SangoProduction
2023-09-23, 02:55 AM
I could be going insane, but I've been having a bit of fun with the Shadow Lurk talent. As a standard action, it creates a copy of a creature, that is loyal to you for 10 min / CL. Only 3 strength and CL HP, at first, and no magical equipment (nor non-extraordinary abilities like spells), and are not (without additional effort) convincing emulations of the target. But otherwise identical copies of the target.
I have to say, having a disposable, intelligent, and (importantly) loyal minion is really handy for trap checking. As much fun as we may have sending monkeys to die for our sins, that's not 100% reliable. Of course, ethereal beings are kinda similar, for different reasons.
Also, as long as the owner of the shadow doesn't desperately need their move action, they can, for no save, counter your use of the shadow as a move action - assuming you don't immediately snipe it to inflict a no-save stun, and then have someone coup-de-grace with a scythe. (You can also delay your action until after your target goes, and then you get an entire round to take care of the shadow, with its literal 1 HP per level - whom you can choose to have not defend itself.
You can purchase the talent a second time to upgrade it to be more material, having actual (non-magical) equipment, strength score... and 2 * CL HP. And they can flank and attack (once per round), for half damage. So basically enables ally-copying in combat. Which is cool. Even though the rogue might appreciate getting to flank with himself, I don't think he'll like it when he gets stunned for the privilege. But it can be seen as effective healing, due to the fact that, no matter how much damage the attack that kills the shadow did... none of it gets transferred to the rogue. Barring cleave.
Shadow Lurk (shadow)
As a standard action you may spend a spell point to have a target’s shadow split off from them and form a shadow lurk that acts as an independent creature unwaveringly loyal to you for 10 minutes per caster level. A shadow lurk appears as a shaded, obviously spurious version of the target. It is weightless and its equipment is entirely illusionary. It has the same skills, feats, and attributes as the target, except that its Strength score is 3, and only has a number of hit points equal to your caster level.
The shadow lurk cannot attack, use extraordinary or supernatural abilities, cast spells or use spell-like abilities, or employ its target’s class features, though it can manipulate objects and use skills. A shadow lurk must remain within long range of its original source or it ceases to exist. The target lacks a shadow while this effect is active.
Retracting a shadow lurk is a move action that does not provoke attacks of opportunity. Either the target or the shadow lurk may spend this action. If a shadow lurk is killed or exceeds its range, it winks out of existence and the target’s shadow returns to them with a surge of energy that causes them to be stunned for 1 round. In either case, the target immediately gains the knowledge of everything their shadow lurk observed and did while it was detached.
You may gain this talent a total of twice. If gained a second time, you may weave shadowstuff into your shadow lurks, giving them and their equipment increased substance. Your shadow lurks use the full Strength score of their source, have 2 hit points per caster level, and possess non-magical versions of their sources’ equipment. It may flank, threaten, and make a single attack per turn using non-magical versions of whatever weapons or natural attacks its source possesses. It attacks using its source’s full base attack bonus, Strength score, feats, and proficiencies, but deals only half damage. A shadowstuff-imbued shadow lurk may not attempt non-attack combat maneuvers, cast spells, or use its source’s class features. Alchemical items created as part of your shadow lurks do not function.
Then again, it might just be something like an inherent part of minionmancy peeking through the much less intrusive "Hey buddy, just take another partial turn" spell.
I have to say, having a disposable, intelligent, and (importantly) loyal minion is really handy for trap checking. As much fun as we may have sending monkeys to die for our sins, that's not 100% reliable. Of course, ethereal beings are kinda similar, for different reasons.
Also, as long as the owner of the shadow doesn't desperately need their move action, they can, for no save, counter your use of the shadow as a move action - assuming you don't immediately snipe it to inflict a no-save stun, and then have someone coup-de-grace with a scythe. (You can also delay your action until after your target goes, and then you get an entire round to take care of the shadow, with its literal 1 HP per level - whom you can choose to have not defend itself.
You can purchase the talent a second time to upgrade it to be more material, having actual (non-magical) equipment, strength score... and 2 * CL HP. And they can flank and attack (once per round), for half damage. So basically enables ally-copying in combat. Which is cool. Even though the rogue might appreciate getting to flank with himself, I don't think he'll like it when he gets stunned for the privilege. But it can be seen as effective healing, due to the fact that, no matter how much damage the attack that kills the shadow did... none of it gets transferred to the rogue. Barring cleave.
Shadow Lurk (shadow)
As a standard action you may spend a spell point to have a target’s shadow split off from them and form a shadow lurk that acts as an independent creature unwaveringly loyal to you for 10 minutes per caster level. A shadow lurk appears as a shaded, obviously spurious version of the target. It is weightless and its equipment is entirely illusionary. It has the same skills, feats, and attributes as the target, except that its Strength score is 3, and only has a number of hit points equal to your caster level.
The shadow lurk cannot attack, use extraordinary or supernatural abilities, cast spells or use spell-like abilities, or employ its target’s class features, though it can manipulate objects and use skills. A shadow lurk must remain within long range of its original source or it ceases to exist. The target lacks a shadow while this effect is active.
Retracting a shadow lurk is a move action that does not provoke attacks of opportunity. Either the target or the shadow lurk may spend this action. If a shadow lurk is killed or exceeds its range, it winks out of existence and the target’s shadow returns to them with a surge of energy that causes them to be stunned for 1 round. In either case, the target immediately gains the knowledge of everything their shadow lurk observed and did while it was detached.
You may gain this talent a total of twice. If gained a second time, you may weave shadowstuff into your shadow lurks, giving them and their equipment increased substance. Your shadow lurks use the full Strength score of their source, have 2 hit points per caster level, and possess non-magical versions of their sources’ equipment. It may flank, threaten, and make a single attack per turn using non-magical versions of whatever weapons or natural attacks its source possesses. It attacks using its source’s full base attack bonus, Strength score, feats, and proficiencies, but deals only half damage. A shadowstuff-imbued shadow lurk may not attempt non-attack combat maneuvers, cast spells, or use its source’s class features. Alchemical items created as part of your shadow lurks do not function.
Then again, it might just be something like an inherent part of minionmancy peeking through the much less intrusive "Hey buddy, just take another partial turn" spell.