Zaq
2019-02-08, 12:53 AM
Parameters:
D&D 3.5 only. Avoid Dragon Mag if possible; relatively open-book otherwise.
Pure-class shadowcaster (Tome of Magic). PrCs with zero lost CL can be considered, but dips that lose mystery advancement will not.
The faster your suggestion comes online, the more interesting I will find it.
ECL 0 race.
No homebrew, including Marmell's "unofficial fix."
This isn't for an actual game, so there currently isn't a GM to beg for mercy. Stick to the rules.
Anyway, with that out of the way, what techniques do you have for giving a shadowcaster some more staying power? I really do love the concept of the class, but my problem with them is the same as everyone's problem with them: they have no staying power at all. They run out of juice faster than an outdated smartphone playing Pokémon Go. They're what happens when you slap a Goatee of Reversal on the Energizer Bunny. They... you get the point. I've compiled a few ways to stretch out their stock of standard actions, but none of them are without problems, and I'd like to siphon some wisdom from the hivemind. I'm especially interested in the early game, when the problem is at its worst, but ideally I'd like whatever method that gets chosen to be scalable in some fashion.
These options are presented in basically a stream-of-consciousness order. The numbering system doesn't indicate anything other than the other in which I choose to write them down.
Option 1: Crossbow Mode!
Basically you just pull out a crossbow.
Pros: Requires zero investment.
Cons: That's, like, the absolute barest baseline of "look, I'm doing something other than literally twiddling my thumbs." Acceptable in the level 1-3 range (barely acceptable), but it's a little embarrassing even then, and it's downright shameful after the very earliest levels.
Option 2: Reserve feats
I'm pretty sure that mysteries qualify you for reserve feats if they have the appropriate keywords and are cast as arcane spells.
Pros: The CL boost might come up, and some reserve feats are fun.
Cons: The RAW gets downright ugly when you hit a new tier of mysteries and your mysteries that were cast as spells stop being spells. Even glossing over that, there aren't very many low-level mysteries that qualify for the decent reserve feats, and since that's when the problem is the worst, I'm less than impressed. Plus, with the shadowcaster's anemic uses per day of their mysteries, locking one up in reserve is actually a way bigger cost than it is on a normal caster (after all, a shadowcaster faces a much higher cost for just "preparing a second one" than a wizard would, to say nothing of a spontaneous caster). And to cap it all off, it's hard to scale things up while keeping even a pretense of diversity in your mysteries known.
Option 3: Breathing at table
Step 1: Go dragonborn and take the Heart aspect. Step 2: Breathe. Season with Entangling Exhalation and similar feats to taste.
Pros: Scales automatically. Game elements that affect breath weapons are sometimes pretty cool. Shadowcasters don't have too many interesting race-specific options, so going dragonborn isn't that big a cost.
Cons: 1d4 rounds to recharge means that you can't rely on this round after round, even if it probably will buy you a round early in each fight. Lines aren't usually as good as cones.
Option 4: Sleight of Umbral Hand
Take Criminal Background (City of Stormreach) to gain Sleight of Hand as a class skill. Use sight obscured and quicker than the eye to get a +10 (or better) to Sleight of Hand and to make SoH checks through umbral hand.
Pros: Feels weird and shadowcastery. Potentially rewards creative thinking.
Cons: Man, where to start? Tons of actions to set up before it actually works. All of those mysteries are limited in use (fundamentals are EVENTUALLY free, but not for a long time). No actual damage. Limited utility against non-humanoid opponents.
Option 5: Umbral Touch
Umbral touch lasts pretty much all encounter and is a reasonable trick to spam.
Pros: Semi-acceptable damage, at least when you first get it. Nice debuff effect. No feat investment needed.
Cons: A mystery that lasts all encounter is a better deal than you normally get, but it's still a mystery, so it'll only get you through ONE encounter. Plus, this is a personal thing, but I'm not thrilled with the rest of the Touch of Twilight path, so the investment is nontrivial. No scaling. Getting up in melee range isn't always wise on a shadowcaster chassis.
Option 6: Spellfire
Take Spellfire Wielder from Magic of Faerun, then find a source of magical energy to absorb and redirect. You can get a familiar with Shadow Familiar and turn it into a musteval guardinal or a lantern archon (each of which has at-will targetable SLAs you can absorb) with Celestial Familiar, if you want to wait that long.
Pros: Amusing as heck! Spellfire has a nice long range, too.
Cons: Takes a really long time to come online if you want to use the Celestial Familiar trick. Possible MAD issues. Can require outside help unless/until you get a proper familiar. Sometimes feat-heavy.
Option 7: Dark Flames
Undergo the "Ritual of Dark Flames" on pg. 11 of Lords of Darkness, which lets you shoot, um, dark flames that scale with your HD. Deals you 2 WIS damage when you use it, so the best option is to take Shape Soulmeld: strongheart vest and get a point of essentia from somewhere.
Pros: Scales automatically. Looks cool. Seems like the kind of thing a shadowcaster should do. Costs some XP to get in, but the gold cost is relatively trivial.
Cons: You really do need the strongheart vest with an essentia, so that'll cost you at least one feat plus your race or else two feats. Requires worshiping a specific deity and using really obscure material, and you have to be initiated into the ritual by a high-level NPC. Worst of all, for some reason the range is only 10 feet! The range weirds me the hell out, not gonna lie.
Option 8: Hooray for soulmelds
Start as an azurin, spend your bonus feat on Shape Soulmeld for the dissolving spittle or the lightning gauntlets, and enjoy your at-will 2d6 touch attack. Why yes, I have suggested this exact technique on other characters using Tome of Magic classes. Why do you ask?
Pros: Works perfectly at level 1, no questions asked. Truly good to go all day every day.
Cons: Doesn't scale even a little bit without spending a lot more feats and/or levels getting essentia. Long-term, going ranged means that you'll want the archery package and going melee means that you'll want to invest in surviving while in melee; each of those is a noticeable cost.
Option 9: Items
I dunno, surely there's some magic items that can help here? I don't actually have anything specific in mind.
Pros: You tell me, boss.
Cons: Gotta find the item in question and go through that whole process.
I'm genuinely not thrilled with any of these options. The downside to each one is significant enough that I'm skeptical that any of these options will really solve the problems. Still, I feel like this is worth discussing. What other options are out there? Again, no homebrew, no lost mystery progression (not even one level!), and early stuff is preferable to late stuff, but we're relatively open other than that. Whatcha got for me, everyone?
D&D 3.5 only. Avoid Dragon Mag if possible; relatively open-book otherwise.
Pure-class shadowcaster (Tome of Magic). PrCs with zero lost CL can be considered, but dips that lose mystery advancement will not.
The faster your suggestion comes online, the more interesting I will find it.
ECL 0 race.
No homebrew, including Marmell's "unofficial fix."
This isn't for an actual game, so there currently isn't a GM to beg for mercy. Stick to the rules.
Anyway, with that out of the way, what techniques do you have for giving a shadowcaster some more staying power? I really do love the concept of the class, but my problem with them is the same as everyone's problem with them: they have no staying power at all. They run out of juice faster than an outdated smartphone playing Pokémon Go. They're what happens when you slap a Goatee of Reversal on the Energizer Bunny. They... you get the point. I've compiled a few ways to stretch out their stock of standard actions, but none of them are without problems, and I'd like to siphon some wisdom from the hivemind. I'm especially interested in the early game, when the problem is at its worst, but ideally I'd like whatever method that gets chosen to be scalable in some fashion.
These options are presented in basically a stream-of-consciousness order. The numbering system doesn't indicate anything other than the other in which I choose to write them down.
Option 1: Crossbow Mode!
Basically you just pull out a crossbow.
Pros: Requires zero investment.
Cons: That's, like, the absolute barest baseline of "look, I'm doing something other than literally twiddling my thumbs." Acceptable in the level 1-3 range (barely acceptable), but it's a little embarrassing even then, and it's downright shameful after the very earliest levels.
Option 2: Reserve feats
I'm pretty sure that mysteries qualify you for reserve feats if they have the appropriate keywords and are cast as arcane spells.
Pros: The CL boost might come up, and some reserve feats are fun.
Cons: The RAW gets downright ugly when you hit a new tier of mysteries and your mysteries that were cast as spells stop being spells. Even glossing over that, there aren't very many low-level mysteries that qualify for the decent reserve feats, and since that's when the problem is the worst, I'm less than impressed. Plus, with the shadowcaster's anemic uses per day of their mysteries, locking one up in reserve is actually a way bigger cost than it is on a normal caster (after all, a shadowcaster faces a much higher cost for just "preparing a second one" than a wizard would, to say nothing of a spontaneous caster). And to cap it all off, it's hard to scale things up while keeping even a pretense of diversity in your mysteries known.
Option 3: Breathing at table
Step 1: Go dragonborn and take the Heart aspect. Step 2: Breathe. Season with Entangling Exhalation and similar feats to taste.
Pros: Scales automatically. Game elements that affect breath weapons are sometimes pretty cool. Shadowcasters don't have too many interesting race-specific options, so going dragonborn isn't that big a cost.
Cons: 1d4 rounds to recharge means that you can't rely on this round after round, even if it probably will buy you a round early in each fight. Lines aren't usually as good as cones.
Option 4: Sleight of Umbral Hand
Take Criminal Background (City of Stormreach) to gain Sleight of Hand as a class skill. Use sight obscured and quicker than the eye to get a +10 (or better) to Sleight of Hand and to make SoH checks through umbral hand.
Pros: Feels weird and shadowcastery. Potentially rewards creative thinking.
Cons: Man, where to start? Tons of actions to set up before it actually works. All of those mysteries are limited in use (fundamentals are EVENTUALLY free, but not for a long time). No actual damage. Limited utility against non-humanoid opponents.
Option 5: Umbral Touch
Umbral touch lasts pretty much all encounter and is a reasonable trick to spam.
Pros: Semi-acceptable damage, at least when you first get it. Nice debuff effect. No feat investment needed.
Cons: A mystery that lasts all encounter is a better deal than you normally get, but it's still a mystery, so it'll only get you through ONE encounter. Plus, this is a personal thing, but I'm not thrilled with the rest of the Touch of Twilight path, so the investment is nontrivial. No scaling. Getting up in melee range isn't always wise on a shadowcaster chassis.
Option 6: Spellfire
Take Spellfire Wielder from Magic of Faerun, then find a source of magical energy to absorb and redirect. You can get a familiar with Shadow Familiar and turn it into a musteval guardinal or a lantern archon (each of which has at-will targetable SLAs you can absorb) with Celestial Familiar, if you want to wait that long.
Pros: Amusing as heck! Spellfire has a nice long range, too.
Cons: Takes a really long time to come online if you want to use the Celestial Familiar trick. Possible MAD issues. Can require outside help unless/until you get a proper familiar. Sometimes feat-heavy.
Option 7: Dark Flames
Undergo the "Ritual of Dark Flames" on pg. 11 of Lords of Darkness, which lets you shoot, um, dark flames that scale with your HD. Deals you 2 WIS damage when you use it, so the best option is to take Shape Soulmeld: strongheart vest and get a point of essentia from somewhere.
Pros: Scales automatically. Looks cool. Seems like the kind of thing a shadowcaster should do. Costs some XP to get in, but the gold cost is relatively trivial.
Cons: You really do need the strongheart vest with an essentia, so that'll cost you at least one feat plus your race or else two feats. Requires worshiping a specific deity and using really obscure material, and you have to be initiated into the ritual by a high-level NPC. Worst of all, for some reason the range is only 10 feet! The range weirds me the hell out, not gonna lie.
Option 8: Hooray for soulmelds
Start as an azurin, spend your bonus feat on Shape Soulmeld for the dissolving spittle or the lightning gauntlets, and enjoy your at-will 2d6 touch attack. Why yes, I have suggested this exact technique on other characters using Tome of Magic classes. Why do you ask?
Pros: Works perfectly at level 1, no questions asked. Truly good to go all day every day.
Cons: Doesn't scale even a little bit without spending a lot more feats and/or levels getting essentia. Long-term, going ranged means that you'll want the archery package and going melee means that you'll want to invest in surviving while in melee; each of those is a noticeable cost.
Option 9: Items
I dunno, surely there's some magic items that can help here? I don't actually have anything specific in mind.
Pros: You tell me, boss.
Cons: Gotta find the item in question and go through that whole process.
I'm genuinely not thrilled with any of these options. The downside to each one is significant enough that I'm skeptical that any of these options will really solve the problems. Still, I feel like this is worth discussing. What other options are out there? Again, no homebrew, no lost mystery progression (not even one level!), and early stuff is preferable to late stuff, but we're relatively open other than that. Whatcha got for me, everyone?