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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709481" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p><span style="font-size: 15px"><strong><u>Multiclassing</u></strong></span></p><p></p><p>With the new essentials <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/drfe/20100809" target="_blank">rules update</a> shamans can now use things like invokers powers with a totem or shaman powers with a rod/staff and I am updating the rankings based on this. If you do not follow that rule for whatever reason, classes like invoker, wizard and warlock are a lot less useful.</p><p></p><p>Divine Channeler (DP):</p><p></p><p><strong>DC</strong></p><p>[sblock]</p><p>If you have the religion skill you can pick up a channel divinity power through this feat that you can use 1/day. The paladin CD Divine Mettle can help if you find you are short on save granting abilities. The invoker CD power Armor of Wrath is good for con shamans and Perserver's Rebuke is good for stalkers and both fit the flavor of the shaman class well, while Maledictor's Doom is OK for any shaman. The cleric's Healer's Mercy is good for group healing if you do not mind being weakened for a round and favor of the gods potentially gives an ally a reroll. You count as a member of whatever class you pick the CD from so this is a good way to qualify for a class for prerequisites and get a useful daily power. This is the only way for non hybrids to qualify for the various divine Avatar epic destinies if you want one of those.</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Artificer</span></p><p><span style="color: #0000ff"></span><strong>Artificer</strong></p><p>[sblock]</p><p></p><p>Int and wis the 2 main stats. Stalker shamans might check this out, but this leader class has almost no support outside of the the EPG. You get staffs and rods.</p><p></p><p>Paragon Path</p><p><span style="color: #00ccff"><strong>Spell Commander</strong></span></p><p>The main reason to go with artificer. You will need a weapliment, but its a good enabling option, especially if you have arcane allies.</p><p>[/sblock]</p><p></p><p><strong>Assasssin</strong></p><p></p><p><strong>assassin</strong></p><p>[sblock]</p><p><strong>Shadow initiate</strong> gives you access to stealth, you can use a ki foxus with a weapon sort of like a weapliment and you can get 2 shrouds. I like <strong><span style="color: #0000ff">acolyte of the veil</span></strong> a bit more since the shadow step power actually helps you move around more and you can pick between stealth and acrobatics.</p><p></p><p>Feats</p><p></p><p><strong>Death Sight</strong> (D366) Bloodied Creatures don't get the benefits of cover and concealment against your attacks. </p><p></p><p><strong>Minion of the Dark</strong> (D379) Darkvision.</p><p></p><p><strong>Drawn Shadows</strong> (D379) Concealment when near dim light or darkness. This is very party dependent.</p><p></p><p><span style="color: #0000ff"><strong>Soul in Shadow</strong></span> (D379) Concealment from enemies 5 squares from you.</p><p>[/sblock]</p><p></p><p>Avenger</p><p><strong>Avenger</strong></p><p>[sblock]</p><p>You have the wisdom for this and the oath should work with your spirit melee attacks, but from my reading of the oath you need to be the one adjacent to the enemy. That might happen often enough to make the new erratted oath from hero of faith to be worth having. You also get access to holy symbols several of which are useful when not used to attack. If for some reason you feel like using a melee weapon this is probably the way to go for power swap feats, but you are better off sticking with your melee spirit attacks with the oath. Also if you take Spirit of the Tempest as an at will this will help make sure you hit with it.</p><p></p><p>Feats</p><p></p><p>Paragon Paths</p><p>Watchful Shepherd</p><p>[/sblock]</p><p></p><p>Barbarian</p><p><strong>Barbarian</strong></p><p>[sblock]</p><p>Con shamans should have the stats for this and the daily damage bonus works so the intro feat may be worth taking if you want a barbarian skill. Barbarian powers are strength/weapon which is not your thing </p><p></p><p>Feats</p><p><strong>Slayer Shift</strong> (PP) Free shift when you bloody or kill an enemy.</p><p></p><p>[/sblock]</p><p></p><p>Battlemind</p><p><strong>Battlemind</strong></p><p>[sblock]</p><p>This has a little bit of potential for con shamans who wield spear or mace totems.</p><p></p><p>Feats</p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Cleric </span>(or possibibly <span style="color: #ff9900"><strong>Gol</strong><strong>d</strong></span>) <span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Cleric</strong></p><p>[sblock]</p><p>The cleric is potentially rated gold depending on the current version of Battle cleric's lore being made final and depending on what your DM thinks. Note the OCB at least does not allow this to work. The feat <strong><span style="color: #ff9900">Divine Healer</span></strong> gives you the heal skill and healer's lore. You can switch out healer's lore for Battle Cleric Armaments according to some readings of the text and according to customer service. That gives you scale proficiency and a +2 shield bonus to AC and gives targets of your cleric healing surge using powers a +2 to hit until EONT. So con shamans should make divine healer their first feat. I currently don't think it works since mc cleric doesn't make you a cleric for the purpose of swithing out class features by a strict reading of the multilcass rules IMO. Everything after this sentence is what I had before dragon 400 and I am going to leave it up for now. </p><p></p><p>You have the wisdom for the basic intro feat and the extra daily heal and religion skill are not bad. If you take divine healer instead of<span style="color: #0000ff"> initiate of faith</span> you get the heal skill and healers lore for any cleric power swaps you take. You also get access to holy symbols several of which are useful even when not used to attack.</p><p></p><p>Feats</p><p><span style="color: #0000ff"><strong>Gambler's Word </strong></span>(DP) This should let you reuse healing word after you crit, but not everyone thinks this works for mc clerics so ask your DM.</p><p></p><p><strong>Shared Healing </strong>(DP) This speads healing surges around some.</p><p></p><p><strong>Supreme Healer</strong> (DP) If your DM lets you use gambler's word, then take this too. Heal two at once with it.</p><p></p><p>Paragon Paths</p><p><strong><span style="color: #0000ff">Divine Oracle</span></strong></p><p></p><p><strong><span style="color: #0000ff">Compassionate Healer</span></strong></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span></strong>Holy Emissary</p><p></p><p>[/sblock]</p><p></p><p>Druid</p><p><strong>Druid</strong></p><p>[sblock]</p><p>This gives you access to staffs and you share the same main stat, but you can not use any spirit powers while in beast form and you already have nature. Hybrid probably works better, but having an extra control power is ok and they have one good conrtoller/healing focused paragon path.</p><p>Feats</p><p><strong>Quick Wild Shape</strong> (PP) If you are going druid you need this so that you can use your encounter power with less trouble.</p><p></p><p><strong>Wild Surge </strong>(PP) If you took quick wild shape this is ok.</p><p></p><p>Paragon Paths</p><p>Guardian of the living gate</p><p></p><p>Keeper of the Hidden Flame</p><p></p><p><span style="color: #0000ff">Spiral Wind's Ally</span></p><p></p><p>Storm Speaker</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #0000ff">Fighter</span></p><p><strong>Fighter</strong></p><p>[sblock]</p><p>Con shamans might want the <span style="color: #0000ff"><strong>Wrathful Warrior</strong></span> intro feat A lot of the feats work because they say melee attack and not weapon melee. That leads to the following combination, which is particularly effective for bear shamans who go the disciple of winds paragon path since they can slide the target of their healing powers: totemic spear and rushing cleats + polearm momemtum = Spirit's Shield and similar offensive close/melee healing powers sliding 2 and knocking prone. If you don't go disciple of winds, then the proning trick still works on close/melee powers that normally slide/push. Add in hindering shield and they are slowed as well.</p><p>Feats</p><p></p><p><span style="color: #0000ff"><strong>Hindering Shield</strong></span> (D385) If have push/pull/slide attacks this slows the target if you are using a shield.</p><p></p><p><span style="color: #0000ff"><strong>Grit </strong></span>(MP) Con shamans should take this. Get temp hitpoints when you spend a surge.</p><p></p><p><strong><span style="color: #00ccff">Small Warrior's Defense </span></strong>(D378) Halflings and other small shamans should get a totemic spear for a +2 bonus to AC and reflex.</p><p></p><p><span style="color: #0000ff"><strong>Wary Fighter </strong></span>(D378) Improves your initiative and gives you bonus to perception and insight. All but eagle shamans should take this.</p><p></p><p><span style="color: #00ccff"><strong>Polearm Momentum </strong></span>(MP) It says it works with spear attacks. So grab a totemic spear and some rushing cleats and start pushing and sliding to knock your enemies prone.</p><p></p><p><span style="color: #0000ff"><strong>Slashing Storm</strong></span> (MP) Creatures that end their turn next to you take your wis mod damage when you hit with a melee attack.</p><p></p><p></p><p>[/sblock]</p><p></p><p><span style="color: #00ccff">Invoker</span></p><p><span style="color: #00ccff"></span><strong>Invoker</strong></p><p>[sblock]</p><p>You have the wisdom for <span style="color: #0000ff"><strong>Acolyte of Divine Secrets</strong></span> and they have good at will powers. Plus you get to use staffs and rods. The <span style="color: #0000ff">divine secret keeper</span> feat gives you ritual casting and a skill and stalkers will qualify for it. Some of the invoker summons dailies are decent if you want more summoning.</p><p></p><p>Feats</p><p>Sadly not much for shamans</p><p></p><p>Paragon Paths:</p><p><strong><span style="color: #00ccff">Flame of Hope</span></strong></p><p></p><p>Angelic Aspect</p><p></p><p>Devoted Orator</p><p></p><p>Hammer of Vengence</p><p></p><p>[/sblock]</p><p></p><p>Monk<span style="color: #800080"></span></p><p><span style="color: #800080"></span><strong>Monk</strong></p><p>[sblock]</p><p>A few watcher shamans might be able to do something with this. You can't you their implements besides ki focuses for your shaman powers, but they have a few good feats. Flurry of blows requires that you be next to an enemy to use it and I would suggest the centered breath one.</p><p>Feats</p><p></p><p><strong>Monastic Adept</strong> (PsP) If you have a <strong><span style="color: #0000ff">high dex</span></strong> this is very good. If not it still gives you a movement technique once per encounter and another monk skill.</p><p></p><p><span style="color: #0000ff"><strong>Fluid Motion</strong></span> (PsP) Good boost to speed.</p><p></p><p><strong>Confounding Technique </strong>(PsP) Swap places with an ally.</p><p></p><p><span style="color: #0000ff"><strong>Keep Your Feat</strong></span> (PsP) Stand up from getting knocked prone as an immediate reaction.</p><p></p><p>[/sblock]</p><p></p><p>Paladin<span style="color: #800080"></span></p><p><span style="color: #800080"></span><strong>Paladin</strong></p><p>[sblock]</p><p>Charisma is normally a dump stat and most powers revolve around weapons, so this looks pretty bad at first, but you do qualify for the <span style="color: #0000ff">soldier of virtue</span> feat, which gives you virtue's touch 1/day and a paladin skill. You also get access to holy symbols several of which are useful.</p><p>Feats</p><p><span style="color: #0000ff"><strong>Protectors Commitment</strong></span> (DP) +1 untyped attack bonus when enemy or you are adjacent to a bloodied ally.</p><p></p><p><span style="color: #00ccff"><strong>Virtuous Recovery </strong></span>(DP) DR equal to your wis mod when you spend a healing surge.</p><p></p><p><strong>Mercy's Reward</strong> (DP) Extra healing for you or an ally when you score a critical hit.</p><p></p><p><strong>Resurgent Attack</strong> (DP) +2 power bonus to attack when you spend a surge.</p><p></p><p>[/sblock]</p><p></p><p>Psion</p><p><strong>Psion</strong></p><p>[sblock]</p><p>Stalker/animist shamans might be able to do something with this since psions can be int/wis. You can't augment easily, but the paragon paths give you 2 power points so you can at least augment your paragon path powers.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Feats<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Paragon Paths<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Time Bender</strong></p><p><strong></strong></p><p><strong><span style="color: #0000ff">Thrallherd</span></strong></p><p><strong></strong><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">[/sblock]</span></p><p></p><p><strong>Ranger</strong></p><p><strong></strong><strong>Ranger</strong></p><p>[sblock]</p><p>The hunters quarry once per encounter from <strong>warrior of the wild </strong>is decent and some of the feats work well with spirit melee powers.</p><p></p><p>Feats</p><p></p><p><span style="color: #0000ff"><strong>Prime Strike</strong></span> (MP2) A +1 untyped bonus to melee attacks against isolated creatures.</p><p></p><p><span style="color: #0000ff"><strong>Prime Hunter</strong></span> (MP2) Another untyped melee attack bonus against isolated targets, this time in epic.</p><p></p><p><strong>Manticores Fury</strong> (MP2) Some shamans with a good mix of melee and ranged attacks will get a decent damage boost from this.</p><p></p><p><strong>Slashing Storm</strong> (MP2) Wis mod in damage if enemies start their turn adjacent to you after you hit with a melee attack.</p><p></p><p><strong>Secure Encampment</strong> (MP) This is campaign dependent, but a good way to prevent suprises while camping.</p><p></p><p><strong>Elusive Movement </strong>(MP) If you don't have any other feat bonuses to AC this is an ok way to get one.</p><p></p><p><strong>Retreat Technique</strong> (MP2) A decent way to get away from an enemy by using your spirit melee attacks.</p><p></p><p>Paragon Paths</p><p>Horizon Walker</p><p></p><p></p><p></p><p>[/sblock]</p><p></p><p><strong><span style="color: #800080">Rogue</span></strong></p><p><strong></strong><strong>Rogue</strong></p><p>[sblock]</p><p>None of the intro feats really help you that much, though watchers might want the thievery or stealth skill. I think <strong>Twilight Sneak</strong> is a decent choice for an eagle shaman. Some of the feats are good.</p><p></p><p>Feats</p><p></p><p><strong>Blade and Buckler Duelist</strong> (D381) Good defense bonuse if you have a light shield.</p><p></p><p><span style="color: #0000ff"><strong>Expert Sneak </strong></span>(MP2) Good for worldspeakers especially, but any shaman can potentially get good use out of this depending on power selection and party makeup. CA against enemies that are defeaned, slowed, immobilized, or weakened.</p><p></p><p><span style="color: #0000ff"><strong>Shadow Eyes </strong></span>(MP2) Your attacks ignore concealment.</p><p></p><p>[/sblock]</p><p></p><p><span style="color: #800080"><strong>Runepriest</strong></span></p><p><span style="color: #800080"><strong></strong></span><strong>Runepriest</strong></p><p>[sblock]</p><p>You are better off with most of the other leader mc feats. Cleric gives you paragon paths and holy symbols, artificer gives you access to staffs, rods, and familiars, and warlord has some good feat support.</p><p></p><p>Feats</p><p></p><p>Paragon Paths</p><p>[/sblock]</p><p></p><p><span style="color: #ff0000">Seeker</span></p><p><strong>Seeker</strong></p><p>[sblock]</p><p>Until they give you a decent dex using weapliment then this is not a good choice and you do not even get a new skill. Hybrid is your only choice here.</p><p>[/sblock]</p><p></p><p><span style="color: #800080">Sorcerer</span></p><p><strong>sorcerer</strong></p><p>[sblock]</p><p>The intro feat <strong>soul of sorcery</strong> is decent if you want staffs/daggers and some damage resistance, but <strong>arcane prodigy</strong> is overall better since you get a skill, a little more damage, and implements. Besides that the class offers nothing for you.</p><p></p><p></p><p></p><p>[/sblock]</p><p></p><p><strong><span style="color: #0000ff">Swordmage</span></strong></p><p><strong></strong><strong>Swordmage</strong></p><p>[sblock]</p><p>Take this so you can get arcana and use a heavy/light blade as an implement with <span style="color: #0000ff"><strong>blade initiate</strong></span>. Cunning is the one that jumps out as me as a good choice, but there are other good ones out there. The daily boost to your ac while wielding a heavy blade is not bad either. Some of the power swaps are good and this is a very good hybrid too.</p><p></p><p>Feats</p><p><strong>Intelligent Blademaster</strong> (FRPG) A little better than melee training for some int shamans.</p><p></p><p></p><p>Paragon Paths</p><p></p><p>Shyran Spiritblade </p><p></p><p></p><p>[/sblock]</p><p></p><p>Warden</p><p><strong>warlord</strong></p><p>[sblock]</p><p>The basic intro feat is decent and gives you a warden skill. You also get a 1/encounter mark and access to warden daily forms for power swaps. Mainly weapliment users want it for some of the other feats.</p><p></p><p>Feats</p><p><span style="color: #0000ff"><strong>Warden's Endurance </strong></span>(PP) Basically gives you font of life 1 round/per encounter. </p><p></p><p></p><p><strong>Impaling Thrust</strong> (PP) You can immobilize on crits with a totemic spear, but it lowers the damage.</p><p></p><p><span style="color: #0000ff"><strong>Forceful Smash </strong></span>(PP) Your totemic warclub can knock prone on a crit.</p><p></p><p><span style="color: #0000ff"><strong>Manuevering Attack</strong></span> (PP) With a totemic spear and forced movement you get CA. Not as good as polearm momentum, but the prereqs are lower.</p><p></p><p></p><p>Paragon Paths</p><p></p><p>[/sblock]</p><p></p><p>Warlock</p><p><strong>warlord</strong></p><p>[sblock]</p><p>Less than half the powers you can pick from are constitution based and most shamans won't have the charisma to qualify. Probably half-elfs, kalashtar, and maybe dragonborn should consider this as an option to get an encounter ranged warlock power.</p><p></p><p>Feats</p><p>none for shamans </p><p></p><p></p><p>Paragon Paths</p><p></p><p><strong>Sea Tyrant Oracle</strong></p><p></p><p><u></u></p><p><u></u><span style="color: #0000ff"><strong>Umbral Cabalist</strong></span></p><p></p><p></p><p>[/sblock]</p><p></p><p>Warlord</p><p><strong>warlord</strong></p><p>[sblock]</p><p>I like the <span style="color: #0000ff"><strong>skirmishing leader, bravura leader,</strong></span> and <span style="color: #0000ff"><strong>resourceful leader</strong></span> intro feats since they work anytime an ally spends an action point instead of just once per encounter, but the basic <span style="color: #0000ff"><strong>student of battle</strong></span> is ok as well. Some taclords and animists might want <strong>tactical leade</strong>r.</p><p></p><p>Feats</p><p><strong><span style="color: #0000ff">Guide The Shot </span></strong>(MP2) For eagles mainly. Granted RBAs avoid cover and concealment.<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Protective Leadership </strong>(MP2) For animists and taclords. Bloodied allies get +1 to defenses.<strong></strong></p><p><strong></strong><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Driven Leadership</strong> (MP2) allies get +1 bonus to speed</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff"><strong>Enabling Shot</strong></span> (MP2) For shamans with a good number of ranged powers. Allies get a basic attack when you crit with a ranged attack. This would be skyblue if you had a reliable way to expand your crit range</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><strong>Reliable Action</strong> (MP2) When an ally spends an action point and misses with an encounter power they don't expend the power. </p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Paragon Paths<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">Earthfast Brigadeer</span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff"></span></p><p><span style="color: #0000ff">[/sblock]</span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Wizard</span></p><p><strong>Wizard</strong></p><p>[sblock]</p><p>The feat <span style="color: #0000ff"><strong>arcane initiate</strong></span></p><p><span style="color: #0000ff"></span>is a good way to pick up a controlling encounter power and even if you have a low int you can use storm pillar. You also get arcana and staffs/orbs/tomes for implements. Wizard daily powers are worth swapping out. If no one in your party has ritual casting then <span style="color: #0000ff"><strong>Learned Spellcaster</strong></span> is another choice and you still get a skill along with the ability to use wizard implements<span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>Feats</p><p></p><p><span style="color: #ff9900"><strong>Tome Expertise</strong></span></p><p><span style="color: #ff9900"></span>(HoeC) Enemies next your conjurations grant CA. So everyone next to your spirit grants CA. That is probably the best expertise feat for you.</p><p></p><p><strong>Arcane Mastery </strong>(PHB) If you took a daily power swap, this will let you recharge it for an action point.</p><p></p><p>Paragon Paths</p><p></p><p><strong>Draconic Anithesis</strong></p><p></p><p><strong><span style="color: #0000ff">Spellstorm Mage</span></strong></p><p></p><p><span style="color: #0000ff">[/sblock]</span></p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="font-size: 15px"><strong><u>Hybrids</u></strong></span></p><p></p><p>Shaman Hybrid: What you get: Simple melee weapons, longspear, and totem proficiency and possibly leather. +1 to fort or will. HP: 6 + 2.5/level HS: 3.5. Speak with spirits. Healing spirits 1/enc. And a neutered companion spirit. You get to pick the type of spirit and get to qualify as having that as a prereq and get various riders for encounter powers, but you do not get a spirit boon and do not get the associated at will opportunity action power without spending your hybrid talent feat on one of them. So you will need to spend your hybrid talent to get Spirit Power if you want your spirit to be a threat.</p><p></p><p>The finalized hybrid rules let you pick the at will associated with your spirit companion or any at will not associated with another type of companion (i.e. stalker shamans can get stalker's strike or spirit of the tempest, but not protecting strike). So a big drawback with hybrids is that only watchers can get claws of the eagle and only animists can get spirit infusion, which knocks down </p><p>the enabling ability of the other builds.</p><p></p><p></p><p>Your best hybrid options are cleric, invoker, druid and wizard, followed by swordmage and warlord.</p><p></p><p>With most weapon wielding classes you are going to have to do something about needing an implement and a weapon (avengers/clerics/paladins can use several weapons as implements pretty commonly and have holy symbols as well, swordmages can use blades as totems). </p><p></p><p>The other interesting thing you can do with eagle shaman hybrids is to ignore the shaman powers that require an attack roll and focus on powers that let your allies attack like claws of the eagle. There are enough powers now that you can dump wisdom and ignore your implement on some hybrid builds and cherry pick what you want from shaman utilities and other class features. That limits you a bit since there are only a few powers that qualify, but if you want to focus on boosting allies and doing something else this is an option.</p><p></p><p><strong>Hybrid</strong></p><p>[sblock]</p><p><span style="color: #800080"><strong>Ardent</strong></span></p><p><span style="color: #800080"><strong></strong></span>The other leaders mesh better for the most part, but this lets ardents enable more</p><p></p><p>Avenger</p><p>You share the same main stat, but you can not use the oath on your spirit melee powers like you can with the MC one. Armor of faith can be taken with the hybrid feat, but does not work post errata if you are wearing leather or hide so the only way you could work that would be with watchers or stalkers. You can share an implement and it might be possible to build something out of this, but it would not be very standard and I do not feel like trying.</p><p></p><p><span style="color: #800080">Barbarian</span></p><p>The hybrid feat armored agility is nice, but strength is not a main stat for you and barbarians do not care about wisdom. Both care about con so make that your third stat.</p><p></p><p><span style="color: #800080">Bard</span></p><p>Charisma is a dump stat, but the bardic armor feat is nice. You could make a charisma build and take lazy powers for some decent enabling</p><p></p><p><span style="color: #800080"><strong>Battlemind</strong></span></p><p><span style="color: #800080"><strong></strong></span>Don't see much for shamans here, but con/wis works.</p><p></p><p><span style="color: #ff9900">Cleric</span></p><p>This was <strong><span style="color: #0000ff">darkblue</span></strong> before battle clerics lore came out. Now it is gold since that feature is broken since it gives hybrids scale +2 ac without any prereqs. The following is what I had before when cleric was only darkblue: Augments your healing nicely and you can get hide/chain with a low strength through the feat, though I would still spend you hybrid talent on your spirit. There is a hybrid build below that is very good at damage reduction.</p><p></p><p><span style="color: #00ccff">Druid</span></p><p>This can work if you avoid the wild shape powers and will probably be better than multiclassing. You can take the ranged and close druid powers and focus on those, using AOE in the area where your spirit is.</p><p></p><p><span style="color: #800080">Fighter</span></p><p>You can only mark with fighter powers. Armor feat is great. This might be doable since fighters care about wisdom, dex and con.</p><p></p><p><span style="color: #00ccff">Invoker</span></p><p><span style="color: #00ccff"></span>Stats match up just right. Some of the control options are very nice and you get summons. And staff implements.</p><p></p><p><strong>Monk</strong></p><p><strong></strong>Stats match up ok, but I don't much obvious benefit besides more control.</p><p></p><p><span style="color: #800080">Paladin</span></p><p>You can use divine challenge and attack through spirit. Stats do not match, but paladins like wisdom. Armor feat is a must.</p><p></p><p><strong>Psion</strong></p><p><strong></strong>Stats match up and you could probably get a good control build.</p><p></p><p>Ranger</p><p>Probably works better ranged and probably works better as MC, but certainly doable with a bow build of some sort. Lots of other people seem to like this combination more than me. Can get prime shot with feat. Keen eagle would work well as a paragon path.</p><p></p><p><span style="color: #800080">Rogue</span></p><p>You might be able to build a dex crossbow rogue that worked. It would be tricky and sneak attack only works with rogue weapon powers.</p><p></p><p><strong>Runepriest</strong></p><p><strong></strong>A runepriest with lazy shaman powers could work</p><p></p><p><strong>Seeker</strong></p><p><strong></strong>Stats match, but nothing obvious jumps out. Would probably want to boost int or dex for AC. Need to find a weapliment through multiclassing</p><p></p><p><span style="color: #ff0000">Sorcerer</span></p><p>You are probably better off going dex with this route, but then you have three stats to worry about, with both main attack stats being the dump stat of the other class. Or else go with strength/con and do not bother to ever boost them and pick up chain. AC is the big issue if you try to boost both attack stats.</p><p></p><p><span style="color: #0000ff">Swordmage</span></p><p>Stalker builds can try to get something out of this. It would be an interesting mix of ranged defender/leader with lots of movement and you could use a sword as a totem which has interesting possibilities. Int/wis is a good combo for both classes</p><p></p><p><span style="color: #800080">Warden</span></p><p>Your stats kind of mesh and you can get good armor with the feat. </p><p></p><p>Warlock</p><p>You should go conlock. The multiclass option requires charisma.</p><p></p><p><span style="color: #0000ff">Warlord</span></p><p>Stalkers/taclords might get something out of this, but the blue rating assunes you just take lazy powers for one of the classes. I have a sample eagle/taclord build below that does nothing but grant ally attacks.</p><p></p><p><span style="color: #00ccff">Wizard</span></p><p>You might get something out of this with wis/int builds and wizard dailes are very nice. Would be a very tactical build with lots of control. Wizards lose very little from hybridding.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709481, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [Size=4][b][u]Multiclassing[/u][/b][/size] With the new essentials [URL=http://www.wizards.com/dnd/Article.aspx?x=dnd/drfe/20100809]rules update[/URL] shamans can now use things like invokers powers with a totem or shaman powers with a rod/staff and I am updating the rankings based on this. If you do not follow that rule for whatever reason, classes like invoker, wizard and warlock are a lot less useful. Divine Channeler (DP): [b]DC[/b] [sblock] If you have the religion skill you can pick up a channel divinity power through this feat that you can use 1/day. The paladin CD Divine Mettle can help if you find you are short on save granting abilities. The invoker CD power Armor of Wrath is good for con shamans and Perserver's Rebuke is good for stalkers and both fit the flavor of the shaman class well, while Maledictor's Doom is OK for any shaman. The cleric's Healer's Mercy is good for group healing if you do not mind being weakened for a round and favor of the gods potentially gives an ally a reroll. You count as a member of whatever class you pick the CD from so this is a good way to qualify for a class for prerequisites and get a useful daily power. This is the only way for non hybrids to qualify for the various divine Avatar epic destinies if you want one of those. [/sblock] [COLOR=#0000ff]Artificer [/COLOR][b]Artificer[/b] [sblock] Int and wis the 2 main stats. Stalker shamans might check this out, but this leader class has almost no support outside of the the EPG. You get staffs and rods. Paragon Path [COLOR=#00ccff][b]Spell Commander[/b][/COLOR] The main reason to go with artificer. You will need a weapliment, but its a good enabling option, especially if you have arcane allies. [/sblock] [b]Assasssin[/b] [b]assassin[/b] [sblock] [b]Shadow initiate[/b] gives you access to stealth, you can use a ki foxus with a weapon sort of like a weapliment and you can get 2 shrouds. I like [b][COLOR=#0000ff]acolyte of the veil[/COLOR][/b] a bit more since the shadow step power actually helps you move around more and you can pick between stealth and acrobatics. Feats [b]Death Sight[/b] (D366) Bloodied Creatures don't get the benefits of cover and concealment against your attacks. [b]Minion of the Dark[/b] (D379) Darkvision. [b]Drawn Shadows[/b] (D379) Concealment when near dim light or darkness. This is very party dependent. [COLOR=#0000ff][b]Soul in Shadow[/b][/COLOR] (D379) Concealment from enemies 5 squares from you. [/sblock] Avenger [b]Avenger[/b] [sblock] You have the wisdom for this and the oath should work with your spirit melee attacks, but from my reading of the oath you need to be the one adjacent to the enemy. That might happen often enough to make the new erratted oath from hero of faith to be worth having. You also get access to holy symbols several of which are useful when not used to attack. If for some reason you feel like using a melee weapon this is probably the way to go for power swap feats, but you are better off sticking with your melee spirit attacks with the oath. Also if you take Spirit of the Tempest as an at will this will help make sure you hit with it. Feats Paragon Paths Watchful Shepherd [/sblock] Barbarian [b]Barbarian[/b] [sblock] Con shamans should have the stats for this and the daily damage bonus works so the intro feat may be worth taking if you want a barbarian skill. Barbarian powers are strength/weapon which is not your thing Feats [b]Slayer Shift[/b] (PP) Free shift when you bloody or kill an enemy. [/sblock] Battlemind [b]Battlemind[/b] [sblock] This has a little bit of potential for con shamans who wield spear or mace totems. Feats [/sblock] [COLOR=#0000ff]Cleric [/COLOR](or possibibly [COLOR=#ff9900][b]Gol[/b][b]d[/b][/COLOR]) [COLOR=#0000ff] [/COLOR][b]Cleric[/b] [sblock] The cleric is potentially rated gold depending on the current version of Battle cleric's lore being made final and depending on what your DM thinks. Note the OCB at least does not allow this to work. The feat [b][COLOR=#ff9900]Divine Healer[/COLOR][/b] gives you the heal skill and healer's lore. You can switch out healer's lore for Battle Cleric Armaments according to some readings of the text and according to customer service. That gives you scale proficiency and a +2 shield bonus to AC and gives targets of your cleric healing surge using powers a +2 to hit until EONT. So con shamans should make divine healer their first feat. I currently don't think it works since mc cleric doesn't make you a cleric for the purpose of swithing out class features by a strict reading of the multilcass rules IMO. Everything after this sentence is what I had before dragon 400 and I am going to leave it up for now. You have the wisdom for the basic intro feat and the extra daily heal and religion skill are not bad. If you take divine healer instead of[COLOR=#0000ff] initiate of faith[/COLOR] you get the heal skill and healers lore for any cleric power swaps you take. You also get access to holy symbols several of which are useful even when not used to attack. Feats [COLOR=#0000ff][b]Gambler's Word [/b][/COLOR](DP) This should let you reuse healing word after you crit, but not everyone thinks this works for mc clerics so ask your DM. [b]Shared Healing [/b](DP) This speads healing surges around some. [b]Supreme Healer[/b] (DP) If your DM lets you use gambler's word, then take this too. Heal two at once with it. Paragon Paths [b][COLOR=#0000ff]Divine Oracle[/COLOR][/b] [b][COLOR=#0000ff]Compassionate Healer [/COLOR][/b]Holy Emissary [/sblock] Druid [b]Druid[/b] [sblock] This gives you access to staffs and you share the same main stat, but you can not use any spirit powers while in beast form and you already have nature. Hybrid probably works better, but having an extra control power is ok and they have one good conrtoller/healing focused paragon path. Feats [b]Quick Wild Shape[/b] (PP) If you are going druid you need this so that you can use your encounter power with less trouble. [b]Wild Surge [/b](PP) If you took quick wild shape this is ok. Paragon Paths Guardian of the living gate Keeper of the Hidden Flame [COLOR=#0000ff]Spiral Wind's Ally[/COLOR] Storm Speaker [/sblock] [COLOR=#0000ff]Fighter[/COLOR] [b]Fighter[/b] [sblock] Con shamans might want the [COLOR=#0000ff][b]Wrathful Warrior[/b][/COLOR] intro feat A lot of the feats work because they say melee attack and not weapon melee. That leads to the following combination, which is particularly effective for bear shamans who go the disciple of winds paragon path since they can slide the target of their healing powers: totemic spear and rushing cleats + polearm momemtum = Spirit's Shield and similar offensive close/melee healing powers sliding 2 and knocking prone. If you don't go disciple of winds, then the proning trick still works on close/melee powers that normally slide/push. Add in hindering shield and they are slowed as well. Feats [COLOR=#0000ff][b]Hindering Shield[/b][/COLOR] (D385) If have push/pull/slide attacks this slows the target if you are using a shield. [COLOR=#0000ff][b]Grit [/b][/COLOR](MP) Con shamans should take this. Get temp hitpoints when you spend a surge. [b][COLOR=#00ccff]Small Warrior's Defense [/COLOR][/b](D378) Halflings and other small shamans should get a totemic spear for a +2 bonus to AC and reflex. [COLOR=#0000ff][b]Wary Fighter [/b][/COLOR](D378) Improves your initiative and gives you bonus to perception and insight. All but eagle shamans should take this. [COLOR=#00ccff][b]Polearm Momentum [/b][/COLOR](MP) It says it works with spear attacks. So grab a totemic spear and some rushing cleats and start pushing and sliding to knock your enemies prone. [COLOR=#0000ff][b]Slashing Storm[/b][/COLOR] (MP) Creatures that end their turn next to you take your wis mod damage when you hit with a melee attack. [/sblock] [COLOR=#00ccff]Invoker [/COLOR][b]Invoker[/b] [sblock] You have the wisdom for [COLOR=#0000ff][b]Acolyte of Divine Secrets[/b][/COLOR] and they have good at will powers. Plus you get to use staffs and rods. The [COLOR=#0000ff]divine secret keeper[/COLOR] feat gives you ritual casting and a skill and stalkers will qualify for it. Some of the invoker summons dailies are decent if you want more summoning. Feats Sadly not much for shamans Paragon Paths: [b][COLOR=#00ccff]Flame of Hope[/COLOR][/b] [b][/b]Angelic Aspect Devoted Orator Hammer of Vengence [/sblock] Monk[COLOR=#800080] [/COLOR][b]Monk[/b] [sblock] A few watcher shamans might be able to do something with this. You can't you their implements besides ki focuses for your shaman powers, but they have a few good feats. Flurry of blows requires that you be next to an enemy to use it and I would suggest the centered breath one. Feats [b]Monastic Adept[/b] (PsP) If you have a [b][COLOR=#0000ff]high dex[/COLOR][/b] this is very good. If not it still gives you a movement technique once per encounter and another monk skill. [COLOR=#0000ff][b]Fluid Motion[/b][/COLOR] (PsP) Good boost to speed. [b]Confounding Technique [/b](PsP) Swap places with an ally. [COLOR=#0000ff][b]Keep Your Feat[/b][/COLOR] (PsP) Stand up from getting knocked prone as an immediate reaction. [/sblock] Paladin[COLOR=#800080] [/COLOR][b]Paladin[/b] [sblock] Charisma is normally a dump stat and most powers revolve around weapons, so this looks pretty bad at first, but you do qualify for the [COLOR=#0000ff]soldier of virtue[/COLOR] feat, which gives you virtue's touch 1/day and a paladin skill. You also get access to holy symbols several of which are useful. Feats [COLOR=#0000ff][b]Protectors Commitment[/b][/COLOR] (DP) +1 untyped attack bonus when enemy or you are adjacent to a bloodied ally. [COLOR=#00ccff][b]Virtuous Recovery [/b][/COLOR](DP) DR equal to your wis mod when you spend a healing surge. [b]Mercy's Reward[/b] (DP) Extra healing for you or an ally when you score a critical hit. [b]Resurgent Attack[/b] (DP) +2 power bonus to attack when you spend a surge. [/sblock] Psion [b]Psion[/b] [sblock] Stalker/animist shamans might be able to do something with this since psions can be int/wis. You can't augment easily, but the paragon paths give you 2 power points so you can at least augment your paragon path powers. [COLOR=#0000ff] [/COLOR]Feats[COLOR=#0000ff] [/COLOR]Paragon Paths[COLOR=#0000ff] [/COLOR][b]Time Bender [COLOR=#0000ff]Thrallherd[/COLOR] [/b][COLOR=#0000ff] [/sblock][/COLOR] [b]Ranger [/b][b]Ranger[/b] [sblock] The hunters quarry once per encounter from [b]warrior of the wild [/b]is decent and some of the feats work well with spirit melee powers. Feats [COLOR=#0000ff][b]Prime Strike[/b][/COLOR] (MP2) A +1 untyped bonus to melee attacks against isolated creatures. [COLOR=#0000ff][b]Prime Hunter[/b][/COLOR] (MP2) Another untyped melee attack bonus against isolated targets, this time in epic. [b]Manticores Fury[/b] (MP2) Some shamans with a good mix of melee and ranged attacks will get a decent damage boost from this. [b]Slashing Storm[/b] (MP2) Wis mod in damage if enemies start their turn adjacent to you after you hit with a melee attack. [b]Secure Encampment[/b] (MP) This is campaign dependent, but a good way to prevent suprises while camping. [b]Elusive Movement [/b](MP) If you don't have any other feat bonuses to AC this is an ok way to get one. [b]Retreat Technique[/b] (MP2) A decent way to get away from an enemy by using your spirit melee attacks. Paragon Paths Horizon Walker [/sblock] [b][COLOR=#800080]Rogue[/COLOR] [/b][b]Rogue[/b] [sblock] None of the intro feats really help you that much, though watchers might want the thievery or stealth skill. I think [b]Twilight Sneak[/b] is a decent choice for an eagle shaman. Some of the feats are good. Feats [b]Blade and Buckler Duelist[/b] (D381) Good defense bonuse if you have a light shield. [COLOR=#0000ff][b]Expert Sneak [/b][/COLOR](MP2) Good for worldspeakers especially, but any shaman can potentially get good use out of this depending on power selection and party makeup. CA against enemies that are defeaned, slowed, immobilized, or weakened. [COLOR=#0000ff][b]Shadow Eyes [/b][/COLOR](MP2) Your attacks ignore concealment. [/sblock] [COLOR=#800080][b]Runepriest [/b][/COLOR][b]Runepriest[/b] [sblock] You are better off with most of the other leader mc feats. Cleric gives you paragon paths and holy symbols, artificer gives you access to staffs, rods, and familiars, and warlord has some good feat support. Feats Paragon Paths [/sblock] [COLOR=#ff0000]Seeker[/COLOR] [b]Seeker[/b] [sblock] Until they give you a decent dex using weapliment then this is not a good choice and you do not even get a new skill. Hybrid is your only choice here. [/sblock] [COLOR=#800080]Sorcerer[/COLOR] [b]sorcerer[/b] [sblock] The intro feat [b]soul of sorcery[/b] is decent if you want staffs/daggers and some damage resistance, but [b]arcane prodigy[/b] is overall better since you get a skill, a little more damage, and implements. Besides that the class offers nothing for you. [/sblock] [b][COLOR=#0000ff]Swordmage[/COLOR] [/b][b]Swordmage[/b] [sblock] Take this so you can get arcana and use a heavy/light blade as an implement with [COLOR=#0000ff][b]blade initiate[/b][/COLOR]. Cunning is the one that jumps out as me as a good choice, but there are other good ones out there. The daily boost to your ac while wielding a heavy blade is not bad either. Some of the power swaps are good and this is a very good hybrid too. Feats [b]Intelligent Blademaster[/b] (FRPG) A little better than melee training for some int shamans. Paragon Paths Shyran Spiritblade [/sblock] Warden [b]warlord[/b] [sblock] The basic intro feat is decent and gives you a warden skill. You also get a 1/encounter mark and access to warden daily forms for power swaps. Mainly weapliment users want it for some of the other feats. Feats [COLOR=#0000ff][b]Warden's Endurance [/b][/COLOR](PP) Basically gives you font of life 1 round/per encounter. [b]Impaling Thrust[/b] (PP) You can immobilize on crits with a totemic spear, but it lowers the damage. [COLOR=#0000ff][b]Forceful Smash [/b][/COLOR](PP) Your totemic warclub can knock prone on a crit. [COLOR=#0000ff][b]Manuevering Attack[/b][/COLOR] (PP) With a totemic spear and forced movement you get CA. Not as good as polearm momentum, but the prereqs are lower. Paragon Paths [/sblock] Warlock [b]warlord[/b] [sblock] Less than half the powers you can pick from are constitution based and most shamans won't have the charisma to qualify. Probably half-elfs, kalashtar, and maybe dragonborn should consider this as an option to get an encounter ranged warlock power. Feats none for shamans Paragon Paths [b]Sea Tyrant Oracle[/b] [u] [/u][COLOR=#0000ff][b]Umbral Cabalist[/b][/COLOR] [/sblock] Warlord [b]warlord[/b] [sblock] I like the [COLOR=#0000ff][b]skirmishing leader, bravura leader,[/b][/COLOR] and [COLOR=#0000ff][b]resourceful leader[/b][/COLOR] intro feats since they work anytime an ally spends an action point instead of just once per encounter, but the basic [COLOR=#0000ff][b]student of battle[/b][/COLOR] is ok as well. Some taclords and animists might want [b]tactical leade[/b]r. Feats [b][COLOR=#0000ff]Guide The Shot [/COLOR][/b](MP2) For eagles mainly. Granted RBAs avoid cover and concealment.[COLOR=#0000ff] [/COLOR][COLOR=#0000ff] [/COLOR][b]Protective Leadership [/b](MP2) For animists and taclords. Bloodied allies get +1 to defenses.[b] [/b][COLOR=#0000ff] [/COLOR][b]Driven Leadership[/b] (MP2) allies get +1 bonus to speed [COLOR=#0000ff] [/COLOR][COLOR=#0000ff][b]Enabling Shot[/b][/COLOR] (MP2) For shamans with a good number of ranged powers. Allies get a basic attack when you crit with a ranged attack. This would be skyblue if you had a reliable way to expand your crit range [COLOR=#0000ff] [/COLOR][b]Reliable Action[/b] (MP2) When an ally spends an action point and misses with an encounter power they don't expend the power. [COLOR=#0000ff] [/COLOR]Paragon Paths[COLOR=#0000ff] Earthfast Brigadeer[/COLOR][COLOR=#0000ff] [/COLOR][COLOR=#0000ff] [/sblock] [/COLOR][COLOR=#0000ff]Wizard[/COLOR] [b]Wizard[/b] [sblock] The feat [COLOR=#0000ff][b]arcane initiate[/b] [/COLOR]is a good way to pick up a controlling encounter power and even if you have a low int you can use storm pillar. You also get arcana and staffs/orbs/tomes for implements. Wizard daily powers are worth swapping out. If no one in your party has ritual casting then [COLOR=#0000ff][b]Learned Spellcaster[/b][/COLOR] is another choice and you still get a skill along with the ability to use wizard implements[COLOR=#0000ff] [/COLOR]Feats [COLOR=#ff9900][b]Tome Expertise[/b] [/COLOR](HoeC) Enemies next your conjurations grant CA. So everyone next to your spirit grants CA. That is probably the best expertise feat for you. [b]Arcane Mastery [/b](PHB) If you took a daily power swap, this will let you recharge it for an action point. Paragon Paths [b]Draconic Anithesis[/b] [b][COLOR=#0000ff]Spellstorm Mage[/COLOR][/b] [COLOR=#0000ff][/sblock] [b] [/b][/COLOR] [Size=4][b][u]Hybrids[/u][/b][/size] Shaman Hybrid: What you get: Simple melee weapons, longspear, and totem proficiency and possibly leather. +1 to fort or will. HP: 6 + 2.5/level HS: 3.5. Speak with spirits. Healing spirits 1/enc. And a neutered companion spirit. You get to pick the type of spirit and get to qualify as having that as a prereq and get various riders for encounter powers, but you do not get a spirit boon and do not get the associated at will opportunity action power without spending your hybrid talent feat on one of them. So you will need to spend your hybrid talent to get Spirit Power if you want your spirit to be a threat. The finalized hybrid rules let you pick the at will associated with your spirit companion or any at will not associated with another type of companion (i.e. stalker shamans can get stalker's strike or spirit of the tempest, but not protecting strike). So a big drawback with hybrids is that only watchers can get claws of the eagle and only animists can get spirit infusion, which knocks down the enabling ability of the other builds. Your best hybrid options are cleric, invoker, druid and wizard, followed by swordmage and warlord. With most weapon wielding classes you are going to have to do something about needing an implement and a weapon (avengers/clerics/paladins can use several weapons as implements pretty commonly and have holy symbols as well, swordmages can use blades as totems). The other interesting thing you can do with eagle shaman hybrids is to ignore the shaman powers that require an attack roll and focus on powers that let your allies attack like claws of the eagle. There are enough powers now that you can dump wisdom and ignore your implement on some hybrid builds and cherry pick what you want from shaman utilities and other class features. That limits you a bit since there are only a few powers that qualify, but if you want to focus on boosting allies and doing something else this is an option. [b]Hybrid[/b] [sblock] [COLOR=#800080][b]Ardent [/b][/COLOR]The other leaders mesh better for the most part, but this lets ardents enable more Avenger You share the same main stat, but you can not use the oath on your spirit melee powers like you can with the MC one. Armor of faith can be taken with the hybrid feat, but does not work post errata if you are wearing leather or hide so the only way you could work that would be with watchers or stalkers. You can share an implement and it might be possible to build something out of this, but it would not be very standard and I do not feel like trying. [COLOR=#800080]Barbarian[/COLOR] The hybrid feat armored agility is nice, but strength is not a main stat for you and barbarians do not care about wisdom. Both care about con so make that your third stat. [COLOR=#800080]Bard[/COLOR] Charisma is a dump stat, but the bardic armor feat is nice. You could make a charisma build and take lazy powers for some decent enabling [COLOR=#800080][b]Battlemind [/b][/COLOR]Don't see much for shamans here, but con/wis works. [COLOR=#ff9900]Cleric[/COLOR] This was [b][COLOR=#0000ff]darkblue[/COLOR][/b] before battle clerics lore came out. Now it is gold since that feature is broken since it gives hybrids scale +2 ac without any prereqs. The following is what I had before when cleric was only darkblue: Augments your healing nicely and you can get hide/chain with a low strength through the feat, though I would still spend you hybrid talent on your spirit. There is a hybrid build below that is very good at damage reduction. [COLOR=#00ccff]Druid[/COLOR] This can work if you avoid the wild shape powers and will probably be better than multiclassing. You can take the ranged and close druid powers and focus on those, using AOE in the area where your spirit is. [COLOR=#800080]Fighter[/COLOR] You can only mark with fighter powers. Armor feat is great. This might be doable since fighters care about wisdom, dex and con. [COLOR=#00ccff]Invoker [/COLOR]Stats match up just right. Some of the control options are very nice and you get summons. And staff implements. [b]Monk [/b]Stats match up ok, but I don't much obvious benefit besides more control. [COLOR=#800080]Paladin[/COLOR] You can use divine challenge and attack through spirit. Stats do not match, but paladins like wisdom. Armor feat is a must. [b]Psion [/b]Stats match up and you could probably get a good control build. Ranger Probably works better ranged and probably works better as MC, but certainly doable with a bow build of some sort. Lots of other people seem to like this combination more than me. Can get prime shot with feat. Keen eagle would work well as a paragon path. [COLOR=#800080]Rogue[/COLOR] You might be able to build a dex crossbow rogue that worked. It would be tricky and sneak attack only works with rogue weapon powers. [b]Runepriest [/b]A runepriest with lazy shaman powers could work [b]Seeker [/b]Stats match, but nothing obvious jumps out. Would probably want to boost int or dex for AC. Need to find a weapliment through multiclassing [COLOR=#ff0000]Sorcerer[/COLOR] You are probably better off going dex with this route, but then you have three stats to worry about, with both main attack stats being the dump stat of the other class. Or else go with strength/con and do not bother to ever boost them and pick up chain. AC is the big issue if you try to boost both attack stats. [COLOR=#0000ff]Swordmage[/COLOR] Stalker builds can try to get something out of this. It would be an interesting mix of ranged defender/leader with lots of movement and you could use a sword as a totem which has interesting possibilities. Int/wis is a good combo for both classes [COLOR=#800080]Warden[/COLOR] Your stats kind of mesh and you can get good armor with the feat. Warlock You should go conlock. The multiclass option requires charisma. [COLOR=#0000ff]Warlord[/COLOR] Stalkers/taclords might get something out of this, but the blue rating assunes you just take lazy powers for one of the classes. I have a sample eagle/taclord build below that does nothing but grant ally attacks. [COLOR=#00ccff]Wizard[/COLOR] You might get something out of this with wis/int builds and wizard dailes are very nice. Would be a very tactical build with lots of control. Wizards lose very little from hybridding. [/sblock] [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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