Shaman considerations


Advice


Hey all,

Thanks to TOZ being amazing and my reading up on Mike Brock, who btw I found impressive I have decided to try PFS again.

Now I am enjoying the concept of a character I put together but I have some concerns, so some PFS specific advice would be much appreciated.

He is a soft hearted man that has been ill-treated by life and has come to believe that only life itself is really worth anything. He took up the worship of Asmodeus as at least with him all bargains are to the letter and there is no soft balling or lying about caring. So he is planning to achieve and succeed at life by first obtaining what he calls, little things or money/power, and then using that combined with his gifts to make a place where equivalent exchange is the law of the land. No short shift, no tilted scales only hard bargins.

Here is the character in question.

1.) I am afraid that at low levels I will have very little to do in combat. How would you feel if this character sat next to you at a table?

2.) I am planning on buying Authorative Vestaments when I can afford them. This would allow me to diplomacy to change attitude as a swift action correct, even in combat?

3.) Can I buy level one scrolls with my starting cash at 25 gp each?

Lastly any advice is appreciated.

Thanks.

The Exchange

Yes the vestments do allow that. Diabolic Silver tongue vestment characters are quite good. The only complaint I've ever heard of them is they are so effective at diplomacy sometimes people ask if you mind letting them hit stuff instead.

I wouldn't worry about combat too much. Your character will be very helpful in a lot of tier 1-5 social encounters and quickly become very effective as you gain more shaman levels.

Grand Lodge

I think it's basically a standard+swift, since you need to charge the channel focus by channeling energy and there's no listed duration for the charge.

I've had vestments on my (Witch Doctor) Shaman for a while and have never used them.

Silver Crusade RPG Superstar 2013 Top 8

Markov Spiked Chain wrote:
I think it's basically a standard+swift, since you need to charge the channel focus by channeling energy and there's no listed duration for the charge.

IMO since there is no listed duration, channel foci remain charged until expended. Since they are not one of the things listed as extending beyond the end of the scenario, all channel foci begin each scenario uncharged.


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Covent wrote:
2.) I am planning on buying Authorative Vestaments when I can afford them. This would allow me to diplomacy to change attitude as a swift action correct, even in combat?

It doesn't matter how fast you can make your diplomacy check, in combat you run into this limitation of the skill.

Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

Shadow Lodge

andreww wrote:
Quote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

Glad to see that little rule tidbit isn't completely lost.

The Exchange

It is generally ineffective because it normally takes longer. That's why it is 'generally'. This is an ability to do it faster. I would call wasting 10 rounds generally ineffective as well.

In fact since the Vestment says swift action at all it is clearly meant to work in combat considering the swift action is a combat action.

Grand Lodge

That said, even successful swift action diplomacy won't always end combat.

Town Guard: "Look, I really like you, I want to help you, but if you keep trying to go through this gate, I am going to hand you your ass." (Might make them switch to non lethal as long as you do.)

People who are more afraid of failing than dying, for example are still going to fight (Though I might as GM give them the shaken condition to represent that they *really* don't want to do what they are having to do.)

CE Mercenaries who are just in it for the thrill and the money might be just as happy to kill their own mothers if they were getting paid enough. (I know there is at least one combat where the NPCs who attack you have a starting attitude of indifferent.)

Also, for this to be really effective, you probably need the robes that let you shift attitude by three steps, and be able to hit at least a DC 40 (25+10+Cha mod+Situational mods)

The Exchange

He has Diabolic Negotiator. He can shift attitude up to the DC he can reach and has +18 at level 1 it seems. He also gets to use his wisdom for his diplomacy checks. This is an actual diplomacy build not just someone who wanted to be 'good' at diplomacy.


In ultimate intrigue it goes over how to use diplomacy in combat to end a fight. I don't remember them now, but you should take a look at that to see how your idea fits with it.

as for the character. Lv1 will be rough. Maybe play pregens for lv1? But once you hit lv2 and can pick up evil eye your combat usefulness will be done as it's a great fall-back. The Shaman Pregen has stats quite similar to yours, and does fine higher levels. Lv1 is rough with few spells and not really anything to fall back on.

An idea is getting full-plate (obviously in a level when you have money). If you're not proficient it applies to attack rolls (which you aren't making) and to ability checks (so initiative) with a +0, a -5 just makes you more sure to be last. Which isn't the best things with evil eye, but at least you'll know if you need to hit AC or Attack rolls first. Not sure if you'd feel it's worth it, but it's an idea.


Thank you all for your feedback!

I do completely understand that there will be some situations where I will not be able to use diplomacy.

I did think that I would use a channel energy at the start of any scenario that had at least 6 seconds of prep time and charge my vestments to be used later.

Unfortunately I will not get a Hex until 4th due to being an Animist shaman.

I actually started pumping diplomacy to allow for reliable use of the wrangle condition power. However when I saw the vestments I got this image in my head of my character walking calmly forward to be within 60 feet of a mob and saying "Peace friends, let us reason together, and all set down our weapons." and having it actually work. :-)

For the town guard scenario assuming he is unfriendly, and I use vestments to get him and friends, then assuming a +2 charisma mod it would be DC 22 check to get him to be indifferent or a DC 27 check to get him to friendly at which point I should be able to make requests and assuming it is a "Give aid that could result in punishment" the DC should be 25-30 depending on whether the attitude I end up with is friendly or indifferent.

I do as pointed out upthread have a +18 diplomacy so most of these checks would be successful with a ten or less at level one. Given a few levels and some more feats/items I will make Hostile-->Helpful a thing I can do rather dependably and then get most requests.

I am mostly just worried about the fact that I lose my level 2 hex for wrangle condition, and have so few spells at level one.

Now is any of the above untrue? I want to make sure I understand the way this works.

Also can I buy level one scrolls with my starting money? I am trying to decide on scrolls + parade armor or chain shirt.

Thanks again all.

P.S. Is there anyway to retry a diplomacy check you failed in the same 24 hour period, or to get another check?

Edit: I do not own ultimate intrigue, but I will check it out when it comes out on the PRD.

Edit: Cross checking my build it appears that the ambassador trait is only available to worshipers of Sarenrae (Sp?). Thinking of going with Honest or some other +1 diplomacy trait, or perhaps gregarious but it did birth one question.

If I take student of philosophy can I add both my wisdom and my Int to diplomacy or is it either/or?

Thanks again.

The Exchange

0 and 1st level spells of cl 1 (50gp or less) are always available regardless of fame.

You can't use student of philosophy to get both stats to diplomacy.

Dark Archive

1.) Party faces are always welcome at the party. And you'll get buffs as you level. Shame about the no second level hex, though.

2.) To quote the SRD regarding the diplomacy skill "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future", so kind of up to the GM about how effective they would be. It's unlikely you can sweet talk your way out of a fight with a cultist or an aspis agent specifically set against you.

3.) Yes.

Dark Archive

A bit more now that I have a little more time:
I don't know how familiar you are with PFS, but definitely buy a wand of cure light wounds, probably with your first two prestige points.
After that, a wand of bless will let you be at least somewhat helpful in literally every combat.
Entangle is fantastic if you're going to be outside.
Chill touch is pretty good after first level, if you're inclined to be in melee, though your stats make me think you probably aren't.
Since you don't get to spontaneously convert cure spells, you'll have to actually prepare those that you want.
Looks like your character sheet's spell list doesn't account for spirit magic. You've got an extra undead each day unaccounted for. Not the most useful spell in the world, but when you start getting your wandering spirit you'll be able to use that spirit magic slot for either your life spirit spell or your wandering spirit spell.

And don't forget, with PFS you can rebuild everything about a character until the point at which you've played it in a game at second level or higher. Which means if you've ever had an idea for a character that doesn't work until second level or later, spend the first level as a high STR high CON barbarian and wreck face. Once you have that third XP, rebuild your barb into whatever other thing you wanted to make in the first place. You even get full price paid back for an item during these rebuilds.

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