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Crazy Cupcake
2012-09-20, 05:33 AM
I'm trying to build a Shadowcraft Mage for a high-level gestalt campaign that I'll be playing in. I've read over a lot of sources, but I can't quite get a build together that I like. I was hoping you guys could help me out a bit.

The basic premise is that he will be a gnome (a standard one, as only the base races are being allowed) who relies on Invisible Needle and his sneak attack damage for most attacks, and only calls out the 'big guns' when they're really necessary. He instead prefers to save his spells for more utilitarian or illusion crafting situations since, you know, he's an illusionist. I know that Invisible Needle isn't considered a super fantastic feat and I can do more damage through other means, but I like the idea of it and will be sticking with it as a core concept of the character. :)

My basic build idea is this:
Race: Middle-Aged Gnome
Classes - Side 1: Wizard (Illusionist) 3/Master Specialist 4/Shadowcraft Mage 8
Classes - Side 2: Rogue 15
Abandoned Schools: Conjuration, Evocation, and Necromancy
Alternate Class Features: Chains of Disbelief, Focused Specialist, Gnome Illusionist Substitution Level 1, Illusion Mastery
Ability Scores (Rolled plus Race, Age, and Level): Str 5, Dex 9, Con 12, Int 22, Wis 16, Cha 17
Notable Feats: Spell Focus (Illusion), Invisible Needle, Signature Spell (Minor Image), Heighten Spell, Zen Archery, Insightful Reflexes, and Knowledge Devotion. Four more feats are available due to house rules. Earth Sense and Earth Spell are on the list of potential ideas. I can also take a flaw, but I'd like to avoid that unless I really need the extra feat.
Notable Skills: Most of the Knowledge and social skills, plus Spellcraft and Use Magic Device. Remaining points will go into some roguey things like Hide, Move Silently, and Appraise, as well as a few choice skill tricks like Heightened Concentration and Collector of Stories.

The Rogue side could use the most help, but it's been rough for me because I'm a stickler for keeping the flavor and intent of prestige classes and really hate "dipping"-style multiclassing (especially in a gestalt game). I also want to avoid picking up things like Craven or Martial Stance. Other than that, I'm relatively open to improving that side of the equation a bit, though vanilla Rogue 15 gives me a lot of nice things, too; tons of skill points, defensive abilities, and of course all that sneak attack damage.

I'm pretty clueless about what magic items to pick, too. I was thinking a Ring of Blinking and/or Cloak of Displacement might be a good idea, as well as a few +ability score and +competence skill bonus items. Other than that? Clueless. :D

Anyway, thank you in advance for your advice. I look forward to seeing your recommendations.

molten_dragon
2012-09-20, 05:56 AM
The first problem I see is that Shadowcraft mage is only a 5-level prestige class. I would also give up different schools than you did. Definitely not conjuration (since you can't mimic teleportation spells). I'd ditch evocation, enchantment, and either necromancy or abjuration. I would definitely take earth sense and earth spell. I'd also consider arcane thesis (silent image). It won't help when heightening the spell, but other metamagic attached do it will be lowered, and you'll get a lot of mileage out of the +2 caster level.

hex0
2012-09-20, 07:01 AM
Are you dead set on Rogue? Psychic Rogue is a bit better and Factotum even better than that. Both have INT synergy.

Telonius
2012-09-20, 09:23 AM
For those other three levels of Shadowcraft Mage ... it loses one caster level, but how about Daggerspell Mage? It advances sneak attack, and meshes with Rogue very well. You'd need to use two feats on Weapon Focus and TWF, but it seems really thematic.

Keld Denar
2012-09-20, 09:24 AM
The main problems I see is that as molten_dragon pointed out, ScM is only 5 levels long. You can't have 8 levels in it.

Another issue I see, what does Zen Archery do for you? Dex should probably be your 3rd highest ability. Even if it's not, it shouldn't be more than a couple points behind your Wisdom. A couple points of bonus is not worth it for a whole feat.

Why Invisible Needle? Acid Splatter is a bit better. It's a touch attack, does slightly higher damage, is of a damage type that ignores hardness and most resistances. Plus, there are only like, 2 non-Evocation Force spells (Orb of Force and Mage Armor?). You should be banning Evocation as a ScM. Nearly every Acid spell is in the Conjouration school, which you should NOT be banning. No no no. Ban Enchantment instead.

I'm not a huge fan of the Signature Spell trick. ScMs, especially at high levels, are very versatile. ESPECIALLY gestalt ones. You shouldn't have any problem putting 2-3 Heightened Silent Images in at nearly ever spell level, especially if you are a Focused Specialist. Plus, Signature Spell is spontaneous casting, which means that applying Heighten Spell makes it a full round action. Just not giving enough to be worth a feat slot.

On your Rogue side, straight Rogue is decent. You could also go Daring Outlaw with a mix of Swashbuckler and Rogue, probably 11/4 respectively. This would net you higher saves and a few more HP, as well as nearly full BAB for attacking with your RTA attacks. SA damage is the same.

On your ScM side, you can get into ScM at level 5 with Earth Spell. So do it. I like Wizard5/ScM5/EarthDreamer5. Earth Dreamer is versatile, and having Earth Glide is HILARIOUS. It's Gnome only, so it has a certain unique appeal. Probably not as good as Shadowcrafter, but certainly fun.

Diovid
2012-09-20, 09:41 AM
For your ScM side you might want to look at levels in the Shadowcrafter prc (Underdark) and/or a dip in the Shadow Adept prc (PGtF).

Also I agree with hex0's suggestion about the Psychic Rogue and the Factotum.