Shaman 1st level in PFS #5 Mists of Mwangi


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Silver Crusade

Ran this PFS adventure today low tier with one player playing a 1st level Shaman with the Nature Spirit magic. This character was a fresh character and had no previous chronicle sheets. After two encounters, he was completely out of spells and abilities. He spent the remainder of the adventure (three more combat encounters) playing flanking buddy for the the other three characters - a 2nd level fighter, 1st level witch, and 1st level cleric.

I don't think he misplayed his spells, as they were quite effective at the time he used them. It's just at by the time he ran out of 1st level spells, the witch and the cleric, by comparison, both had 1st level spells and channels or hexes remaining. His orisons beyond detect magic didn't come up in play.

After the game, we discussed how the class played. We agreed it needed something else to do at first level when spells ran out. Perhaps granting access to a hex at first level, or the addition of a 3+ caster stat style ability. All of the other full 9 level casters have an ability like this at first level to get them over the limited spells at low level hump. Clerics get channel energies and domain powers, Druids get an animal companion or domain ability, Oracles get a revelation, Witches get hexes, Wizards get school abilities, and Sorcerers get bloodline abilities.

Something to consider.

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On the other hand, a lot of the Shaman spirits do have a active ability available at first level from their Spirit Magic. It's just that the Nature Spirit gives you a passive +wisdom mod to AC/CMD instead of an active ability.

What spells did the shaman cast?

Silver Crusade

ubiquitous wrote:

On the other hand, a lot of the Shaman spirits do have a active ability available at first level from their Spirit Magic. It's just that the Nature Spirit gives you a passive +wisdom mod to AC/CMD instead of an active ability.

What spells did the shaman cast?

If I recall, Shield of Faith, Cure Light Wounds, and Charm Animal.

Hmm, maybe just the Nature Spirit Magic might need a tweak, or if you choose it, be prepared to be swinging a weapon when your spells run out! :-)


Why is 3 spells bad? A wizard or cleric at first level isn't going to have more than that. He has 3 osirions and 1 level 1 spell, plus a bonus level 1, plus a spirit magic level 1. Cleric has the same amount as does a wiz. I don't see why he needs more, at second level he will have 4 0 lvl and 4 first to cast...that's plenty for a second level character to me.


The nature ability seems to encourage you to be up front swinging a weapon, so I dont see having to do just that as a problem.


A witch gets hexes at 1st-level, but the shaman has to wait a level for that.

The nature shaman can dish out entangle hexes, giving them something to do most rounds. (These are basically at-will, though you can't keep targeting the same opponent.)

Unfortunately the nature shaman's extra spell, charm animal, is far less useful than entangling an opponent, so I'm not too surprised a 1st-level nature shaman would feel weak. I suspect either every spirit needs to be given a good 1st-level spell, or hexes need to be moved to 1st-level. I think I'm more of a fan of the former than the latter. Some of the hexes aren't particularly interesting, or useful at the lowest levels. (A new player might take something than entangle hex for instance...)

Silver Crusade

Halfway-Hagan wrote:
Why is 3 spells bad? A wizard or cleric at first level isn't going to have more than that. He has 3 osirions and 1 level 1 spell, plus a bonus level 1, plus a spirit magic level 1. Cleric has the same amount as does a wiz. I don't see why he needs more, at second level he will have 4 0 lvl and 4 first to cast...that's plenty for a second level character to me.

The concern isn't about the number of spells, but with the lack of other things to do. Every other caster gets an ability at 1st level. Just noting that we saw the effects of not having such an ability with a 1st level shaman.


Most Spirits get an active from 1st level. Nature instead lets you sacrifice Dex compared to other Spirits, letting you either buff up Str, and hit things, or Int, and be a skill-monkey.

I can agree it might be the most boring Spirit for first level, but those Shamans with Spirits giving them a touch attack will heavily envy you once you have enough spell slots to not worry about things to do, and their first slot is rendered almost useless.

Shadow Lodge

Halfway-Hagan wrote:
He has 3 osirions...

How the heck did he convince them to go in the Museum?

Silver Crusade

Sammy T wrote:
Halfway-Hagan wrote:
He has 3 osirions...
How the heck did he convince them to go in the Museum?

Crapola. Missed a golden role playing opportunity! Wish I'd thought of having the shaman having to convince his spirits to enter the museum!

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