
Ryuko |

Hey guys, making a Pahmet Dwarf Shaman of Battle for a Mummy's Mask game a friend of mine is doing. I'm thinking of mostly focusing him on battlefield control, using spells and my wandering Hex to get Heaven's Leap (Best Hex Ever). Looking at using a Longspear two handed to keep enemies away from me, and a cestus for those that get in too close. Started with the following stat spread for 15 pt buy:
STR: 14
DEX: 12
CON: 10 (12)
INT: 8
WIS: 14 (16)
CHA: 14 (12)
Feats and Hexes:
1: Weaon Focus: Longspear,
2: Battle Master
3: Combat Expertise
4: Battle Ward, Waves
5: Power Attack
6: Switch To Heavens, Heaven's Leap
Any advice? Looking for Traits, Spells, anything that will gel well with what I'm wanting. Thanks for the extra eyes.

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Well, those feats are definitely going to need revising. Weapon Focus requires at least +1 BAB, which you won't have at level 1, so you'll need a different feat there; and I can't really see a good reason for Combat Expertise, since I don't think you're going to have the stats to trip people effectively.
If I were you, I'd drop Dex or Charisma, raise Con, and take Heavy Armor Proficiency as your level 1 feat. Battle Master gives you two AoOs per turn without the need for Dex, which is pretty sweet, especially combined with Enlarge Person as your spirit magic. If you grab a spiked gauntlet, you'll be able to threaten everything within 20 feet, which is pretty awesome.
Having lots of HP, a high AC, and a bevy of defensive spells is a great place to start for a battlefield controller. Be warned, though, that with only 14 strength you're going to have a tough time dealing damage, which means many enemies may choose to just suck up the AoO and walk past you. Power Attack will be a must, and I would try to find ways to boost your strength as soon as possible.

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I would absolutely recommend forgetting about the charisma portion of the shaman. You have the ability to ignore charisma-focused hexes, which then gives you a lot more freedom in where your other stats are going.
With a 15 point-buy:
Str 14, Dex 12, Con 16, Int 8, Wis 15, Cha 10
Reynard's plan for Heavy Armour Proficiency is on point. Don't forget also that you can grab witch hexes you like, in case you want the Flight hex. I would go:
1 Heavy Armour Proficiency
2 Healing
3 Power Attack
4 Battle Master, [wandering spirit], Str +1
5 Furious Focus
6 [wandering hex]
7 Spirit Talker
8 Fetish (Craft Wondrous Items), Weapon Specialization (longspear), Str +1
9 Weapon Focus (longspear)
10 Eyes of Battle
11 Improved Initiative
12 Secret (Quicken Spell), Str +1
The biggest issue I see with choosing dwarf is not being able to make use of the absolutely fantastic favoured class bonus available to humans and half-humans. If you were to go human, half-orc, or half-elf, you could choose spells off the cleric list to add to your spell list. Spells like divine favor, blessing of fervor, and freedom of movement would make you a far scarier threat, and you could start with a higher strength as well.