Half-orc Frontliner Shaman / Thrall type build advice


Advice


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Hey i have made a Character that i have been thinking would be fun to play, it is a Shaman who is focusing on melee

Here he is

Shaman
Ability scores 20 point buy
Str: 16
Dex: 12
Con: 14
Int: 10
Wis: 16
Cha: 8
Traits: Racial orc atavism, mystic shamans apprentice
Spirit (Mammoth, for strength based spells)
Feats: Weapon Focus (Earth Breaker)
Armor: Breastplate
And he is of Course using a Earth breaker as weapon.
Later im thinking about becoming a werewolf with him.

If would really like to get feedback cause Im sure there is things i could have done better, which is Why Im asking you Guys to give me feedback and Some tips.

Grand Lodge

- I would drop Atavism as it is pretty bad.
- Not having atavism, use your FCB to grab divine favor off the cleric list.
- Mammoth abilities are kind of weak as the greater spirit ability does not stack with a belt.
- Battle offer enlarge person and righteous might for strength boosting spells. It is much better overall.
- I may be missing something but where is earth breaker proficiency coming from?
- You can't take weapon focus at level 1 it has a bab requirement

Silver Crusade

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The only experience I have of Thrall is from Warcraft III, while I know nothing about WoW. In those days, he used to be a caster-type hero, riding a black wolf while tossing around globes of electricity from his hammer. He was able to cast a chain of lightning bouncing around nearby enemies, scry, summon wolves and invoke an earthquake able to destroy buildings.

That being said, from what I know I would not build him as a combat Shaman, but as a caster. Feel free to ignore my advice if it does not reflect the lore you have in mind.

I would pick Nature as main spirit and Heaven as Wandering spirit, which greatly reflect Thrall's overall vibe. Heaven gives you access to Chain Lightning, while Nature gives you many powers that reflect Thrall's: Erosion Curse damages buildings, Friend to Animals lets you spontaneously summon wolves via Summon Nature's Ally, Storm Burst gives you some weather powers and the True Spirit Ability Companion Animal enables your familiar to take the form of an animal companion, in this case wolf.

Talking about familiars, if you start from level 1 and you don't want to wait that much, you could pick a Mauler fox familiar (reskinned as a wolf) which can be used as a mount with the Undersized Mount feat (Ant Haul solves all problems related to carry capacity, either cast of via items). This is quite a clever solution in my opinion as Thrall has no familiars in the lore. Otherwise you can pretend the familiar is a wolf cub who's going to grow up by the time you unlock the True Sprit Ability.

Electric ranged attacks can be emulated with Spiritual Weapon (reskinned as globes of force) and/or Ball Lightning later on. If you like the Spiritual Weapon idea, take a look to Toppling Spell + Magical Lineage and/or Spiritual Guardian. Another option could be focusing less on spells and giving him ranged feats, while using actual throwing hammers somehow empowered with electricity. You can do that by using a +1 Shocking throwing hammer with a Blinkback Belt, or throwing regular hammers empowered with Sun Metal reskinned to make shock damage or actually modified via Elemental Spell. I'm sure there are other ways as well. If you go this way, Divine Favour + Fate's Favored trait help. Fate's Favored is useful independently from Divine Favour because if the Sacred Tattoo half-orc alternate racial trait.

As per the actual spells: Heaven spirit gives you Chain Lightning, and you already have access to Scrying, Summon Nature's Ally and Earthquake.


1) I agree with grandlounge that the human favored class bonus for shaman is so strong that it's not worth taking atavism.

2) You can't take weapon focus at level 1. It requires BAB+1

3) You want to make sure if you can take the human fcb, that you take the trait fate's favored. You also want the half orc trait sacred tattoo. This will give you +2 luck bonus to all saves at level 1.

4) You can give your familiar the bodyguard archetype to give you a boost to AC (it gets to roll to aid your AC) and can soak some damage.


Gray Warden wrote:
The only experience I have of Thrall is from Warcraft III, while I know nothing about WoW. In those days, he used to be a caster-type hero, riding a black wolf while tossing around globes of electricity from his hammer. He was able to cast a chain of lightning bouncing around nearby enemies, scry, summon wolves and invoke an earthquake able to destroy buildings.

In the games mechanics he used the Shaman Hero, but he's actually supposed to be more of a hybrid in WoW and according to the lore. A druid might do him justice better, but you run into the problem of the Earthbreaker. If there's a way around that, it'd probably work better. Access to a large variety of nature based spells, including a variety of lightning. Summoning wolves whenever he wants. Either a wolf AC if going for the Warcraft 3 representation, or a domain for a more WoW representation.

I'd offer advice with Shaman, but I'm REALLY unfamiliar with the class. (I only just recently learned it's full casting and not 6th level casting.)


Alright, i could possible take heirloom weapon (Earth Breaker), and then maybe go Power attack instead of weapon focus?

If i take sacred tattoo and fates favored

I really want to go mammoth, so i was thinking about taking Battle as my wandering spirit..

Silver Crusade

Magdyyret wrote:

Alright, i could possible take heirloom weapon (Earth Breaker), and then maybe go Power attack instead of weapon focus?

If i take sacred tattoo and fates favored

I really want to go mammoth, so i was thinking about taking Battle as my wandering spirit..

You still can't pick Power Attack at first level. Both Power Attack and Weapon Focus require BAB +1.

Heirloom Weapon is linked to a physically specific weapon, so watch out for sunder maneuvers. I would advice against it and use a Greataxe instead via Weapon Familiarity. The stats are essentially the same of a Earthbreaker (1d12 ~ 2d6, both crit x3) apart from the damage type. However, unless you plan to use some very specific builds or feats such as Bludgeoneer, slashing and bludgeoning are essentially on par (unlike piercing which is weaker given common DRs), so as a GM I would gladly let you use a "blunt" Greataxe and say it's a Earthbreaker (dealing bludgeoning damage).

Grand Lodge

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The trait you want for the build is called Shoanti Tattoo it will give you all the proficiency you need.


I really want to use an earth breaker, it looks really cool and i like the concept, so im thinking about taking that trait Shaonti tattoo.

What feat should i take?


What if i took Razortusk racial feat, it would fit roleplay-vise and then i could take improved natural weapon (bite) witch would work great with the werewolf..

Grand Lodge

Blugeoner > enforcer are common with power attack

Or

Cornugon smash.

Then hurtful would the most common way to make the build work. Pa at 3, CS at 5, Hurtful at 7.

If you plan to enlarged a lot combat ref is a good choice.

Otherwise improved initiative, toughness, something basic is a good starting choice.


Whatever bite you get from being a werewolf would not stack. It'd be better to take the Improved Natural Weapon (bite) after becoming a werewolf. (Assuming you're allowed to become a Werewolf, as most GM's I know of would be very hesitant of that.) The Toothy Racial Trait is usually better than the feat. I'd suggest Toughness. d8 HD hurts in the long run, and Toughness would be a big help for staying alive. Same goes for feats like Dodge and Heavy Armor Proficiency.


With a 12 DEX, I would vote for heavy armor proficiency

Grand Lodge

^ this is good advice I should have double checked your stats.


Thrall wore Full-Plate in all incarnations, so... Go with the theme!


Then ill take Heavy Armor Prof. Later because right now i dont have enough gold for good heavy armor.

So for feats
1. Toughness
3. Power Attack
5. Weapon Focus
7. Heavy Armor Prof.
9. Quicken Spell (Metamagic)
11. ??
and so on..


A good feat for 11 is divine interference. You should have enough gold for full plate by level 3.

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