Need help with a character build.

Post/Author/DateTimePost
#1

fargus

Aug 24, 2015 19:36:43

I recently decided to build a character based on a friend's 3.5 character. The basis for the character is a Shadow Mage with a bit of Rogue thrown in. After consulting my friend, I've come to use Arcane Trickster for a few levels (6-10), but I need suggestions for filling out the rest of the build.

 

The idea behind a Shadow Mage is that they can conjure shadows and use them to attack or create objects/monsters, such as a rope to get out of a hole, or an imp to distract a guard. I would like to stay as close to the rules as possible for this build.

#2

ShinQuickMan

Aug 24, 2015 20:42:47

Object conjuration could be done easily by taking wizard 2 for Minor Conjuration. Everything else looks to be under the province of basic illusion spells, particularly Phantasmal Force.

#3

Kron-Karn

Aug 24, 2015 21:38:17

I feel minor conjuration to be to tangeble for what I picture to be a shadow Mage. I think the illusionest abilities would be better suited. So I would say wizard illusionest 1-6, arcane trickster rogue 7-12 then wizard the rest of the way. Flaver your illusions to be shadowy.

I have a similar concept in mind for a character I'm calling the masked mage. But he's a archfay Warlock illusionest. You could fit a couple Warlock lvs in right at the beginning for a couple of invocations. Maybe Devils Sight so you can cast darkness over your enemies and pick them off or Misty vision has good synergy with malleable Illusion. In that case I would go Warlock 1-2, wizard illusionest 3-7, arcane trickster rogue 8-11 then wizard the rest.

#4

Bloodscythe

Aug 25, 2015 14:18:54

I'm with ShinQuickMan on this one.. instead of flavoring illusions to be shadowy, flavor what you conjure as shadowy.

 

Instead of creating a shadowy illusion of a dagger to try to trick someone, actually conjure a real dagger, made of shadow to stab someone.

 

The basic premise is whatever you conjure using minor conjuration will be made of shadows.  Tangible shadow in the form of a chair, or crowbar, or dagger, or rope, or whatever else.  You can't use the illusion of a rope to get out of hole, no matter how you flavor it. 

 

A rogue/warlock blend could be really good since you can flavor the blade pact warlock's weapon as being formed out of shadow, but you wouldn't have minor conjuration.

 

I'd probably do a rogue (arcane trickster for the improved "shadowy" mage hand) / conjurer wizard and I'd ask the DM if I can flavor "retrieving an object", like drawing a weapon, as something like "it forms from shadows in my hand" (via teleportation/conjuration magic)

#5

spanglemaker

Aug 26, 2015 0:56:31

I like all those ideas, I created my Master Illusionist as:

Master Illusionist- Arcane Trickster 3, Illusionist 15, Warlock 2 or AT 3, Illusonist 14 and War 3 (for Pact Boons)

 

Expertise is not to be sniffed at (Deception for definite), invisible Mage Hand. You cast as a 16th level Wizard, with more Cantrips than a 20th Level Sorcerer (even if you go Chain or Blade Pact), a couple of pact slots for short rest refreshment, 2 Invocations Misty Visions for definite and your choice (Repelling Blast to have some tangible pushing power, Devils Sight for the best Darkvision anyone can get, Mask of Many Faces for Friends reruns lol). An invisible familiar is very handy as well (Chain). Shadow Weapon concept via Blade.

 

I would suggest starting with Rogue, then going Warlock. Then either Wizard or Rogue as you choose. 
You could go: Rog 1, War 1,  then either War 2 or Wiz 1

It really depends on how you want the character to go.

 

Background is important as well, it gives you a feature, 2 Skill proficiencies and a couple of other proficiencies (Languages or Tools). Creating your own background, even if you use the Feature and kit list from one, then change the proficiencies to what you want.

 

Acolyte of Mystra ( Acolyte with Arcana and Religion, 2 Languages)
Guild Assassin ( Guild Artisan with Stealth and Athletics, a language and Poisoners Kit)
Arcane Knight (Noble Knight or Soldier with Athletics and Arcana)
Guild of Shadows (Guild Artisan with Deception and Stealth)

 

It's all shadow flavour, wether it's Conjuration or Illusion, create a Conjurer and Illusionist,then select your spells. See which you prefer.  So if you want to go AT 6-10, then you could do AT 6 Illusonist (Conjurer)14/10 which is simple and effective. 

 

But what do you want to do with your Shadow Mage? Do you need to cast 7/8th level spells? How much do you love Expertise? Do you need it x4? What are you prepared to sacrifice for your vision? You could go AT 4 then 2 or 3 Warlock then Wizard all the way. It's the choices we make and can you flavour your Fireball Spell to be attacking hell shadows. That which is touched by the shadows of Gehenna burn. I for one look forward to hearing what build you choose and how you enjoy it in play.

#6

Kron-Karn

Aug 26, 2015 11:48:34

Really I think either are viable. It just depends on what your going to be casting the most. If you wonna be summoning ALOT of creatures from the shadow plane (mephits or even a fire elemental with shadow flare) then ya go conjuror. If you wonna confuse your enamy with shadowy images (silent image etc) then go Illusion. But either can have shadowy daggers fly threw the air and strike your enemy (Magic middle) or have shadows engulf them and reapear on the other side of the room (Misty step). I would agree 2-3 lvs of Warlock would add a tone of utility to the build but you don't wonna dip below wizard 14. So arcane trickster 3 or 4, Archfay warlock2 or 3 wizard 14. Blade, book or chain all are good choices. But if you plan to utilize your sneak Att I would go blade