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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709466" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Skills</u></strong></span></p><p></p><p>You get <span style="color: #0000ff">Nature</span> (Wis) automatically and can pick from 3 more from a good list (most importantly perception). If you do not have a ritual caster in your group you might consider the ritual caster feat or one of the multiclass feats that gives you ritual casting since you can pick arcana and religion as skills and already have nature and int is a secondary stat for 2 out of the 5 builds.</p><p></p><p><span style="color: #0000ff">Arcana</span> (Int) Useful skill and you may have a high int. Rituals</p><p><span style="color: #800080">Athletics</span> (Str) A good skill, but strength generally is not a priority for you</p><p><span style="color: #0000ff">Endurance</span> (Con) Decent skill and you have a decent to good con.</p><p><span style="color: #0000ff">Heal</span> (Wis) Useful</p><p><span style="color: #0000ff">Insight</span> (Wis) Useful</p><p><span style="color: #00ccff">Perception</span> (Wis) Probably most useful skill in the game and it is wisdom based</p><p>Religion (Int) Decent skill and helps with rituals</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Implements</u></strong></span></p><p></p><p>Shamans get totems as their only implement and while there are a few good ones, they are generally considered one of the less useful implements. Totem expertise lets you ignore partial cover an concealment at least. There are good totems and totem/weapons, but not that many of them when compared to most of ther implements partly because they were introduced later and only 2 classes use them. For instance, there are about 55 different totems and weapons/other implements that double as totems, while for holy symbols there are around 105 as of when I am writing this. So many shamans who multiclass should take advantage of the updated implement rules and take a staff, holy symbol, tome, or other implement.</p><p></p><p>Staff, holy symbol, and tome all have very good expertise feats for you. Tome expertise causes enemies next to your spirit companion (along with other summons and conjurations) to automatically grant CA. Holy symbol expertise means you won't grant CA that often and staff expertise lets you make ranged attacks without provoking.</p><p></p><p>PHB3 has added superior totems at the cost of a feat. If you have the feat you can use these in place of regular totems. Shaman powers target reflex, fortititude, and will in that order. Most common damage type is psychic, followed by lightning, fire, cold, and thunder. Both defense targeted and damage type can vary a lot by build. There are few orbs, tomes, and staffs and other implements to look at if you multiclass or hybrid.</p><p></p><p><strong>superior implements</strong></p><p>[sblock]</p><p><span style="color: #00ccff">Accurate</span> Boring, but your job as a leader makes any permanent bonus to hit very important. Lazy builds might not need it, but for most it is a nice boost.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Farseeing</span> +2 to range and extra damage. If you focus more on range/area powers this is a solid blue, but if you use more melee powers than it drops down to black. Generally panther shamans have the most ranged encounter powers and don't need the accuracy boost as much as other builds and I used one with my panther shaman and liked it. Bear shamans have several ranged powers, but watchers only have one and worldspeakers don't have any.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080">Icicle</span> In heroic this is a bit better if you focus on <span style="color: #0000ff">cold</span> powers, but you are probably better off with a farseeing one, especially since as you hit late paragon you will not have many cold powers left.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080">Storm</span> Like icicle this is build dependent, but better at paragon. If you take a lot of <span style="color: #0000ff">thunder</span> powers than it is blue, but otherwise pick something else.</p><p></p><p><strong>Other Implements</strong></p><p><strong></strong>If you multiclass or hybrid take a look at these</p><p></p><p><span style="color: #0000ff"><strong>Crystal Orb </strong></span>Mostly for Worldspeakers since both at wills target will and psychic is their common damage type. </p><p></p><p><span style="color: #0000ff"><strong>Echo tome </strong></span>distant and bonus vs reflex.</p><p></p><p><strong>Forbidden</strong> Tome bonus damage and bonus vs fort.</p><p></p><p><strong>Unspeakable</strong> Mostly for worldspeakers. Bonus vs will and extra crit damage.</p><p></p><p><strong>Warding Symbol </strong>Shield bonus and boost against fortitude</p><p></p><p><strong>Wrathful Symbol </strong>High crit and bonus against will</p><p></p><p><strong>Incindiary Dagger </strong>For Fire Builds</p><p></p><p><strong>Lancing Dagger </strong>For lightning Builds</p><p></p><p><strong>Ashen Rod </strong>For Fire Builds</p><p></p><p><span style="color: #0000ff"><strong>Mindwarp Staff</strong></span> Distant and Psychic Damage</p><p></p><p><strong>Quickbeam Staff</strong> Thunder/pushing builds.</p><p></p><p><strong>Cinder Wand </strong>For Fire Builds</p><p></p><p><span style="color: #0000ff"><strong>Dragontooth Wand </strong></span>Extra Damage and help against reflex. Some stalkers might want this.</p><p></p><p><strong>Rowan wand</strong> For lightning builds</p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Weapons</u></strong></span></p><p></p><p>You generally do not need to worry about atacking with these much unless you do some sort of hybrid or mutliclassing since shamans do not have any melee weapon powers. Weapons can still be good for shamans to have, but want to pick your weapon for its properties and defensive boosts. Strength is your third highest ability score at best and can be a dump stat for some builds. If you are in a race that gets a free weapon proficiency like elf or eladrin, you might want to keep one for opportunity attacks at low levels and watcher elves are the rare exception in shamans that have a stat that can be used for weapon attacks and that know how to use a nonspear martial weapon, but you can not easily wield both a bow and a totem or get a bow-implement unless you hybrid or spend a bunch of resources needlessly. Melee training wisdom is an option if you really want to make melee attacks, but for the vast majority of shamans this is not a good idea. If you get a dual purpose implement/weapon than melee training gets a bit more useful.</p><p></p><p>You can have an at will ranged attack if you want it and your spirit companion will do most of the attacking anyways. You might want a dagger or something similar for potential low level OA attacks and a singing stick, parrying dagger, or cutting wheel, which take a feat to wield, will boost your AC by 1. Singing sticks have good healing encantments too. There are some totems that work as weapons that so far all start out at level 2 or 3: alfsair spear, totemic spear, and totemic warclub (mace). The totemic spear in particular is worth using even if do not plan to make many weapon attacks and you can get its benefits (increasing the range of your spirit melee attacks by 1) while holding it offhand or you can get one as a longspear and take hafted defense for the ac/reflex boost. Small shamans can also get a versatile totemic spear if they are interestested in going mc fighter for the small warrior's defense feat. There are a few weapons like the weapon of healing (mace) and the chieftain's weapon (spear) that have passive properties that help your leader abilities just by holding them. Many shamans at higher levels will want their main implement for attacking in their main hand and a second totem or weapon with a property in their off hand.</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 15px"><strong><u>Races</u></strong></span></p><p></p><p>Generally wisdom and secondary stat boosting races get <span style="color: #00ccff">sky blue</span>, wisdom boosting races get <span style="color: #0000ff">blue</span>, and secondary stat boosting races get black. Because secondary stats are very important for shamans and since shamans have 3 different stats that can act as a secondary stat, almost every race is a decent choice for at least one build.</p><p></p><p>The best races for each build.</p><p></p><p>Bear/worldspeaker: Dwarf, mul, wilden, half-elf, Snerfneblin</p><p></p><p>Panther/Animist: Deva, Shardmind, Githzerai, Hamadryad. Honorable mention to tiefling for fire builds and pixie for lazy animists.</p><p></p><p>Eagle: Elf, Wilden, Drow, Githzerai, ThriKreen, Goblin</p><p></p><p>Human is always a good choice.</p><p></p><p><strong>races</strong></p><p>[sblock]</p><p>PHBs</p><p></p><p><span style="color: #00ccff">Deva</span><span style="color: #00ffff"></span></p><p><span style="color: #00ffff"></span>Bonuses to both int and wis, with decent racial abilities as well. Amazing ED. Best stalkers/animists overall.<span style="color: #00ffff"></span></p><p><span style="color: #00ffff"></span></p><p><span style="color: #800080">Dragonborn</span><span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span>If you go dragonborn, you can invest in con and make your breath weapon key off that stat. Or you can do dragonfear instaed. Either way you will need to put a starting 13, but you can now have a starting 13 15 10 8 18 10 or 13 18 11 8 16 10 and go a more lazy route. One of the few good races that really doesn't work that well for shamans.</p><p></p><p><span style="color: #00ccff">Dwarf</span> Bonuses to wisdom and con. Only drawbacks are that you and your companion are slow and lots of your racial abilites revolve around heavy armor and melee weapons. Best default World Speakers and protectors. Shield dwarf can help with your AC problems.</p><p></p><p>Eladrin Bonus to int and dex and decent racial abilities. Can make decent stalkers or watchers. Sun elf option gives you staffs as implements.</p><p></p><p><span style="color: #00ccff">Elf</span> Wisdom and dex bonus and fast and nice racial powers. Probably edge out razorclaw shifters for best watchers. Both wood elf and wild elf are good options, especially if you go a lazy build.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #00ccff">Githzerai</span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(PHB3)<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Wisdom and dex/int bonus and nice racial feats. </p><p></p><p>Gnome Bonus to int or dex and decent racial abilities, but slow. There is a specialized rogue hybrid that kills from a distance that needs gnome for the race.</p><p></p><p><span style="color: #0000ff">Goliath</span> Bonus to wisdom and decent racial abilities. Strength bonus helps with armor proficiencies.</p><p></p><p><span style="color: #00ccff">Half-Elf </span>Bonus to wisdom/constitution now. Competes with dwarf for best con shaman race. For dilletante direct the strike is your best option if you don't have one of the shaman equivalents. Storm pillar is another option to force some more control. Other wisdom implement options: grasping tide, magic stones, grasping shards, thorn whip. If you have a weapliment: dynamic assault or tending strike for worldspeakers. For con shamans: dire radiance or hellish rebuke works. With adept dilletente or for int shamans: magic weapon, hypnotism, or staggering note.</p><p></p><p>Half-Orc<span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span>Dex and con bonus and racial features are ok. </p><p>Strength bonus helps with armor/shield proficiencies if you want that instead of con, but I would go with con/dex.</p><p></p><p>Halfling Dex and con bonus and ok racial abilities.</p><p></p><p><span style="color: #0000ff">Human </span>That third at will is nice since shamans are usually pretty limited in this regard and have plenty of varied at wills. And the extra skill and feat help make up for other deficiencies in the class.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Minotaur </span>Wis bonus, but feats and racial abilities are built around charging/melee<span style="color: #0000ff">. </span>Strength bonus helps with armor proficiencies at least.</p><p></p><p><span style="color: #00ccff">Shardmind</span></p><p>Wis/int bonus. Not that much support though.</p><p></p><p><span style="color: #0000ff">Shifter, Longtooth </span>Wis bonus and regeneration. Strength bonus helps with armor proficiencies so they are a good choice for worldspeakers and bear.</p><p></p><p><span style="color: #00ccff">Shifter, Razorclaw</span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Wis and dex bonuses. Make good watchers.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Tiefling</span> Bonus to int or con. Shamans have some fire powers and paragon paths that make up for the lack of a wisdom bonus. Animists is the best, but stalker is right behind and if you want to do a damage focused build this is one of the best choices.</p><p></p><p><span style="color: #00ccff">Wilden</span> (PHB3) Bonus to con/dex and wisdom.</p><p></p><p>Non PHB</p><p></p><p><span style="color: #0000ff"><strong>Bladeling</strong></span> (MOTP) Wis and dex/str bonuses, but no good feat support and the racial power is blah and not very good for shamans. Out of all the many wis/dex player races this is the worst one for shamans.</p><p></p><p>Changling (EBPH) Dex or Int bonus. Not much else.</p><p></p><p><span style="color: #00ccff">Drow </span>(FRPH) Wisdom and Dex bonus, with good racial abilities.</p><p></p><p>Genasi (FRPH) Int/con bonus and useful racial abilities. I would go stormsoul since you have a lot of thunder and lightning powers to pick from, with watersoul or cindersoul as the next best choices. Many of other the racial abilities require you to boost str, con, or dex to hit with them, so only consider those if you are going with a con build.</p><p></p><p><strong>Gnoll </strong>(D374) Con and Dex bonuses</p><p></p><p><span style="color: #00ccff"><strong>Goblin</strong></span> (DHS) Wis/dex. Very good at will interrupt racial power for shamans who get stuck in melee and can mc fighter to boost your defenses with totemic spear or mace/small warriors defense. No other racial support thouugh.</p><p><span style="color: #00ccff"><strong></strong></span></p><p><span style="color: #00ccff"><strong>Hamadryad</strong></span> (HOF) Wis/int with solid racial abilities.</p><p></p><p><strong>Hobgoblin</strong> (D419) Con/Int. Very good racial abilities. If you want a lazy animist build this is a good choice and its not bad for a con shaman since you can at least boost your defenses easier than most shamans.</p><p></p><p><span style="color: #0000ff">Kalashtar</span> (EBPH) Wisdom bonus and nice racial abilities</p><p></p><p><strong>Kenku</strong></p><p>(D411) Dex bonus and some decent racial utitities are about it. Racial features don't really help shamans, though the stealth bonus is ok.</p><p></p><p><strong>Kobold</strong> (DSH) Con/dex boost and decent racial features. No longer quite as shifty as they were, but even an encounter minor action group shift is a good addition.</p><p></p><p><span style="color: #00ccff">Mul </span>(DS) Rivals the dwarf. Good for worldspeaker/bear builds. </p><p></p><p><strong>Pixie</strong> (HOF) Dex or int bonus with very good racial abilities. If I was going for a <span style="color: #0000ff"><strong>lazy animist</strong></span> build this would be a top choice because the race is so unique and works with a starting 16 wisdom. Otherwise pass since they don't get a wisdom bonus and your spirit will have a speed of 3 or 4.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><strong>Revenant</strong> (HOS) Con and dex bonuses. Lots of feat choices.</p><p></p><p><strong>Satyr</strong> (HOF) Con or dex bonus. Racial power is very good for shamans since it gives your spirit a lot more control with a free slide each encounter. I can see it being a very <strong><span style="color: #0000ff">solid worldspeaker</span></strong>, with sliding and immobilizing at later levels with your OA.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #ff0000"><strong>Shade</strong></span><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span>(HOS) Stat boost animist/stalker/watchers. The stat bonus is about it though at this is a poor race in general.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Shadar-kai</strong></span></p><p><span style="color: #00ccff"></span>(HOS) Dex/wis bonus (or dex/int). Decent teleport power, but not much for feats.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Snerfneblin</strong></span></p><p><span style="color: #00ccff"></span>(DHS) Wis/con. Decent racial abilities and can mc fighter to boost your defenses with totemic spear or mace/small warriors defense.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"><strong>Thrikreen</strong></span> (DS) The racial abilities are not great for a ranged implement user, but if you want to do an eagle shaman on the front lines this is a good choice. The stats are good for any eagle shaman.</p><p></p><p><strong>Vryloka</strong> (HOS) Ok for watchers. Good skill boosts at least.</p><p></p><p><strong>Warforged</strong> (EBPH) Con/str or con/int bonus and interesting racial feats. Strength bonus helps with proficiencies if you go 11 14 10 10 18 8 for your stats.</p><p></p><p>MM/MM2 Races (There is not usually feat support for these races)</p><p></p><p><span style="color: #800080"><strong>Bugbear </strong></span>(MM) Dex bonus, but more of a melee race.</p><p></p><p><strong>Bullywug</strong> (MM2) Con and dex bonus</p><p></p><p><span style="color: #800080"><strong>Doppleganger</strong></span> (MM) Int bonus, changlings have more potential.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span><span style="color: #0000ff"><strong>Duergar</strong></span> (MM2) Stats like a dwarf, but without all the nice feat support or racial abilities. Play a Mul or dwarf instead if you can.</p><p></p><p><strong>Githyanki</strong> (MM) Con and Int bonus</p><p></p><p><strong>Hobgoblin</strong> (MM) Con bonus and decent racial abilities</p><p></p><p><span style="color: #800080"><strong>Orc </strong></span>(MM) Con bonus, but more of a melee race. Racial ability relies on strength.</p><p></p><p>[/sblock]</p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Backgrounds & Themes </u></strong></span></p><p></p><p>What backgrounds you have available depends on your campaign. In particular I would recommend backgrounds that give bumps to class skills for most campaigns. Backgrounds that add thievery or stealth are useful to watcher shamans.</p><p></p><p>Some other useful ones are listed below, but these are setting/campaign dependent and several of them your DM may think are overpowered (I know I think some of them are). So if these are available, pick from them unless you really want to bump or add a skill.</p><p></p><p><strong>backgrounds</strong></p><p>[sblock]</p><p><strong>Backgrounds</strong></p><p></p><p>Forgotten Realms Background: From FRPH or Dragon 366, 376, or 371</p><p></p><p>Hitpoints:</p><p>Auspicious Birth: Substitute highest ability score to determine initial hitpoints. </p><p>Born Under a Bad Sign: Substitute highest ability score to determine initial hitpoints. </p><p>Impiltur: You can choose to add your wisdom score to your starting hit points</p><p></p><p>Resistances:</p><p>Akanul: Gain resitance to cold, fire, and thunder.</p><p>Calmishan: Resist 4 fire, +5 to endurance checks related to thirst</p><p></p><p>Saves:</p><p>Arcane Student who Saw too Much: +1 bonus to saving throws to end daze, stun, immobilize, or restrain.</p><p>Crusading Zealot: +1 bonus to saving throws until you fail a saving throw.</p><p>Former Gladiator: It takes 4 failed death throws to kill you</p><p>Haunted Vetern: Encounter: Trigger (failed a fear saving throw) Effect: Reroll that saving throw</p><p>Necromancer's Chattel: +2 bonus to fear saving throws</p><p>Scorned Noble: +2 bonus saving throws when no allies are within 5 squares of you.</p><p>Touched by Darkness: +1 to save against ongoing necrotic effects.</p><p>Wandering Mercenary: It takes 4 failed death throws to kill you</p><p></p><p>Proficiencies</p><p>Gritty Sergeant: Simple or Martial Weapon Proficiency, +1 to initiative.</p><p>Nobile Bred for War: Simple or Martial Weapon Proficiency, +1 to Diplomacy checks.</p><p></p><p>Crafting</p><p>Imbuer: You can construct implements and wondrous items. Implement takes 2 days, wondrous takes 4 days. Item cost is the same as if in store.</p><p>Warsmith: You can create weapons and armor and can cast creation rituals.</p><p></p><p>Attack Bonuses</p><p>Chessenta: +1 to rolls made with action point.</p><p>Restless Dead: +1 to damage against undead</p><p></p><p>Other</p><p>Monster Hunter: +2 to monster knowledge checks</p><p>Sarifal D376: Gain Terrain walk Earth/Forest/Ice/Swamp</p><p>Windrise Ports D376: You can multiclass twice.</p><p>Officer Who Came Out of Retirement: History class skill. +1 to History and initiative checks.</p><p>[/sblock]</p><p>There have been two groups of themes so far: Darksun and Dragon Mag Style. Darksun themes have more opportunities for free power swaps and are sometimes prereqs for paragon paths. Dragon themes have few power swaps, but come with extra features at 5th and 10th level. Both usually give you an extra power at level 1. Generally the rankings take in all those potential benefits, but if you are not interested in any power swaps or paragon paths you should almost always go with the Dragon style themes. So far there are not that many great themes specifically for shamans with knight hospitaler and fey beast tamer the top two probably. Out of all the theme handbooks out there, I prefer mommywasanorc's Variation on themes(x) the most.</p><p></p><p><strong>themes</strong></p><p>[sblock]</p><p></p><p><strong>Dragon Mag Style</strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Bloodsworn </span></strong>(DSH) Encounter power lets you reroll a missed at will attack. Bonuses to intimidate and initiative. Level 5 feature is <span style="color: #33cccc">great for dwarves</span>, but not that great for everyone else. Very good level 2 encounter utility.</p><p></p><p><strong><span style="color: #0000ff">Elemental Initiate </span></strong>(HOEC) The ki focus proficiency is the big thing for shamans with this theme and you mainly want that for the superior ones with the forceful, reaching (applies to spirit melee powers), or possibly mobile property. It also gives you an extra skill at 5 and a bonus to will at 10. The encounter melee power requires you to have a ki focus or decent weapliment if you want to hit with it.</p><p><span style="color: #33cccc"><strong>Fey beast Tamer</strong></span> (HOF) Because simply having a spirit companion is not enough.</p><p></p><p><span style="color: #33cccc"><strong>Knight Hospitaler </strong></span>(D399) Shield of devotion power is a good immediate reaction healing power that keys off wisdom and you can use it twice per encounter at 10. It also has good utilities.</p><p></p><p><strong>Mercenary</strong> (399) Decent if you take spirit of the tempest or have a totemic warclub. Otherwise pass.</p><p> </p><p><span style="color: #0000ff"><strong>Noble</strong></span> Get some movement enabling with the theme power. Use the free item for a chieftain's spear (its common). Decent utility powers.</p><p></p><p><span style="color: #33cccc"><strong>Ooze Master</strong></span> (D413) It gives you a good minion clearing minor action implement power and decent level 6 movement utility. Also acid resistance at level 10. If you can get a staff of fire and acid or staff of corrosion it can grant your party a lot of CA at level 10.</p><p><span style="color: #33cccc"><strong></strong></span></p><p><span style="color: #33cccc"><strong>Order Adept</strong></span>: This gives you a good level one minion clearing power. And you can swap out for wizard utilities. Plus a bonus to will.</p><p></p><p><span style="color: #33cccc"><strong>Primordial Adept</strong></span> (HOEC) A sweet control theme. You get a choice between a good area proning/difficult terrain power or a close blast push cold/push vuln power. Shamans should go with the area one, vezuvvu's eruption, since you then get a +2 power bonus to fire and thunder damage at level 10. Shaman fire builds want this theme.</p><p><strong></strong></p><p><strong>Scholar</strong>: lots of languages, a new skill training and you are better at monster knowledge checks.</p><p></p><p><span style="color: #0000ff"><strong>Seeker of Illefan</strong></span> (D402) Eladrin, Elf, half-elf. Reroll a 1 on an attack or save, bonus to perception, and you can't be surprised.</p><p></p><p><strong><span style="color: #0000ff">Seer</span></strong> (D399) Good tactical feature and bonuses to useful skills. Clunky in practice.</p><p></p><p><span style="color: #0000ff"><strong>Sensate</strong></span> (D414) Temp hitpoints when you use a daily or encounter attack power with a bonus to skills when you have temp hitpoints. No starting power. Boring, but solid choice.</p><p></p><p><strong>Sidhe Lord</strong> (HOF) Summoning power and good action point level 2 utility. Shamans have really good level 2 powers though.</p><p></p><p><span style="color: #0000ff"><strong>Son of Alagonder</strong></span> (D402) You spirit companion can daze a CA granting enemy with a melee attack 1/encounter. And free temp hitpoints when bloodied. The level 6 shifting utility works well for shamans and will give you partial concealment for a round most encounters.</p><p></p><p><span style="color: #0000ff"><strong>Spellscared harbinger</strong></span> (Nevwin) Good free utility powers.</p><p></p><p><strong>Tuathan</strong> (HOF) Human or half elf. Good utility power swaps and decent other features.</p><p></p><p><span style="color: #0000ff"><strong>Underdark Outcast</strong></span></p><p><span style="color: #0000ff"></span>(DSH) The starting utility will see decent use for most shamans and is a nice boost to offense and defense. The level 2 and 10 utilties are good for as well. Decent skill boneses and a nice temp hitpoint boost when you spend a surge at level 10.</p><p></p><p><strong>Windlord</strong> (HOEC) Only for those who plan to use totemic spear or mace or other weapliment. Gives you some flight and a good sliding power. I could see a worldspeaker making good use of it.</p><p></p><p><strong>Wizards Apprentice</strong> (D399) Good implement ranged dazing power. Free item and language</p><p></p><p><strong>Dark Sun (only take these if you have too)</strong></p><p><strong></strong></p><p><strong>darksun</strong></p><p>[sblock]</p><p></p><p><span style="color: #0000ff"><strong>Elemental Priest</strong></span> An implement and conjuring themed path with a good healing focused paragon path. Only take it if you want the rainmaker path.</p><p></p><p><strong>Noble Adept</strong> An implement psion theme with a bonus to an attack. Only really useful if you want a power point</p><p></p><p><span style="color: #0000ff"><strong>Templar</strong></span> An arcane/implement leader theme</p><p></p><p><span style="color: #0000ff"><strong>Vieled alliance</strong></span> Another implement controller/leaderish theme.</p><p>[/sblock]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709466, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Skills[/u][/b][/size][/CENTER] You get [COLOR=#0000ff]Nature[/COLOR] (Wis) automatically and can pick from 3 more from a good list (most importantly perception). If you do not have a ritual caster in your group you might consider the ritual caster feat or one of the multiclass feats that gives you ritual casting since you can pick arcana and religion as skills and already have nature and int is a secondary stat for 2 out of the 5 builds. [COLOR=#0000ff]Arcana[/COLOR] (Int) Useful skill and you may have a high int. Rituals [COLOR=#800080]Athletics[/COLOR] (Str) A good skill, but strength generally is not a priority for you [COLOR=#0000ff]Endurance[/COLOR] (Con) Decent skill and you have a decent to good con. [COLOR=#0000ff]Heal[/COLOR] (Wis) Useful [COLOR=#0000ff]Insight[/COLOR] (Wis) Useful [COLOR=#00ccff]Perception[/COLOR] (Wis) Probably most useful skill in the game and it is wisdom based Religion (Int) Decent skill and helps with rituals [CENTER][Size=4][b][u]Implements[/u][/b][/size][/CENTER] Shamans get totems as their only implement and while there are a few good ones, they are generally considered one of the less useful implements. Totem expertise lets you ignore partial cover an concealment at least. There are good totems and totem/weapons, but not that many of them when compared to most of ther implements partly because they were introduced later and only 2 classes use them. For instance, there are about 55 different totems and weapons/other implements that double as totems, while for holy symbols there are around 105 as of when I am writing this. So many shamans who multiclass should take advantage of the updated implement rules and take a staff, holy symbol, tome, or other implement. Staff, holy symbol, and tome all have very good expertise feats for you. Tome expertise causes enemies next to your spirit companion (along with other summons and conjurations) to automatically grant CA. Holy symbol expertise means you won't grant CA that often and staff expertise lets you make ranged attacks without provoking. PHB3 has added superior totems at the cost of a feat. If you have the feat you can use these in place of regular totems. Shaman powers target reflex, fortititude, and will in that order. Most common damage type is psychic, followed by lightning, fire, cold, and thunder. Both defense targeted and damage type can vary a lot by build. There are few orbs, tomes, and staffs and other implements to look at if you multiclass or hybrid. [b]superior implements[/b] [sblock] [COLOR=#00ccff]Accurate[/COLOR] Boring, but your job as a leader makes any permanent bonus to hit very important. Lazy builds might not need it, but for most it is a nice boost. [COLOR=#0000ff] Farseeing[/COLOR] +2 to range and extra damage. If you focus more on range/area powers this is a solid blue, but if you use more melee powers than it drops down to black. Generally panther shamans have the most ranged encounter powers and don't need the accuracy boost as much as other builds and I used one with my panther shaman and liked it. Bear shamans have several ranged powers, but watchers only have one and worldspeakers don't have any. [COLOR=#800080] Icicle[/COLOR] In heroic this is a bit better if you focus on [COLOR=#0000ff]cold[/COLOR] powers, but you are probably better off with a farseeing one, especially since as you hit late paragon you will not have many cold powers left. [COLOR=#800080] Storm[/COLOR] Like icicle this is build dependent, but better at paragon. If you take a lot of [COLOR=#0000ff]thunder[/COLOR] powers than it is blue, but otherwise pick something else. [b]Other Implements [/b]If you multiclass or hybrid take a look at these [COLOR=#0000ff][b]Crystal Orb [/b][/COLOR]Mostly for Worldspeakers since both at wills target will and psychic is their common damage type. [COLOR=#0000ff][b]Echo tome [/b][/COLOR]distant and bonus vs reflex. [b]Forbidden[/b] Tome bonus damage and bonus vs fort. [b]Unspeakable[/b] Mostly for worldspeakers. Bonus vs will and extra crit damage. [b]Warding Symbol [/b]Shield bonus and boost against fortitude [b]Wrathful Symbol [/b]High crit and bonus against will [b]Incindiary Dagger [/b]For Fire Builds [b]Lancing Dagger [/b]For lightning Builds [b]Ashen Rod [/b]For Fire Builds [COLOR=#0000ff][b]Mindwarp Staff[/b][/COLOR] Distant and Psychic Damage [b]Quickbeam Staff[/b] Thunder/pushing builds. [b]Cinder Wand [/b]For Fire Builds [COLOR=#0000ff][b]Dragontooth Wand [/b][/COLOR]Extra Damage and help against reflex. Some stalkers might want this. [b]Rowan wand[/b] For lightning builds [/sblock] [CENTER][Size=4][b][u]Weapons[/u][/b][/size][/CENTER] You generally do not need to worry about atacking with these much unless you do some sort of hybrid or mutliclassing since shamans do not have any melee weapon powers. Weapons can still be good for shamans to have, but want to pick your weapon for its properties and defensive boosts. Strength is your third highest ability score at best and can be a dump stat for some builds. If you are in a race that gets a free weapon proficiency like elf or eladrin, you might want to keep one for opportunity attacks at low levels and watcher elves are the rare exception in shamans that have a stat that can be used for weapon attacks and that know how to use a nonspear martial weapon, but you can not easily wield both a bow and a totem or get a bow-implement unless you hybrid or spend a bunch of resources needlessly. Melee training wisdom is an option if you really want to make melee attacks, but for the vast majority of shamans this is not a good idea. If you get a dual purpose implement/weapon than melee training gets a bit more useful. You can have an at will ranged attack if you want it and your spirit companion will do most of the attacking anyways. You might want a dagger or something similar for potential low level OA attacks and a singing stick, parrying dagger, or cutting wheel, which take a feat to wield, will boost your AC by 1. Singing sticks have good healing encantments too. There are some totems that work as weapons that so far all start out at level 2 or 3: alfsair spear, totemic spear, and totemic warclub (mace). The totemic spear in particular is worth using even if do not plan to make many weapon attacks and you can get its benefits (increasing the range of your spirit melee attacks by 1) while holding it offhand or you can get one as a longspear and take hafted defense for the ac/reflex boost. Small shamans can also get a versatile totemic spear if they are interestested in going mc fighter for the small warrior's defense feat. There are a few weapons like the weapon of healing (mace) and the chieftain's weapon (spear) that have passive properties that help your leader abilities just by holding them. Many shamans at higher levels will want their main implement for attacking in their main hand and a second totem or weapon with a property in their off hand. [CENTER][Size=4][b] [u]Races[/u][/b][/size][/CENTER] Generally wisdom and secondary stat boosting races get [COLOR=#00ccff]sky blue[/COLOR], wisdom boosting races get [COLOR=#0000ff]blue[/COLOR], and secondary stat boosting races get black. Because secondary stats are very important for shamans and since shamans have 3 different stats that can act as a secondary stat, almost every race is a decent choice for at least one build. The best races for each build. Bear/worldspeaker: Dwarf, mul, wilden, half-elf, Snerfneblin Panther/Animist: Deva, Shardmind, Githzerai, Hamadryad. Honorable mention to tiefling for fire builds and pixie for lazy animists. Eagle: Elf, Wilden, Drow, Githzerai, ThriKreen, Goblin Human is always a good choice. [b]races[/b] [sblock] PHBs [COLOR=#00ccff]Deva[/COLOR][COLOR=#00ffff] [/COLOR]Bonuses to both int and wis, with decent racial abilities as well. Amazing ED. Best stalkers/animists overall.[COLOR=#00ffff] [/COLOR] [COLOR=#800080]Dragonborn[/COLOR][COLOR=#ff0000] [/COLOR]If you go dragonborn, you can invest in con and make your breath weapon key off that stat. Or you can do dragonfear instaed. Either way you will need to put a starting 13, but you can now have a starting 13 15 10 8 18 10 or 13 18 11 8 16 10 and go a more lazy route. One of the few good races that really doesn't work that well for shamans. [COLOR=#00ccff]Dwarf[/COLOR] Bonuses to wisdom and con. Only drawbacks are that you and your companion are slow and lots of your racial abilites revolve around heavy armor and melee weapons. Best default World Speakers and protectors. Shield dwarf can help with your AC problems. Eladrin Bonus to int and dex and decent racial abilities. Can make decent stalkers or watchers. Sun elf option gives you staffs as implements. [COLOR=#00ccff]Elf[/COLOR] Wisdom and dex bonus and fast and nice racial powers. Probably edge out razorclaw shifters for best watchers. Both wood elf and wild elf are good options, especially if you go a lazy build.[COLOR=#0000ff] [/COLOR] [COLOR=#00ccff]Githzerai[/COLOR][COLOR=#0000ff] [/COLOR](PHB3)[COLOR=#0000ff] [/COLOR]Wisdom and dex/int bonus and nice racial feats. Gnome Bonus to int or dex and decent racial abilities, but slow. There is a specialized rogue hybrid that kills from a distance that needs gnome for the race. [COLOR=#0000ff]Goliath[/COLOR] Bonus to wisdom and decent racial abilities. Strength bonus helps with armor proficiencies. [COLOR=#00ccff]Half-Elf [/COLOR]Bonus to wisdom/constitution now. Competes with dwarf for best con shaman race. For dilletante direct the strike is your best option if you don't have one of the shaman equivalents. Storm pillar is another option to force some more control. Other wisdom implement options: grasping tide, magic stones, grasping shards, thorn whip. If you have a weapliment: dynamic assault or tending strike for worldspeakers. For con shamans: dire radiance or hellish rebuke works. With adept dilletente or for int shamans: magic weapon, hypnotism, or staggering note. Half-Orc[COLOR=#ff0000] [/COLOR]Dex and con bonus and racial features are ok. Strength bonus helps with armor/shield proficiencies if you want that instead of con, but I would go with con/dex. Halfling Dex and con bonus and ok racial abilities. [COLOR=#0000ff]Human [/COLOR]That third at will is nice since shamans are usually pretty limited in this regard and have plenty of varied at wills. And the extra skill and feat help make up for other deficiencies in the class. [COLOR=#0000ff] Minotaur [/COLOR]Wis bonus, but feats and racial abilities are built around charging/melee[COLOR=#0000ff]. [/COLOR]Strength bonus helps with armor proficiencies at least. [COLOR=#00ccff]Shardmind[/COLOR] Wis/int bonus. Not that much support though. [COLOR=#0000ff]Shifter, Longtooth [/COLOR]Wis bonus and regeneration. Strength bonus helps with armor proficiencies so they are a good choice for worldspeakers and bear. [COLOR=#00ccff]Shifter, Razorclaw[/COLOR][COLOR=#0000ff] [/COLOR]Wis and dex bonuses. Make good watchers.[COLOR=#0000ff] [/COLOR] [COLOR=#0000ff]Tiefling[/COLOR] Bonus to int or con. Shamans have some fire powers and paragon paths that make up for the lack of a wisdom bonus. Animists is the best, but stalker is right behind and if you want to do a damage focused build this is one of the best choices. [COLOR=#00ccff]Wilden[/COLOR] (PHB3) Bonus to con/dex and wisdom. Non PHB [COLOR=#0000ff][b]Bladeling[/b][/COLOR] (MOTP) Wis and dex/str bonuses, but no good feat support and the racial power is blah and not very good for shamans. Out of all the many wis/dex player races this is the worst one for shamans. Changling (EBPH) Dex or Int bonus. Not much else. [COLOR=#00ccff]Drow [/COLOR](FRPH) Wisdom and Dex bonus, with good racial abilities. Genasi (FRPH) Int/con bonus and useful racial abilities. I would go stormsoul since you have a lot of thunder and lightning powers to pick from, with watersoul or cindersoul as the next best choices. Many of other the racial abilities require you to boost str, con, or dex to hit with them, so only consider those if you are going with a con build. [b]Gnoll [/b](D374) Con and Dex bonuses [COLOR=#00ccff][b]Goblin[/b][/COLOR] (DHS) Wis/dex. Very good at will interrupt racial power for shamans who get stuck in melee and can mc fighter to boost your defenses with totemic spear or mace/small warriors defense. No other racial support thouugh. [COLOR=#00ccff][b] Hamadryad[/b][/COLOR] (HOF) Wis/int with solid racial abilities. [b]Hobgoblin[/b] (D419) Con/Int. Very good racial abilities. If you want a lazy animist build this is a good choice and its not bad for a con shaman since you can at least boost your defenses easier than most shamans. [COLOR=#0000ff]Kalashtar[/COLOR] (EBPH) Wisdom bonus and nice racial abilities [b]Kenku[/b] (D411) Dex bonus and some decent racial utitities are about it. Racial features don't really help shamans, though the stealth bonus is ok. [b]Kobold[/b] (DSH) Con/dex boost and decent racial features. No longer quite as shifty as they were, but even an encounter minor action group shift is a good addition. [COLOR=#00ccff]Mul [/COLOR](DS) Rivals the dwarf. Good for worldspeaker/bear builds. [b]Pixie[/b] (HOF) Dex or int bonus with very good racial abilities. If I was going for a [COLOR=#0000ff][b]lazy animist[/b][/COLOR] build this would be a top choice because the race is so unique and works with a starting 16 wisdom. Otherwise pass since they don't get a wisdom bonus and your spirit will have a speed of 3 or 4.[COLOR=#00ccff] [/COLOR][b]Revenant[/b] (HOS) Con and dex bonuses. Lots of feat choices. [b]Satyr[/b] (HOF) Con or dex bonus. Racial power is very good for shamans since it gives your spirit a lot more control with a free slide each encounter. I can see it being a very [b][COLOR=#0000ff]solid worldspeaker[/COLOR][/b], with sliding and immobilizing at later levels with your OA. [COLOR=#00ccff] [/COLOR][COLOR=#ff0000][b]Shade[/b][/COLOR][COLOR=#00ccff] [/COLOR](HOS) Stat boost animist/stalker/watchers. The stat bonus is about it though at this is a poor race in general. [COLOR=#00ccff] [b]Shadar-kai[/b] [/COLOR](HOS) Dex/wis bonus (or dex/int). Decent teleport power, but not much for feats. [COLOR=#00ccff] [b]Snerfneblin[/b] [/COLOR](DHS) Wis/con. Decent racial abilities and can mc fighter to boost your defenses with totemic spear or mace/small warriors defense.[COLOR=#00ccff] [/COLOR] [COLOR=#00ccff][b]Thrikreen[/b][/COLOR] (DS) The racial abilities are not great for a ranged implement user, but if you want to do an eagle shaman on the front lines this is a good choice. The stats are good for any eagle shaman. [b]Vryloka[/b] (HOS) Ok for watchers. Good skill boosts at least. [b]Warforged[/b] (EBPH) Con/str or con/int bonus and interesting racial feats. Strength bonus helps with proficiencies if you go 11 14 10 10 18 8 for your stats. MM/MM2 Races (There is not usually feat support for these races) [COLOR=#800080][b]Bugbear [/b][/COLOR](MM) Dex bonus, but more of a melee race. [b]Bullywug[/b] (MM2) Con and dex bonus [COLOR=#800080][b]Doppleganger[/b][/COLOR] (MM) Int bonus, changlings have more potential. [COLOR=#00ccff] [/COLOR][COLOR=#0000ff][b]Duergar[/b][/COLOR] (MM2) Stats like a dwarf, but without all the nice feat support or racial abilities. Play a Mul or dwarf instead if you can. [b]Githyanki[/b] (MM) Con and Int bonus [b]Hobgoblin[/b] (MM) Con bonus and decent racial abilities [COLOR=#800080][b]Orc [/b][/COLOR](MM) Con bonus, but more of a melee race. Racial ability relies on strength. [/sblock] [CENTER][Size=4][b][u]Backgrounds & Themes [/u][/b][/size][/CENTER] What backgrounds you have available depends on your campaign. In particular I would recommend backgrounds that give bumps to class skills for most campaigns. Backgrounds that add thievery or stealth are useful to watcher shamans. Some other useful ones are listed below, but these are setting/campaign dependent and several of them your DM may think are overpowered (I know I think some of them are). So if these are available, pick from them unless you really want to bump or add a skill. [b]backgrounds[/b] [sblock] [b]Backgrounds[/b] Forgotten Realms Background: From FRPH or Dragon 366, 376, or 371 Hitpoints: Auspicious Birth: Substitute highest ability score to determine initial hitpoints. Born Under a Bad Sign: Substitute highest ability score to determine initial hitpoints. Impiltur: You can choose to add your wisdom score to your starting hit points Resistances: Akanul: Gain resitance to cold, fire, and thunder. Calmishan: Resist 4 fire, +5 to endurance checks related to thirst Saves: Arcane Student who Saw too Much: +1 bonus to saving throws to end daze, stun, immobilize, or restrain. Crusading Zealot: +1 bonus to saving throws until you fail a saving throw. Former Gladiator: It takes 4 failed death throws to kill you Haunted Vetern: Encounter: Trigger (failed a fear saving throw) Effect: Reroll that saving throw Necromancer's Chattel: +2 bonus to fear saving throws Scorned Noble: +2 bonus saving throws when no allies are within 5 squares of you. Touched by Darkness: +1 to save against ongoing necrotic effects. Wandering Mercenary: It takes 4 failed death throws to kill you Proficiencies Gritty Sergeant: Simple or Martial Weapon Proficiency, +1 to initiative. Nobile Bred for War: Simple or Martial Weapon Proficiency, +1 to Diplomacy checks. Crafting Imbuer: You can construct implements and wondrous items. Implement takes 2 days, wondrous takes 4 days. Item cost is the same as if in store. Warsmith: You can create weapons and armor and can cast creation rituals. Attack Bonuses Chessenta: +1 to rolls made with action point. Restless Dead: +1 to damage against undead Other Monster Hunter: +2 to monster knowledge checks Sarifal D376: Gain Terrain walk Earth/Forest/Ice/Swamp Windrise Ports D376: You can multiclass twice. Officer Who Came Out of Retirement: History class skill. +1 to History and initiative checks. [/sblock] There have been two groups of themes so far: Darksun and Dragon Mag Style. Darksun themes have more opportunities for free power swaps and are sometimes prereqs for paragon paths. Dragon themes have few power swaps, but come with extra features at 5th and 10th level. Both usually give you an extra power at level 1. Generally the rankings take in all those potential benefits, but if you are not interested in any power swaps or paragon paths you should almost always go with the Dragon style themes. So far there are not that many great themes specifically for shamans with knight hospitaler and fey beast tamer the top two probably. Out of all the theme handbooks out there, I prefer mommywasanorc's Variation on themes(x) the most. [b]themes[/b] [sblock] [b]Dragon Mag Style [COLOR=#0000ff]Bloodsworn [/COLOR][/b](DSH) Encounter power lets you reroll a missed at will attack. Bonuses to intimidate and initiative. Level 5 feature is [COLOR=#33cccc]great for dwarves[/COLOR], but not that great for everyone else. Very good level 2 encounter utility. [b][COLOR=#0000ff]Elemental Initiate [/COLOR][/b](HOEC) The ki focus proficiency is the big thing for shamans with this theme and you mainly want that for the superior ones with the forceful, reaching (applies to spirit melee powers), or possibly mobile property. It also gives you an extra skill at 5 and a bonus to will at 10. The encounter melee power requires you to have a ki focus or decent weapliment if you want to hit with it. [COLOR=#33cccc][b]Fey beast Tamer[/b][/COLOR] (HOF) Because simply having a spirit companion is not enough. [COLOR=#33cccc][b]Knight Hospitaler [/b][/COLOR](D399) Shield of devotion power is a good immediate reaction healing power that keys off wisdom and you can use it twice per encounter at 10. It also has good utilities. [b]Mercenary[/b] (399) Decent if you take spirit of the tempest or have a totemic warclub. Otherwise pass. [COLOR=#0000ff][b]Noble[/b][/COLOR] Get some movement enabling with the theme power. Use the free item for a chieftain's spear (its common). Decent utility powers. [COLOR=#33cccc][b]Ooze Master[/b][/COLOR] (D413) It gives you a good minion clearing minor action implement power and decent level 6 movement utility. Also acid resistance at level 10. If you can get a staff of fire and acid or staff of corrosion it can grant your party a lot of CA at level 10. [COLOR=#33cccc][b] Order Adept[/b][/COLOR]: This gives you a good level one minion clearing power. And you can swap out for wizard utilities. Plus a bonus to will. [COLOR=#33cccc][b]Primordial Adept[/b][/COLOR] (HOEC) A sweet control theme. You get a choice between a good area proning/difficult terrain power or a close blast push cold/push vuln power. Shamans should go with the area one, vezuvvu's eruption, since you then get a +2 power bonus to fire and thunder damage at level 10. Shaman fire builds want this theme. [b] Scholar[/b]: lots of languages, a new skill training and you are better at monster knowledge checks.[b][/b] [COLOR=#0000ff][b]Seeker of Illefan[/b][/COLOR] (D402) Eladrin, Elf, half-elf. Reroll a 1 on an attack or save, bonus to perception, and you can't be surprised. [b][COLOR=#0000ff]Seer[/COLOR][/b] (D399) Good tactical feature and bonuses to useful skills. Clunky in practice. [COLOR=#0000ff][b]Sensate[/b][/COLOR] (D414) Temp hitpoints when you use a daily or encounter attack power with a bonus to skills when you have temp hitpoints. No starting power. Boring, but solid choice. [b]Sidhe Lord[/b] (HOF) Summoning power and good action point level 2 utility. Shamans have really good level 2 powers though. [COLOR=#0000ff][b]Son of Alagonder[/b][/COLOR] (D402) You spirit companion can daze a CA granting enemy with a melee attack 1/encounter. And free temp hitpoints when bloodied. The level 6 shifting utility works well for shamans and will give you partial concealment for a round most encounters. [COLOR=#0000ff][b]Spellscared harbinger[/b][/COLOR] (Nevwin) Good free utility powers. [b]Tuathan[/b] (HOF) Human or half elf. Good utility power swaps and decent other features. [COLOR=#0000ff][b]Underdark Outcast[/b] [/COLOR](DSH) The starting utility will see decent use for most shamans and is a nice boost to offense and defense. The level 2 and 10 utilties are good for as well. Decent skill boneses and a nice temp hitpoint boost when you spend a surge at level 10. [b]Windlord[/b] (HOEC) Only for those who plan to use totemic spear or mace or other weapliment. Gives you some flight and a good sliding power. I could see a worldspeaker making good use of it. [b]Wizards Apprentice[/b] (D399) Good implement ranged dazing power. Free item and language [b]Dark Sun (only take these if you have too) [/b] [b]darksun[/b] [sblock] [COLOR=#0000ff][b]Elemental Priest[/b][/COLOR] An implement and conjuring themed path with a good healing focused paragon path.[COLOR=#0000ff][b][/b][/COLOR] Only take it if you want the rainmaker path. [b]Noble Adept[/b] An implement psion theme with a bonus to an attack. Only really useful if you want a power point [COLOR=#0000ff][b]Templar[/b][/COLOR] An arcane/implement leader theme [COLOR=#0000ff][b]Vieled alliance[/b][/COLOR] Another implement controller/leaderish theme. [COLOR=#0000ff][b][/b][/COLOR][/sblock] [/sblock] [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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