Illusionist Build Advice


Advice


I was looking into building an Illusionist for my next character, and thought I'd ask if anybody had some good advice. My searches tended to find outdated info that didn't include APG, ARG, UM, or UC. I cant get too fancy outside these main books and CRB.

Here's the base concept I have so far. I'll be starting at level 10, so Order of the lower feats isn't a major concern to me as long as requirements are met as an on level basis (

Gnome Illusionist - Phantasm sub-school. (dump Evoc and Necro)
Trait: Magical Lineage (Shadow Evocation)
Trait: ??? any other good suggestions?

Wizard: Scribe Scroll
Level 1: Spell Focus (Illusion)
Level 3: Spell Penetration
Level 5: Greater Spell Penetration
Bonus 5: Heighten Spell
Level 7: Improved Familiar (Silvanshee for flavor)
Level 9: Preferred Spell (Shadow Evocation)
Bonus 10: Selective Spell
Level 11: Greater Spell Focus (Illusion)
Level 13: ?? any feat help would be great.
Level 15:
Bonus 15:
Level 17:
Level 19:
Bonus 20:

The concept is to use a Quickened Rod to cast 3rd level or lower illusions while simultaneously casting "real" spells to keep the enemy guessing. (if there are 10 illusion-ed pit spells but 1 real one, it just might keep the enemy at bay)

At level 9 I can spontaneously cast Shadow Evocation, and with Lineage I can apply Metamagic at a lower penalty.

Questions:
Am I too focused on spell penetration?
Are there any other good traits out there for this concept? (using the books described)
Is Phantasm sub-school a good idea for this build?
What feats would you recommend for this build?
Is there a better familiar option? I like the "shadow-cat" concept but would be willing to overlook it if there is a better option.

Any general thoughts are also welcome.


One suggestion: Secret Signs. It's from the Inner Sea World guide, but it's not "too fancy".


I can see if my GM will allow it, as he's been sticking to those main books, but it does sound like a great option :)


Are you totally sold on being a wizard? Gnomes make great illusion-based sorcerers. Bonus points: you don't need to worry about Preferred Spell.

I do think Greater Spell Penetration is excessive at 10th level (especially as an illusionist), unless the campaign is outsider-related or otherwise chock-full of critters with SR.


For this campaign we have a sorc already, which is why I wanted the versatility of a wizard, but I agree a gnome sorc illusionist would be quite effective.

We have recently began encountering monsters with some SR, and I get the feeling we will be encountering them much more often, but I wouldn't be opposed to waiting a few levels for the feat if there were better options to be had now...


I have yet to build one in PF, but I always thought taking Arcane Blast would be a good option for a utility caster or illusionist who was barred from invocation.(APG) And as far as Illusions go, you might talk to your DM about using performance checks to pull off intricate/elaborate illusions. My dm doesnt use a skill check, but he knows my caster devotes hours and hours to perfecting the look of illusions, from things like perspective to being able to match wall/floor patterns in an instant. I have used plain old silent image for some amazing effects.
I do like your idea for mixing quickened Illusions with regular spells. My caster uses such a mix of both the bad guys (and the party) are never quite certain what's real and what isn't.
Good luck and have fun!


My favourite Illusionist ever was an Oracle 1/Sorcerer X
The Oracle level was for the Heavens mystery revelation "Awesome Display" to MASSIVELY ramp up the power of Illusion (Pattern) spells.

But if you don't want a sorcerer it won't work (since Awesome Display is Charisma-based)
...

And yeah, too much Spell Penetration


Couple points:

-I'd save Spell Penetration for higher levels, you're very unlikely to be dealing with it below lvl 9.

-Shadow Gambit (if allowed) is a nice feat that lets you end an illusion to deal damage.

-Phantasm spells rely on a high DC, I'd consider Greater Spell Focus earlier and keeping Necromancy for the fear spells. Fear definitely fits the theme as well!

-For skills, put a few points in Bluff, Disguise, and Stealth. Illusion spells go great with those, but it doesn't hurt to have a few extra ranks. Sleight of Hand isn't terrible either.

-Extend Spell is a good metamagic feat for illusionists, especially on stuff like Invisibility and Greater Invisibility.

-At low levels the spell Vanish can be fantastic! I still use it at level 9 for in-battle maneuvering and sneaking, which you usually only need a few rounds for anyway. Cast Vanish, buff yourself and your teammates up, then cast Fireball from the other side of the room.

-Talk to your DM about making up a feat that stems from Spell Focus: Illusion, like Augment Summoning stems from SF: Conjuration.

-Crafting spells aren't a bad choice for a wizard.


Widow: What performance skills would you recommend? The arcane blast sounds like a nice backup plan for SR monsters since it is a supernatural effect, but I'm not entirely sold on using up a feat slot for it. I'd like to see what other options there are.

Interzone: Is there any feats you would swap with the spell penetration?

Thanks guys and keep it coming!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Pick up Spell Perfection at 15th-level. In conjunction with other feats, it will double your bonuses to DC, caster level to bypass SR, etc. It will also let you Quicken or Maximize you chosen spell for free.

For something as versatile as Shadow Conjuration or Shadow Evocation, it's a great deal.

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