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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709477" 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>Paragon Paths</u></strong></span></p><p></p><p>For the most part you are best off sticking with shaman paths and shamans have some very good paths. The invoker, cleric, druid, and wizard have some to look at and there are some theme and racial ones that work as well. For the invoker and wizard ones you usually need a high intelligence for it to be worth it, with Flame of Hope being the most notable one.</p><p></p><p> I am only going to include paths that are good for pure shamans for the most part, but with hybrids there are even more options since so many paragon paths are designed with full/hybrid members of the class in mind.</p><p></p><p><strong>Shaman Specific</strong></p><p>[sblock]</p><p></p><p>These are all pretty good so far and you should go with whichever one fits your build concept. They are hard to rank since they are all so build/party dependent so I highlight what is good about the path.</p><p></p><p><span style="color: #00ccff">Animus Predator</span> (D385) Several ways to increase <span style="color: #0000ff">enemy vulnerability</span> and to ignore immunities/insubstantial. Strong for parties with multiple PCs that do the same damage type. Probably best path for increasing party damage in situations like that.</p><p></p><p>Disciple of the World Serpent (PHB2) A decent control themed path, most notable in that your enemies treat squares next to your SC as difficult terrain so it is harder for them to get away. AP feature is dissapointing and only lets an ally spend a surge. Utility is interesting boost for a ranged ally since they can attack a target and ignore things like cover, concealment and not having line of sight/effect EONT. When an enemy saves against your daily attacks they take 10 poison damage at 16. The encounter power is ok single target immobilize and the daily is a good single target immobilize/ongoing damage (save ends) with an aftereffect that is the same, but with less damage.</p><p></p><p><span style="color: #00ccff">Disciple of Winds</span> (PP) <span style="color: #00ccff"><strong>Skyblue</strong></span> for bear shamans or if you have agile opportunist allies, <span style="color: #0000ff"><strong>darkblue</strong></span> for others. It really boosts the control value of spirit's shield and your other healing powers. For the level 11 feature windshroud, you get to slide the target of your healing powers, which works for friendly healing powers used on allies and on offensive healing powers, even when you miss. Lots of <span style="color: #0000ff">sliding & shifting</span> in the powers. If your DM lets you use the polearm momentum/rushing cleats/totemic spear trick bear shamans will be sliding and knocking prone with your offensive healing and offensive push/slide powers. See here for a build based on this.</p><p></p><p>Everflame Guardian (PP) Fire boosts, surge free healing, and vulnerability and resistances. If your party has <span style="color: #0000ff">fire powers</span> this is one of your better choices. One of the higher damaging PPs. I used it for my stalker shaman and was pretty happy with it since I had allies with fire powers, but I would have taken animus predator if that had been available at the time. If you don't have allies that already deal fire damage, go with soul igniter.</p><p></p><p><span style="color: #0000ff">Ghost Panther</span> (PHB2) Action point feature is decent for helping get CA for a round. Add wis mod to stealth, athletics, and acrobatics checks at 16. Good powers, with a weakening encounter attack and an immediate reaction movement utility that helps with you getting away from enemies. An eagle shaman with this path can have very high acrobatics and stealth skills since you are adding wis mod bonus with an extra +5 to stealth checks when next to the spirit.</p><p></p><p><span style="color: #0000ff">Great Bear Shaman</span> (PHB2) Good overall defenderish path. Party gets untyped +2 bonus to damage against marked enemies, an ally gets a free melee basic attack when you AP, allies get bonus to hit with OAs at level 16, you mark enemy with the encounter attack power, and an encounter ally shifting utility. </p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Great Elder</span> (PP) <span style="color: #008000">W </span>Makes your <span style="color: #00ccff">SC large</span>. That increases the number of enemies it can use worldspeakers command on, along with increasing the number of boosts you hand out that come from being next to your allies/penalties for being next to enemies. It also increases the size of your spirit close burst powers so I would take lots of those. Hands out defensive bonuses and your allies get to use your will defense when next to the spirit. Has a strange daily utility power that has the potential to put out huge defensive bonuses based on your nature skill and a good dazing daily attack.</p><p></p><p><span style="color: #00ccff">Keen Eagle</span> (PP) <span style="color: #008000">E </span>Great for parties with</p><p>lots of <span style="color: #0000ff">ranged characters</span><span style="color: #008000">. For a short time </span><span style="color: #0000ff">get two SCs</span><span style="color: #008000"> when you spend an action point, your powers increase in range, and your allies can score a crit at 16-20 with your encounter power. Nothing not to like.</span></p><p><span style="color: #008000"></span></p><p><span style="color: #00ccff"><strong>Phrenic Master</strong></span> (D394) Nothing bad about this path. Enemies are dazed until the end of their next turn when they destroy your SC, solid action point feature, and the level 16 feature lets you use your SC for your ranged/area attacks as well. Also very good powers with a blast 5 encounter power that can use the SC as its origin square and dazes and slides, a utility power that helps you be closer to the front lines, and a daily that dominates (save ends).</p><p></p><p>Scarred Healer (PP) Good <span style="color: #0000ff">healing </span>shaman path. Unfortunately scar's gift is worded so it only helps with powers that target your allies. Temp hitpoints as well and better with a <span style="color: #0000ff">high co</span><span style="color: #0000ff">n</span>.</p><p></p><p><span style="color: #0000ff">Scion of Renewal</span> (D385) Good <span style="color: #0000ff">healing</span>, regeneration, and <span style="color: #0000ff">save</span> focused path. Good encounter and utiltiy powers, but the daily takes standard actions to sustain. In general I think this is the best of the healing focused paths.</p><p></p><p>Season's Herald (PP) <span style="color: #0000ff">Various leader abilties</span>. +2 untyped bonus to party initiative and other party members can use your action points. The encounter attack power is an ok reaction, but the utlity is nice since you can use a high d20 roll two times in a row as long as its not a 20. The daily attack is a good save penalizer.</p><p></p><p><span style="color: #0000ff">Soul Igniter</span> (D385) Another <span style="color: #0000ff">fire</span> themed build. It revolves around its an will buffing power Soulfire (+2 power bonus to speed and reflex and do extra wis mod fire damage EONT) that is triggered when you spend an action point, use the path's encounter power, and whenever someone in party crits. So its a good path if you have <strong><span style="color: #00ccff">critfishers</span></strong> in the party since it will be a consistent wis mod bonus to their damage. It also does fire damage to enemies when your spirit is destroyed at 16. The only really weak points are the attacks, with the daily as a not too impressive party friendly spirit burst fire attack.</p><p></p><p>Spirit Tempest (PHB2) Adds extra healing targets with your healing spirit and lots of <span style="color: #0000ff">teleportation</span>, including with your action points. Get CA with at will spirit attacks (you can do the same with tome expertise now for almost all your spirit attacks) and extra healing with healing spirit that rewards taking zone powers. Decent encounter power for minion clearing and both utility and daily powers teleport. Spirit Flow in particular can move an ally up to 40 squares as a minor action which can do things like get a squish out of trouble or drop a defender right where he wants to be.</p><p></p><p><span style="color: #0000ff">Stormcaller</span> (D385) <span style="color: #0000ff">Lightning</span> theme with lots of <span style="color: #0000ff">shift<strong>ing </strong></span>and thunder/lighting damage resitance. Enemies take lightning damage keyed to your wis mod when they attack your spirit companion and destorying your spirit companion dazes them until the end of your next turn and adds more damage, which ups this to darkblue post MM3. Phrenic Master dazes them longer.</p><p></p><p><strong><span style="color: #00ccff">Voice For the Ravaged </span> </strong>(Darksun) Good overall leader path with day long damage resistance & +1 to hit for an ally. Elemental damage to adjacent enemies when you action point. The attack powers are very strong with one of the best dailies for a paragon path I have seen and they scale properly even though they lack the implement keyword. Party friendly stunned (save ends) then potentially dominated (save ends) with dazed as an aftereffect. The encounter attack power is a forced enemy attack so that can trigger defender punishment.</p><p></p><p><span style="color: #800080">Warrior of Spring</span> (PP) Ok healing path, but in general it falls behing Scion of Renewal for saves and Scarred Healer for healing. Powers are all pretty good. I would say this is the weakest path out of the books so far since it does not really specialize as well as the other paths. The level 16 feature lets allies spend action points on your turn when you let them spend a surge.</p><p></p><p><u>Shaman Multiclass</u></p><p></p><p><span style="color: #800080">Shyran Spiritblade</span> (D371) shaman/swordmage combo path. Lets you use your blade for shaman powers, but with the updated implement rules this is no longer needed.. Need to have Arkanul as your background. Not a bad path, but not many shamans will be able to take it.</p><p></p><p><u>Shaman Racial</u></p><p></p><p><span style="color: #800080">Keeper of the Past</span> (Drag) Must worship keepers of the past. Good class features, but to get full benefit of it you need to be wielding a weapon/totem and not dump int.</p><p></p><p><u>Primal</u></p><p>Primal Mapper Augments your at wills with extra damage and gives you extra moves/lets you ignore difficult terrain. Utility is a decent daily revolving around difficult terrain your allies can ignore.</p><p>[/sblock]</p><p></p><p><strong>Other Classes</strong></p><p>[sblock]</p><p></p><p>There are only a couple really worth looking at: <span style="color: #0000ff"><strong>Divine Oracle</strong></span> (mainly for worldspeakers), <span style="color: #0000ff"><strong>compassionate healer</strong></span> (for bear or worldspeakers), <strong><span style="color: #0000ff">Spiral Wind's Ally</span></strong>, <span style="color: #0000ff"><strong>Thrallherd</strong></span> (stalkers/animists) and <span style="color: #00ccff"><strong>Flame of Hope</strong></span> (stalkers/animists).</p><p></p><p><u>Cleric</u></p><p></p><p><strong>Compasionate Healer</strong></p><p>(DP) This is a good choice for bear shamans and worldspeakers since you need a decent con for sharing healing surges and for some extra hitpoints. Several healing features that work with primal healing powers and both attacks weaken.</p><p></p><p><span style="color: #00ccff">Divine Oracle</span> (PHB) For worldspeakers who may have enough will attacks to consider this for the double roll at 16. The other powers and class features are useful too. Make sure you have nimble spirit by level 16.</p><p> </p><p><u>Druid</u></p><p></p><p><span style="color: #0000ff">Spiral Wind's Ally</span> (PP) Allys get extra healing = to your wis mod when they spend a surge and you shift when you spend a surge. Attack powers are both blasts. </p><p></p><p><u>Invoker</u></p><p></p><p><span style="color: #00ccff">Flame of hope </span>(PHB2) for stalkers and animists. This is actually a leader focused path, with a daily healing power and allies getting bonuses to saves and attack rolls. </p><p></p><p><u>Psion</u></p><p></p><p><span style="color: #0000ff"><strong>Thrallherd</strong></span> (PsP) Because having just a spirit companion isn't enough: you need a thrall too. For animists and stalkers.</p><p></p><p><u>Warlock</u></p><p><u></u></p><p><u></u><span style="color: #0000ff"><strong>Umbral Cabalist </strong></span>(D383) Good choice con shamans with vestige pact. You won't get much out of the action point feature unless you take both student of melediction (to get a curse) and pact initiate (to qualify for the path), but the encounter power stuns and the other features all work well to give you good defensive bonuses. Probably a better choice for hybrids.</p><p><u></u></p><p><u>Wizard</u></p><p>(Only for stalkers/animists)</p><p></p><p><span style="color: #0000ff">Spellstorm mage</span> (PHB) If you are doing a bunch of power swap feats this is a good choice since with the class features keyed off wisdom you can probably get an extra daily use out of a wizard daily utility or attack power. The encounter power has a nice effect on a miss and does lightning/thunder damage.</p><p></p><p>[/sblock]</p><p></p><p><strong>Racial & setting</strong></p><p>[sblock]</p><p></p><p>Racial paths that require you be a shaman are in the shaman section of paths.</p><p></p><p><u>Deva</u></p><p><span style="color: #0000ff">Ancestral Incarnate</span> (PHB2) Uses wisdom and you get some summons. Plus it recharges encounter powers when you AP and combines well with superior will.</p><p></p><p><u>Dragonborn</u></p><p><span style="color: #0000ff">Scion of Arkhosia</span> (PHB2) Dragonborns are not a very good race for shamans, but this path is a decent chocie for shamans with a good con since you get lots of con based abilities and can fly.</p><p></p><p><u>Eladrin</u></p><p>Shiere knight (PHB2) Wisdom or int based, lots of teleportation.</p><p></p><p><u>Human</u></p><p><span style="color: #00ccff">Adroit Explorer</span> (PHB2) This is a decent paragon path for any character. More action points and you get extra encounter powers.</p><p></p><p><u>Changeling</u> (EBPG)</p><p><span style="color: #00ccff">Cha</span>mel<span style="color: #ff0000">eon</span> (EBPG) Its usefulness depends on your allies since you pick their powers for your paragon path powers.</p><p></p><p><u>Mark of Healing</u></p><p><span style="color: #0000ff">Jorasco Jadehand</span> (EPG) Requires Mark of Healing. Wisdom based powers and lots of extra healing and saving throws.</p><p>[/sblock]</p><p></p><p><u>Epic Destinies</u></p><p></p><p>There are not really any shaman specific epic destinies yet, although World Tree Guardian works well for con shamans. Most of the fairly generic epic destinies that work well for almost any class are usually a good choice including: <span style="color: #00ccff">Destined Scion</span></p><p><span style="color: #0000ff">Demigod/Chosen</span>,<span style="color: #0000ff"> Eternal Seeker</span>, Harbinger of Doom, and <span style="color: #00ccff">Reincarnate Champion</span>. Some of the destinies from divine power work well like the various <span style="color: #0000ff">Avatars</span>, but require some multiclassing tricks to get. Devas should take <span style="color: #00ccff"><strong>Soul of the World</strong></span></p><p></p><p><strong>Epic Destinies</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Reincarnate Champion</span> (PP) Get 2 other races encounter powers and feats. Boost an ability score. Lots of variaty and at level 30 get every racial encounter power there is.</p><p></p><p>World Tree Guardian (PP) Damage resistance keyed off of con. Regeneration powers as well.</p><p></p><p>Deadly Trickster (PHB) Only watchers who got another skill somehow will qualify for this, but if you like it, it is not a bad choice.</p><p></p><p><span style="color: #00ccff"><strong>Destined Scion </strong></span>(HoFL) Boring, but most mechanically solid destiny.</p><p></p><p><span style="color: #0000ff">Demigod</span> (PHB) Always solid. </p><p></p><p><span style="color: #0000ff">Eternal Seeker</span> (PHB) If you like variety take this.</p><p></p><p>Harbinger of Doom (PHB2) I have always liked this destiny since rerolling 1s is fun and shamans have a decent number of burst/blast attacks to take advantage of this..</p><p></p><p>Lorekeeper (PHB2) Utility power is nice and keys off of wisdom and has one of the best level 30 features in game. Also boosts your damage.</p><p>Planeshaper (D372) Mainly for stalkers/animists. Boost you int and remove enemies temporarily when you crit. Use 1 encounter power 2/encounter starting at 21st.</p><p></p><p></p><p>Prince of Hell (D372) Only for fire themed shamans. Gain fire resistance and ignore fire restance.</p><p></p><p>Punisher of the Gods (D372) Action points and save penalties. This has been errated multiple times. </p><p></p><p>Storm Soverign (D372) For con shamans since you get a con boost. Lightning and thunder resistance and an interesting defensive utitliy.</p><p></p><p><u>For Devas</u></p><p></p><p></p><p><span style="color: #0000ff">Disincarnate</span> (D385) Boosts to wisdom and another stat and interrsting powers based on transforming into a raksahasa <span style="color: #252628">[SIZE=xx-small][SIZE=xx-small][SIZE=xx-small]</span></p><p><span style="color: #252628">[/SIZE]</span>[/SIZE][/SIZE]and debuffing with your memory power. Gives you radiant and necrotic immunity at 30.</p><p></p><p><span style="color: #00ccff">Soul of the World </span>(D385) Similar to reincarnate champion, but with a boost to wisdom and inteliigence. Also you get to swap out powers with another class. Overall the best destiny for deva stalker shamans.</p><p></p><p><u>Divine</u></p><p><u></u>For the avatars you need to take divine channeler feat and the required channel divinity feat to qualify for MC characters or the equivalent for hybrid.</p><p></p><p>Avatar of Death (DP) <span style="color: #0000ff">Blue for stalkers</span>. Bonus to wisdom and int. Necrotic powers ignore resistance. Utility is useful and fits stalker theme of extra damage.</p><p></p><p>Avatar of Freedom (DP) <span style="color: #0000ff">Blue for Watchers</span>. Bonus to wis and dex. Lots of saving throw bonuses.</p><p></p><p>Avatar of Hope (DP) Wis and cha bonus. Immune to fear and other bonuses with good daily utility.</p><p></p><p>Avatar of Justice<u></u></p><p><u></u>(DP) <span style="color: #0000ff">Blue for stalkers</span>. Bonus to ally attack rolls and nice healing utility.</p><p></p><p>Avatar of Life (DP) <span style="color: #0000ff">Blue for world and protectors. </span> Bonus to wis and con. Bonus to saving throws and very good regeneration utility.</p><p></p><p>Avatar of Storm (DP) Only for con/world shamans. Bonus to con and str. For thunder or lightning builds.</p><p><u></u></p><p><u></u><span style="color: #0000ff">Chosen</span>: (DP) Like demigod, but with different utitlities.</p><p></p><p>Exalted angel (DP)<u></u></p><p><u></u>Flight, resistances, and imunity to fear. Utility buffs allies defenses and lets them fly.</p><p></p><p>Saint (DP) Bonus to NAD's, necrotic resistance, and you can not be domniated. Good daily healing utility.</p><p><u></u></p><p><u>Fighter/Warlord</u></p><p>Adamantine soldier (MP) For con shamans who have chain. +2 AC and damage resistance = to your con mod. The utility is not really geared towards shamans.</p><p></p><p><u>Ranger/rogue</u></p><p>Godhunter (MP) Rerolls and other benfeits when fighting higher level creatures.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><u>Seeker</u><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Master of the Eternal Hunt<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(PHB3) Bonus to wisdom and lots of neat abilities like tremor sense/darkvision 10 and the ability to ignore concealment and cover with 10 squares. Good choice for shamans that focus on ranged powers. The utiltiy requires use of a seeker power.</p><p></p><p><u>Ardent</u></p><p>War Master (PHB3) Good general leader path. Bonus to initiative, temp hitpoints to an ally when you let another ally spend a surge, and untyped bonuses to you and your allies attacks when an ally is adjacent to the enemy.</p><p></p><p><u>Psionic</u><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Master of Moments</strong></span> (PsP) Action points also give you a minor and move action and you get extra minor actions later on each turn. For those with multiple sustainable powers, especially call forth the spirit world</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709477, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Paragon Paths[/u][/b][/size][/CENTER] For the most part you are best off sticking with shaman paths and shamans have some very good paths. The invoker, cleric, druid, and wizard have some to look at and there are some theme and racial ones that work as well. For the invoker and wizard ones you usually need a high intelligence for it to be worth it, with Flame of Hope being the most notable one. I am only going to include paths that are good for pure shamans for the most part, but with hybrids there are even more options since so many paragon paths are designed with full/hybrid members of the class in mind. [b]Shaman Specific[/b] [sblock] These are all pretty good so far and you should go with whichever one fits your build concept. They are hard to rank since they are all so build/party dependent so I highlight what is good about the path. [COLOR=#00ccff]Animus Predator[/COLOR] (D385) Several ways to increase [COLOR=#0000ff]enemy vulnerability[/COLOR] and to ignore immunities/insubstantial. Strong for parties with multiple PCs that do the same damage type. Probably best path for increasing party damage in situations like that. Disciple of the World Serpent (PHB2) A decent control themed path, most notable in that your enemies treat squares next to your SC as difficult terrain so it is harder for them to get away. AP feature is dissapointing and only lets an ally spend a surge. Utility is interesting boost for a ranged ally since they can attack a target and ignore things like cover, concealment and not having line of sight/effect EONT. When an enemy saves against your daily attacks they take 10 poison damage at 16. The encounter power is ok single target immobilize and the daily is a good single target immobilize/ongoing damage (save ends) with an aftereffect that is the same, but with less damage. [COLOR=#00ccff]Disciple of Winds[/COLOR] (PP) [COLOR=#00ccff][b]Skyblue[/b][/COLOR] for bear shamans or if you have agile opportunist allies, [COLOR=#0000ff][b]darkblue[/b][/COLOR] for others. It really boosts the control value of spirit's shield and your other healing powers. For the level 11 feature windshroud, you get to slide the target of your healing powers, which works for friendly healing powers used on allies and on offensive healing powers, even when you miss. Lots of [COLOR=#0000ff]sliding & shifting[/COLOR] in the powers. If your DM lets you use the polearm momentum/rushing cleats/totemic spear trick bear shamans will be sliding and knocking prone with your offensive healing and offensive push/slide powers. See [URL=/go/thread/view/75882/27069677/The_Bear_Trap:_Dwarf_Protector_Shaman_Disciple_of_Winds]here[/URL] for a build based on this. Everflame Guardian (PP) Fire boosts, surge free healing, and vulnerability and resistances. If your party has [COLOR=#0000ff]fire powers[/COLOR] this is one of your better choices. One of the higher damaging PPs. I used it for my stalker shaman and was pretty happy with it since I had allies with fire powers, but I would have taken animus predator if that had been available at the time. If you don't have allies that already deal fire damage, go with soul igniter. [COLOR=#0000ff]Ghost Panther[/COLOR] (PHB2) Action point feature is decent for helping get CA for a round. Add wis mod to stealth, athletics, and acrobatics checks at 16. Good powers, with a weakening encounter attack and an immediate reaction movement utility that helps with you getting away from enemies. An eagle shaman with this path can have very high acrobatics and stealth skills since you are adding wis mod bonus with an extra +5 to stealth checks when next to the spirit. [COLOR=#0000ff]Great Bear Shaman[/COLOR] (PHB2) Good overall defenderish path. Party gets untyped +2 bonus to damage against marked enemies, an ally gets a free melee basic attack when you AP, allies get bonus to hit with OAs at level 16, you mark enemy with the encounter attack power, and an encounter ally shifting utility. [COLOR=#00ccff] Great Elder[/COLOR] (PP) [COLOR=#008000]W [/COLOR]Makes your [COLOR=#00ccff]SC large[/COLOR]. That increases the number of enemies it can use worldspeakers command on, along with increasing the number of boosts you hand out that come from being next to your allies/penalties for being next to enemies. It also increases the size of your spirit close burst powers so I would take lots of those. Hands out defensive bonuses and your allies get to use your will defense when next to the spirit. Has a strange daily utility power that has the potential to put out huge defensive bonuses based on your nature skill and a good dazing daily attack. [COLOR=#00ccff]Keen Eagle[/COLOR] (PP) [COLOR=#008000]E [/COLOR]Great for parties with lots of [COLOR=#0000ff]ranged characters[/COLOR][COLOR=#008000]. For a short time [/COLOR][COLOR=#0000ff]get two SCs[/COLOR][COLOR=#008000] when you spend an action point, your powers increase in range, and your allies can score a crit at 16-20 with your encounter power. Nothing not to like. [/COLOR] [COLOR=#00ccff][b]Phrenic Master[/b][/COLOR] (D394) Nothing bad about this path. Enemies are dazed until the end of their next turn when they destroy your SC, solid action point feature, and the level 16 feature lets you use your SC for your ranged/area attacks as well. Also very good powers with a blast 5 encounter power that can use the SC as its origin square and dazes and slides, a utility power that helps you be closer to the front lines, and a daily that dominates (save ends). Scarred Healer (PP) Good [COLOR=#0000ff]healing [/COLOR]shaman path. Unfortunately scar's gift is worded so it only helps with powers that target your allies. Temp hitpoints as well and better with a [COLOR=#0000ff]high co[/COLOR][COLOR=#0000ff]n[/COLOR]. [COLOR=#0000ff]Scion of Renewal[/COLOR] (D385) Good [COLOR=#0000ff]healing[/COLOR], regeneration, and [COLOR=#0000ff]save[/COLOR] focused path. Good encounter and utiltiy powers, but the daily takes standard actions to sustain. In general I think this is the best of the healing focused paths. Season's Herald (PP) [COLOR=#0000ff]Various leader abilties[/COLOR]. +2 untyped bonus to party initiative and other party members can use your action points. The encounter attack power is an ok reaction, but the utlity is nice since you can use a high d20 roll two times in a row as long as its not a 20. The daily attack is a good save penalizer. [COLOR=#0000ff]Soul Igniter[/COLOR] (D385) Another [COLOR=#0000ff]fire[/COLOR] themed build. It revolves around its an will buffing power Soulfire (+2 power bonus to speed and reflex and do extra wis mod fire damage EONT) that is triggered when you spend an action point, use the path's encounter power, and whenever someone in party crits. So its a good path if you have [b][COLOR=#00ccff]critfishers[/COLOR][/b] in the party since it will be a consistent wis mod bonus to their damage. It also does fire damage to enemies when your spirit is destroyed at 16. The only really weak points are the attacks, with the daily as a not too impressive party friendly spirit burst fire attack. Spirit Tempest (PHB2) Adds extra healing targets with your healing spirit and lots of [COLOR=#0000ff]teleportation[/COLOR], including with your action points. Get CA with at will spirit attacks (you can do the same with tome expertise now for almost all your spirit attacks) and extra healing with healing spirit that rewards taking zone powers. Decent encounter power for minion clearing and both utility and daily powers teleport. Spirit Flow in particular can move an ally up to 40 squares as a minor action which can do things like get a squish out of trouble or drop a defender right where he wants to be. [COLOR=#0000ff]Stormcaller[/COLOR] (D385) [COLOR=#0000ff]Lightning[/COLOR] theme with lots of [COLOR=#0000ff]shift[b]ing [/b][/COLOR]and thunder/lighting damage resitance. Enemies take lightning damage keyed to your wis mod when they attack your spirit companion and destorying your spirit companion dazes them until the end of your next turn and adds more damage, which ups this to darkblue post MM3. Phrenic Master dazes them longer. [COLOR=#0000ff][b][/b][/COLOR][b][COLOR=#00ccff]Voice For the Ravaged [/COLOR] [COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR](Darksun) Good overall leader path with day long damage resistance & +1 to hit for an ally. Elemental damage to adjacent enemies when you action point. The attack powers are very strong with one of the best dailies for a paragon path I have seen and they scale properly even though they lack the implement keyword. Party friendly stunned (save ends) then potentially dominated (save ends) with dazed as an aftereffect. The encounter attack power is a forced enemy attack so that can trigger defender punishment. [COLOR=#800080]Warrior of Spring[/COLOR] (PP) Ok healing path, but in general it falls behing Scion of Renewal for saves and Scarred Healer for healing. Powers are all pretty good. I would say this is the weakest path out of the books so far since it does not really specialize as well as the other paths. The level 16 feature lets allies spend action points on your turn when you let them spend a surge. [u]Shaman Multiclass[/u] [COLOR=#800080]Shyran Spiritblade[/COLOR] (D371) shaman/swordmage combo path. Lets you use your blade for shaman powers, but with the updated implement rules this is no longer needed.. Need to have Arkanul as your background. Not a bad path, but not many shamans will be able to take it. [u]Shaman Racial[/u] [COLOR=#800080]Keeper of the Past[/COLOR] (Drag) Must worship keepers of the past. Good class features, but to get full benefit of it you need to be wielding a weapon/totem and not dump int. [u]Primal[/u] Primal Mapper Augments your at wills with extra damage and gives you extra moves/lets you ignore difficult terrain. Utility is a decent daily revolving around difficult terrain your allies can ignore. [/sblock] [b]Other Classes[/b] [sblock] There are only a couple really worth looking at: [COLOR=#0000ff][b]Divine Oracle[/b][/COLOR] (mainly for worldspeakers), [COLOR=#0000ff][b]compassionate healer[/b][/COLOR] (for bear or worldspeakers), [b][COLOR=#0000ff]Spiral Wind's Ally[/COLOR][/b], [COLOR=#0000ff][b]Thrallherd[/b][/COLOR] (stalkers/animists) and [COLOR=#00ccff][b]Flame of Hope[/b][/COLOR] (stalkers/animists).[u][/u] [u]Cleric[/u] [b]Compasionate Healer[/b] (DP) This is a good choice for bear shamans and worldspeakers since you need a decent con for sharing healing surges and for some extra hitpoints. Several healing features that work with primal healing powers and both attacks weaken. [COLOR=#00ccff]Divine Oracle[/COLOR] (PHB) For worldspeakers who may have enough will attacks to consider this for the double roll at 16. The other powers and class features are useful too. Make sure you have nimble spirit by level 16. [u]Druid[/u] [COLOR=#0000ff]Spiral Wind's Ally[/COLOR] (PP) Allys get extra healing = to your wis mod when they spend a surge and you shift when you spend a surge. Attack powers are both blasts. [u]Invoker[/u] [COLOR=#00ccff]Flame of hope [/COLOR](PHB2) for stalkers and animists. This is actually a leader focused path, with a daily healing power and allies getting bonuses to saves and attack rolls. [u]Psion[/u] [COLOR=#0000ff][b]Thrallherd[/b][/COLOR] (PsP) Because having just a spirit companion isn't enough: you need a thrall too. For animists and stalkers. [u]Warlock[/u][b][/b] [u] [/u][COLOR=#0000ff][b]Umbral Cabalist [/b][/COLOR](D383) Good choice con shamans with vestige pact. You won't get much out of the action point feature unless you take both student of melediction (to get a curse) and pact initiate (to qualify for the path), but the encounter power stuns and the other features all work well to give you good defensive bonuses. Probably a better choice for hybrids.[u][/u] [u] Wizard[/u] (Only for stalkers/animists)[b][/b] [COLOR=#0000ff]Spellstorm mage[/COLOR] (PHB) If you are doing a bunch of power swap feats this is a good choice since with the class features keyed off wisdom you can probably get an extra daily use out of a wizard daily utility or attack power. The encounter power has a nice effect on a miss and does lightning/thunder damage. [/sblock] [b]Racial & setting[/b] [sblock] Racial paths that require you be a shaman are in the shaman section of paths. [u]Deva[/u] [COLOR=#0000ff]Ancestral Incarnate[/COLOR] (PHB2) Uses wisdom and you get some summons. Plus it recharges encounter powers when you AP and combines well with superior will. [u]Dragonborn[/u] [COLOR=#0000ff]Scion of Arkhosia[/COLOR] (PHB2) Dragonborns are not a very good race for shamans, but this path is a decent chocie for shamans with a good con since you get lots of con based abilities and can fly. [u]Eladrin[/u] Shiere knight (PHB2) Wisdom or int based, lots of teleportation.[u][/u] [u]Human[/u] [COLOR=#00ccff]Adroit Explorer[/COLOR] (PHB2) This is a decent paragon path for any character. More action points and you get extra encounter powers. [u]Changeling[/u] (EBPG) [COLOR=#00ccff]Cha[/COLOR]mel[COLOR=#ff0000]eon[/COLOR] (EBPG) Its usefulness depends on your allies since you pick their powers for your paragon path powers. [u]Mark of Healing[/u] [COLOR=#0000ff]Jorasco Jadehand[/COLOR] (EPG) Requires Mark of Healing. Wisdom based powers and lots of extra healing and saving throws. [/sblock] [u]Epic Destinies[/u] There are not really any shaman specific epic destinies yet, although World Tree Guardian works well for con shamans. Most of the fairly generic epic destinies that work well for almost any class are usually a good choice including: [COLOR=#00ccff]Destined Scion[/COLOR] [COLOR=#0000ff]Demigod/Chosen[/COLOR],[COLOR=#0000ff] Eternal Seeker[/COLOR], Harbinger of Doom, and [COLOR=#00ccff]Reincarnate Champion[/COLOR]. Some of the destinies from divine power work well like the various [COLOR=#0000ff]Avatars[/COLOR], but require some multiclassing tricks to get. Devas should take [COLOR=#00ccff][b]Soul of the World[/b][/COLOR] [b]Epic Destinies[/b] [sblock] [COLOR=#00ccff]Reincarnate Champion[/COLOR] (PP) Get 2 other races encounter powers and feats. Boost an ability score. Lots of variaty and at level 30 get every racial encounter power there is. World Tree Guardian (PP) Damage resistance keyed off of con. Regeneration powers as well. Deadly Trickster (PHB) Only watchers who got another skill somehow will qualify for this, but if you like it, it is not a bad choice. [COLOR=#00ccff][b]Destined Scion [/b][/COLOR](HoFL) Boring, but most mechanically solid destiny. [COLOR=#0000ff]Demigod[/COLOR] (PHB) Always solid. [COLOR=#0000ff]Eternal Seeker[/COLOR] (PHB) If you like variety take this. Harbinger of Doom (PHB2) I have always liked this destiny since rerolling 1s is fun and shamans have a decent number of burst/blast attacks to take advantage of this.. Lorekeeper (PHB2) Utility power is nice and keys off of wisdom and has one of the best level 30 features in game. Also boosts your damage. Planeshaper (D372) Mainly for stalkers/animists. Boost you int and remove enemies temporarily when you crit. Use 1 encounter power 2/encounter starting at 21st. Prince of Hell (D372) Only for fire themed shamans. Gain fire resistance and ignore fire restance. Punisher of the Gods (D372) Action points and save penalties. This has been errated multiple times. Storm Soverign (D372) For con shamans since you get a con boost. Lightning and thunder resistance and an interesting defensive utitliy. [u]For Devas[/u] [COLOR=#0000ff]Disincarnate[/COLOR] (D385) Boosts to wisdom and another stat and interrsting powers based on transforming into a raksahasa [COLOR=#252628][SIZE=xx-small][SIZE=xx-small][SIZE=xx-small] [/SIZE][/COLOR][/SIZE][/SIZE]and debuffing with your memory power. Gives you radiant and necrotic immunity at 30. [COLOR=#00ccff]Soul of the World [/COLOR](D385) Similar to reincarnate champion, but with a boost to wisdom and inteliigence. Also you get to swap out powers with another class. Overall the best destiny for deva stalker shamans. [u]Divine [/u]For the avatars you need to take divine channeler feat and the required channel divinity feat to qualify for MC characters or the equivalent for hybrid. Avatar of Death (DP) [COLOR=#0000ff]Blue for stalkers[/COLOR]. Bonus to wisdom and int. Necrotic powers ignore resistance. Utility is useful and fits stalker theme of extra damage. Avatar of Freedom (DP) [COLOR=#0000ff]Blue for Watchers[/COLOR]. Bonus to wis and dex. Lots of saving throw bonuses. Avatar of Hope (DP) Wis and cha bonus. Immune to fear and other bonuses with good daily utility. Avatar of Justice[u] [/u](DP) [COLOR=#0000ff]Blue for stalkers[/COLOR]. Bonus to ally attack rolls and nice healing utility. Avatar of Life (DP) [COLOR=#0000ff]Blue for world and protectors. [/COLOR] Bonus to wis and con. Bonus to saving throws and very good regeneration utility. Avatar of Storm (DP) Only for con/world shamans. Bonus to con and str. For thunder or lightning builds. [u] [/u][COLOR=#0000ff]Chosen[/COLOR]: (DP) Like demigod, but with different utitlities. Exalted angel (DP)[u] [/u]Flight, resistances, and imunity to fear. Utility buffs allies defenses and lets them fly. Saint (DP) Bonus to NAD's, necrotic resistance, and you can not be domniated. Good daily healing utility. [u] Fighter/Warlord[/u] Adamantine soldier (MP) For con shamans who have chain. +2 AC and damage resistance = to your con mod. The utility is not really geared towards shamans. [u]Ranger/rogue[/u] Godhunter (MP) Rerolls and other benfeits when fighting higher level creatures. [COLOR=#0000ff] [/COLOR][u]Seeker[/u][COLOR=#0000ff] [/COLOR]Master of the Eternal Hunt[COLOR=#0000ff] [/COLOR](PHB3) Bonus to wisdom and lots of neat abilities like tremor sense/darkvision 10 and the ability to ignore concealment and cover with 10 squares. Good choice for shamans that focus on ranged powers. The utiltiy requires use of a seeker power. [u]Ardent[/u] War Master (PHB3) Good general leader path. Bonus to initiative, temp hitpoints to an ally when you let another ally spend a surge, and untyped bonuses to you and your allies attacks when an ally is adjacent to the enemy. [u]Psionic[/u][COLOR=#0000ff][b] Master of Moments[/b][/COLOR] (PsP) Action points also give you a minor and move action and you get extra minor actions later on each turn. For those with multiple sustainable powers, especially call forth the spirit world [/sblock] [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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