Building a Shadow Conjurer. Need Some Ideas


Advice


So I am making a pretty big bad guy for my campaign. I'm looking to make him a fetchling caster that is focused heavily on shadows. He is a worshiper of my homebrew's demon lord of the night, shadows, and secrets Achyls and I would like him to be a conjurer of shadows (the creature) and shadow magic. I'm unsure what class would be the best for this, cleric or wizard? What would you all suggest?


Def wizard. Isn't there a shadow wizard template?

Also, what level/cr?


If you want to use Illusion (shadow) magic then Wizard or Sorcerer is way to go, as Cleric has little (if any) illusion (shadow) spells.


meatrace wrote:

Def wizard. Isn't there a shadow wizard template?

Also, what level/cr?

Ah yes that would be important.

The party is a group of four players at level 7. A ninja, a barbarian, a bard, and a fighter.

I plan on having two encounters with him. The first will be when the players are at level 8. he will probably be CR 10. Once they kill him and delve deeper into his dungeon, I do plan on his ghost (CR 12 now) going after them for revenge.


Drejk wrote:
If you want to use Illusion (shadow) magic then Wizard or Sorcerer is way to go, as Cleric has little (if any) illusion (shadow) spells.

That's why I was a little disappointed in with the cleric as they can get Create Undead to make Shadows earlier but that's about it.

Still looking for the Shadow Wizard school.


Here's what I was looking for:
http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wiza rd-archetypes/shadowcaster
You could also be an illusionist with the Shadow subschool, spell focus and greater spell focus: illusion.


meatrace wrote:

Here's what I was looking for:

http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wiza rd-archetypes/shadowcaster
You could also be an illusionist with the Shadow subschool, spell focus and greater spell focus: illusion.

Ah okay. That will definitely work. Thanks.


Perfect then, CR 10 means Wiz 11. You get the Shadowy Specialization ability:

PRD wrote:

Shadowy Specialization (Ex)

At 10th level, when a shadowcaster casts shades, shadow conjuration, shadow evocation, and similar illusion spells that have a listed fraction of the strength of real effects, he increases the percentage of damage caused by the spell’s effect or summoned creatures by one-fifth (+20%) against creatures that make their saving throw against the effect, up to a maximum of 100% of the strength. For example, shadow evocation and shadow conjuration deal 40% normal damage on a successful save instead of 20%.

This ability replaces the shadowcaster’s 10th-level wizard bonus feat.

Pretty hawt really.

The fun part about Shadow Conjuration, Shadow Evocation, etc, is you can think on your feet. You can use them in place of any appropriate spell rather than have them prepared.

I don't really know about being able to conjure shadows (the creature) but you can just handwaive that and have a couple shadows there to make the combat interesting. I'd say nerf him down to 10th level, CR 9, then add 4 Shadows to make the overall EL 10.


You know the Fetchlings got a shadow summoner archetype....in the ARG if that helps.

Shadow Summon:

Shadow Summoning (Sp): When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead (see sidebar). Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list).

Summon Monster I: No changes.

Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs (Bestiary 3 288).

Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons (Bestiary 3 171).

Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips (Bestiary 3 12), gloomwings (Bestiary 2 133), and shadows (Bestiary 245).

Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs (Bestiary 3 241) and shae (Bestiary 3 242).

Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers (Bestiary 47).

Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows (Bestiary 245).

Summon Monster VIII: A shadow caller can only summon derghodaemons (Bestiary 3 66) and young umbral dragons (Bestiary 2 102).

Summon Monster IX: A shadow caller can only summon interlocutor kytons (Bestiary 3 174) and nightwings (Bestiary 3 203).

This ability otherwise functions as and replaces the summoner’s normal summon monster spell-like abilities.


havoc xiii wrote:
You know the Fetchlings got a shadow summoner archetype....in the ARG if that helps.

I saw that and I do plan on him having a lieutenant as a shadowcaller. However, I'm looking for something with much more of a broad usability of shadows.


Ok, just saw you wanted him to summon shadows and thought. "Hey I know how to do that ;)"


Pathfinder Adventure Path Subscriber

A 3 lvl dip into the Shadowdancer PrC lets you summon a shadow companion.

Spoiler:
Quote:

At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

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