What's a good way to build a illusion (Shadow) spealist spell caster


Advice


Not building a character yet. Just want to know a good race and class

I also would like to know some ideas for feats (spell focus a given) thinking meta-magics


I feel like you want either gnome or wayang for the save dc boost. Gnome for sorceror or oracle based, wayang for wizard or arcanist. small size is pretty good for using low light conditions to hide and assault things with shadow magic.


Another option would be fetchling, since they can also pick up a DC boost. You lose Small size, but gain numerous flavorful (though not really powerful) racial options.

Relevant metamagic feats might be:

Snuffing Spell
Solid Shadows
Tenebrous Spell


I started theory building Syonne here as Mes1/Wiz9. May not be focused in the same areas you want to be focused, and not fleshed out completely with spell suite, but it's theory anyways...

Ropes in Conjuration, Evocation & Enchantment spells to use the buffed Illusion DC. Still incomplete.


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SheepishEidolon wrote:

Another option would be fetchling, since they can also pick up a DC boost. You lose Small size, but gain numerous flavorful (though not really powerful) racial options.

Relevant metamagic feats might be:

Snuffing Spell
Solid Shadows
Tenebrous Spell

+1 for Fetchling particularly Arcanists due to their Favored Class Bonus.


Scavion wrote:
SheepishEidolon wrote:

Another option would be fetchling, since they can also pick up a DC boost. You lose Small size, but gain numerous flavorful (though not really powerful) racial options.

Relevant metamagic feats might be:

Snuffing Spell
Solid Shadows
Tenebrous Spell

+1 for Fetchling particularly Arcanists due to their Favored Class Bonus.

Having read the favored class bonus, +1 more for fetchling arcanist, probably school specialist.


Since this seems to have become the main thread of the four...

me wrote:

There's a lot of classes which can gain access to shadow spells one way or another. The better shadow spells are higher level (to an even stronger degree than normal spells) so you're looking at a full spellcaster, not a 6-level one. Sorc/wiz/arcanist is obvious but cleric, oracle, shaman and witch work too. Also - starting at 1st level you're not going to do a lot with shadow for a long time, just so you know. 4th level spells (character level 7-8) are where it gets interesting.

A fetchling arcanist has a useful alternate favored class bonus for shadow spells. On the other hand fetchlings don't get an Int bonus which is annoying for the purpose. A wayang wizard or witch could be very good at this. At the other extreme while they don't cast a lot of shadow spells a shadow bloodline bloodrager uses shadow a lot.

Be careful with the use of metamagics in general - since these spells are heavily level-dependent and high level anyway you may be better just to cast the highest level spell you can without any use of metamagic. Except for metamagic rods (of persistent spell?) anyway.


Wayang is the best race. From experience flat dc bonus is the most important thing for a shadow caster

Crook of Cidhureen is your new favorite item

Wizard or Arcanist are your best bets for class. Debatable whether the spell level or Arcanist dc boost is better here

Remember to check out the Shadow spells guides for ideas on spell uses


Dastis wrote:

Wayang is the best race. From experience flat dc bonus is the most important thing for a shadow caster

Crook of Cidhureen is your new favorite item

Wizard or Arcanist are your best bets for class. Debatable whether the spell level or Arcanist dc boost is better here

Remember to check out the Shadow spells guides for ideas on spell uses

I think it settles down to fetchling arcanist due to favored class bonus and alternate racial

Shadow magic alternate race trait wrote:
Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast. This racial trait replaces the skilled racial trait.
Arcanist favored class bonus wrote:
Arcanist (Blood of Shadows pg. 7): When the arcanist casts an illusion (shadow) spell that deals a percentage of its damage or effect against nonbelievers, increase this amount by 2% (to a maximum of 100%).

Highest potential Save DC boosts, thematic, and pushes the various general shadow spells to most possible realism.


Second highest DC Ryan - a wayang gets a similar +1 DC and has +2 Int.

I kind of like the idea of a wayang witch. Max save DC, she can add shadow spells with the alt FCB if the shadow patron isn't enough, and maybe she uses a hex as a debuff before casting the shadow spell.


avr wrote:

Second highest DC Ryan - a wayang gets a similar +1 DC and has +2 Int.

I kind of like the idea of a wayang witch. Max save DC, she can add shadow spells with the alt FCB if the shadow patron isn't enough, and maybe she uses a hex as a debuff before casting the shadow spell.

Thats true. Its way too complex to do math or work out how worth the alternate class ability is but a casual eyeballing of it makes me feel like long term having saved against spells be potentially 100% real anyway is the stronger long term effectiveness boost.

I can see the arguments for either race but I'm thinking Fetchling tends arcanist for the FCB and wayang tends wizard for arcane discoveries, there are some REALLY good arcane discoveries for illusion users.

Observant illusions wrote:
Observant Illusion (Su) (Spymaster's Handbook pg. 23): You can project your senses into any ongoing figment or shadow illusion you create with a spell of at least 3rd level. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a swift or move action. While you are using its senses, your body is considered blinded and deafened. You must be at least a 9th-level wizard to choose this discovery.

this is ridiculously powerful


Observant illusion is basically the enter image spell, except it applies to any illusion spell you've cast (including permanent ones) rather than to any likeness of yourself (including the sketch wrapped around & tied to your friends' arrow). Graffiti is easier than illusions. There are better arcane discoveries; probably resilient illusions for a shadow wizard. I still like hexes better.

It's certainly possible to work out the expected benefit for a +10% (or whatever) shadow spell reality bonus vs. a +1 save DC, but it takes assumptions about the targets' saves and preferably a spreadsheet.


Illusions can move though. It basically turns major image into 400+40/level prying eyes spell that cant blow up your sensor before it gets back to you and may not arouse suspicion while following what you spy on.


Short of a dispel magic or a physical barrier, that Observant Illusion feature is pretty amazing for scouting. It comes pretty late though in the career.


I mean...level 9. Mid career


If you're going to mess around with shadow conjuration etc., level 9 better not be the end of your career. That'd be a real lack of time to show off your cool stuff.

If you're going to use illusions for scouting keep an eye on line of effect. There's a lot of ways for that to really frustrate you. I mean, you could end up having to be in the same room invisible to avoid suddenly losing connection when the door closes.


Line of effect matters where something originates, not what it does afterward. You cant create it behind a door, but you can certainly slither it under one.


Ryan Freire wrote:
I mean...level 9. Mid career

Most APs end around 15-17 and the vast majority of games end at 12th. PFS and all that jazz. Even home games are pretty rare past 10. Unless they start later.


Scavion wrote:
Ryan Freire wrote:
I mean...level 9. Mid career
Most APs end around 15-17 and the vast majority of games end at 12th. PFS and all that jazz. Even home games are pretty rare past 10. Unless they start later.

"most"

We don't have anywhere near enough data for that. "most" every campaign ive played in ended mid to late teens


Every relevant poll I've seen suggests that most people's games (of which PFS games are a minority) end earlier than yours Ryan. Sure, not scientific, it's going to be hard to get that, but it does suggest that you should be wary about planning a shadow specialist when starting a game with people outside your usual group.


avr wrote:
Every relevant poll I've seen suggests that most people's games (of which PFS games are a minority) end earlier than yours Ryan. Sure, not scientific, it's going to be hard to get that, but it does suggest that you should be wary about planning a shadow specialist when starting a game with people outside your usual group.

Internet polls are a bad slice of actual players.

Of the three different pathfinder groups ive played in, comprising about a dozen people total, im the only one who even really glances at the online community.

Again i don't think we have the sample size to be making claims about "most"


I've recently looked at shadow casters too, and I came up with this build:

Half-Elf
Sorcerer + Shadow bloodline (or Umbral wildblooded)

Alternate racial traits:
Drow Heritage → count as Drow (basically free, just limits your choices for bonus languages from high INT at character creation)
Blended View → Darkvision 60' (costs Multitalented: FCB for 2nd class)
Illustrious Urbanite (Elf) → Spell Focus: Illusion [or Transmutation/Conjuration] (costs Keen Senses: Perception +2)
Thinblood Resistance → Fortitude +2 vs Poison/Disease, Poison Use ability (costs Elven Immunities: immune sleep, +2 save vs enchantment)
Shadow Sorcery (Drow) → treat CH as 2 higher for all sorcerer class abilities & shadow spells (costs Poison Use ability)

To wit:
Don't underestimate the Drow's insanely powerful Shadow Sorcery trait!
It's basically a free +2 Charisma stat increase. Your spellcasting is a sorcerer class ability after all, which means all your spells and bloodline powers are cast with the increased Charisma (+1 DC), and you get at least 1 more spell cast per day (due to Charisma bonus), e.g. one additional 1st-level spell-slot (if you start with 18 Charisma) or 2nd-level spell-slot (if you start with 20 Charisma).
This is far superior to the Fetchling's Shadow Magic which only adds +1 DC to spells of the Illusion (Shadow) subschool; it doesn't even work on all shadow spells, just the illusion subschool, i.e. it wouldn't work on the shadow spells Umbral Weapon, Dancing Darkness, Shield of Darkness, Touch of Blindness, Haunting Mists, Ghost Brand, Penumbral Disguise, Umbral Infusion, Gloomblind Bolts.

----

You can also forego Blended View to keep Multitalented to trade it for something different, but free Darkvision 60' is really amazing -- nobody else gets to have Low-Light Vision AND Darkvision without a penalty (and that for basically free).

----

You would also still have the Adaptability racial trait (free Skill Focus) if you want to take Eldritch Heritage. You can also trade it for a host of other amazing abilities like the Elven Weapon Familiarity trait or Dual-Minded (+2 on all Will saves) -- check the chapter Replaces Adaptability for all options.
Remember that you can also trade away the things you get all over again, so instead of taking the Skill Focus: Perception, you can instead trade it away for Elven Weapon Familiarity (since you're a Half-Elf) and then trade Elven Weapon Familiarity for Fey Thoughts (since you're an Elf) and get 2 class skills of your choice (e.g. Perception and Sense Motive). Make sure to take a look at the Elven alternate options under Replaces Weapon Familiarity.

If you didn't take Blended View then you can even take Drow Magic to get the 1/day Drow spell-like abilities (Dancing Lights, Darkness, Faerie Fire). This even opens the option to take the Drow Nobility feats, though they aren't really worth it on a full caster. Or trade it away for the Drow's alternate racial traits Darklands Stalker or Shade Magic.

----

Additionally, you can take the Elven Spirit feat at 1st level, which gives you the Elven Magic racial trait (+2 vs Spell Resistance, Spellcraft check bonus); if you worry about SR, then keep it, otherwise it's better to trade it for one of these:

Shadowplay (Elf) -> +1 Caster Level for all darkness & light & shadow spells, gain the Fetchling spell-like abilities
Retreat Magic (Elf) -> +1 Caster Level for all conjuration & illusion spells but only for range & duration
Silent Hunter (Elf) -> +5 Stealth, can use Stealth while running at -20 penalty

----

p.s.: There are 2 great guides on using Shadow Evocation & Conjuration:
https://docs.google.com/file/d/0B5kvBvq2DEHjTVF4NEY4SXpSTUU/edit
https://docs.google.com/file/d/0B5kvBvq2DEHjR1dOeEVkRUU4WlU/edit
Casting shadow Deeper Darkness is really cool, as you & your allies can see normally, while enemies who fail their saves are blinded!


Theaitetos wrote:

2 great guides

Shadow Evocation
Shadow conjuration

Linkified


Ryan Freire wrote:
avr wrote:
Every relevant poll I've seen suggests that most people's games (of which PFS games are a minority) end earlier than yours Ryan. Sure, not scientific, it's going to be hard to get that, but it does suggest that you should be wary about planning a shadow specialist when starting a game with people outside your usual group.

Internet polls are a bad slice of actual players.

Of the three different pathfinder groups ive played in, comprising about a dozen people total, im the only one who even really glances at the online community.

Again i don't think we have the sample size to be making claims about "most"

I feel pretty confident about the "most games don't go past 12" statement. PFS being insanely relevant here and not at all a minority(Atleast, they used to be a major part of both how Paizo balanced things and relatively the only factor they needed for some changes). Then Roll20 taking a lion share of games. Only 1 AP actually goes to 20th. Consider all the groups that just kind of fall apart over a few months or they just get bored with a campaign and start a new one(Incredibly common this one, especially for my group). TPKs are another factor that lead to new campaigns(Mummy's Mask is cackling in the background).

Then real life happens, someone gets a new job or shift and the group has to replace them, play without them or the game falls apart.

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