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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709486" 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>Hybrid Builds</u></strong></span></p><p></p><p>Maximized Basic Attacks: This build is a hybrid panther/taclord focused on granting as many basic attacks to allies as possible and with you never making any attacks. For now I am leaning towards watersoul genasi, and the stats are flexible. I would do eagle were it available, but panther works about as well. This build still makes some attacks and if it went PMC hybrid or used martial power 2 not make any.</p><p></p><p><strong>Taclord/Panther Shaman</strong></p><p>[sblock]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Mr No Attacks, level 30</p><p>Genasi, Shaman|Warlord, Battle Captain, Warmaster</p><p>Companion Spirit (Hybrid): Stalker Spirit (Hybrid)</p><p>Hybrid Shaman: Hybrid Shaman Fortitude</p><p>Hybrid Warlord: Hybrid Warlord Will</p><p>Hybrid Talent: Spirit Boon (Hybrid)</p><p>Elemental Manifestation: Watersoul</p><p>Extra Manifestation: Cindersoul</p><p>Background: Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 24, Con 15, Dex 10, Int 26, Wis 16, Cha 12.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 14, Con 13, Dex 8, Int 16, Wis 14, Cha 10.</p><p></p><p>AC: 36 Fort: 35 Reflex: 35 Will: 31</p><p>HP: 172 Surges: 9 Surge Value: 43</p><p></p><p>TRAINED SKILLS</p><p>Heal +23, Athletics +27, Perception +23, Religion +28</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +15, Arcana +23, Bluff +16, Diplomacy +16, Dungeoneering +18, Endurance +19, History +23, Insight +18, Intimidate +16, Nature +20, Stealth +15, Streetwise +16, Thievery +15</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Armor Proficiency (Hide)</p><p>Level 4: Extra Manifestation</p><p>Level 6: Manifest Healing</p><p>Level 8: Sudden Call</p><p>Level 10: Stalker Spirit Adept</p><p>Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)</p><p>Level 12: Reserve Maneuver</p><p>Level 14: Combat Commander</p><p>Level 16: Soldier of Virtue</p><p>Level 18: Untiring Virtue</p><p>Level 20: Saving Inspiration</p><p>Level 21: Double Manifestation</p><p>Level 22: Triumphant Spirit</p><p>Level 24: Grave Spirit</p><p>Level 26: Primal Resurgence</p><p>Level 28: Warborn Fury Style</p><p>Level 30: Blind-Fight</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Commander's Strike</p><p>Hybrid at-will 1: Claws of the Eagle</p><p>Reserve Maneuver: Spirit of the Killing Shot</p><p>Hybrid encounter 1: Provocative Order</p><p>Hybrid daily 1: Great Watcher Spirit</p><p>Hybrid utility 2: Knight's Move</p><p>Hybrid encounter 3: Sly Fox Spirit</p><p>Hybrid daily 5: Scent of Victory</p><p>Hybrid utility 6: Sudden Restoration</p><p>Hybrid encounter 7: Surprise Attack</p><p>Hybrid daily 9: Warlord's Recovery</p><p>Hybrid utility 10: Defensive Rally</p><p>Hybrid encounter 13: Pincer Maneuver (replaces Provocative Order)</p><p>Hybrid daily 15: War Master's Assault (replaces Scent of Victory)</p><p>Hybrid utility 16: Warlord's Banner</p><p>Hybrid encounter 17: Boar's Toss (replaces Sly Fox Spirit)</p><p>Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery)</p><p>Hybrid utility 22: Quickening Order</p><p>Hybrid encounter 23: Spirit of the Ram (replaces Surprise Attack)</p><p>Hybrid daily 25: Warlord's Resurgence (replaces War Master's Assault)</p><p>Hybrid encounter 27: Warlord's Indignation (replaces Boar's Toss)</p><p>Hybrid daily 29: Heart of Bedlam (replaces Exhorted Counterattack)</p><p></p><p>ITEMS</p><p>Hide Armor, Longspear</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p>Items: Longspear (only because that lets you use commanders strike a little bit further range and allows you to use a totemic spear)</p><p></p><p>[/sblock]</p><p></p><p>Painless: the Damage Reducer This is a dwarf cleric/shaman hybrid with compassionate healer that I posted. Built around the regular generation of temporary hitpoints and having many powerful daily attacks and utilities that either provide damage reduction or weaken enemies for most or all of the encounter. Version 1 is maxed out for damage reduction, version 2 is more of a well rounded build that still does a very good job at reducing party damage, but is better at enabling.</p><p></p><p><strong>version 1</strong></p><p>[sblock]</p><p>The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction. It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be. It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage.</p><p></p><p>It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility.</p><p></p><p>The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24). So losing the normal 3rd healing word does not matter much with gamblers word and this. Plus he gets endurance as a skill which seems to fit thematically</p><p></p><p>By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod. Later on he adds powers that weaken and other wise make it harder for enemies to damage allies. I went with sacred flame for the at will save, although at paragon it does give 1 temp hitpoints. Lance of faith might be a better choice since that would at least give something to buff attacks. By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on.</p><p></p><p>Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks. Demigod, because it works and nothing else jumped out at me.</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Damage Reducer, level 30</p><p>Dwarf, Cleric|Shaman, Compassionate Healer, Demigod</p><p>Companion Spirit (Hybrid): Protector Spirit (Hybrid)</p><p>Hybrid Shaman: Hybrid Shaman Fortitude</p><p>Hybrid Talent: Spirit's Power</p><p>Versatile Expertise: Versatile Expertise (Mace)</p><p>Versatile Expertise: Versatile Expertise (Holy Symbol)</p><p>Divine Spark: Divine Spark Constitution</p><p>Divine Spark: Divine Spark Wisdom</p><p>Background: Akanûl (Akanûl Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 15, Con 28, Dex 12, Int 10, Wis 28, Cha 13.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11.</p><p></p><p>AC: 45 Fort: 43 Reflex: 36 Will: 45</p><p>HP: 185 Surges: 18 Surge Value: 55</p><p></p><p>TRAINED SKILLS</p><p>Insight +29, Heal +29, Perception +29, Endurance +29</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +26, History +15, Intimidate +16, Nature +24, Religion +15, Stealth +14, Streetwise +16, Thievery +14, Athletics +15</p><p></p><p>FEATS</p><p>Level 1: Armor Proficiency (Chainmail)</p><p>Level 2: Hybrid Talent</p><p>Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)</p><p>Level 6: Protector Spirit Adept</p><p>Level 8: Versatile Expertise</p><p>Level 10: Wrathful Warrior</p><p>Level 11: Gambler's Word</p><p>Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)</p><p>Level 14: Armor Proficiency (Scale)</p><p>Level 16: Dwarven Durability</p><p>Level 18: Superior Implement Training (Accurate symbol)</p><p>Level 20: Resilient Spirit</p><p>Level 21: Ironheart Spirit</p><p>Level 22: Armor Proficiency (Plate)</p><p>Level 24: Spirit of Health</p><p>Level 26: Mighty Spirit</p><p>Level 28: Martial Resolve</p><p>Level 30: Epic Recovery</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Sacred Flame</p><p>Hybrid at-will 1: Protecting Strike</p><p>Hybrid encounter 1: Thunder Bear's Warding</p><p>Hybrid daily 1: Moment of Glory</p><p>Hybrid utility 2: Protective Roots</p><p>Hybrid encounter 3: Hymn of Resurgence</p><p>Hybrid daily 5: Spirit of the Hawk's Wind</p><p>Hybrid utility 6: Spirit of Healing</p><p>Hybrid encounter 7: Winter Wind Spirit</p><p>Hybrid daily 9: Dismissal</p><p>Hybrid utility 10: Shielding Word</p><p>Hybrid encounter 13: Drawing All Eyes (replaces Thunder Bear's Warding)</p><p>Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)</p><p>Hybrid utility 16: Faces of the Fallen</p><p>Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)</p><p>Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)</p><p>Hybrid utility 22: Ramparts of Light</p><p>Hybrid encounter 23: Call to the Primal Protector (replaces Winter Wind Spirit)</p><p>Hybrid daily 25: Life Lanterns (replaces Dismissal)</p><p>Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)</p><p>Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Mace of Healing +5, Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier) </p><p>[/sblock]</p><p></p><p><strong>version2</strong></p><p>[sblock]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Damage Reducer, level 30</p><p>Dwarf, Cleric|Shaman, Compassionate Healer, Demigod</p><p>Companion Spirit (Hybrid): Protector Spirit (Hybrid)</p><p>Hybrid Shaman: Hybrid Shaman Fortitude</p><p>Divine Spark: Divine Spark Constitution</p><p>Divine Spark: Divine Spark Wisdom</p><p>Hybrid Talent: Spirit's Power</p><p>Versatile Expertise: Versatile Expertise (Mace)</p><p>Versatile Expertise: Versatile Expertise (Holy Symbol)</p><p>Background: Akanûl (Akanûl Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 15, Con 22, Dex 12, Int 10, Wis 22, Cha 13.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11.</p><p></p><p>AC: 26 Fort: 34 Reflex: 28 Will: 34</p><p>HP: 179 Surges: 15 Surge Value: 50</p><p></p><p>TRAINED SKILLS</p><p>Insight +26, Heal +26, Perception +26</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +23, History +15, Intimidate +16, Nature +21, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +17</p><p></p><p>FEATS</p><p>Level 1: Armor Proficiency (Chainmail)</p><p>Level 2: Hybrid Talent</p><p>Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)</p><p>Level 6: Protector Spirit Adept</p><p>Level 8: Versatile Expertise</p><p>Level 10: Wrathful Warrior</p><p>Level 11: Gambler's Word</p><p>Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)</p><p>Level 14: Armor Proficiency (Scale)</p><p>Level 16: Dwarven Durability</p><p>Level 18: Superior Implement Training (Accurate symbol)</p><p>Level 20: Resilient Spirit</p><p>Level 21: Ironheart Spirit</p><p>Level 22: Armor Proficiency (Plate)</p><p>Level 24: Spirit of Health</p><p>Level 26: Mighty Spirit</p><p>Level 28: Martial Resolve</p><p>Level 30: Epic Recovery</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Lance of Faith</p><p>Hybrid at-will 1: Protecting Strike</p><p>Hybrid encounter 1: Ironbreaker Claws</p><p>Hybrid daily 1: Moment of Glory</p><p>Hybrid utility 2: Protective Roots</p><p>Hybrid encounter 3: Hymn of Resurgence</p><p>Hybrid daily 5: Spirit of the Hawk's Wind</p><p>Hybrid utility 6: Spirit of Healing</p><p>Hybrid encounter 7: Winter Wind Spirit</p><p>Hybrid daily 9: Dismissal</p><p>Hybrid utility 10: Shielding Word</p><p>Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws)</p><p>Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)</p><p>Hybrid utility 16: Faces of the Fallen</p><p>Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)</p><p>Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)</p><p>Hybrid utility 22: Ramparts of Light</p><p>Hybrid encounter 23: Spirit of the Ram (replaces Winter Wind Spirit)</p><p>Hybrid daily 25: Life Lanterns (replaces Dismissal)</p><p>Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)</p><p>Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier), Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Mace of Healing +5</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p>[/sblock]</p><p><strong>Links to other builds</strong></p><p></p><p>Here is my <a href="http://../../../../thread/view/75882/27069677/The_Bear_Trap:_Dwarf_Protector_Shaman_Disciple_of_Winds" target="_blank">beartrap build</a>, which is a protector shaman using polearm gamble and disciple of winds with a totemic spear and rushing cleats to lock down enemies. Cheesy, but an effective control option.</p><p></p><p>Shaman/ranger beastmaster <a href="http://../../../../thread/view/75882/22090385/elf_shaman__beastmaster_ranger_hybrid_%283_in_1%29" target="_blank">hybrid</a>. (you get a spirit companion and a beast companion)</p><p></p><p>Mellored's <a href="http://../../../../thread/view/75882/28192609/Scry_and_Die,_killing_from_rooms_away.?pg=1" target="_blank">Scry and Die</a> a gnome rogue/eagle shaman hybrid</p><p></p><p><strong>Cazzeo's Builds</strong></p><p></p><p><a href="http://../../../../thread/view/75882/25702177/The_Rain_Lord:_An_Optimized_Dark_Sun_Healer_%28Human_Elemental_ShamanWarlordRainbringerPyreen%29&post_num=1#463353045" target="_blank">Rainlord</a> Elemental Shaman/warlord (hybrid) Rainbringer Pyreen Good healing, Initiative Boost, Enabling, and Temp hitpoints.</p><p></p><p><a href="http://../../../../thread/view/75882/27579997/Flameswitch_%28Deva_ShamanWarlordFlame_of_HopeSoul_of_the_World%29" target="_blank">Flameswitch</a> Shaman Warlord (hybrid) Flame of Hope Soul of the World "To create a shaman version of Killswitch (artificer|warlord) capable of just as powerful novas while retaining a fully buffed Spirit Infusion at-will. A secondary goal is to utilize Soul of the World+Tiefling/Invoker+Royal Command of Asmodeus to pick up an enormous number of dominates at epic (Silent Malediction, Fury of Athas x2, End to Games all dominate)."</p><p></p><p><a href="http://../../../../thread/view/75882/27426573/Crystal_Speaker:__A_Shardmind_Shaman_Controller" target="_blank">Crystal Speaker</a> Shaman/wizard Gatekeeper Avignon. "To create a powerful controller that exploits synergies between Chosen Threshold, wizard charm/sliding powers, and shaman powers/feats (Linked Spirit et al.) to keep monsters neutralized for many rounds. In addition, a secondary goal is to possess decent enabling when the control runs out (Spirit Infusion), and to maintain a full complement of minor action healing surge powers (unlike a hybrid)."</p><p></p><p>Links to Other Handbooks: Unfortunately these are either out of date or incomplete. I do not think any of them are or will be updated for primal power</p><p></p><p><a href="http://../../../../thread/view/75882/19647834/If_the_Spirit_Moves_You_A_Shamans_Handbook" target="_blank">If the Spirit Moves You: A shaman handbook</a></p><p><a href="http://../../../../thread/view/75882/19649018/Gotta_Protect_Em_All_A_Bear_Shamans_Handbook" target="_blank">Gotta Protect 'Em All: A Guide for the Curious Bear Shaman</a></p><p><a href="http://../../../../thread/view/75882/19647414/The_Scent_of_Blood_A_Panther_Shamans_Handbook" target="_blank">The Scent of Blood: A Panther Shaman's Handbook</a></p><p></p><p> </p><p></p><p> </p><p></p><p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 15px"><strong><u>Tactics</u></strong></span></p><p></p><p>Optimizing Basic Attacks: This thread(x) is geared towards warlords, but shamans grant basic attacks enough to potentially get a lot out of this.</p><p></p><p><strong>SC Positioning:</strong></p><p></p><p>A good summary from machmoth(x) on the different spirits.</p><p><strong>How to position different spirits</strong></p><p>[sblock]</p><p></p><p>Protector:</p><ul> <li data-xf-list-type="ul">Boon: Allies need to be adjacent to spirit to get healing.<br /> </li> <li data-xf-list-type="ul">Attack: Ally need to be adjacent to spirit to get THP.<br /> </li> <li data-xf-list-type="ul">OA: Ally need to be within 5 squares of spirit to get healing.<br /> </li> </ul><p></p><p>Predator:</p><ul> <li data-xf-list-type="ul">Boon: Allies need to be adjacent to spirit to get damage bonus.<br /> </li> <li data-xf-list-type="ul">Attack: Grants flanking, benefiting nearby melee characters.<br /> </li> <li data-xf-list-type="ul">OA: Indifferent to allies.<br /> </li> </ul><p></p><p>Watcher:</p><ul> <li data-xf-list-type="ul">Boon: Only affects adjacent enemies. Most benefits allies at range.<br /> </li> <li data-xf-list-type="ul">Attack: Allies can be adjacent to spirit companion or within 3 squares of you, making it comparitively easier to setup free ranged attacks from allies near yourself.<br /> </li> <li data-xf-list-type="ul">OA: Allies need to be within 10 squares of the spirit, which will typically cover the entire room.<br /> </li> </ul><p></p><p>World Speaker:</p><ul> <li data-xf-list-type="ul">Boon: Benefits adjacent allies.<br /> </li> <li data-xf-list-type="ul">Attack: Ally must be within 2 squares.<br /> </li> <li data-xf-list-type="ul">OA: Indifferent of allies.<br /> </li> </ul><p></p><p>In the case of both Protector and Predator, you really want the spirit either in the melee fray or back with your allies being generally helpful. The Watcher is at its best way out front granting benefits to allies fighting at a range. </p><p></p><p>The Wold Speaker can go various ways, though I find its best position is as a road block. Its boon lets you send it ahead to hold an opening. Enemies can't move through its spot, but you can, so it can hold that open spot at minimal risk to any of the party, while granting you extra defense against OA when moving through that opening to take up position. Its OA lets it hold that spot and keep enemies from advancing past it. Only its standard melee attack requires allies to be nearby, but it does also offer them a nice means of escape, since the 2 square shift is enough to even shift out of melee through difficult terrain.</p><p></p><p>So I guess my point is that Watcher and World Speaker spirits benefit more from being able to be placed out away from the party into tactical positions, where as the Protector and Predator will often be following the rest of the party around. </p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709486, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Hybrid Builds[/u][/b][/size][/CENTER] Maximized Basic Attacks: This build is a hybrid panther/taclord focused on granting as many basic attacks to allies as possible and with you never making any attacks. For now I am leaning towards watersoul genasi, and the stats are flexible. I would do eagle were it available, but panther works about as well. This build still makes some attacks and if it went PMC hybrid or used martial power 2 not make any. [b]Taclord/Panther Shaman[/b] [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Mr No Attacks, level 30 Genasi, Shaman|Warlord, Battle Captain, Warmaster Companion Spirit (Hybrid): Stalker Spirit (Hybrid) Hybrid Shaman: Hybrid Shaman Fortitude Hybrid Warlord: Hybrid Warlord Will Hybrid Talent: Spirit Boon (Hybrid) Elemental Manifestation: Watersoul Extra Manifestation: Cindersoul Background: Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit) FINAL ABILITY SCORES Str 24, Con 15, Dex 10, Int 26, Wis 16, Cha 12. STARTING ABILITY SCORES Str 14, Con 13, Dex 8, Int 16, Wis 14, Cha 10. AC: 36 Fort: 35 Reflex: 35 Will: 31 HP: 172 Surges: 9 Surge Value: 43 TRAINED SKILLS Heal +23, Athletics +27, Perception +23, Religion +28 UNTRAINED SKILLS Acrobatics +15, Arcana +23, Bluff +16, Diplomacy +16, Dungeoneering +18, Endurance +19, History +23, Insight +18, Intimidate +16, Nature +20, Stealth +15, Streetwise +16, Thievery +15 FEATS Level 1: Hybrid Talent Level 2: Armor Proficiency (Hide) Level 4: Extra Manifestation Level 6: Manifest Healing Level 8: Sudden Call Level 10: Stalker Spirit Adept Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 12: Reserve Maneuver Level 14: Combat Commander Level 16: Soldier of Virtue Level 18: Untiring Virtue Level 20: Saving Inspiration Level 21: Double Manifestation Level 22: Triumphant Spirit Level 24: Grave Spirit Level 26: Primal Resurgence Level 28: Warborn Fury Style Level 30: Blind-Fight POWERS Hybrid at-will 1: Commander's Strike Hybrid at-will 1: Claws of the Eagle Reserve Maneuver: Spirit of the Killing Shot Hybrid encounter 1: Provocative Order Hybrid daily 1: Great Watcher Spirit Hybrid utility 2: Knight's Move Hybrid encounter 3: Sly Fox Spirit Hybrid daily 5: Scent of Victory Hybrid utility 6: Sudden Restoration Hybrid encounter 7: Surprise Attack Hybrid daily 9: Warlord's Recovery Hybrid utility 10: Defensive Rally Hybrid encounter 13: Pincer Maneuver (replaces Provocative Order) Hybrid daily 15: War Master's Assault (replaces Scent of Victory) Hybrid utility 16: Warlord's Banner Hybrid encounter 17: Boar's Toss (replaces Sly Fox Spirit) Hybrid daily 19: Exhorted Counterattack (replaces Warlord's Recovery) Hybrid utility 22: Quickening Order Hybrid encounter 23: Spirit of the Ram (replaces Surprise Attack) Hybrid daily 25: Warlord's Resurgence (replaces War Master's Assault) Hybrid encounter 27: Warlord's Indignation (replaces Boar's Toss) Hybrid daily 29: Heart of Bedlam (replaces Exhorted Counterattack) ITEMS Hide Armor, Longspear ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Items: Longspear (only because that lets you use commanders strike a little bit further range and allows you to use a totemic spear) [/sblock] [URL=/go/thread/view/75882/25189781/Painless:_The_Damage_Reducer.__Dwarf,_ClericShaman,_Compassionate_Healer,_Demigod]Painless: the Damage Reducer[/URL] This is a dwarf cleric/shaman hybrid with compassionate healer that I posted. Built around the regular generation of temporary hitpoints and having many powerful daily attacks and utilities that either provide damage reduction or weaken enemies for most or all of the encounter. Version 1 is maxed out for damage reduction, version 2 is more of a well rounded build that still does a very good job at reducing party damage, but is better at enabling. [b]version 1[/b] [sblock] The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction. It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be. It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage. It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility. The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24). So losing the normal 3rd healing word does not matter much with gamblers word and this. Plus he gets endurance as a skill which seems to fit thematically By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod. Later on he adds powers that weaken and other wise make it harder for enemies to damage allies. I went with sacred flame for the at will save, although at paragon it does give 1 temp hitpoints. Lance of faith might be a better choice since that would at least give something to buff attacks. By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on. Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks. Demigod, because it works and nothing else jumped out at me. ====== Created Using Wizards of the Coast D&D Character Builder ====== Damage Reducer, level 30 Dwarf, Cleric|Shaman, Compassionate Healer, Demigod Companion Spirit (Hybrid): Protector Spirit (Hybrid) Hybrid Shaman: Hybrid Shaman Fortitude Hybrid Talent: Spirit's Power Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol) Divine Spark: Divine Spark Constitution Divine Spark: Divine Spark Wisdom Background: Akanûl (Akanûl Benefit) FINAL ABILITY SCORES Str 15, Con 28, Dex 12, Int 10, Wis 28, Cha 13. STARTING ABILITY SCORES Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11. AC: 45 Fort: 43 Reflex: 36 Will: 45 HP: 185 Surges: 18 Surge Value: 55 TRAINED SKILLS Insight +29, Heal +29, Perception +29, Endurance +29 UNTRAINED SKILLS Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +26, History +15, Intimidate +16, Nature +24, Religion +15, Stealth +14, Streetwise +16, Thievery +14, Athletics +15 FEATS Level 1: Armor Proficiency (Chainmail) Level 2: Hybrid Talent Level 4: Sudden Call (retrained to Nimble Spirit at Level 11) Level 6: Protector Spirit Adept Level 8: Versatile Expertise Level 10: Wrathful Warrior Level 11: Gambler's Word Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 14: Armor Proficiency (Scale) Level 16: Dwarven Durability Level 18: Superior Implement Training (Accurate symbol) Level 20: Resilient Spirit Level 21: Ironheart Spirit Level 22: Armor Proficiency (Plate) Level 24: Spirit of Health Level 26: Mighty Spirit Level 28: Martial Resolve Level 30: Epic Recovery POWERS Hybrid at-will 1: Sacred Flame Hybrid at-will 1: Protecting Strike Hybrid encounter 1: Thunder Bear's Warding Hybrid daily 1: Moment of Glory Hybrid utility 2: Protective Roots Hybrid encounter 3: Hymn of Resurgence Hybrid daily 5: Spirit of the Hawk's Wind Hybrid utility 6: Spirit of Healing Hybrid encounter 7: Winter Wind Spirit Hybrid daily 9: Dismissal Hybrid utility 10: Shielding Word Hybrid encounter 13: Drawing All Eyes (replaces Thunder Bear's Warding) Hybrid daily 15: Reparative Spirit (replaces Moment of Glory) Hybrid utility 16: Faces of the Fallen Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence) Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind) Hybrid utility 22: Ramparts of Light Hybrid encounter 23: Call to the Primal Protector (replaces Winter Wind Spirit) Hybrid daily 25: Life Lanterns (replaces Dismissal) Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes) Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit) ITEMS Adventurer's Kit, Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Mace of Healing +5, Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier) [/sblock] [b]version2[/b] [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Damage Reducer, level 30 Dwarf, Cleric|Shaman, Compassionate Healer, Demigod Companion Spirit (Hybrid): Protector Spirit (Hybrid) Hybrid Shaman: Hybrid Shaman Fortitude Divine Spark: Divine Spark Constitution Divine Spark: Divine Spark Wisdom Hybrid Talent: Spirit's Power Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol) Background: Akanûl (Akanûl Benefit) FINAL ABILITY SCORES Str 15, Con 22, Dex 12, Int 10, Wis 22, Cha 13. STARTING ABILITY SCORES Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11. AC: 26 Fort: 34 Reflex: 28 Will: 34 HP: 179 Surges: 15 Surge Value: 50 TRAINED SKILLS Insight +26, Heal +26, Perception +26 UNTRAINED SKILLS Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +23, History +15, Intimidate +16, Nature +21, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +17 FEATS Level 1: Armor Proficiency (Chainmail) Level 2: Hybrid Talent Level 4: Sudden Call (retrained to Nimble Spirit at Level 11) Level 6: Protector Spirit Adept Level 8: Versatile Expertise Level 10: Wrathful Warrior Level 11: Gambler's Word Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 14: Armor Proficiency (Scale) Level 16: Dwarven Durability Level 18: Superior Implement Training (Accurate symbol) Level 20: Resilient Spirit Level 21: Ironheart Spirit Level 22: Armor Proficiency (Plate) Level 24: Spirit of Health Level 26: Mighty Spirit Level 28: Martial Resolve Level 30: Epic Recovery POWERS Hybrid at-will 1: Lance of Faith Hybrid at-will 1: Protecting Strike Hybrid encounter 1: Ironbreaker Claws Hybrid daily 1: Moment of Glory Hybrid utility 2: Protective Roots Hybrid encounter 3: Hymn of Resurgence Hybrid daily 5: Spirit of the Hawk's Wind Hybrid utility 6: Spirit of Healing Hybrid encounter 7: Winter Wind Spirit Hybrid daily 9: Dismissal Hybrid utility 10: Shielding Word Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws) Hybrid daily 15: Reparative Spirit (replaces Moment of Glory) Hybrid utility 16: Faces of the Fallen Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence) Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind) Hybrid utility 22: Ramparts of Light Hybrid encounter 23: Spirit of the Ram (replaces Winter Wind Spirit) Hybrid daily 25: Life Lanterns (replaces Dismissal) Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes) Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit) ITEMS Adventurer's Kit, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier), Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Mace of Healing +5 ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] [b]Links to other builds[/b] Here is my [URL=../../../../thread/view/75882/27069677/The_Bear_Trap:_Dwarf_Protector_Shaman_Disciple_of_Winds]beartrap build[/URL], which is a protector shaman using polearm gamble and disciple of winds with a totemic spear and rushing cleats to lock down enemies. Cheesy, but an effective control option. Shaman/ranger beastmaster [URL=../../../../thread/view/75882/22090385/elf_shaman__beastmaster_ranger_hybrid_%283_in_1%29]hybrid[/URL]. (you get a spirit companion and a beast companion) Mellored's [URL=../../../../thread/view/75882/28192609/Scry_and_Die,_killing_from_rooms_away.?pg=1]Scry and Die[/URL] a gnome rogue/eagle shaman hybrid [b]Cazzeo's Builds[/b] [URL=../../../../thread/view/75882/25702177/The_Rain_Lord:_An_Optimized_Dark_Sun_Healer_%28Human_Elemental_ShamanWarlordRainbringerPyreen%29&post_num=1#463353045]Rainlord[/URL] Elemental Shaman/warlord (hybrid) Rainbringer Pyreen Good healing, Initiative Boost, Enabling, and Temp hitpoints. [URL=../../../../thread/view/75882/27579997/Flameswitch_%28Deva_ShamanWarlordFlame_of_HopeSoul_of_the_World%29]Flameswitch[/URL] Shaman Warlord (hybrid) Flame of Hope Soul of the World "To create a shaman version of Killswitch (artificer|warlord) capable of just as powerful novas while retaining a fully buffed Spirit Infusion at-will. A secondary goal is to utilize Soul of the World+Tiefling/Invoker+Royal Command of Asmodeus to pick up an enormous number of dominates at epic (Silent Malediction, Fury of Athas x2, End to Games all dominate)." [URL=../../../../thread/view/75882/27426573/Crystal_Speaker:__A_Shardmind_Shaman_Controller]Crystal Speaker[/URL] Shaman/wizard Gatekeeper Avignon. "To create a powerful controller that exploits synergies between Chosen Threshold, wizard charm/sliding powers, and shaman powers/feats (Linked Spirit et al.) to keep monsters neutralized for many rounds. In addition, a secondary goal is to possess decent enabling when the control runs out (Spirit Infusion), and to maintain a full complement of minor action healing surge powers (unlike a hybrid)." Links to Other Handbooks: Unfortunately these are either out of date or incomplete. I do not think any of them are or will be updated for primal power [URL=../../../../thread/view/75882/19647834/If_the_Spirit_Moves_You_A_Shamans_Handbook]If the Spirit Moves You: A shaman handbook[/URL] [URL=../../../../thread/view/75882/19649018/Gotta_Protect_Em_All_A_Bear_Shamans_Handbook]Gotta Protect 'Em All: A Guide for the Curious Bear Shaman[/URL] [URL=../../../../thread/view/75882/19647414/The_Scent_of_Blood_A_Panther_Shamans_Handbook]The Scent of Blood: A Panther Shaman's Handbook[/URL] [CENTER][Size=4][b][/b][/size] [Size=4][b][u]Tactics[/u][/b][/size][/CENTER] Optimizing Basic Attacks: This thread(x) is geared towards warlords, but shamans grant basic attacks enough to potentially get a lot out of this. [b]SC Positioning:[/b] A good summary from machmoth(x) on the different spirits. [b]How to position different spirits[/b] [sblock] Protector: [LIST] [*]Boon: Allies need to be adjacent to spirit to get healing. [*]Attack: Ally need to be adjacent to spirit to get THP. [*]OA: Ally need to be within 5 squares of spirit to get healing. [/LIST] Predator: [LIST] [*]Boon: Allies need to be adjacent to spirit to get damage bonus. [*]Attack: Grants flanking, benefiting nearby melee characters. [*]OA: Indifferent to allies. [/LIST] Watcher: [LIST] [*]Boon: Only affects adjacent enemies. Most benefits allies at range. [*]Attack: Allies can be adjacent to spirit companion or within 3 squares of you, making it comparitively easier to setup free ranged attacks from allies near yourself. [*]OA: Allies need to be within 10 squares of the spirit, which will typically cover the entire room. [/LIST] World Speaker: [LIST] [*]Boon: Benefits adjacent allies. [*]Attack: Ally must be within 2 squares. [*]OA: Indifferent of allies. [/LIST] In the case of both Protector and Predator, you really want the spirit either in the melee fray or back with your allies being generally helpful. The Watcher is at its best way out front granting benefits to allies fighting at a range. The Wold Speaker can go various ways, though I find its best position is as a road block. Its boon lets you send it ahead to hold an opening. Enemies can't move through its spot, but you can, so it can hold that open spot at minimal risk to any of the party, while granting you extra defense against OA when moving through that opening to take up position. Its OA lets it hold that spot and keep enemies from advancing past it. Only its standard melee attack requires allies to be nearby, but it does also offer them a nice means of escape, since the 2 square shift is enough to even shift out of melee through difficult terrain. So I guess my point is that Watcher and World Speaker spirits benefit more from being able to be placed out away from the party into tactical positions, where as the Protector and Predator will often be following the rest of the party around. [/sblock] [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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