Shaman Super Buffer, What spells?


Advice

The Exchange

Im joining Shattered star as a 9th level Human Unsworn Shaman. My main spirit is Lore, and i can pull 5 spells from the Wizard Spell list, and can pull 2 spells off the cleric spell list of every level up to 4th (only one 4th level spell) level spells.

Right now, i see:
Wizard:
Greater Magic Weapon
Heroism
Bestow Insight
Invisibility Sphere
Black Tentacles

Cleric:
1:Divine Favor
1:Shield of Faith
2:Ancestral Communion
2:Shield other
3:Monstrous Extremities
3:Wrathful Mantle
4:Blessing of the Fervor

what spells would you prefer over the ones i chose for Buffing? Please note that i picked up spells that are not on the shaman spell list.


First off, I think Lore is better as a wandering spirit so you can change those wizard spells up every day. Second, if you have generous enough starting stats to go MAD, self buffing is attractive. You can get wizard buffing spells on a slightly more robust chassis. Particularly the polymorph spells.

The Exchange

Captain Morgan wrote:
First off, I think Lore is better as a wandering spirit so you can change those wizard spells up every day. Second, if you have generous enough starting stats to go MAD, self buffing is attractive. You can get wizard buffing spells on a slightly more robust chassis. Particularly the polymorph spells.

as a Unsworn shaman, i have 2 wandering spirits, and 3 wandering hexes. im focusing on party buffing, not just self. I rolled Stats and have 9/15/12/15/16+2(racial)/16+2(level 4/8 increase) so i have the MAD part taken care of.


I assume haste is pretty mandatory for buffing. What is your plan for the secondary?

Grand Lodge

I play a buffer/debuffer shaman. I generally buffer a round or two. After that I find my job is to solve the problem of the particular combat. Your spell list suggest you want to do the same because Black Tentacles is not a buff but is a great spell.

The spells that I like for buffing.

- Haste
- Greater Invisibility
- Align Weapon and the communal version
- Air walk
- Prayer
- Freedom of movement

So here are some other spells I think you should poach.

- Grace (you many need to get way and this is a great option)
- Dimension Door (positioning can be a buff)
- Emergency Force Sphere (Dead men don't buff)
- Glitterdust

Again, I would recommend deciding on your 2 spells for 2 rounds of buffing, then move in to crowd control, debuffing and playing the fixer. The fixer is the person with the solution to the problem. You are the caster with the access to the most spells your job will be to deal with things others can't.

I like to have a solution to

- Incorporeal
- Flight
- Invisibility
- Combat maneuvers (grapple in particular)
- DR
- Bad Positioning
- High Defenses (evil eye)
- Powerful defensive magic (dispel)
- Cloud Spells
- Condition Removal
- Super mobile enemies
- Out of combat casting (tongues, keep watch, alarm, endure elements)

You can't do all of these all the time but with good planing you will really disrupt most strategies.

Grand Lodge

I've got a Life/Lore Shaman and an Unsworn Shaman. They're both a lot of fun.

What are you planning on doing with Unsworn? Just for Witch Hexes? With a low str, there's not a lot other spirits have to offer?

If your GM allows it, Watchful Eye is nice. It really shouldn't be deity specific.

Divine Favor - Are you planning on trying to melee? Shoot stuff? I'd prefer Fallback Strategy most of the time if you're not planning on Quickening this and doing much attacking.

Shield Other is a workhorse. If you're thinking about Waves, Holy Ice Weapon is a good pickup. I'd consider Grace as well, it can help a lot for general positioning.

Not sure about either of your third level spells. I'd recommend Resist Energy Communal and Invisibility Purge. Resist Energy Communal has probably stopped more damage than any other spell in our recent campaign.

I'd grab Freedom of Movement at 4th. You might do Haste instead of Fervor until you can get both?

Communal Air Walk is my choice for first 5th level cleric spell.

My only comment on the wizard spells (which should change regularly) is to make room for Mirror Image. It's one of the best defenses in the game, and being self only is the main limitation.


Just curious Markov I was looking at doing a life/lore shaman but wasnt sure if it would really be worth it (lore as wandering but life except for level 1 channel and life link seems meh) Was leaning towards a unsworn for maybe tinkering but havent done too much. Trying to figure a way to do a reach shaman with lore but seems too mad. Sorry Kiba making a level 1 pfs and this is one of my thoughts atm

Grand Lodge

I've had a lot of fun with Life/Lore. I built for Fateful Channel+Quick Channel, with the Witch Doctor archetype for a *lot* of channels while losing a few hexes.

You're right that the other Life hexes aren't good. But enough of the generic hexes are good that taking only one spirit hex isn't too bad. After playing Unsworn, it's pretty clear there's not much more than one good hex in each spirit (may Cinder Dance and Gaze of Flames?) Which is a shame, but that's what generic hexes and wandering spirit are for. :)

I wouldn't underestimate Life Link though, particularly with a Protector familiar and your Spirit Animal Fast Healing. After a fight, you figure out who's hurt worst, Life Link them for a few rounds while spamming Virtue on yourself. Each round, you heal 5, your familiar takes 3 and heals one, and you take 1 and 1 is stopped by Virtue. Do that for ten rounds then use one 3d6 channel and everyone's good. With a few other tricks, it's easy to heal to within 5 of full for free after each fight.

There's a thread here about Unsworn Shaman. I think a reach build is possible, with stats like Str 14 Dex 8 Con 12 Int 13 Wis 15+2 Cha 14+2. I think you're better off going Battle/Lore or Battle/Stone directly though. Unfortunately, Battle doesn't really kick in until 8th. But when it does it looks like it should be solid. Swift Bane + Weapon Specialization + Imp & Greater Trip with a reach weapon on a full caster has got to be good. :)


You should grab Haste with Lore.

Dark Archive

Olaf the Holy wrote:
You should grab Haste with Lore.

I pulled Blessing of the Fervor With the Human Favored Class bonus. I saw no point of grabbing that.


In the end haste is a better spell. speed increase, extra attack etc without taking turns


ekibus wrote:
In the end haste is a better spell. speed increase, extra attack etc without taking turns

Eh... Arguably in a vacuum, haste is a better spell. In practice, if you need to move in a given round you aren't benefiting from the extra attack of either spell. If your party has casters who don't need to full attack, they'll gladly take the higher AC/reflex boost. And there will be niche cases where standing up as a swift action without provoking will be a life saver, or where the metamagic will come in handy. The only setting where haste seems particularly better is mythic, where moving and full attacking is more common. That and pounce.

EDIT: Well, that and taking up a lower spell slot.

The Exchange

Captain Morgan wrote:
ekibus wrote:
In the end haste is a better spell. speed increase, extra attack etc without taking turns

Eh... Arguably in a vacuum, haste is a better spell. In practice, if you need to move in a given round you aren't benefiting from the extra attack of either spell. If your party has casters who don't need to full attack, they'll gladly take the higher AC/reflex boost. And there will be niche cases where standing up as a swift action without provoking will be a life saver, or where the metamagic will come in handy. The only setting where haste seems particularly better is mythic, where moving and full attacking is more common. That and pounce.

EDIT: Well, that and taking up a lower spell slot.

Alright, in the end, switching out Black Tentacles for Haste. that frees up a 4th level cleric spell. Suggestions?

Grand Lodge

Freedom of Movement. :)

Grand Lodge

Markov Spiked Chain wrote:
Freedom of Movement. :)

Seconded.

The Exchange

Markov Spiked Chain wrote:
Freedom of Movement. :)

Oh! i had it in my head that Freedom of movement was a Shaman spell. Thats a quick fix.


Captain Morgan wrote:
First off, I think Lore is better as a wandering spirit so you can change those wizard spells up every day.

You can still do that as Lore. Wandering Hex is what you want and "For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit."

In fact, I'd say Lore is better as the main spirit, because you can keep the wizard spells every day no matter what other wandering spirit you choose.

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