Half-Orc Shaman Built - Now How to Play


Advice

Grand Lodge

Below I have my basic build. The plan is to use the shaman to fill holes is PFS groups. Debuff and Control are my primary goals, occasionally taking stone wandering spirit for early stone wall or life to heal but primarily using lore for better spells. I want to use spell storing Armor and Vibrant Purple Prism Ioun stones to carry spells over from past days. Increasing versatility and action economy.

I don't know how to prioritize combat actions. Should I be hexing first and saving the spells, dropping a big spell and support it with hexes, evil eye saves first then hitting with misfortune followed by a spell, just slumber as my first action every fight. Shaman are known less for there power and more for there adaptability. Does any one out there have experience with them or witches even to help me use him effectively.

I will also take any build critique especially equipment and spell selection suggestions, because aside from the big six and what I have listed I don't have many thematic or practical ideas, and three spell list is a lot to manage.

Thanks all!

Tak - Half ORC - Shaman
Stats:
STR 7 / DEX 12 / CON 12 / INT 14 / WIS 16(+2) / CHA 14
Starting HP: 16
Move Speed: 25 Starting AC: 18
Traits: Fate’s Favored, Reactionary
Racial Trait’s: Sacred tattoo, Darkvision, Shamans Apprentice’s
Main Spirit: Heavens
Feats:
L1: Tribal Scars: Raptorscale
L3: Extra Hex: Chant
L5: Extra Hex: Slumber or Heaven’s leap
L7: Accursed Hex
L9: ? (Improved Familiar)
L11: Divine Interference
Hex:
L2: Evil Eye
L4: Misfortune
L8: Heaven’s Leap
L10: Lure of the Heavens
Gear:
Building up to Jigasa or crown of swords, spell storing armor (breast plate) and buckler, pearls of power, ioun stones for: skills, initiative, ac, saves and to boost int to 6 (don’t need higher for PFS). Spell storing seems extra useful with wandering spirit/wandering hex to pick spells from Arcane Enlightenment on off days.
I was thinking of improved familiar Fearie Dragon for a Stardust + Obscuring Mist (wand) combo. At level nine this is a minus 3 to attack plus concealment for the party (though this might be late). With reach or ranged weapons this could be pretty decent debuff to add to the mix the benefit being no save no SR.

Spells from Favored Class bonus
L1: Liberating command, ? (Shield of Faith)
L2: Grace, Soundburst
L3: Prayer, Chain of Perdition
L4: Blessing of Fervor, ?
L5: ?
Spells on armor/buckler: Fridged Touch, Force Punch, Bestow Curse.
Arcane Enlightenment:
Control conjuration web, pits, black tentacles, summons etc.

The Exchange

Dunno how you're going to wear a breastplate without getting heavily encumbered on 7 str, but I guess that's what Ant Haul is for (or maybe roll a dwarf :P). Do you really need that much int and cha? I would probably drop int and cha to 12 for a higher str score (just to keep GMs happy), and possibly more dex/con. Not sure if shamans can take improved familiar as they don't have arcane spell caster levels per se, and you will need a special chronicle in order to have a faerie dragon for a familiar :)

Spells from Favored Class bonus
L1 : no comments
L2: Grace, Burst of Radiance (if you have the book)
L3: communal resist energy?, Chain of Perdition
L4: Blessing of Fervor, Airwalk
L5: Communal Airwalk?

Suggest Goz mask so you can see things in the fog if you want to point them out for the party.

Grand Lodge

Just a Mort wrote:
Dunno how you're going to wear a breastplate without getting heavily encumbered on 7 str, but I guess that's what Ant Haul is for...

The medium load. Is 70lb so gear is fine until I can grab a handy haversac. Int and cha are to use archane enlightenment I will be able to add 2 spells of my max level to my list with this build. That's a lot o extra spell casting strength.

Good point on improved familiar. Thanks for the catch. I don't need a goz mask because because heaves ability used first prevents effects of invisibility or concealment but it would help if the fog is already up.

I thought the faerie dragon was legal for play since the familiar folio but I miss read.

The Exchange

35 pounds once on buckler and breastplate. Spell component pouch pouch is 2 lbs, common backpack 2 lbs, waterskin when filled is 4 lbs. Silk rope is 5 lbs.

48 lbs. Yay heavy load! Haven't even gotten onto flasks for swarms, belt pouch to put scrolls into, nor a dagger/cestus so you threaten, or trail rations in case pathfinder society sends you out of town.

Medium load for 7 str is max of 46 lbs, you can carry up to 70 lbs if you're willing to get heavily encumbered.

Grand Lodge

I've got a Lfie Shaman that's just about to hit 9th (Shaman 8/Dual cursed Oracle 1.) I'm focused on re-rolls through Fateful Channel over control, so it's a different experience. Spamming Slumber is quite effective. I'm not sure if Misfortune/Evil Eye+Chant is going to be engaging, at least until 8th when they double. A lot opens up with Haste from Arcane Enlightenment at 6th.

I took Invisibility Purge for a 3rd level FCB spell, but haven't ever memorized it. Haste and Fly are still at a premium. :) I like Shield Other at 2nd, and took Fallback Strategy at 1st.

It's worth looking at the familiar archetypes. A Compsognathus Mauler with Evolved Familiar (Reach) and 5' Fly is pretty solid area denial against medium land bound creatures. Once you get Haste at 6th, it's actually got some mobility. At 3rd, Alter Self turns non-Maulers into OK combatants if you've got prep time. I've got a Protector to split damage with and be another channel target. It's a shame to let a familiar go to waste an just sit in a familiar satchel.

I wouldn't worry that much about Accursed Hex. I mostly use Slumber as my in-combat hex, but there's usually at least a second target if the first one saves.

Improved Familiar might cause you other trouble in PFS. Shaman has a line about having to choose the same type of animal if you replace the familiar. For a home game, I think any reasonable GM would let you upgrade (and let Shaman levels count for Imp Familair pre-reqs.)

A mithral agile breastplate is 12.5 lbs, darkwood light shield is 2.5, 5 for a Haversack and 3 for a weapon is light load for 7 str. Not that rough in PFS around 6th.

Grand Lodge

Just a Mort wrote:

35 pounds once on buckler and breastplate. Spell component pouch pouch is 2 lbs, common backpack 2 lbs, waterskin when filled is 4 lbs. Silk rope is 5 lbs.

48 lbs. Yay heavy ...

Good call 48lb. That was my bad I should not reply on the road. My solution until I can get the haversac is agile breast plate 25lb, mithril buckler 2.5lb, masterwork backpack 4lb (but nets 2lb extra). So that's 31 of a possible 53. Leaving me 22 for rope, flaks, wands, water skins, a journal. Also my divine focus is a tattoo thought it fit the build. I was trying conscious of weight when building the character. Had some gm credits s I didn't have to start with no money.

Heavy load would not even be that bad I don't intend on attacking but I'm still trying to avoid it.

Sorry that was not bette articulate earlier

Grand Lodge

Markov Spiked Chain wrote:
I've got a Lfie Shaman that's just about to hit 9th (Shaman 8/Dual cursed Oracle 1.) I'm focused on re-rolls through Fateful Channel over control, so

Ya I had a solution for the weight it really has not been a problem (my other post). I may upgrade to the mithril breast plate eventually to get the movement back.

I was considering achetypes and I like this advice. I was stuck between the exact mauler you described a the protector. Using the familiar as to soak up damage seemed nice but shaman familiars are not cheap to replace. That was my only hesitation. I considered shield another but was not confident I had the hp to make I work. I may try though. I will sit on these ideas for a bit and see if one resonates.

Thanks for the input.

Ps I meant to write haste in any caster that can have haste should. I might use flight until I get over land flight.

Grand Lodge

The big downside of Protector that I've seen is that it gives up Improved Evasion, so AoE is a problem. You can mitigate it some (the Protector Shield Other goes both ways, so you can take part of a hit for them.) But a 35 point fireball when you've got 45 HP still means one of you is likely knocked out or dead. Unless it's part of your plan (like it is for me, with Fast Healing on the familiar and Life Link.)

On the other hand, replacing a familiar, even a Shaman familiar, is cheaper than a Raise Dead+Restorations.

Take a look at both versions of Shield Companion (there's a level 1 and a level 2.) Either or both of these can help you avoid letting the little guy die. Especailly if you hang out in the back relatively safe, spreading the damage around is usually good. If you're really concerned, Mauler's Endurance is an option. The 2nd level version takes an Immediate, so I've avoided it. The first level version is on your spell list since your class gives you a familiar, even though it's not explicitly listed. This means you'll be consistently taking half of it's damage though, so be careful keeping yourself out of danger.


Pathfinder Rulebook Subscriber

Playing a Heavens Shaman at lvl 11 at the moment in Carrion Crown. I've been playing as the main debuffer in the group. Advice from my experience:

I took Heaven's Leap as my first extra hex at lvl 2 and it has been amazing. The amount of mileage you can get out of a 30ft teleport is pretty amazing. It's a little less cool since the Hex Vulnerability errata, but it has still been useful every session so far.

The single target Deeper Darkness from Enveloping Void can be quite handy too.

The various "sight" hexes make a Goz Mask pointless. I believe both Flame Sight and Water Sight can see through mist.

The flame spirit has been my default wandering spirit for awhile now. It gives good Spirit Magic options and Cinder Dance can be very nice at times.

I picked up Defending Bone (lvl 2) as one of my FCB spells and have been getting great mileage out of it along with False Life for defenses.

Grand Lodge

Markov Spiked Chain wrote:
The big downside of Protector that I've seen is that it gives up Improved Evasion, so AoE is a problem. You can mitigate it some (the Protector Shield Other goes both ways, so you can ta....

I also reread the emissary archetype and I'm liking Trickery, Liberation or Luck are all awesome. Any thoughts on this archetype? It also seems thematically good for a divine character.

Good point of raise dead cost.

I may start carrying a wand of Fallback Strategy once its added to my list. There is a lot of utility there.

Grand Lodge

Decorpsed wrote:

Playing a Heavens Shaman at lvl 11 at the moment in Carrion Crown. I've been playing as the main debuffer in the group. Advice from my experience:

I took Heaven's Leap as my first extra hex at lvl 2 and it has been amazing. The amount of mileage you can get out of a 30ft teleport is pretty amazing. It's a little less cool since the Hex Vulnerability errata, but it has still been useful every session so far.

The single target Deeper Darkness from Enveloping Void can be quite handy too.

The various "sight" hexes make a Goz Mask pointless. I believe both Flame Sight and Water Sight can see through mist.

The flame spirit has been my default wandering spirit for awhile now. It gives good Spirit Magic options and Cinder Dance can be very nice at times.

I picked up Defending Bone (lvl 2) as one of my FCB spells and have been getting great mileage out of it along with False Life for defenses.

Flame has one of the best spell list I will grab it anytime I'm not playing with a sorcerer or a wizard.

I do like Heaven's Leap I may try to grab it earlier because it works so well.

Defending bone is awesome I will keep it in mind. I like it thematically as well.

Grand Lodge

I toyed with the idea of an Emissary familiar for the Luck power. It's only once per day, but Bit of Luck is a huge buff. You might also be able to get use out of having it spam guidance on yourself or various people. The main upside is that you can use it on an Improved Familiar. Liberation isn't 3+Wis, so you can't use it, and Trickery would mostly be useful if your familiar is going into combat, but you'd probably rather have a Mauler then.

Grand Lodge

Just a Mort wrote:

Dunno how you're going to wear a breastplate without getting heavily encumbered on 7 str, but I guess that's what Ant Haul is for (or maybe roll a dwarf :P). Do you really need that much int and cha? I would probably drop int and cha to 12 for a higher str score (just to keep GMs happy), and possibly more dex/con. Not sure if shamans can take improved familiar as they don't have arcane spell caster levels per se, and you will need a special chronicle in order to have a faerie dragon for a familiar :)

Spells from Favored Class bonus
L1 : no comments
L2: Grace, Burst of Radiance (if you have the book)
L3: communal resist energy?, Chain of Perdition
L4: Blessing of Fervor, Airwalk
L5: Communal Airwalk?

Suggest Goz mask so you can see things in the fog if you want to point them out for the party.

Burst of Radiance is a great spell and resist energy is always a strong choice. most people I play with are not well equipped for flying enemies so Airwalk maybe just what the doctor ordered.

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