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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709472" 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><u>Paragon Evocations</u></u></strong></span></p><p></p><p><strong>Level 13 Encounter</strong></p><p>[sblock]</p><p>Watchers and Animists do not get a dedicated power this level.</p><p><span style="color: #993300"></span></p><p><span style="color: #993300"></span><span style="color: #008000">Recommended powers:</span><span style="color: #993300"></span></p><p><span style="color: #993300"></span><span style="color: #008000">Panther:</span> Call to the Laughing Fortune or Spirit of the Killing Shot</p><p><span style="color: #008000">Bear:</span> Call to the Indominitable Defender or Drawing all eyes</p><p><span style="color: #008000">Eagle:</span></p><p></p><p><span style="color: #008000">Worldspeaker:</span> Storm of War</p><p><span style="color: #008000"><strong>Animist:</strong></span></p><p><span style="color: #008000">Any:</span></p><p>Spirit of Cleansing Light, Spirit of the Killing Shot or Call to the Laughing Fortune</p><p></p><p><u>Personal</u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><span style="color: #ff0000">Harvest Reaping </span>(D387) vs fort and damages/knocks prone. Healing spirit also gives a +2 bonus to ally's melee damage rolls for a turn. Conditional for a very small bonus.</p><p></p><p><span style="color: #800080">Howling Gust</span>: vs Ref Some damage and you get to slide the target and teleport an ally. You have better movement powers like seething zephyr, which is multitarget.</p><p></p><p><span style="color: #800080">Hungry Spirit</span> (PP) vs will . If attack reduces enemy to 0, ally next to SC gets some good surge free healing keyed to your wisdom mod. Its too conditional for me.</p><p></p><p><span style="color: #0000ff">Spirit of Cleansing Light</span>: vs will 2 attacks for radiant damage. SC grants save with +2 bonus. If you are short on saves this is a good choice and one of the few multitarget powers this level.</p><p><span style="color: #993300"><u>Spirit</u></span></p><p></p><p>Call to the Indominitable Defender: <span style="color: #008000">B</span> vs fort. Some damage and your SC grants you and your allies damage resistance 5. Protectors DR is keyed off con.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Call to the Laughing Fortune</span>: <span style="color: #008000">P</span> vs ref. Some damage and you can use 1 immediate interrupt when an ally misses with an attack while next to your SC to reroll the attack. Stalker builds add int mod to reroll.</p><p></p><p>Drawing all eyes: <span style="color: #008000">B</span> (PP) Vs ref for high damage and target is marked. Protector builds mark is keyed off of con. Remeber that SC can only be targetted by ranged/melee so they can not attack it with a burst/blast power and also target your allies.</p><p></p><p><strong>Seething Zephyr</strong> (DS) close burst vs ref that damages and slides enemies. If you hit one enemy next to spirit one ally can fly 6. Your SC disappears</p><p></p><p><span style="color: #0000ff">Spirit of the Killing Shot</span></p><p><span style="color: #008000">P</span> (PP) Ally makes basic attack for max damage. <span style="color: #0000ff">Stalker</span> builds add int for attack.</p><p></p><p><span style="color: #800080">Spirits of the Forsaken Vale</span> (PP) Vs for Decent damage and allies who make a close or area attack that incluides your SC get CA against the targets. Party dependent and storm of war also grants CA.</p><p></p><p>Storm of War: <span style="color: #008000">W</span> (PP) vs ref for average damage and enemies next to SC grant CA. Worldspeakers give allies bonus to damage equal to con mod.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 15 Daily</strong></p><p>[sblock]</p><p>Not that great of a level for daily choices. If allies have agile opportunist, then Searing Wind of the South or Tree Father's Bounty. Guardian of the Primal Copse is a nice defense debuff for an elite or solo. Volcanic Circle and gray roarer's rampage would be next choices after those.</p><p></p><p><u><span style="color: #993300"><u>Personal</u></span></u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><span style="color: #0000ff">Guardian of the Primal Copse</span> vs fort Effect makes target use its lowest defense for attacks (save ends) For some higher level enemies this is a huge difference. Its not uncommon for it to mean a boost of 4-6 at level 15 for some attacks, even more if allies are targetting AC.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Searing Wind of the South</span> vs fort big fire blast. Slide your allies around or next to the blast.</p><p></p><p><span style="color: #800080">Spirit Ocean</span> (PP) vs reflex. Allies do extra damage for next three hits. Lots of straight up damage.</p><p></p><p>Spirit of the Wolf Pack big blast vs will that causes targets to grant CA and take extra damage if flanked (Save ends). Searing wind of the south is same size, but better effect most of the time.</p><p></p><p>Storm Guardian Spirit vs ref for for good thunder damage and for rest of encounter 1 ally does 5 thunder damage when hit and pushes enemy 1 square. Helps protect a squish.</p><p></p><p>Tree Father's Bounty.(PP) area burst vs reflex . Creates static zone that is difficult terrain for enemies and grants cover for allies. Allies in zone can be slid as free action so with <span style="color: #0000ff"><strong>agile opportunist</strong></span></p><p><span style="color: #0000ff"></span>this is very good.</p><p></p><p></p><p><span style="color: #993300"><u>Spirit</u></span></p><p><span style="color: #993300"><u></u></span></p><p></p><p></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Gray Roarer's Rampage (D383) Vs will for psychic damage. You move your SC through up to 4 enemy's spaces and attack each of them. Slide and daze (save ends) when you hit, make them grant CA when you miss. I don't think you will normally get that many, but in the right party it could work ok.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #800080">Reparative Spirit </span>(PP) vs ref against single target. Rest of encounter your SC grants lots of temp hp.</p><p></p><p><span style="color: #800080">Spirit Pin</span> (PP) vs will and damages and immobilizes (save ends) then restrains (save ends). Only worth considering in heavily ranged party since you are guaranteed at least one round of immobilization. I like the effects of other single target powers more this level</p><p></p><p><strong>Volcanic Circle</strong> (DS) Close burst vs reflex that targets enemies with <strong>fire</strong> damage. Enemies hit grant CA and take ongoing 10 (save ends). Spirit disappears and creates zone that deals 10 damage to anyone in zone.</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 16</strong></p><p>[sblock]</p><p>Faces of the fallen is my favorite power this level and one of the few good Dragon Mag powers for shamans, but spirit's regeneration is good as well. Fate weavers shield is a good encounter defense power and Spirit Binding makes your SC buffs last an extra round. Guiding winds is an excellent choice with agile opportunist allies and a decent int.</p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u><strong>Daily</strong></u></span></u></p><p><u><span style="color: #993300"><u><strong></strong></u></span></u></p><p><u><span style="color: #993300"><u><strong></strong></u></span></u><span style="color: #800080"><strong>Forge The Chains of Life </strong></span>Revive a party memeber who fails a death save. Healing howl will normally be more useful, heals more characters, and is less situational.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080"></span><span style="color: #0000ff">Faces of the Fallen </span>(D372) SC automatically weakens enemies who start turn next to it for the entire encounter, which makes it harder for them to hurt your SC or your party. If you have a way to generate multiple SCs this is even better.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #800080">Guiding Snarl </span>(PP) Player gets to reroll an attack with your int mod as a power bonus. Black for int builds, but a bit costly for a daily considering the competition.</p><p></p><p>Healing Howl (PP) Close burst surge free healing centered on your SC. </p><p></p><p>Presence of the Ancestor Spirit (PP) Good bonus damage for a party memeber with <span style="color: #0000ff">stalker</span> builds and you can reduce damage they take by from an attack, but that ends the effect.</p><p></p><p>Screening Branches (PP) Creates a wall that provides cover and temp hitpoints based on your con mod. Shamans do not get walls so it is unique that way.</p><p></p><p>Spirits of the Dancing Zephyr<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Summons a movable zone that allows you and allies to shift as an immediate reaction when attacked. Sometimes this will be very useful.</p><p></p><p><span style="color: #0000ff">Spirits Regeneration</span> (PP) Give 1 or 2 party members regeneration while bloodied, with more regeneration while they are next to your SC.</p><p></p><p><span style="color: #800080"><strong>Spiritual Congress</strong></span> (D387) Use speak with spirits each round one encounter.</p><p></p><p></p><p><span style="color: #993300"><u>Encounter</u></span></p><p></p><p></p><p><span style="color: #0000ff">Fate Weaver's Shield</span> Untyped +5 bonus to one players defenses. This is good to use on whoever is right before you in initiative and ok on others.</p><p></p><p><strong>Guiding Winds</strong> (DS) SC disappears and you slide allies next to it your int mod. Only for stalkers and animists who need more ally movement powers. <strong><span style="color: #00ccff">Really good</span></strong> if you have <strong>agile opportunist</strong> allies and a decent int.</p><p></p><p>One Spirit One Body (D383) You teleport and switch places with your SC. Not bad, but the other encounter powers are better this level.</p><p></p><p><span style="color: #0000ff">Spirit Binding</span> The bonuses from a buff to your allies from your SC get extended by a round. Every build can use this to good effect with the right power selection, but only a handful of powers work with it since a lot of powers boost the next action, are enemy debuffs, don't require being next to the spirit or something similar. About 15 powers work with it, but only a handful are of those are worth looking at: Call to the savage elder, spirit of slavering bloodlust, Call to the blood dancer, Call to the Indominatble defender, call to the great hunter, spirit of elder wisdom and call to the clensing fire all work and will be in your arsenal at level 16 or higher.</p><p></p><p><u><span style="color: #993300"><u>Skill Powers</u></span></u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u>Daily </p><p></p><p>Miraculous Healing (heal) Ally gets surge free healing</p><p></p><p>Encounter</p><p></p><p>Elemental Countermeasures (Arcana) Reduce elemental damage</p><p></p><p>Insightful Riposte (insight) Add 3 to a missed attack roll</p><p></p><p>[/sblock]</p><p></p><p><strong>Level 17 Encounter</strong></p><p>[sblock]</p><p>World Speaker's do not get a dedicated power this level.</p><p></p><p><span style="color: #008000">Recommended powers:</span><span style="color: #993300"></span></p><p><span style="color: #993300"></span><span style="color: #008000">Panther:</span></p><p>Shackels of the Mountain </p><p><span style="color: #008000">Bear:</span> Flesh Ripper's Claws</p><p><span style="color: #008000">Eagle:</span> Boar's Toss</p><p><span style="color: #008000">Worldspeaker:</span></p><p></p><p><span style="color: #008000"><strong>Animist:</strong></span></p><p><span style="color: #008000">Any:</span> Boar's Toss, Flesh Ripper's Claws , Spirit Bond of Vengence, or Winter's End</p><p></p><p><u><span style="color: #993300"><u>Personal</u></span></u></p><p>Shackels of the Mountain <span style="color: #008000">P</span> vs reflex against 1 or 2 creatures. Target uses lower of AC or Reflex as its ac. Stalker targets use lowest of reflex, ac and fort as ac. If you allies mainly target AC this is a potentially big debuff for stalker builds most of the time.</p><p></p><p><span style="color: #800080">Spirit of Spirng's Renewal</span></p><p><span style="color: #008000">B</span> vs will and allies get to spend a surge, with protector builds adding 2 times con mod. Only healing power of level.</p><p></p><p>Thorn Ally</p><p>(PP) Vs reflex for damage and SC restrains enemies for a round.</p><p></p><p></p><p><span style="color: #993300"><u>Spirit</u></span></p><p><span style="color: #00ccff">Boar's Toss</span> (PP) <span style="color: #008000">E</span> If you hit vs fortitude you: do a little damage, slide the target and your SC, and everyone else within 10 gets to make a ranged basic attack against the target. If you are a non watcher build and have at least two allies with RBAs this is normally your best choice. Watcher allies get to add the watchers dex bonus to attack roll. </p><p></p><p><span style="color: #800080">Call to the Lashing Behemoth </span>Decent damage vs fort and you knock target prone. Allies also get to knock targets prone. Your party probably has better ways to prone by this point and Flesh Ripper's Claws also prones and that is normally a better power.</p><p></p><p><strong>Cloud Burst</strong> (DS) <span style="color: #008000"><strong>A</strong></span> Close burst and you do lightning damage and immobilize. Your SC disapperas and animist can make himself and allies do only lightning damage as well for next turn. For some parties and enemies that might be useful, but only in specialized groups. And winters end will normally target more enemies with a more unique effect</p><p></p><p><span style="color: #0000ff">Flesh Ripper's Claws</span> (PP) <span style="color: #008000">B</span> vs reflex and an ally gets to make a melee basic attack against your target that knocks it prone, with <strong><span style="color: #00ccff">protector builds</span></strong></p><p><strong></strong>another ally gets to melee basic attack the next round if it stands up.</p><p></p><p><span style="color: #800080">Hunt and Return</span> (PP) P Potentially highest direct damage attack of level. vs reflex and get to move your SC 4 afterwards. Stalkers get +2 bonus to hit if target is isolated. If you care about damage I would do boar's toss, flesh ripper's claws, or spirit bond of vengence first.</p><p></p><p><span style="color: #0000ff">Spirit Bond of Vengeance</span><span style="color: #800080"></span></p><p><span style="color: #800080"></span>damage vs reflex and if allies hit other targets next to SC, your target takes 1d6 damage. There is no direct limit number of times this happens so if you move your SC into a crowd of enemies your AOE party members can take advantage. Darkblue assumes you have a way to exploit it like Great Elder path and a multiple AOE allies.</p><p></p><p><span style="color: #ff0000">Spirit Lance </span>(PP) This is a ranged attack vs will from your spirt that does high damage. Only force damage for shamans in PHB2 or PP. Long range, but nothing else.</p><p></p><p><span style="color: #0000ff"><strong>Winter's End</strong></span> (D387) close burst 2 fire damage vs reflex so usually most targets for any power this level. Creates a temporary zone where allies can make saves vs slowed, immobilized or ongoing cold damage at the beginning of their turns so that is fairly decent.</p><p></p><p></p><p>[/sblock]</p><p></p><p><strong>level 19 daily</strong></p><p>[sblock]</p><p>Sirroco Spirit is normally your best choice and is the best AOE power. Spirit of the shield breaker is a good choice if you have striker allies that target AC. Tree fathers ward is a good 2 enemy debuff with some surge free healing. Nothing this level for enabling and not many choices with control either. </p><p></p><p><u><span style="color: #993300"><u>Personal</u></span></u></p><p></p><p>Ancestors Drum (PP) Interesting close burst power 1 vs will that you can sustain up to 2 times as a standard action, with it getting 1 bigger each time. It does thunder damage and lets an ally spend a surge each time. This should usually damage more than tree father's ward, but that power might provide better healing and has a good debuff.</p><p></p><p><span style="color: #800080">Great Bear Guardian</span> Ranged power Vs fortitude for low damage and a push. Creates a bear conjuration that can flank and make OAs for damage. Only worth taking if you need help flanking/defending.</p><p></p><p>Horns of the Undefeated Kahn Long range power vs reflex. Party members get a EONT untyped bonus to attack and damage against the target, get to shift 3, and get a save.</p><p></p><p>Spirit of the</p><p><span style="color: #ff0000">Hunter's Soul</span></p><p>(PP) Good damage vs reflex and when next to SC 1 ally gets a +5 power bonus (+int mod) to damage rolls against the target. Only for stalkers/animists<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>with multiattack strikers since by level 19 you could be talking about a +11 power bonus to damage for each attack. Spirit of the shield breaker or Sirroco Spirit are normally better unless you have allies not-targetting AC or who don't miss very often and you are up against a tough solo.</p><p></p><p><span style="color: #0000ff">Spirit of the Shield Breaker</span> Ranged vs will and causes target to take a -4 penalty to AC (save ends), with an afteraffect of a -2 penalty to AC (save ends). Creates a conjuration that gives allies a +5 power bonus to damage. Dark blue assumes not super accurate strikers targetting AC.</p><p></p><p>Tendrils of the Fate Weaver Vs will damage and a save ends (slows/can't get CA) on a hit with a -5 penalty to save against it. The effect is ok and enemy is immobilized EONT if it ever hits 1 ally you pick.</p><p></p><p><span style="color: #0000ff">Tree Father's Ward</span> (PP) Big blast vs fort that targets 2 enemies and gives them -4 to attack (save ends). Bloodied allies in blast get to heal as if they spent a surge.</p><p></p><p></p><p><span style="color: #993300"><u>Spirit</u></span></p><p></p><p></p><p><span style="color: #800080">Guardian of Howling Wrath</span></p><p>(D372) VS will for high necrotic damage. You get power bonus to attack roles for a round when enemies die near your SC.</p><p></p><p><span style="color: #0000ff"><strong>Sirroco Spirit</strong></span></p><p><span style="color: #0000ff"></span>(DS) close burst 2 vs fort that targets everyone. Damages plus blinded and vulnerable 5 to all (save ends both). SC disappears. Normally best power this level.</p><p></p><p><strong>Spirit of Endings Begun</strong> (D387) Party friendly close burst 2 vs fort so most targets for any power this level, except for ancestor's Drum and sirroco spirit. Targets take ongoing 5 and a -2 penalty to defenses (save ends). The zone is a bit iffy since it is not party friendly. Does 5 damage and lets you push target away from SC until your SC is gone. So the zone often won't last all encounter and animist should't take.</p><p><span style="color: #993300"></span></p><p><span style="color: #993300"></span><span style="color: #ff0000">Wind of Death and Mercy</span><span style="color: #993300"> (PP) vs will for cold damage. Next 3 allies next to SC get to heal extra when they heal. Tree Father's Ward is normally more and faster surge free healing, has a decent debuff, and targets 2 enemies.</span></p><p><span style="color: #993300"></span></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709472, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u][u]Paragon Evocations[/u][/u][/b][/size][/CENTER] [b]Level 13 Encounter[/b] [sblock] Watchers and Animists do not get a dedicated power this level. [COLOR=#993300] [/COLOR][COLOR=#008000]Recommended powers:[/COLOR][COLOR=#993300] [/COLOR][COLOR=#008000]Panther:[/COLOR] Call to the Laughing Fortune or Spirit of the Killing Shot [COLOR=#008000]Bear:[/COLOR] Call to the Indominitable Defender or Drawing all eyes [COLOR=#008000]Eagle:[/COLOR] [COLOR=#008000]Worldspeaker:[/COLOR] Storm of War [COLOR=#008000][b]Animist:[/b][/COLOR] [COLOR=#008000]Any:[/COLOR] Spirit of Cleansing Light, Spirit of the Killing Shot or Call to the Laughing Fortune [u]Personal[/u] [u][COLOR=#993300][u] [/u][/COLOR][/u][COLOR=#ff0000]Harvest Reaping [/COLOR](D387) vs fort and damages/knocks prone. Healing spirit also gives a +2 bonus to ally's melee damage rolls for a turn. Conditional for a very small bonus. [COLOR=#800080]Howling Gust[/COLOR]: vs Ref Some damage and you get to slide the target and teleport an ally. You have better movement powers like seething zephyr, which is multitarget. [COLOR=#800080]Hungry Spirit[/COLOR] (PP) vs will . If attack reduces enemy to 0, ally next to SC gets some good surge free healing keyed to your wisdom mod. Its too conditional for me. [COLOR=#0000ff]Spirit of Cleansing Light[/COLOR]: vs will 2 attacks for radiant damage. SC grants save with +2 bonus. If you are short on saves this is a good choice and one of the few multitarget powers this level. [COLOR=#993300][u]Spirit[/u][/COLOR] Call to the Indominitable Defender: [COLOR=#008000]B[/COLOR] vs fort. Some damage and your SC grants you and your allies damage resistance 5. Protectors DR is keyed off con. [COLOR=#0000ff] Call to the Laughing Fortune[/COLOR]: [COLOR=#008000]P[/COLOR] vs ref. Some damage and you can use 1 immediate interrupt when an ally misses with an attack while next to your SC to reroll the attack. Stalker builds add int mod to reroll. Drawing all eyes: [COLOR=#008000]B[/COLOR] (PP) Vs ref for high damage and target is marked. Protector builds mark is keyed off of con. Remeber that SC can only be targetted by ranged/melee so they can not attack it with a burst/blast power and also target your allies. [b]Seething Zephyr[/b] (DS) close burst vs ref that damages and slides enemies. If you hit one enemy next to spirit one ally can fly 6. Your SC disappears [COLOR=#0000ff]Spirit of the Killing Shot[/COLOR] [COLOR=#008000]P[/COLOR] (PP) Ally makes basic attack for max damage. [COLOR=#0000ff]Stalker[/COLOR] builds add int for attack. [COLOR=#800080]Spirits of the Forsaken Vale[/COLOR] (PP) Vs for Decent damage and allies who make a close or area attack that incluides your SC get CA against the targets. Party dependent and storm of war also grants CA. Storm of War: [COLOR=#008000]W[/COLOR] (PP) vs ref for average damage and enemies next to SC grant CA. Worldspeakers give allies bonus to damage equal to con mod. [/sblock] [b]Level 15 Daily[/b] [sblock] Not that great of a level for daily choices. If allies have agile opportunist, then Searing Wind of the South or Tree Father's Bounty. Guardian of the Primal Copse is a nice defense debuff for an elite or solo. Volcanic Circle and gray roarer's rampage would be next choices after those. [u][COLOR=#993300][u]Personal[/u][/COLOR][/u] [u][COLOR=#993300][u] [/u][/COLOR][/u][COLOR=#0000ff]Guardian of the Primal Copse[/COLOR] vs fort Effect makes target use its lowest defense for attacks (save ends) For some higher level enemies this is a huge difference. Its not uncommon for it to mean a boost of 4-6 at level 15 for some attacks, even more if allies are targetting AC. [COLOR=#0000ff] Searing Wind of the South[/COLOR] vs fort big fire blast. Slide your allies around or next to the blast. [COLOR=#800080]Spirit Ocean[/COLOR] (PP) vs reflex. Allies do extra damage for next three hits. Lots of straight up damage. Spirit of the Wolf Pack big blast vs will that causes targets to grant CA and take extra damage if flanked (Save ends). Searing wind of the south is same size, but better effect most of the time. Storm Guardian Spirit vs ref for for good thunder damage and for rest of encounter 1 ally does 5 thunder damage when hit and pushes enemy 1 square. Helps protect a squish. Tree Father's Bounty.(PP) area burst vs reflex . Creates static zone that is difficult terrain for enemies and grants cover for allies. Allies in zone can be slid as free action so with [COLOR=#0000ff][b]agile opportunist[/b] [/COLOR]this is very good. [COLOR=#993300][u]Spirit [/u][/COLOR] [COLOR=#0000ff] [/COLOR]Gray Roarer's Rampage (D383) Vs will for psychic damage. You move your SC through up to 4 enemy's spaces and attack each of them. Slide and daze (save ends) when you hit, make them grant CA when you miss. I don't think you will normally get that many, but in the right party it could work ok.[COLOR=#0000ff] [/COLOR][COLOR=#800080]Reparative Spirit [/COLOR](PP) vs ref against single target. Rest of encounter your SC grants lots of temp hp. [COLOR=#800080]Spirit Pin[/COLOR] (PP) vs will and damages and immobilizes (save ends) then restrains (save ends). Only worth considering in heavily ranged party since you are guaranteed at least one round of immobilization. I like the effects of other single target powers more this level [b]Volcanic Circle[/b] (DS) Close burst vs reflex that targets enemies with [b]fire[/b] damage. Enemies hit grant CA and take ongoing 10 (save ends). Spirit disappears and creates zone that deals 10 damage to anyone in zone. [/sblock] [b]Level 16[/b] [sblock] Faces of the fallen is my favorite power this level and one of the few good Dragon Mag powers for shamans, but spirit's regeneration is good as well. Fate weavers shield is a good encounter defense power and Spirit Binding makes your SC buffs last an extra round. Guiding winds is an excellent choice with agile opportunist allies and a decent int. [u][COLOR=#993300][u] [b]Daily [/b][/u][/COLOR][/u][COLOR=#800080][b]Forge The Chains of Life [/b][/COLOR]Revive a party memeber who fails a death save. Healing howl will normally be more useful, heals more characters, and is less situational. [COLOR=#800080] [/COLOR][COLOR=#0000ff]Faces of the Fallen [/COLOR](D372) SC automatically weakens enemies who start turn next to it for the entire encounter, which makes it harder for them to hurt your SC or your party. If you have a way to generate multiple SCs this is even better.[COLOR=#0000ff] [/COLOR] [COLOR=#800080]Guiding Snarl [/COLOR](PP) Player gets to reroll an attack with your int mod as a power bonus. Black for int builds, but a bit costly for a daily considering the competition. Healing Howl (PP) Close burst surge free healing centered on your SC. Presence of the Ancestor Spirit (PP) Good bonus damage for a party memeber with [COLOR=#0000ff]stalker[/COLOR] builds and you can reduce damage they take by from an attack, but that ends the effect. Screening Branches (PP) Creates a wall that provides cover and temp hitpoints based on your con mod. Shamans do not get walls so it is unique that way. Spirits of the Dancing Zephyr[COLOR=#0000ff] [/COLOR]Summons a movable zone that allows you and allies to shift as an immediate reaction when attacked. Sometimes this will be very useful. [COLOR=#0000ff]Spirits Regeneration[/COLOR] (PP) Give 1 or 2 party members regeneration while bloodied, with more regeneration while they are next to your SC. [COLOR=#800080][b]Spiritual Congress[/b][/COLOR] (D387) Use speak with spirits each round one encounter. [COLOR=#993300][u]Encounter[/u][/COLOR] [COLOR=#0000ff]Fate Weaver's Shield[/COLOR] Untyped +5 bonus to one players defenses. This is good to use on whoever is right before you in initiative and ok on others. [b]Guiding Winds[/b] (DS) SC disappears and you slide allies next to it your int mod. Only for stalkers and animists who need more ally movement powers. [b][COLOR=#00ccff]Really good[/COLOR][/b] if you have [b]agile opportunist[/b] allies and a decent int. One Spirit One Body (D383) You teleport and switch places with your SC. Not bad, but the other encounter powers are better this level. [COLOR=#0000ff]Spirit Binding[/COLOR] The bonuses from a buff to your allies from your SC get extended by a round. Every build can use this to good effect with the right power selection, but only a handful of powers work with it since a lot of powers boost the next action, are enemy debuffs, don't require being next to the spirit or something similar. About 15 powers work with it, but only a handful are of those are worth looking at: Call to the savage elder, spirit of slavering bloodlust, Call to the blood dancer, Call to the Indominatble defender, call to the great hunter, spirit of elder wisdom and call to the clensing fire all work and will be in your arsenal at level 16 or higher. [u][COLOR=#993300][u]Skill Powers [/u][/COLOR][/u]Daily Miraculous Healing (heal) Ally gets surge free healing Encounter Elemental Countermeasures (Arcana) Reduce elemental damage Insightful Riposte (insight) Add 3 to a missed attack roll [/sblock] [b]Level 17 Encounter[/b] [sblock] World Speaker's do not get a dedicated power this level. [COLOR=#008000]Recommended powers:[/COLOR][COLOR=#993300] [/COLOR][COLOR=#008000]Panther:[/COLOR] Shackels of the Mountain [COLOR=#008000]Bear:[/COLOR] Flesh Ripper's Claws [COLOR=#008000]Eagle:[/COLOR] Boar's Toss [COLOR=#008000]Worldspeaker:[/COLOR] [COLOR=#008000][b]Animist:[/b][/COLOR] [COLOR=#008000]Any:[/COLOR] Boar's Toss, Flesh Ripper's Claws , Spirit Bond of Vengence, or Winter's End [u][COLOR=#993300][u]Personal[/u][/COLOR][/u] Shackels of the Mountain [COLOR=#008000]P[/COLOR] vs reflex against 1 or 2 creatures. Target uses lower of AC or Reflex as its ac. Stalker targets use lowest of reflex, ac and fort as ac. If you allies mainly target AC this is a potentially big debuff for stalker builds most of the time. [COLOR=#800080]Spirit of Spirng's Renewal[/COLOR] [COLOR=#008000]B[/COLOR] vs will and allies get to spend a surge, with protector builds adding 2 times con mod. Only healing power of level. Thorn Ally (PP) Vs reflex for damage and SC restrains enemies for a round. [COLOR=#993300][u]Spirit[/u][/COLOR] [COLOR=#00ccff]Boar's Toss[/COLOR] (PP) [COLOR=#008000]E[/COLOR] If you hit vs fortitude you: do a little damage, slide the target and your SC, and everyone else within 10 gets to make a ranged basic attack against the target. If you are a non watcher build and have at least two allies with RBAs this is normally your best choice. Watcher allies get to add the watchers dex bonus to attack roll. [COLOR=#800080]Call to the Lashing Behemoth [/COLOR]Decent damage vs fort and you knock target prone. Allies also get to knock targets prone. Your party probably has better ways to prone by this point and Flesh Ripper's Claws also prones and that is normally a better power. [b]Cloud Burst[/b] (DS) [COLOR=#008000][b]A[/b][/COLOR] Close burst and you do lightning damage and immobilize. Your SC disapperas and animist can make himself and allies do only lightning damage as well for next turn. For some parties and enemies that might be useful, but only in specialized groups. And winters end will normally target more enemies with a more unique effect [COLOR=#0000ff]Flesh Ripper's Claws[/COLOR] (PP) [COLOR=#008000]B[/COLOR] vs reflex and an ally gets to make a melee basic attack against your target that knocks it prone, with [b][COLOR=#00ccff]protector builds[/COLOR] [/b]another ally gets to melee basic attack the next round if it stands up. [COLOR=#800080]Hunt and Return[/COLOR] (PP) P Potentially highest direct damage attack of level. vs reflex and get to move your SC 4 afterwards. Stalkers get +2 bonus to hit if target is isolated. If you care about damage I would do boar's toss, flesh ripper's claws, or spirit bond of vengence first. [COLOR=#0000ff]Spirit Bond of Vengeance[/COLOR][COLOR=#800080] [/COLOR]damage vs reflex and if allies hit other targets next to SC, your target takes 1d6 damage. There is no direct limit number of times this happens so if you move your SC into a crowd of enemies your AOE party members can take advantage. Darkblue assumes you have a way to exploit it like Great Elder path and a multiple AOE allies. [COLOR=#ff0000]Spirit Lance [/COLOR](PP) This is a ranged attack vs will from your spirt that does high damage. Only force damage for shamans in PHB2 or PP. Long range, but nothing else. [COLOR=#0000ff][b]Winter's End[/b][/COLOR] (D387) close burst 2 fire damage vs reflex so usually most targets for any power this level. Creates a temporary zone where allies can make saves vs slowed, immobilized or ongoing cold damage at the beginning of their turns so that is fairly decent. [/sblock] [b]level 19 daily[/b] [sblock] Sirroco Spirit is normally your best choice and is the best AOE power. Spirit of the shield breaker is a good choice if you have striker allies that target AC. Tree fathers ward is a good 2 enemy debuff with some surge free healing. Nothing this level for enabling and not many choices with control either. [u][COLOR=#993300][u]Personal[/u][/COLOR][/u] Ancestors Drum (PP) Interesting close burst power 1 vs will that you can sustain up to 2 times as a standard action, with it getting 1 bigger each time. It does thunder damage and lets an ally spend a surge each time. This should usually damage more than tree father's ward, but that power might provide better healing and has a good debuff. [COLOR=#800080]Great Bear Guardian[/COLOR] Ranged power Vs fortitude for low damage and a push. Creates a bear conjuration that can flank and make OAs for damage. Only worth taking if you need help flanking/defending. Horns of the Undefeated Kahn Long range power vs reflex. Party members get a EONT untyped bonus to attack and damage against the target, get to shift 3, and get a save. Spirit of the [COLOR=#ff0000]Hunter's Soul[/COLOR] (PP) Good damage vs reflex and when next to SC 1 ally gets a +5 power bonus (+int mod) to damage rolls against the target. Only for stalkers/animists[COLOR=#0000ff] [/COLOR]with multiattack strikers since by level 19 you could be talking about a +11 power bonus to damage for each attack. Spirit of the shield breaker or Sirroco Spirit are normally better unless you have allies not-targetting AC or who don't miss very often and you are up against a tough solo. [COLOR=#0000ff]Spirit of the Shield Breaker[/COLOR] Ranged vs will and causes target to take a -4 penalty to AC (save ends), with an afteraffect of a -2 penalty to AC (save ends). Creates a conjuration that gives allies a +5 power bonus to damage. Dark blue assumes not super accurate strikers targetting AC. Tendrils of the Fate Weaver Vs will damage and a save ends (slows/can't get CA) on a hit with a -5 penalty to save against it. The effect is ok and enemy is immobilized EONT if it ever hits 1 ally you pick. [COLOR=#0000ff]Tree Father's Ward[/COLOR] (PP) Big blast vs fort that targets 2 enemies and gives them -4 to attack (save ends). Bloodied allies in blast get to heal as if they spent a surge. [COLOR=#993300][u]Spirit[/u][/COLOR] [COLOR=#800080]Guardian of Howling Wrath[/COLOR] (D372) VS will for high necrotic damage. You get power bonus to attack roles for a round when enemies die near your SC. [COLOR=#0000ff][b]Sirroco Spirit[/b] [/COLOR](DS) close burst 2 vs fort that targets everyone. Damages plus blinded and vulnerable 5 to all (save ends both). SC disappears. Normally best power this level. [b]Spirit of Endings Begun[/b] (D387) Party friendly close burst 2 vs fort so most targets for any power this level, except for ancestor's Drum and sirroco spirit. Targets take ongoing 5 and a -2 penalty to defenses (save ends). The zone is a bit iffy since it is not party friendly. Does 5 damage and lets you push target away from SC until your SC is gone. So the zone often won't last all encounter and animist should't take. [COLOR=#993300] [/COLOR][COLOR=#ff0000]Wind of Death and Mercy[/COLOR][COLOR=#993300] (PP) vs will for cold damage. Next 3 allies next to SC get to heal extra when they heal. Tree Father's Ward is normally more and faster surge free healing, has a decent debuff, and targets 2 enemies. [/COLOR] [/sblock] [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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