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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709475" 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>Heroic Feats</u></strong></span></p><p></p><p>I learned the hard way from my cleric handbook to not try to include every possible feat. I will just note the ones I think most shaman player's will want to consider so do not expect to see many red or purple entries here. I am going to include most racial, shaman/primal, and general feats from PHB, PHB2, and PP. Several feats are only worth taking depending on how your DM treats your spirit: some DMs don't provoke attacks from it or ignore it, while others are the opposite and respect the attacks and try to destroy it. Feats like durable and resilient spirit become a lot more useful if your DM likes to attack your spirit and if you are using the post Monster Manual 3 high damage monsters.</p><p></p><p><strong>Some Suggested Feats </strong></p><p></p><p>You can't take all these in heroic, so put some off until paragon.</p><p></p><p><strong>All Shamans:</strong> Multiclass Feat (often for a better implement), Superior Will, Improved Defenses, Sudden Call (retrained in paragon for nimble spirit), Expertise (versatile, totem or what you got from multiclassing), Superior Implement Proficiency, Mark of Healing, Resilient Spirit, Strengthening Spirit, Last Legion Officer, Racial Feat (where applicable), Tome Expertise (even if you don't know how to use a Tome this is a must have feat)</p><p><strong>Panthers</strong> Stalker Spirit Adept, Battlewise, Durable</p><p><strong>Bears</strong> Chain Proficiency, Protector Spirit Adept, Battlewise, Mark of Warding (instead of Healing)</p><p><strong>WorldSpeakers</strong> Chain Proficiency, Worldserpent's Grasp, Intollerable Command, World Speaker Adept, Battlewise, (worldspeakers have a lot of feats to take)</p><p><strong>Eagles </strong>Durable, Improved Initiative</p><p><strong>Animists</strong> Spirit of Vigor, Spirit Step, Battlewise, Durable</p><p></p><p><strong>Shaman Class/Primal</strong></p><p>[sblock]</p><p></p><p><strong><span style="color: #800080">Aggressive Spirit</span></strong> (D387) Teleport your spirit as a free action when you reduce an enemy to 0 with a spirit power. Maybe in heroic this is ok, but nimble spirit lets you do this basically as an at will free action. So retrain this out at paragon.</p><p><span style="color: #800080"><strong></strong></span></p><p><span style="color: #800080"><strong></strong></span><strong><span style="color: #ff0000">Bloodthirsty Spirit </span></strong>(D387) <strong><span style="color: #008000">E</span></strong> Watcher allies get a +2 bonus to damage with spirit's prey.</p><p></p><p><span style="color: #0000ff"><strong>Intolerable Command</strong></span></p><p><span style="color: #0000ff"></span>(D387) <span style="color: #008000">W </span>Worldspeaker's command slows and deafens. Slows in particular is nice when combined with <span style="color: #00ccff"><strong>Worldserpents Grasp</strong></span>.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Invigorating Spirit</strong> (PP) Allies nex to SC can shift when you use healing spirit power. <span style="color: #0000ff"><strong>Last Legion Officer</strong></span> is very similar, but a little better.</p><p></p><p><strong>Mobile Spirit</strong> (D387) +4 to your SC move speed. If you like moving your spirit a lot this is ok, but I rarely needed this.</p><p></p><p><span style="color: #800080">Precise </span><span style="color: #800080">Fangs</span> (PP) <span style="color: #008000">P</span> Stalkers get +2 to hit with spirit fangs. This is pretty DM dependent and if your DM does not like to provoke OA from your spirit, do not take it.</p><p></p><p><span style="color: #800080">Protector's</span></p><p><span style="color: #800080">Shield</span><span style="color: #800080"></span></p><p><span style="color: #800080"></span>(PP) <span style="color: #008000">B</span> Protectors do extra damage with spirit's shield. This is pretty DM dependent and if your DM does not like to provoke OA from your spirit, do not take it.</p><p></p><p><span style="color: #0000ff">Protector Spirit Adept</span> (PHB2) <span style="color: #008000">B </span>Allies get untyped bonus to NADs</p><p></p><p>Rejuvinating Spirit (PP) Target of healing spirit gets saving throw. <span style="color: #0000ff"><strong>Better</strong></span></p><p><span style="color: #0000ff"></span>if no mark of healing available.</p><p></p><p><span style="color: #0000ff">Resilient Spirit</span> (PP) +2 to your spirit's defenses. If you do not spend any feats on boosting your own AC or defenses you definitely want this. Only reason this is not <span style="color: #33cccc">s<strong>kyblue</strong></span> is that some DMs never bother to attack SCs.</p><p></p><p><span style="color: #800080">Shared Healing Spirit </span>(PHB2) If you find you are having trouble positioning your SC next to allies this is an ok choice. I like the spirit feats from primal power more.</p><p><span style="color: #33cccc"><strong></strong></span></p><p><span style="color: #33cccc"><strong>Spirit of Vigor</strong></span></p><p><span style="color: #33cccc"></span>(PP) <span style="color: #008000"><strong>A</strong></span> This is probably the first feat an animist should take, but they can retrain it out in late paragon if it no longer that useful. If you are not going for the sudden call feats this is still a good alternative since it hands out temp hitpoints to an ally keyed to int when you use call spirit companion as a minor action. Technically you can take both in case you ever want to summon your spirit when lacking minor actions midturn.</p><p></p><p><span style="color: #800080">Spirit Speaker</span> (PHB2) Give ally skill bonus from speak with spirits</p><p></p><p><span style="color: #0000ff"><strong>Spirit Step</strong></span> (DS) <span style="color: #0000ff"><strong>A</strong></span> An ally can shift when you make your spirit disappear with an attack power.</p><p></p><p>Spirit Tribe (PP) Allies get bonus to same skill when you use speak with spirits.</p><p></p><p><strong>Spirit's Bulwark</strong></p><p>(D387) <span style="color: #008000"><strong>B </strong></span>After spirit dismissed by enemy, your adjacent allies get +2 bonus to defense. If your DM attacks your SC often this is worth considering, but othewise pass. Same for the next three feats.</p><p></p><p><span style="color: #800080"><strong>Spirit's Guidance</strong></span> (D387) <strong><span style="color: #008000">E</span></strong> Enemy who dismissed spirit grants CA to one ally.</p><p></p><p><strong>Spirit's </strong><strong>Rebuke</strong> (D387) <strong><span style="color: #008000">W</span></strong> Slows enemy who dismissed spirit.</p><p></p><p><span style="color: #ff0000"><strong>Spirit's Revenge</strong></span> (D387) <span style="color: #008000"><strong>P</strong></span> the least useful of the 4 "spirit's" feats from dragon 387. Only a +2 to damage for one ally.</p><p></p><p><span style="color: #0000ff">Stalker Spirit Adept</span> (PHB2) <span style="color: #008000">P </span>Ally can shift for free. Worth taking, espeically if you do not have many movement powers.</p><p></p><p><span style="color: #0000ff">Strengthening Spirit</span> (PP) When you use healing spirit give out temp HP equal to wis mod.</p><p></p><p><span style="color: #00ccff">Sudden Call</span> (PP) Summon Spirit as free action (errata makes this once/encounter so retrain for nimble call in paragon). This lets you dismiss and recall spirit all as 1 minor action since the previous errata came out and helps if you are dazed or otherwise short of a minor action. Very useful when you are dazed or need to use your minor action for something else. Even animist should consider this since if you dismiss your spirit while dazed or out of minor actions it won't be back until your next turn.</p><p></p><p>Vigorous Spirit (PP) Heal extra equal to your wis mod with healing spirit. My reading of this feat only has it effect the person who spends a surge. Still a decent amount of healing.</p><p></p><p><span style="color: #800080">Watcher Spirit Adept</span> (PP) <span style="color: #008000">E </span>Allies get +2 bonus to perception and insight.</p><p><span style="color: #008000"></span></p><p><span style="color: #008000"></span><span style="color: #0000ff">World Speaker Spirit Adept</span><span style="color: #008000"> (PP) W </span>SC lets you <span style="color: #008000">and allies ignore difficult terrain.</span></p><p>[/sblock]</p><p></p><p><strong>General</strong></p><p>[sblock]</p><p>Alertness (PHB) This is a decent choice and works well with your perception skill.</p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Battlewise</strong></span> (PLES) Eventually you will want this unless you are a watcher, but you can put it off for awhile.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080">Coordinated Explosion</span> (PHB2) You will probably have several dailies that make use of this, but your at wills and encoutner powers generally won't.</p><p></p><p>Disciple of Light (PLES1) Give your allies scaling temp hit points when you spend a surge while bloodied. A decent boost for most builds.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Disciple of Stone</strong> (PLES1) Give yourself temp hitpoints when you spend a surge.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Distant Advantage (PHB2) Tome expertise is better, but if your DM doesn't allow it this is good for stalker shamans who tend to have the most ranged powers.</p><p></p><p><span style="color: #0000ff">Durable</span> (PHB) Not bad, but your con is often high enough not to need this for many builds and this depends on how often your DM attacks your spirit companion and if you are using the updated damage monsters. <span style="color: #0000ff">Blue</span> for dex/int builds, <span style="color: #800080">purple</span> for world spirts and protectors</p><p></p><p><span style="color: #0000ff"><strong>Hafted Defense </strong></span>(PHB3) If you only use a longspear totem or staff pick this up, but otherwise pass.</p><p></p><p><strong>Impending victory </strong>(PHB3) +1 to hit with at wills against bloodied targets.</p><p></p><p><strong>Implement Focus</strong> (PLES1) Unless you are playing a lazy build, this is a decent choice, especially for <span style="color: #0000ff"><strong>panther</strong></span> builds.</p><p></p><p><span style="color: #00ccff">Improved defenses</span> (PLES1) I think you should just take this one feat and be done with it, but superior will is pretty good and also worth taking.</p><p></p><p></p><p><span style="color: #800080">Improved Initiative</span> (PHB) Never a bad feat, but probably no room for it. Watchers already have high enough int. Battlewise is better for everyone else.</p><p></p><p>Jack of all trades (PHB) Never a bad feat, and stalkers will have the int for it.</p><p></p><p></p><p><span style="color: #00ccff"><strong>Last Legion Officer</strong></span><span style="color: #800080"></span></p><p><span style="color: #800080"></span>(D396) Your surge spending powers let allies shift or give them an untyped bonus to AC/reflex. </p><p></p><p><span style="color: #0000ff"><strong>Resilient Focus</strong></span></p><p><span style="color: #0000ff"></span>(HOFL) If you can fit it in its a +2 feat bonus to saves. This outdates a lot of other feats.</p><p></p><p>Ritual Caster (PHB) If no one else in your party has this you can be the party ritualist. You have nature and can take arcana and religion. Some multiclassing options can also give you ritual caster.</p><p></p><p></p><p><span style="color: #0000ff">Skill Power</span> (PHB3) Level 6 is probably the worst level for shaman utilities if you want to take a skill power swap, but this feat lets you have another utilty power.</p><p></p><p><strong>Superior Fortitude/reflex </strong>(PLES1) I think you should just take improved defenses, but these are good feats. </p><p></p><p><span style="color: #0000ff"><strong>Superior Will</strong></span> Saving against very bad conditions that make you a worse leader at the beginning of the round makes this worth taking.</p><p></p><p>Toughness (PHB) Not bad, but you should have a decent con so this is more for int/dex shamans.<strong> </strong>If you are finding that your spirit companion is getting destroyed all the time this will give you a longer work day. If your DM avoids attacking your spirit its not a must have.</p><p></p><p><span style="color: #0000ff">Vicious Advantage</span></p><p>(PHB3) <span style="color: #00ccff"><strong>Tome expertise</strong></span> is normally better, but some DMs might not allow it if you don't know how to use a tome. If they don't, <span style="color: #0000ff">Worldspeakers</span> want this since the have powers that slow and immobilize. Depending on party make up this can be good for other shamans too.</p><p></p><p></p><p></p><p><span style="color: #0000ff"><strong>Worldserpent's Grasp </strong></span>(PHB3) <span style="color: #33cccc"><strong>Worldspeakers</strong></span> have several powers that slow and immobilize so you can follow up with this feat with an action point or next round. Or else you probably have someone else in the party that can slow/immobilize. This knocks them prone and can help make your spirit super sticky.</p><p></p><p>[/sblock]</p><p></p><p><strong>Damage types and powers (not really a feat section, but relevant)</strong></p><p>[sblock]</p><p>Here is a rundown on damage types for shaman powers to give you a hint on how the damage type feats play out. I am not including racial, item, paragon path, or epic destiny powers, just pure shaman ones. You should pick your feats in conjuction with your powers (and sometimes race and paragon path) and if you want to focus on one or two types of damage you can do that fairly easily. Fire for instance is a fairly common damage type and there is also a good fire centered paragon path called everflame guardian so if you want to focus on fire damage you can pretty easily set up your character around that with feats and powers that emphasize fire damage.</p><p></p><p><span style="color: #ff0000">Acid:</span> Total: 0 Heroic: 0 Paragon: 0 Epic: 0</p><p></p><p>Cold: Total: 7 At will: 1 Heroic: 5 Paragon: 1 Epic: 0</p><p></p><p>Fire: Total: 7 Heroic: 4 Paragon: 1 Epic: 2</p><p></p><p><span style="color: #ff0000">Force:</span> Total: 1 Heroic: 0 Paragon: 1 Epic: 0</p><p></p><p>Lightning: Total 8 Heroic: 5 Paragon: 0 Epic: 3</p><p></p><p><span style="color: #800080">Necrotic:</span> Total: 4 Heroic: 1 Paragon: 2 Epic: 1</p><p></p><p><span style="color: #ff0000">Poison</span>: Total: 1 Heroic: 1 Paragon:0 Epic: 0</p><p></p><p><span style="color: #00ccff">Psychic</span><span style="color: #0000ff">:</span> Total: 16 At Will: 2 Heroic: 7 Paragon: 3 Epic: 4</p><p></p><p><span style="color: #800080">Radiant:</span> Total: 3 Heroic: 1 Paragon: 1 Epic: 1</p><p></p><p>Thunder: Total 6 At will: 1 Heroic: 3 Paragon: 2 Epic: 0</p><p></p><p>(I have included damage types from PHB2 and PP and up to Dragon 384.)</p><p></p><p>Here is a guide(x) to optimizing damage types.</p><p></p><p>[/sblock]</p><p></p><p><strong> Races</strong></p><p>[sblock]</p><p>Several of these feats require that you are a shaman or in a primal class.</p><p></p><p><u><strong>Dragonborn</strong></u></p><p></p><p>Enlarged Dragon Breath (PHB) Decent, but you normally are not that close to the front lines.</p><p>.</p><p><u>Dwarf</u></p><p></p><p><span style="color: #0000ff">Dodge Giants</span> (PHB) I think the AC/ref bonus also applies to your spirit. Take resilient spirit and the other armor feats first. Not a bad feat, but probably not enough room for it until paragon.</p><p></p><p><strong>Quick Steps</strong> (D381) +1 to your speed. Hard to fit in, but good.</p><p></p><p><span style="color: #0000ff">Spirits of Stone</span> (PP) +2 untyped bonus to next primal attack after second wind.</p><p></p><p><span style="color: #800080">Stone Step Spirits</span> (PP) Ignore difficult terrain while in light armor. Most dwarf shamans will be in heavy armor.</p><p></p><p><span style="color: #800080"><strong>Stubborn Spirit</strong></span></p><p><span style="color: #800080"></span>(D387) Dismiss your spirit to prevent forced movement of ally.</p><p></p><p><u>Eladrin</u></p><p></p><p>Feral Fey Step (PP) When first bloodied can use fey step as an immediate reaction.</p><p></p><p><span style="color: #ff0000">Spirit Fey Step</span> (PP) Teleport your SC when you fey step. Your SC can already move 6 probably and does not provoke OA so this will not be that helpful. And sudden call/nimble spirit lets you move it anywhere when you resummon it. You can find situations where this is useful, but are better off taking one of those other feats.</p><p></p><p><u>Elf</u></p><p></p><p>Elven Precision<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(PHB) +2 to an important attack roll most encounters.</p><p></p><p><span style="color: #800080">Eyes of the Spirit </span>(PP) Allies Do not take -2 penalty for attacking concealed creatures.</p><p></p><p><strong>Other Worldly Accuracy</strong> (D387) Allies get +2 power bonus to attack successful target of your elven accuracy pwoer. This won't trigger all encounters, but if you use your elven accuracy against important targets it is nice.</p><p></p><p><u>Half-Elf</u></p><p></p><p><span style="color: #800080">Half-elf Spirit Speaker</span> (PP) When first bloodied you and allies get a +1 bonus to defenses.</p><p></p><p><span style="color: #0000ff"><strong>Adept Dilletante</strong></span></p><p><span style="color: #0000ff"></span>(D385) Lets you use wisdom for your Dilletante power, but locks in your MC choice. I can see taking this for something like a con shaman with thunderwave.</p><p></p><p><u>Human</u></p><p></p><p><span style="color: #0000ff">Action Surge</span> (PHB) Use this with an AoE daily power.</p><p></p><p><u><strong>Kobold</strong></u></p><p></p><p><span style="color: #0000ff"><strong>Dragon's Indominability</strong></span> (DHS) This plus superior will means you won't need to worry much about dazed or stunned.</p><p></p><p><u>Tiefling</u></p><p></p><p><span style="color: #00ccff">Hellfire Blood </span>(PHB) There is potential to make a good fire themed shaman.</p><p></p><p>Rites of Spirit's Blood (PP) Bonus to hit for bloodhunt and infernal wrath powers.</p><p></p><p><u>Deva</u></p><p></p><p><span style="color: #00ccff"><strong>Battle Intuition</strong></span> (D374) Unless playing an eagle build you want this boost to your initiative. <span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p><span style="color: #800080">Focus the Spirits' Lives</span> (PP) Use d10 for making memory of a thousand lifetimes with a spirit </p><p>power.</p><p><u></u></p><p><u>Githzerai</u></p><p></p><p>Alhahn’s Mindful Relocation (PHB3) Extra shifting length.</p><p></p><p>Dakshai’s Body-Mind Union (PHB3) Extra save<span style="color: #800080"></span></p><p><span style="color: #800080"></span></p><p>Shifting Spirit (D378) This lets you shift your spirit when you shift. You get to shift when you use your second wind so this has some potential if you have other shifting abilities.</p><p></p><p><u>Gnome</u></p><p></p><p>These are good for scry and die type builds. See build section for a hybrid example.</p><p></p><p><span style="color: #0000ff">Fading Spirit</span> (PP): Your SC is hidden while you are hidden.</p><p></p><p>Spirits of Stealth (PP) Feat bonus to damage against bloodied creatures when hidden.</p><p></p><p><u>Goliath </u></p><p></p><p>Markings of the Blessed (PHB2) Roll twice for first save.</p><p></p><p><span style="color: #800080">Markings of the elements </span>(PP) Choose elemental resistance when using racial power.</p><p></p><p><span style="color: #800080">Markings of the predator</span> (PP) Bonus to defenses when you bloody a creature.</p><p></p><p><span style="color: #0000ff">Markings of the Victor</span> (PHB2) Roll twice for first attack each encounter.</p><p></p><p><u>Half-Orc</u></p><p></p><p><span style="color: #800080">Primal resiliance</span> (PP) Extra temp hp equal to con from half-orc resiliance. <span style="color: #0000ff">Blue </span>for con shamans, but most half orcs will be watchers</p><p></p><p><span style="color: #0000ff">Thirst for Battle</span> (PHB2) Decent 2 for 1 feat for watchers.<strong></strong></p><p><strong></strong></p><p><strong><u>Shardmind</u></strong></p><p><strong></strong></p><p><strong>Linked Spirit</strong> (D387) Switch plaees with your SC when you use your racial power and you can use telepathy with creatures near your SC.</p><p></p><p><strong>Psychic Focus</strong> (PHB3) If you focus on psychic powers this is a decent damage boost.</p><p></p><p><span style="color: #0000ff"><strong>We Were Once One </strong></span>(D387) Allies make save when you spend a surge. Mark of healing is better, but if not available this is decent.</p><p></p><p><strong><u>Shifter, Longtooth</u></strong></p><p><strong></strong></p><p></p><p>Longtooth Shifter Spirit (PP) Your racial regen increases by 2.</p><p></p><p><u>Wilden</u></p><p></p><p><span style="color: #0000ff">Burden of Guardianship </span>(PHB3) Free temp hitpoints keyed to your wis mod each encounter is solid.</p><p></p><p><strong>Improved Aspect of Nature</strong> (PHB3) Take Burden of Guardianship first, but this is decent as well.<strong></strong></p><p><strong></strong></p><p></p><p>Revenant (D372)</p><p></p><p>Revanant have a bunch of feats, but its a bit too detailed to go into here as they depend on your past life.</p><p></p><p><u>Drow</u> (FRPH)</p><p></p><p>Spider's swiftness (PP) Feat bonus to speed.</p><p></p><p><u>Genasi </u>(FRPG)</p><p></p><p>Genasi have a lot of good racial feats that work well if you take multiple ones. Here are a few of the better ones.</p><p></p><p><span style="color: #00ccff"><strong>Extra Manisfestation</strong></span> (FRPG) Get an extra manisfestation</p><p></p><p><span style="color: #0000ff">Manifest Healing</span> (PP) When you manifest get temp HP.</p><p></p><p><u><strong>Hobgoblin</strong></u></p><p></p><p><span style="color: #00ccff"><strong>Hobgoblin Phalanx soldier</strong></span>. Heavy shield proficiency with no penalty and only takes a 13 strength. A must have if playing a hobgoblin.</p><p></p><p><u>Kalashtar</u> (EBPH)</p><p></p><p><strong>Dual Mind Strength</strong> (D385) If you focus on psychic damage this is decent.</p><p></p><p><strong>Quori Shield</strong> (EPG) Scaling Psychic Resistance</p><p></p><p><u>Warforged</u> (EBPH)</p><p></p><p><span style="color: #0000ff"><strong>Warforged Tactics</strong></span> (EPG) Untyped bonus to melee attacks when enemy is next to ally. This applies to spirit melee attacks as well.</p><p>[/sblock]</p><p></p><p><strong>Weapon/Implement/Armor</strong></p><p>[sblock]</p><p></p><p><span style="color: #ff9900"><strong>Expertise is gold</strong></span> unless going for a pure lazy build (which I don't recommend). And even then tome expertise is worth taking.</p><p></p><p>See my section on shamans and AC at the end of post #2.</p><p></p><p><span style="color: #0000ff">Armor Proficiency (hide) </span>(PHB) Stalkers, animists and watchers should consider it at some point, but it is no longer a good option for con shamans post errata on hide armor expertise. </p><p></p><p><strong>Hafted Defense</strong> (PHB3) If you only plan on using a staff or longspear for your totem this is a good choice, but I think you are usually better off with two implements or implement + singing stick of healing.</p><p></p><p><span style="color: #00ccff">Armor Proficiency (chain)</span> (PHB): Protector and world speaker shamans need this. <span style="color: #ff0000">Red</span> for stalkers, animists, or watchers.</p><p></p><p>Armor Proficiency (scale) (PHB): Protecting and World speaker shamans should consider taking this or another extra defense boosting feat. This has a lower skill penalty than chain and fully frees up your off hand.</p><p></p><p>Shield proficiency (light) (PHB) A decent choce for stalker/watcher builds with a 13 strength. Watchers will qualify for shield specialization at paragon. Protectors/world spirits should consider this after taking chain proficiency. There are also weapons like the cutting wheel and singing stick that provide a similar bonus, but you can not hold a second implement if you go that route and this boosts your reflex by one more. </p><p></p><p><span style="color: #800080">Shield Proficiency</span><span style="color: #800080"> (heavy)</span> (PHB) You probably won't have the strength for this until epic and you can't hold an implement in the same hand as a heavy shield.</p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Superior Implement Training</span> (PHB3) Accurate or farseeing are you best bets if you stick with totems.</p><p></p><p><span style="color: #00ccff"><strong>Totem Expertise</strong></span> (HOF) Totem Expertise is pretty decent. You ignore partial cover or concealment. Must have by mid paragon at latest. If you get a different implement like a staff go for that expertise. The more lazy your shaman is (animist and eagle usually), the later you can put this off.</p><p></p><p><strong><span style="color: #00ccff">Tome Expertise</span></strong> (AP) Worth taking even if you don't use a tome. Your SC causes enemies to grant CA.</p><p></p><p><span style="color: #00ccff">Versatile Expertise (totem & mace/spear) </span> Totem and then either mace or spear (totemic warclubs, totemic spears and alfsair spear). This is for those who want to use a weapliment. There are a handful of other expertise feats like this if you mc a class like swordmage or cleric or if you have a ki focus.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Weapon Proficiency </span>(PHB) Singing stick lets you have a +1 to AC, while wielding a mace of healing.</p><p></p><p>[/sblock]</p><p></p><p><strong>Dragonmarks</strong></p><p>[sblock]</p><p>They are all from EBPG.</p><p>Aberrant Mark of Contagion</p><p>Enemies take penalty to ongoing damage saves, probably worth it if you have multiple damage dealing save ends powers.</p><p></p><p><span style="color: #0000ff">Aberrant Mark of Madness</span></p><p>Enemy's will defense is lowered when you hit with a daily. If you have a lot of powers that target will this is useful.</p><p></p><p><span style="color: #0000ff">Aberrant Mark of Terror</span></p><p>Enemies take penalty to attacks if you hit them with a daily.</p><p></p><p>Mark of Detection </p><p>Roll twice for perception and get some rituals. Shamans already have a pretty high perception.</p><p></p><p><span style="color: #ffcc00">Mark of Healing </span></p><p>Allies get a save when you use a healing power, which makes this the best Dragonmark for almost all shamans. Dragonmarks are not allowed in all campaigns or LFR, but this feat lets you not need nearly as many save powers and Bear shamans in particular can get a lot out of this. Recently I noticed that every single leader I make takes this feat.</p><p></p><p>Mark of Hospitality </p><p>Allies heal max during rests</p><p></p><p><span style="color: #0000ff">Mark of Storm</span></p><p>Useful if you plan on taking thunder and lightning powers. Potentially very useful for con shamans.</p><p></p><p><span style="color: #00ccff">Mark of Warding</span></p><p>This increases the effectiveness of all of your defense granting powers. Bear shamans in particular will like this.</p><p></p><p>[/sblock]</p><p></p><p>Multiclassing and hybrid feats are in the multiclass post.</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709475, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Heroic Feats[/u][/b][/size][/CENTER] I learned the hard way from my cleric handbook to not try to include every possible feat. I will just note the ones I think most shaman player's will want to consider so do not expect to see many red or purple entries here. I am going to include most racial, shaman/primal, and general feats from PHB, PHB2, and PP. Several feats are only worth taking depending on how your DM treats your spirit: some DMs don't provoke attacks from it or ignore it, while others are the opposite and respect the attacks and try to destroy it. Feats like durable and resilient spirit become a lot more useful if your DM likes to attack your spirit and if you are using the post Monster Manual 3 high damage monsters. [b]Some Suggested Feats [/b] You can't take all these in heroic, so put some off until paragon. [b]All Shamans:[/b] Multiclass Feat (often for a better implement), Superior Will, Improved Defenses, Sudden Call (retrained in paragon for nimble spirit), Expertise (versatile, totem or what you got from multiclassing), Superior Implement Proficiency, Mark of Healing, Resilient Spirit, Strengthening Spirit, Last Legion Officer, Racial Feat (where applicable), Tome Expertise (even if you don't know how to use a Tome this is a must have feat) [b]Panthers[/b] Stalker Spirit Adept, Battlewise, Durable [b]Bears[/b] Chain Proficiency, Protector Spirit Adept, Battlewise, Mark of Warding (instead of Healing) [b]WorldSpeakers[/b] Chain Proficiency, Worldserpent's Grasp, Intollerable Command, World Speaker Adept, Battlewise, (worldspeakers have a lot of feats to take) [b]Eagles [/b]Durable, Improved Initiative [b]Animists[/b] Spirit of Vigor, Spirit Step, Battlewise, Durable [b]Shaman Class/Primal[/b] [sblock] [b][COLOR=#800080]Aggressive Spirit[/COLOR][/b] (D387) Teleport your spirit as a free action when you reduce an enemy to 0 with a spirit power. Maybe in heroic this is ok, but nimble spirit lets you do this basically as an at will free action. So retrain this out at paragon. [COLOR=#800080][b] [/b][/COLOR][b][COLOR=#ff0000]Bloodthirsty Spirit [/COLOR][COLOR=#800080][/COLOR][/b][COLOR=#800080][/COLOR](D387) [b][COLOR=#008000]E[/COLOR][/b] Watcher allies get a +2 bonus to damage with spirit's prey. [COLOR=#0000ff][b]Intolerable Command[/b] [/COLOR](D387) [COLOR=#008000]W [/COLOR]Worldspeaker's command slows and deafens. Slows in particular is nice when combined with [COLOR=#00ccff][b]Worldserpents Grasp[/b][/COLOR].[COLOR=#0000ff] [/COLOR][b]Invigorating Spirit[/b] (PP) Allies nex to SC can shift when you use healing spirit power. [COLOR=#0000ff][b]Last Legion Officer[/b][/COLOR] is very similar, but a little better. [b]Mobile Spirit[/b] (D387) +4 to your SC move speed. If you like moving your spirit a lot this is ok, but I rarely needed this. [COLOR=#800080]Precise [/COLOR][COLOR=#800080]Fangs[/COLOR] (PP) [COLOR=#008000]P[/COLOR] Stalkers get +2 to hit with spirit fangs. This is pretty DM dependent and if your DM does not like to provoke OA from your spirit, do not take it. [COLOR=#800080]Protector's[/COLOR] [COLOR=#800080]Shield[/COLOR][COLOR=#800080] [/COLOR](PP) [COLOR=#008000]B[/COLOR] Protectors do extra damage with spirit's shield. This is pretty DM dependent and if your DM does not like to provoke OA from your spirit, do not take it. [COLOR=#0000ff]Protector Spirit Adept[/COLOR] (PHB2) [COLOR=#008000]B [/COLOR]Allies get untyped bonus to NADs Rejuvinating Spirit (PP) Target of healing spirit gets saving throw. [COLOR=#0000ff][b]Better[/b] [/COLOR]if no mark of healing available. [COLOR=#0000ff]Resilient Spirit[/COLOR] (PP) +2 to your spirit's defenses. If you do not spend any feats on boosting your own AC or defenses you definitely want this. Only reason this is not [COLOR=#33cccc]s[b]kyblue[/b][/COLOR] is that some DMs never bother to attack SCs. [COLOR=#800080]Shared Healing Spirit [/COLOR](PHB2) If you find you are having trouble positioning your SC next to allies this is an ok choice. I like the spirit feats from primal power more. [COLOR=#33cccc][b] Spirit of Vigor[/b] [/COLOR](PP) [COLOR=#008000][b]A[/b][/COLOR] This is probably the first feat an animist should take, but they can retrain it out in late paragon if it no longer that useful. If you are not going for the sudden call feats this is still a good alternative since it hands out temp hitpoints to an ally keyed to int when you use call spirit companion as a minor action. Technically you can take both in case you ever want to summon your spirit when lacking minor actions midturn. [COLOR=#800080]Spirit Speaker[/COLOR] (PHB2) Give ally skill bonus from speak with spirits [COLOR=#0000ff][b]Spirit Step[/b][/COLOR] (DS) [COLOR=#0000ff][b]A[/b][/COLOR] An ally can shift when you make your spirit disappear with an attack power. Spirit Tribe (PP) Allies get bonus to same skill when you use speak with spirits. [b]Spirit's Bulwark[/b] (D387) [COLOR=#008000][b]B [/b][/COLOR]After spirit dismissed by enemy, your adjacent allies get +2 bonus to defense. If your DM attacks your SC often this is worth considering, but othewise pass. Same for the next three feats. [COLOR=#800080][b]Spirit's Guidance[/b][/COLOR] (D387) [b][COLOR=#008000]E[/COLOR][/b] Enemy who dismissed spirit grants CA to one ally. [b]Spirit's [/b][b]Rebuke[/b] (D387) [b][COLOR=#008000]W[/COLOR][/b] Slows enemy who dismissed spirit. [COLOR=#ff0000][b]Spirit's Revenge[/b][/COLOR] (D387) [COLOR=#008000][b]P[/b][/COLOR] the least useful of the 4 "spirit's" feats from dragon 387. Only a +2 to damage for one ally. [COLOR=#0000ff]Stalker Spirit Adept[/COLOR] (PHB2) [COLOR=#008000]P [/COLOR]Ally can shift for free. Worth taking, espeically if you do not have many movement powers. [COLOR=#0000ff]Strengthening Spirit[/COLOR] (PP) When you use healing spirit give out temp HP equal to wis mod. [COLOR=#00ccff]Sudden Call[/COLOR] (PP) Summon Spirit as free action (errata makes this once/encounter so retrain for nimble call in paragon). This lets you dismiss and recall spirit all as 1 minor action since the previous errata came out and helps if you are dazed or otherwise short of a minor action. Very useful when you are dazed or need to use your minor action for something else. Even animist should consider this since if you dismiss your spirit while dazed or out of minor actions it won't be back until your next turn. Vigorous Spirit (PP) Heal extra equal to your wis mod with healing spirit. My reading of this feat only has it effect the person who spends a surge. Still a decent amount of healing. [COLOR=#800080]Watcher Spirit Adept[/COLOR] (PP) [COLOR=#008000]E [/COLOR]Allies get +2 bonus to perception and insight. [COLOR=#008000] [/COLOR][COLOR=#0000ff]World Speaker Spirit Adept[/COLOR][COLOR=#008000] (PP) W [/COLOR]SC lets you [COLOR=#008000]and allies ignore difficult terrain.[/COLOR] [/sblock] [b]General[/b] [sblock] Alertness (PHB) This is a decent choice and works well with your perception skill. [COLOR=#0000ff][b] Battlewise[/b][/COLOR] (PLES) Eventually you will want this unless you are a watcher, but you can put it off for awhile. [COLOR=#800080] Coordinated Explosion[/COLOR] (PHB2) You will probably have several dailies that make use of this, but your at wills and encoutner powers generally won't. Disciple of Light (PLES1) Give your allies scaling temp hit points when you spend a surge while bloodied. A decent boost for most builds. [COLOR=#0000ff] [/COLOR][b]Disciple of Stone[/b] (PLES1) Give yourself temp hitpoints when you spend a surge.[COLOR=#0000ff] [/COLOR][COLOR=#0000ff] [/COLOR]Distant Advantage (PHB2) Tome expertise is better, but if your DM doesn't allow it this is good for stalker shamans who tend to have the most ranged powers. [COLOR=#0000ff]Durable[/COLOR] (PHB) Not bad, but your con is often high enough not to need this for many builds and this depends on how often your DM attacks your spirit companion and if you are using the updated damage monsters. [COLOR=#0000ff]Blue[/COLOR] for dex/int builds, [COLOR=#800080]purple[/COLOR] for world spirts and protectors [COLOR=#0000ff][b]Hafted Defense [/b][/COLOR](PHB3) If you only use a longspear totem or staff pick this up, but otherwise pass. [b]Impending victory [/b](PHB3) +1 to hit with at wills against bloodied targets. [b]Implement Focus[/b] (PLES1) Unless you are playing a lazy build, this is a decent choice, especially for [COLOR=#0000ff][b]panther[/b][/COLOR] builds. [COLOR=#00ccff]Improved defenses[/COLOR] (PLES1) I think you should just take this one feat and be done with it, but superior will is pretty good and also worth taking. [COLOR=#800080]Improved Initiative[/COLOR] (PHB) Never a bad feat, but probably no room for it. Watchers already have high enough int. Battlewise is better for everyone else. Jack of all trades (PHB) Never a bad feat, and stalkers will have the int for it. [COLOR=#00ccff][b]Last Legion Officer[/b][/COLOR][COLOR=#800080] [/COLOR](D396) Your surge spending powers let allies shift or give them an untyped bonus to AC/reflex. [COLOR=#0000ff][b]Resilient Focus[/b] [/COLOR](HOFL) If you can fit it in its a +2 feat bonus to saves. This outdates a lot of other feats. Ritual Caster (PHB) If no one else in your party has this you can be the party ritualist. You have nature and can take arcana and religion. Some multiclassing options can also give you ritual caster. [COLOR=#0000ff]Skill Power[/COLOR] (PHB3) Level 6 is probably the worst level for shaman utilities if you want to take a skill power swap, but this feat lets you have another utilty power. [b]Superior Fortitude/reflex [/b](PLES1) I think you should just take improved defenses, but these are good feats. [COLOR=#0000ff][b]Superior Will[/b][/COLOR] Saving against very bad conditions that make you a worse leader at the beginning of the round makes this worth taking. Toughness (PHB) Not bad, but you should have a decent con so this is more for int/dex shamans.[b] [/b]If you are finding that your spirit companion is getting destroyed all the time this will give you a longer work day. If your DM avoids attacking your spirit its not a must have. [COLOR=#0000ff]Vicious Advantage[/COLOR] (PHB3) [COLOR=#00ccff][b]Tome expertise[/b][/COLOR] is normally better, but some DMs might not allow it if you don't know how to use a tome. If they don't, [COLOR=#0000ff]Worldspeakers[/COLOR] want this since the have powers that slow and immobilize. Depending on party make up this can be good for other shamans too. [COLOR=#0000ff][b]Worldserpent's Grasp [/b][/COLOR](PHB3) [COLOR=#33cccc][b]Worldspeakers[/b][/COLOR] have several powers that slow and immobilize so you can follow up with this feat with an action point or next round. Or else you probably have someone else in the party that can slow/immobilize. This knocks them prone and can help make your spirit super sticky. [/sblock] [b]Damage types and powers (not really a feat section, but relevant)[/b] [sblock] Here is a rundown on damage types for shaman powers to give you a hint on how the damage type feats play out. I am not including racial, item, paragon path, or epic destiny powers, just pure shaman ones. You should pick your feats in conjuction with your powers (and sometimes race and paragon path) and if you want to focus on one or two types of damage you can do that fairly easily. Fire for instance is a fairly common damage type and there is also a good fire centered paragon path called everflame guardian so if you want to focus on fire damage you can pretty easily set up your character around that with feats and powers that emphasize fire damage. [COLOR=#ff0000]Acid:[/COLOR] Total: 0 Heroic: 0 Paragon: 0 Epic: 0 Cold: Total: 7 At will: 1 Heroic: 5 Paragon: 1 Epic: 0 Fire: Total: 7 Heroic: 4 Paragon: 1 Epic: 2 [COLOR=#ff0000]Force:[/COLOR] Total: 1 Heroic: 0 Paragon: 1 Epic: 0 Lightning: Total 8 Heroic: 5 Paragon: 0 Epic: 3 [COLOR=#800080]Necrotic:[/COLOR] Total: 4 Heroic: 1 Paragon: 2 Epic: 1 [COLOR=#ff0000]Poison[/COLOR]: Total: 1 Heroic: 1 Paragon:0 Epic: 0 [COLOR=#00ccff]Psychic[/COLOR][COLOR=#0000ff]:[/COLOR] Total: 16 At Will: 2 Heroic: 7 Paragon: 3 Epic: 4 [COLOR=#800080]Radiant:[/COLOR] Total: 3 Heroic: 1 Paragon: 1 Epic: 1 Thunder: Total 6 At will: 1 Heroic: 3 Paragon: 2 Epic: 0 (I have included damage types from PHB2 and PP and up to Dragon 384.) Here is a guide(x) to optimizing damage types. [/sblock] [b] Races[/b] [sblock] Several of these feats require that you are a shaman or in a primal class. [u][b]Dragonborn[/b][COLOR=#800080][u][/u][/COLOR][u][COLOR=#ff0000][u][b][/b][/u][/COLOR][COLOR=#800080][/COLOR][/u][COLOR=#800080][/COLOR][/u] Enlarged Dragon Breath (PHB) Decent, but you normally are not that close to the front lines. . [u]Dwarf[/u] [COLOR=#0000ff]Dodge Giants[/COLOR] (PHB) I think the AC/ref bonus also applies to your spirit. Take resilient spirit and the other armor feats first. Not a bad feat, but probably not enough room for it until paragon. [b]Quick Steps[/b] (D381) +1 to your speed. Hard to fit in, but good. [COLOR=#0000ff]Spirits of Stone[/COLOR] (PP) +2 untyped bonus to next primal attack after second wind. [COLOR=#800080]Stone Step Spirits[/COLOR] (PP) Ignore difficult terrain while in light armor. Most dwarf shamans will be in heavy armor. [COLOR=#800080][b]Stubborn Spirit[/b] [/COLOR](D387) Dismiss your spirit to prevent forced movement of ally. [u]Eladrin[/u] Feral Fey Step (PP) When first bloodied can use fey step as an immediate reaction. [COLOR=#ff0000]Spirit Fey Step[/COLOR] (PP) Teleport your SC when you fey step. Your SC can already move 6 probably and does not provoke OA so this will not be that helpful. And sudden call/nimble spirit lets you move it anywhere when you resummon it. You can find situations where this is useful, but are better off taking one of those other feats. [u]Elf[/u] Elven Precision[COLOR=#0000ff] [/COLOR](PHB) +2 to an important attack roll most encounters. [COLOR=#800080]Eyes of the Spirit [/COLOR](PP) Allies Do not take -2 penalty for attacking concealed creatures. [b]Other Worldly Accuracy[/b] (D387) Allies get +2 power bonus to attack successful target of your elven accuracy pwoer. This won't trigger all encounters, but if you use your elven accuracy against important targets it is nice. [u]Half-Elf[COLOR=#800080][u][/u][/COLOR][/u] [COLOR=#800080]Half-elf Spirit Speaker[/COLOR] (PP) When first bloodied you and allies get a +1 bonus to defenses. [COLOR=#0000ff][b]Adept Dilletante[/b] [/COLOR](D385) Lets you use wisdom for your Dilletante power, but locks in your MC choice. I can see taking this for something like a con shaman with thunderwave. [u]Human[/u] [COLOR=#0000ff]Action Surge[/COLOR] (PHB) Use this with an AoE daily power. [u][b]Kobold[/b][/u] [COLOR=#0000ff][b]Dragon's Indominability[/b][/COLOR] (DHS) This plus superior will means you won't need to worry much about dazed or stunned. [u]Tiefling[COLOR=#800080][u][/u][/COLOR][/u] [COLOR=#00ccff]Hellfire Blood [/COLOR](PHB) There is potential to make a good fire themed shaman. Rites of Spirit's Blood (PP) Bonus to hit for bloodhunt and infernal wrath powers. [u]Deva[/u] [COLOR=#00ccff][b]Battle Intuition[/b][/COLOR] (D374) Unless playing an eagle build you want this boost to your initiative. [COLOR=#800080] Focus the Spirits' Lives[/COLOR] (PP) Use d10 for making memory of a thousand lifetimes with a spirit power. [u] Githzerai[/u] Alhahn’s Mindful Relocation (PHB3) Extra shifting length. Dakshai’s Body-Mind Union (PHB3) Extra save[COLOR=#800080] [/COLOR] Shifting Spirit (D378) This lets you shift your spirit when you shift. You get to shift when you use your second wind so this has some potential if you have other shifting abilities. [u]Gnome[/u] These are good for scry and die type builds. See build section for a hybrid example. [COLOR=#0000ff]Fading Spirit[/COLOR] (PP): Your SC is hidden while you are hidden. Spirits of Stealth (PP) Feat bonus to damage against bloodied creatures when hidden. [u]Goliath [/u] Markings of the Blessed (PHB2) Roll twice for first save. [COLOR=#800080]Markings of the elements [/COLOR](PP) Choose elemental resistance when using racial power. [COLOR=#800080]Markings of the predator[/COLOR] (PP) Bonus to defenses when you bloody a creature. [COLOR=#0000ff]Markings of the Victor[/COLOR] (PHB2) Roll twice for first attack each encounter. [u]Half-Orc[/u] [COLOR=#800080]Primal resiliance[/COLOR] (PP) Extra temp hp equal to con from half-orc resiliance. [COLOR=#0000ff]Blue [/COLOR]for con shamans, but most half orcs will be watchers [COLOR=#0000ff]Thirst for Battle[/COLOR] (PHB2) Decent 2 for 1 feat for watchers.[b] [u]Shardmind[/u] Linked Spirit[/b] (D387) Switch plaees with your SC when you use your racial power and you can use telepathy with creatures near your SC. [b]Psychic Focus[/b] (PHB3) If you focus on psychic powers this is a decent damage boost. [COLOR=#0000ff][b]We Were Once One [/b][/COLOR](D387) Allies make save when you spend a surge. Mark of healing is better, but if not available this is decent. [b][u]Shifter, Longtooth[/u] [/b] Longtooth Shifter Spirit (PP) Your racial regen increases by 2. [u]Wilden[/u] [COLOR=#0000ff]Burden of Guardianship [/COLOR](PHB3) Free temp hitpoints keyed to your wis mod each encounter is solid. [b]Improved Aspect of Nature[/b] (PHB3) Take Burden of Guardianship first, but this is decent as well.[b][/b][b] [/b] Revenant (D372) Revanant have a bunch of feats, but its a bit too detailed to go into here as they depend on your past life. [u]Drow[/u] (FRPH) Spider's swiftness (PP) Feat bonus to speed. [u]Genasi [/u](FRPG) Genasi have a lot of good racial feats that work well if you take multiple ones. Here are a few of the better ones. [COLOR=#00ccff][b]Extra Manisfestation[/b][/COLOR] (FRPG) Get an extra manisfestation [COLOR=#0000ff]Manifest Healing[/COLOR] (PP) When you manifest get temp HP. [u][b]Hobgoblin[/b][/u] [COLOR=#00ccff][b]Hobgoblin Phalanx soldier[/b][/COLOR]. Heavy shield proficiency with no penalty and only takes a 13 strength. A must have if playing a hobgoblin. [u]Kalashtar[/u] (EBPH) [b]Dual Mind Strength[/b] (D385) If you focus on psychic damage this is decent. [b]Quori Shield[/b] (EPG) Scaling Psychic Resistance [u]Warforged[/u] (EBPH) [COLOR=#0000ff][b]Warforged Tactics[/b][/COLOR] (EPG) Untyped bonus to melee attacks when enemy is next to ally. This applies to spirit melee attacks as well. [/sblock] [b]Weapon/Implement/Armor[/b] [sblock] [COLOR=#ff9900][b]Expertise is gold[/b][/COLOR] unless going for a pure lazy build (which I don't recommend). And even then tome expertise is worth taking. See my section on shamans and AC at the end of post #2. [COLOR=#0000ff]Armor Proficiency (hide) [/COLOR](PHB) Stalkers, animists and watchers should consider it at some point, but it is no longer a good option for con shamans post errata on hide armor expertise. [b]Hafted Defense[/b] (PHB3) If you only plan on using a staff or longspear for your totem this is a good choice, but I think you are usually better off with two implements or implement + singing stick of healing. [COLOR=#00ccff]Armor Proficiency (chain)[/COLOR] (PHB): Protector and world speaker shamans need this. [COLOR=#ff0000]Red[/COLOR] for stalkers, animists, or watchers. Armor Proficiency (scale) (PHB): Protecting and World speaker shamans should consider taking this or another extra defense boosting feat. This has a lower skill penalty than chain and fully frees up your off hand. Shield proficiency (light) (PHB) A decent choce for stalker/watcher builds with a 13 strength. Watchers will qualify for shield specialization at paragon. Protectors/world spirits should consider this after taking chain proficiency. There are also weapons like the cutting wheel and singing stick that provide a similar bonus, but you can not hold a second implement if you go that route and this boosts your reflex by one more. [COLOR=#800080]Shield Proficiency[/COLOR][COLOR=#800080] (heavy)[/COLOR] (PHB) You probably won't have the strength for this until epic and you can't hold an implement in the same hand as a heavy shield. [COLOR=#00ccff] Superior Implement Training[/COLOR] (PHB3) Accurate or farseeing are you best bets if you stick with totems. [COLOR=#00ccff][b]Totem Expertise[/b][/COLOR] (HOF) Totem Expertise is pretty decent. You ignore partial cover or concealment. Must have by mid paragon at latest. If you get a different implement like a staff go for that expertise. The more lazy your shaman is (animist and eagle usually), the later you can put this off. [b][COLOR=#00ccff]Tome Expertise[/COLOR][/b] (AP) Worth taking even if you don't use a tome. Your SC causes enemies to grant CA. [COLOR=#00ccff]Versatile Expertise (totem & mace/spear) [/COLOR] Totem and then either mace or spear (totemic warclubs, totemic spears and alfsair spear). This is for those who want to use a weapliment. There are a handful of other expertise feats like this if you mc a class like swordmage or cleric or if you have a ki focus. [COLOR=#0000ff] Weapon Proficiency [/COLOR](PHB) Singing stick lets you have a +1 to AC, while wielding a mace of healing. [/sblock] [b]Dragonmarks[/b] [sblock] They are all from EBPG. Aberrant Mark of Contagion Enemies take penalty to ongoing damage saves, probably worth it if you have multiple damage dealing save ends powers. [COLOR=#0000ff]Aberrant Mark of Madness[/COLOR] Enemy's will defense is lowered when you hit with a daily. If you have a lot of powers that target will this is useful. [COLOR=#0000ff]Aberrant Mark of Terror[/COLOR] Enemies take penalty to attacks if you hit them with a daily. Mark of Detection Roll twice for perception and get some rituals. Shamans already have a pretty high perception. [COLOR=#ffcc00]Mark of Healing [/COLOR] Allies get a save when you use a healing power, which makes this the best Dragonmark for almost all shamans. Dragonmarks are not allowed in all campaigns or LFR, but this feat lets you not need nearly as many save powers and Bear shamans in particular can get a lot out of this. Recently I noticed that every single leader I make takes this feat. Mark of Hospitality Allies heal max during rests [COLOR=#0000ff]Mark of Storm[/COLOR] Useful if you plan on taking thunder and lightning powers. Potentially very useful for con shamans. [COLOR=#00ccff]Mark of Warding[/COLOR] This increases the effectiveness of all of your defense granting powers. Bear shamans in particular will like this. [/sblock] Multiclassing and hybrid feats are in the multiclass post. [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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