll want later (and, you actually will be a "devil" so to speak).

Half-Elf or Human
Str 20 (Racial Bonus yup, this'll be fun)
Dex 15
Con 17 (+1 at 4)
Int 13
Wis 11
Cha 17 (+1 at 8, 12)

Sorc 1: Silent Spell, SorcBonus Eschew Materials, Racial Bonus Skill Focus (Knowledge Planes) if half-elf, or Toughness if Human
Sorc 2:
Sorc 3: Power Attack if retraining permitted, otherwise Fast Learner
Sorc 4:
Sorc 5: Still Spell
Sorc 6:
Sorc 7: Quicken Spell, SorcBonus (Skill Focus Knowledge (Planes) if human, or Extend Spell if half-elf)
Sorc 8:
Sorc 9: Eldritch Heritage (Abyssal)
Sorc 10:
Sorc 11: Improved Eldritch Heritage (Strength of the Pit) (Now we have an inherent +2 to str and con
Sorc 12:
Time to unveil the stinky cheddar cheese!
Unbreakable Fighter 1: FBonus Endurance, FBonus Diehard, Fast Healer (Infernal Healing provides 1+1/2 con bonus hp/round)
Sorc 13: +4 str/con without Robes of Arcane Heritage, if you can't get magic items then next level make it yourself.
Sorc 14: Craft Wondrous Item

Deliberately limit your early spell selection to long-term buffs, spells missing either verbal or somatic components, and anything you can reasonably explain away by drinking a vial of water during the casting if potions aren't forbidden.

As you get higher level, Alter Self and Invisibility will allow you to sneak around and commit obvious acts of magic as someone else and then run away before changing back.

Skill selection:

Bluff (100%) to cover your evil lies
Disguise (50% of level, augmented with spells)
Diplomacy (50% of level, to separate your kind, polite self from your jerk evil sorceror form)
Perception (100%) because you've got to be able to make sure you weren't tracked before changing back
Intimidate (50% of level, for the evil sorcerer alter-ego)
Spellcraft (50% of level, because you just never know)

If human, knowledge planes will maximize your mandatory skill focus.

Grab a bonus language and pretend not to know it as your main self, but only speak it as the evil jerk alter-ego wizard.

It should be quite fun to have a +12 hp/level caster with fast healing 7 flying around where magic is forbidden only to sneak away and re-emerge as this pathetic excuse for a melee combatant.


I would love to play a caster in a campaign where no one else had magic. I'd be a force to be reckoned with at medium levels.


so what did you decide on?


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*Movie announcer guy voice*

In a world where magic is outlawed...only outlaws have magic.

Meet...The Outlaws. The Big Stupid Fighter, The Sneaky Thief, The Band Aid, and starring...The God Wizard

*In unison, in Dos Equi's guy voice*
We don't always use magic, but when we do...we use it to kill you!


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I'd personally go with sorcerer and make it a civil rights issue. I usually find these kinds of campaigns really fun if handled properly. Unfortunately, I've also ran into DMs that wouldn't allow a caster to publicly cast a spell. Just a simple "Nope. Too many people around. Do something else."


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Wait, wait. So what you're telling me is we have magic and they don't. Exactly how long do you think it will take for us to reach 3rd level spells and eliminate the entire current world order since they are pathetic non casters (No paladins, rangers, clerics, or inquisitors either).

Time till world conquest is complete, 3 sessions.


Undone wrote:

Wait, wait. So what you're telling me is we have magic and they don't. Exactly how long do you think it will take for us to reach 3rd level spells and eliminate the entire current world order since they are pathetic non casters (No paladins, rangers, clerics, or inquisitors either).

Time till world conquest is complete, 3 sessions.

Don't assume that. It may be that the government has magic but they ruthlessly suppress any outside use because it threatens their hold on power.

Whatever class you go with, I agree that you should pick up Silent Spell, Still Spell, and Eschew Materials as quickly as you can.


Undone wrote:

Wait, wait. So what you're telling me is we have magic and they don't. Exactly how long do you think it will take for us to reach 3rd level spells and eliminate the entire current world order since they are pathetic non casters (No paladins, rangers, clerics, or inquisitors either).

Time till world conquest is complete, 3 sessions.

I wouldn't assume they don't. Just because they're illegal doesn't mean they don't have fully-automatic belt-fed machine guns...

And just because the governing body says magic is illegal doesn't mean they don't have their own elite company of inquisitors and/or magi.

EDIT: Ninja JoeJ


Vanykrye wrote:
Undone wrote:

Wait, wait. So what you're telling me is we have magic and they don't. Exactly how long do you think it will take for us to reach 3rd level spells and eliminate the entire current world order since they are pathetic non casters (No paladins, rangers, clerics, or inquisitors either).

Time till world conquest is complete, 3 sessions.

I wouldn't assume they don't. Just because they're illegal doesn't mean they don't have fully-automatic belt-fed machine guns...

And just because the governing body says magic is illegal doesn't mean they don't have their own elite company of inquisitors and/or magi.

EDIT: Ninja JoeJ

If they have their own magic work for them.

If not by 9th level control winds and wind spells make machine guns a joke. They can't fly and can't shoot you.


I actually don't have a problem with a country that bans magic. But, if you ban ALL magic, it becomes significantly more difficult to capture and contain illegal casters. That's why it is a lot better to pick a caster time, like all divine magic or all witches and sorcerers. That's how places like Rahadoum exist. Otherwise, you can just be a caster and fight the police. Which, can be a great way to cause a great caster rebellion.

My thoughts on it: Anti-magic governments can be a compelling story-telling, but generally are used by GMs to screw over players because they hate casters.


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Decided on Magus with some Craft Alchemy and other craft skills.
We also have a Druid, Pally LOL, Archer and we did have a Lizardfolk Fighter (he died very horribly)

Setting is some kind of homebrew to my knowledge anyway, that resembles A LOT of like the early Crusades/Pilgrimages/Arab desert area. GM had recently watched Kingdom of Heaven not long ago. Uneasy peace between the indigenous population and foreigners.

Outlaw of magic is due to the local King in fear of threats to his rule and safety of the kingdom and the destruction it can cause.

I went through last night and didn't cast 1 spell. Never really needed to actually and when I could have I would have been seen in the town we were in.

We fought a couple Fire Beetles, had an LOL encounter with a Spider Swarm, missed out on tracking down some Large Centipedes.

I personally was able to bluff a scrupulous/shady individual into thinking we were members of a Silver Ingot caravan heading to the capitol, my plan was to create the interest in robbing the wagons and ambush him in the attempt. This worked well into a solo combat where I netted a set of thieves tools, bag of caltrops, 2gp 2sp, 3 daggers and padded armor. Big winnings there.

Also later on our Lizardfolk Fighter got drunk while we were sleeping in an inn and went exploring with an old drunk guy he met at the Tavern. They went into the desert to see some old ruins and met an Ogre.
Ogre killed the drunk old guy and the fighter almost made it back to the town before getting hit with a critical javelin throw.

The strange death of the 2 guys made the town news in short time the following morning. Lizardfolk had never been seen in this area before and it was interesting RP stuff for that.

The Druid and I drug our dead compatriot through the town by his tail and found a Skinner/Taxidermist dude who made me a Solomon Kane/Inquisitor style hat, the Druid a short cape and the Archer a lizardfolk skin quiver. That was quite humorous.

Later we tracked down the path the fighter had taken and found the ogre. The LOL Paladin ran to get the city guards that were 1 mile away. We decided to "Risk it to get the Biscuit" and attacked the Ogre from Ambush. Archer rolled extremely well and pretty much killed him on his own with 2 critical composite longbow hits. The Druid and I basically looked like we kicked sand on him when he fell down.

Pally comes back with Captain of the guard and 3 soldiers and here we are posing over the dead Ogre holding his severed head. Pally wasn't amused, Captain was in awe of the Archer's exploits and got us some party thrown in our honor. Archer was rewarded with a Strength bow fit to his score in exchange for his old bow which they hung on display in the Tavern with the Ogre head.

Everyone got around 400xp or so. Leveling is going to suck balls at that rate.

Had a lot of fun. Nobody knows I'm Lawful Evil yet either lol.

Liberty's Edge

I would simply play a bomber alchemist. "look you primative (blank)heads, this is SCIENCE! not magic!" "now stand aside or SCIENCE! will burn your primative mind to a crisp." ;)

Silver Crusade

DrDeth wrote:
Eigengrau wrote:
Everyone got around 400xp or so. Leveling is going to suck balls at that rate.
Thank you for the report. No magic, no loot and no exp. As Mark Twain said "Fun? Yes, but of a mild sort."

Sounds like a fantastic game to me. I don't play for loot, xp or magic. I play for the plot.

Stop criticising a game you haven't seen based on your own preconceptions, it's rude.


Tiny Coffee Golem wrote:
I would love to play a caster in a campaign where no one else had magic. I'd be a force to be reckoned with at medium levels.

Who said no one else had magic?

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