Shaman with the Wandering Lore Arcane enlightenment hex?


Rules Questions


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Spoiler:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Can they basically just prep any wizard or sorcerer spell?
Spoiler:
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For. the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

It seems to me a serious oversight to let the shaman just get the entirety of the Sorc/Wizard spell list known as you wish

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Undone wrote:

** spoiler omitted **

Can they basically just prep any wizard or sorcerer spell?
** spoiler omitted **

It seems to me a serious oversight to let the shaman just get the entirety of the Sorc/Wizard spell list known as you wish

Yes, but thanks to the Cha requirements, you'll probably only be able to prep a handful of Sorc/Wiz spells at a time, and the Int requirements mean that you'll likely be limited to lower level Sorc/Wiz spells.

It's a pretty MAD build to make good use of the expanded spell list, everyone else gets a couple versatile bonus spells if/when they need it.


Yes, the entire list is available, but only (Cha mod) number per day.

Yeah, it's seriously powerful. I think they playtested Shaman less than their other classes. I personally think it's much more OP than Arcanist.


Well that seems godly powerful at least in the abstract and likely in the practical.

And as a aasimar the STR: 7 DEX: 12 CON: 12 INT: 14 WIS: 18 CHA: 16 stat array allows as many as 3 sorc/wiz spells at a time and up to 6th level (PFS end point) for an ioun stone.

Dark Archive

I'm playing a shaman in a home game and I purposely went with Lore as my main spirit to remove the temptation. It's still very powerful, especially in concert with the human favored class bonus.

I think based on Paizo's FAQ regarding paragon surge, we may see that taking Arcane Enlightenment as a wandering hex still lets you change spells only once per level.


I am playing an Unsworn and it gets further complicated when you can swap out your spirits AND get a whole new list per day by simply summoning a new Lore spirit. You can also technically have more than one lore spirit although this just shortens your list of Shaman spells further.
Our group has a arcanist, a cleric, a wizard and another mix class caster, and myself, and power levels seem just as even across the board, action economy and save DCs/SR make any variety taper off as you level. Shamans dont have any big reliable DPS or control spells, better as debuffers/buffers. Landing Misfortune and Evil Eye is simply more important for the rest of the groups needs.


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Mergy wrote:

I'm playing a shaman in a home game and I purposely went with Lore as my main spirit to remove the temptation. It's still very powerful, especially in concert with the human favored class bonus.

I think based on Paizo's FAQ regarding paragon surge, we may see that taking Arcane Enlightenment as a wandering hex still lets you change spells only once per level.

If you are basing it on the Paragon Surge FAQ, then you can pick spells once per day and then they are locked into those choices for the day. Which doesn't really matter since you can only really pick it once a day.


Anzyr wrote:
Mergy wrote:

I'm playing a shaman in a home game and I purposely went with Lore as my main spirit to remove the temptation. It's still very powerful, especially in concert with the human favored class bonus.

I think based on Paizo's FAQ regarding paragon surge, we may see that taking Arcane Enlightenment as a wandering hex still lets you change spells only once per level.

If you are basing it on the Paragon Surge FAQ, then you can pick spells once per day and then they are locked into those choices for the day. Which doesn't really matter since you can only really pick it once a day.

Which is slightly absurd.


Undone wrote:
Anzyr wrote:
Mergy wrote:

I'm playing a shaman in a home game and I purposely went with Lore as my main spirit to remove the temptation. It's still very powerful, especially in concert with the human favored class bonus.

I think based on Paizo's FAQ regarding paragon surge, we may see that taking Arcane Enlightenment as a wandering hex still lets you change spells only once per level.

If you are basing it on the Paragon Surge FAQ, then you can pick spells once per day and then they are locked into those choices for the day. Which doesn't really matter since you can only really pick it once a day.
Which is slightly absurd.

It is incredible for downtime stuff of course, but for any given day it's only going to be a few spells. And the downtime isn't Spell Sage Wizard or anything.

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