Kiba
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Really. it can do eveyrthing.
with the human/half human FCB to get select best spells from the cleric spell list, the lore spirit, and a wandering hex with Arcane enlightenment, to get spells from the wizard spell list, it can be a pseudo mystic theruge. being more versitile than a wizard, as divine spell casters know all spells on their spell list, and can choose x spells from wizard lists, saving money on scrolls to learn spells.
it can go into melee with the prehensile hair hex from witch, and battle spirit to get bane onto it, making it less MAD, and divine spellcasting makes them allowed to wear armor. with the battle spirit, you can even gain weapon specialization.
it can be supportive with the fortune, chant, and scar hexes, and if you are feeling frisky, it can pick up the fury hex as well. grab the Tribal spirit, it can even grant teamwork feats.
it can be like a druid, with the shape changer hex, getting access to beast shape, being a mini druid, and with the nature spirit, gains druid like abilitys as well.
with the unsworn shaman archetype, it can change what it does every day, and with the possessed shaman, it can even gain skill ranks it can change every day, allowing it to essentially have every skill in the game.
Honestly it can do everything, its not even fair to other classes. I used to believe that it is like puddy, able to fill into the holes of a party that is missing, but versatility is everything in pathfinder.
| Dαedαlus |
| 1 person marked this as a favorite. |
You are correct- the Shaman can do everything when it comes to magic.
But it can't do it all better than the established classes. You won't beat a dedicated sorcerer blaster in spell damage, won't heal as much as a Life oracle, won't debuff as well as a Mesmerist, and so on.
Is the Shaman a super versatile, incredibly malleable base class, able to fill basically any role in the party? Yes. Is it outright better than any other class in their best niche? No. Every class (with the possible exception of the Shifter) has a particular role where it is king, and the great thing about Pathfinder is how, with some tweaking and prodding, just about any class can fill just about any role.
Probably the best comparison I can give is to the Bard: the bard has decent healing, good skills, great buffing, decent melee, alright blasting, and so on. The Shaman is just that idea, being proficient in all areas, just extrapolated up to a full caster.
Kiba
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You are correct- the Shaman can do everything when it comes to magic.
But it can't do it all better than the established classes. You won't beat a dedicated sorcerer blaster in spell damage, won't heal as much as a Life oracle, won't debuff as well as a Mesmerist, and so on.
Is the Shaman a super versatile, incredibly malleable base class, able to fill basically any role in the party? Yes. Is it outright better than any other class in their best niche? No. Every class (with the possible exception of the Shifter) has a particular role where it is king, and the great thing about Pathfinder is how, with some tweaking and prodding, just about any class can fill just about any role.
Probably the best comparison I can give is to the Bard: the bard has decent healing, good skills, great buffing, decent melee, alright blasting, and so on. The Shaman is just that idea, being proficient in all areas, just extrapolated up to a full caster.
Life oracle can heal based on cl and ignore the level restriction of the cure light wounds, so can the life spirit. life oracles get a channel energy pool. so does a life shaman. both can cast healing spells as a swift action, albet life shaman gets it 4 levels later.
a bard gains 1/2 their level to knowledge checks, and can replace x skills with perform. a lore shaman can add its level to knowledge checks if it spends a standard action to identify a monster, gaining bonuses if it succeeds or not, it can add their wisdom in place of inteligence, making them less mad, and can share their ranks with an all 1/day basically allowing them to roll for you. if you are able to use fortune, you can roll 2x and take the best result. as described before, they can also take the battle spirit to gain even more bonuses in combat, that outscales bard.
| Quandary |
Pretty much agree, in that I find breadth and flexibility as full caster more useful than 'maximal specialization' which doesn't really seem necessary or critical to adventuring. Overall it's just comfortable to play, customizable to fill niches in party composition while enabling a wide range of potential directions. The spontaneous slot AND normally preppable Spirit Magic feels like how Cleric Domains should have worked from the beginning, giving you better chance to use all the spells. I never liked PFS but can see it shining there because of it's adaptability to different roles depending on party composition.
As far as Unsworn, I think it didn't live up to promise in comparison to every other Shaman taking Spirit Talker. Although perhaps my analysis is skewed given I also tend to really like Speaker For the Past Archetype which gives up Wandering Spirit in exchange for Ancestor/Time Oracle Revelations and Spells for different kind of flexibility/breadth.
| Mark Seifter Designer |
| 1 person marked this as a favorite. |
In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.
Firebug
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Really. it can do eveyrthing.
with the human/half human FCB to get select best spells from the cleric spell list, the lore spirit, and a wandering hex with Arcane enlightenment, to get spells from the wizard spell list, it can be a pseudo mystic theruge. being more versitile than a wizard, as divine spell casters know all spells on their spell list, and can choose x spells from wizard lists, saving money on scrolls to learn spells.
Yeah, really good, but still limited in spells memorized per day. So more versatile, not strictly more powerful.
it can go into melee with the prehensile hair hex from witch, and battle spirit to get bane onto it, making it less MAD, and divine spellcasting makes them allowed to wear armor. with the battle spirit, you can even gain weapon specialization.
For some reason I missed Prehensile Hair as a good witch hex option. Much less MAD, but still takes a standard action to start up. I mean, you probably want Wis/Cha(at least 13 for selective channel, and more channels)/Con/Dex already, this just limits needing Str as well. For me, a Mauler Familiar fits that bill instead. I like King Crab due to constrict. At higher levels you are likely wanting to cast a spell instead of taking the standard action to turn on your melee attack.
it can be supportive with the fortune, chant, and scar hexes, and if you are feeling frisky, it can pick up the fury hex as well. grab the Tribal spirit, it can even grant teamwork feats.
Scar hex? But I thought you were advocating for Prehensile Hair as the Witch Hex. Ok, you are talking about Schrödinger's Wizard then. I assume you mean Tribe spirit, but yeah that takes up one of your spirit choices. Meaning you are dropping Lore, or Battle that you have mentioned already.
it can be like a druid, with the shape changer hex, getting access to beast shape, being a mini druid, and with the nature spirit, gains druid like abilitys as well.
I assume you mean Shapeshift Hex... Minutes per level compared to Druid's Hour per level (per use, getting multiple uses), and only Beast Shape compared to Beast/Elemental/Plant and advancing FAR slower (an 8th level druid uses Beast Shape 3 vs Beast Shape 1 for Shapeshift). Picking Nature spirit(so 4 now)? Again, Schrödinger's Wizard.
with the unsworn shaman archetype, it can change what it does every day, and with the possessed shaman, it can even gain skill ranks it can change every day, allowing it to essentially have every skill in the game.
At a cost. The archetypes either loses spells(from spirit magic), hexes or delays access to features to gain those abilities. You are trading overall power for the ability to switch to something else tomorrow. The same issue the Medium has.
Honestly it can do everything, its not even fair to other classes. I used to believe that it is like puddy, able to fill into the holes of a party that is missing, but versatility is everything in pathfinder.
It can do quite a few things, but not at the same time. Versatility is not everything in pathfinder, but always being able to contribute is. If you don't metagame you could be unlucky and grab a bunch of skills and hexes that you don't need that day and are now useless.
Life oracles get a channel energy pool. so does a life shaman. both can cast healing spells as a swift action, albet life shaman gets it 4 levels later.
And human oracles can Channel and Lifelink at level 1. A Life Shaman can't do that until 2. Channel is based on Cha as well so the Oracle should have several more uses per day and a higher DC (for Purifying Channel).
a bard gains 1/2 their level to knowledge checks, and can replace x skills with perform. a lore shaman can add its level to knowledge checks if it spends a standard action to identify a monster, gaining bonuses if it succeeds or not, it can add their wisdom in place of inteligence, making them less mad, and can share their ranks with an all 1/day basically allowing them to roll for you. if you are able to use fortune, you can roll 2x and take the best result. as described before, they can also take the battle spirit to gain even more bonuses in combat, that outscales bard.
So a non-action(rolling a knowledge check) vs 2 Standard Actions, gotcha. Meanwhile the bard just takes 20, starts Bardsong, casts Haste and still full round attacks in the same amount of time. 2 standard actions is a LOT of time.
| PossibleCabbage |
| 1 person marked this as a favorite. |
I mean, for me, what this thread points to is kind of my issue with the Shaman. For me, the class is pulled in so many different directions at once I haven't been able to come up with a build that a) matches the concept I have in my head and b) works well.
Like I have players who adore the class, I just can't seem to make it work for me.
| doomman47 |
doomman47 wrote:I think a gestalt shaman and wizard would be a tier 0 character.Depending on your stats, anyway. I don’t think there’s any pure int-based Shaman archetypes, so trying to maximize both Wisdom and Intelligence could lead to issues.
That all depends on what you are trying to accomplish. The character I have built only uses a base 16 in int and wis but has a 20 in con for a battle familiar.
| Anguish |
Ryze Kuja wrote:I think by default, any Gestalt char is already tier 0. Unless you pick Vow of Poverty Monk + Fighter or something literally designed to suck.Naw most gestault options will only bump a character up a tier or two not make them teir 0, for that you need 2 full casters.
Shaman is a full caster. With hexes instead of mediocre bloodline/domain abilities.
| Volkard Abendroth |
| 1 person marked this as a favorite. |
Ryze Kuja wrote:I think by default, any Gestalt char is already tier 0. Unless you pick Vow of Poverty Monk + Fighter or something literally designed to suck.Naw most gestault options will only bump a character up a tier or two not make them teir 0, for that you need 2 full casters.
A gestalt of two full casters can only act as one or the other in any given round.
A truly strong gestalt uses the full abilities of both classes every round.
| DeathlessOne |
If you define 'best' by personal preference, I certainly agree that the Shaman is one of the bigger contenders for that title, at least to me. I favor the classes with 3/4 BAB 6+ level spellcasting, and the ability to harness a wide range of abilities to allow them to participate in nearly everything. I truly do NOT care how big the numbers you swing are, as long as they can handle CR appropriate encounters.
| Anguish |
I just hate the design of the thing. Most of the versatility resides in one racial heritage and one spirit choice. As soon as you play a non-human, non-lore shaman, you become much, much more limited. And that's just bad design in my opinion.
You're absolutely right. Problem is that the flexibility of that choice is so dramatically better than anything else that I suspect Paizo would nerf it, rather than ever introduce anything else similar to it.
I've been increasingly drawn to flexible, variable characters with less overall power. The Akashic ruleset has proved very fun, if you like fiddly bits. The ability to shape different veils for different situations has been really, really fun and most similar to the shaman I played through Hell's Rebels.
| Tim Emrick |
I'm really enjoying playing my PFS shaman, who just reached 11th level after last night's scenario. Nar-Lok is a half-orc heavens shaman; his sacred tattoo alternate racial trait and Fortune's Favored background trait have ensured that he has had great saves since 1st level. He also snagged prayer from the cleric list (via favored class bonus) as soon as he could, but ironically, since he already has a +2 luck bonus to saves, and rarely if ever makes weapon attacks, it's still better for his allies than for him.
His usual default for wandering spirit is Life, for the channeling (albeit only 2/day due to middling Cha) and packing breath of life. (He always keeps one prepared, regardless.) If we have a dedicated healer at the table, he'll switch off to another spirit (most often fire).
But he's definitely not good at everything, or even a lot of things. He's indifferent at best in melee combat--honestly, he's wasting everyone's time if he's doing that instead of using a spell or hex. And he lacks the Int and skill points to be an expert at more that 2 or 3 skills, so when he earned a boon that gave him access to a unique improved familiar, I gave it the sage familiar template just to give him access to much better Knowledge checks.
| doc roc |
Shaman is a badly designed class in that it takes a lot of the good points from both its parent classes and none of the downsides.
It has OP elements to it but is definitely not near the strongest 9th level caster although it is v.versatile.
Its issues:
1) The big one ironically is also one of its strong points - Arcane Enlightenment. The problem is that the entire class is basically designed on the assumption that you 100% will take Arcane Enlightenment as a hex. This instantly transforms the class to being the most MAD of the 9ers.... you need to invest in WIS, CHA and INT. This is before you have even thought about your physical stats..... a problem when you consider your poor FORT and REF saves.
When you consider the standard 20 point build this can be problematic.
Because of the assumption that you 100% will take AE hex which is a strong ability, the designers then understandably force you take sacrifices in your build. These are reflected in the rest of the class design
2) The basic spell list is crap. Probably the worst of the 9ers.
3) In order to get the precious FCB spells from the cleric list you are streamed into a fairly narrow race choice plus its 1 spell per level of a spell 1 level below that which you can cast, so it doesnt start till 3rd. Also you can no longer pick up an extra SP/HP.
4) Prestige classing is a bad choice because you are dependent on picking up class abilities as you level up.
| blahpers |
The problem is that the entire class is basically designed on the assumption that you 100% will take Arcane Enlightenment as a hex.
I sincerely doubt the rules designers sat down and wrote up the class under that assumption. It may have ended up that way because they didn't really think through the combination of wandering hex and hexes that require a "permanent" choice, but it probably wasn't intentional.
Then again, I'm not really sure what the design team was going for. It doesn't really fill a niche that isn't already filled elsewhere.
| Melkiador |
doc roc wrote:The problem is that the entire class is basically designed on the assumption that you 100% will take Arcane Enlightenment as a hex.I sincerely doubt the rules designers sat down and wrote up the class under that assumption. It may have ended up that way because they didn't really think through the combination of wandering hex and hexes that require a "permanent" choice, but it probably wasn't intentional.
Then again, I'm not really sure what the design team was going for. It doesn't really fill a niche that isn't already filled elsewhere.
Yeah, being that most of the options in the ACG are on the lower side of the power curve, I think AE was more of an oversight than anything. The FCB had the same problem and didn't even get a playtest.
The Drunken Dragon
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I personally agree with Firebug's assessment of the OP's description. The shaman *can* do anything, but not all at once. Yes, it is versatile in how you build it, but that versatility isn't as at-the-same-time accessible like some wizard and druid builds are.
Don't get me wrong, I think shaman is a good class. I think it might be a low-key improvement on its parent classes (well, kinda, I like the witch's flavor too much to say that, and I have a personal dislike of the oracle that biases my opinion somewhat), and I think that it can have a few really neat tricks and abilities if carefully selected...buuuuut I still think a wizard or druid might be more versatile in the day-to-day.
| Melkiador |
I think Arcane Enlightenment is a trap option, unless the game has a very generous stat generation system. IMHO, for most games, the first step to creating an effective shaman is to pretend that Arcane Enlightenment doesn't exist.
It's not as hard as you think to get the stats you need, because of stat boosting items. And the shaman even has a hex for making wondrous items, so it's not unlikely for them to have the headband of mental prowess.
| PossibleCabbage |
4) Prestige classing is a bad choice because you are dependent on picking up class abilities as you level up.
Isn't that kind of true about every post-CRB class which is not one of those really pre-loaded martial classes?
Like I don't want to take PrCs with Oracles, Inquisitors, Witches, Occultists, Maguses, Spiritualists, Arcanists, etc. either.
PCScipio
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It's not as hard as you think to get the stats you need, because of stat boosting items. And the shaman even has a hex for making wondrous items, so it's not unlikely for them to have the headband of mental prowess.
Maybe one day, someone will post an effective build using Arcane Enlightenment; until then, I remain unconvinced. It would need to be better than a conventional Speaker for the Past Shaman, who already gets access to Haste and Heroism.
| Melkiador |
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.
So, charisma isn't "that" needed, but it is nice if you want to have more versatility. But you'll need a decent intelligence to cast the higher level wizard spells. I use this 20 point buy array: STR: 8 DEX: 14 CON: 12 INT: 14 WIS: 14 CHA: 14. The floating +2 will obviously go to wisdom.
With an intelligence of 14, you can cast spells from the wizard up to level 4, with level 5 not being available till class level 9. A headband of mental prowess (Int/Wis) +2 should be easily affordable by that level. Ultimately, the necessary headband should never be more than a quarter of your wealth by level. And the cost is even halved if you took the fetish hex, which you really should have done by that level.
Firebug
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PossibleCabbage wrote:It's not as hard as you think to get the stats you need, because of stat boosting items. And the shaman even has a hex for making wondrous items, so it's not unlikely for them to have the headband of mental prowess.Maybe one day, someone will post an effective build using Arcane Enlightenment. Until then, I remain unconvinced. It would need to be better than a Speaker for the Past Shaman, who already gets access to Haste and Heroism.
My Shaman (PFS level 11) uses Arcane Enlightenment to pick up Shield, Mirror Image, Haste, and Resinous Skin. But it is a little different beast, as it is focused on buffing its mauler familiar mount (who has 2 claw attacks that can constrict medium sized creatures for 1d4+9 base +1d6 spiked armor +1d6+11 frostbite) and healing the party... and has 2 levels of Ninja for Ki Channel, Vanish and "unlimited" 3rd level and lower spells using the Tea of Transference trick.
Regardless, define effective. If I wanted I could drop Haste or Fireball(if I picked Fireball with Arcane Enlightenment) every combat (or ever other round in combat interspersed with drinking the tea). Being ready to give everyone Resist Energy/Communal to all energy types with a minute of casting and drinking is pretty good. Much less Barkskin, Shield of Faith, Fly, Magic Vestment(which reminds me, I need to remember to pick up Rags to Riches from FCB soon), Align Weapon, and in a couple levels Freedom of Movement, Blessing of Fervor, and Greater False Life and a few after that Hunter's Blessing(All) and Stoneskin at the beginning of the day. Just 40 gp a pop. Then tack on a dozen Channels of 5-8 dice that also do damage (purifying channel) and be invisible at the end of every round (Vanish for 2 rounds per use, 5 uses until recharged with Ki Channel). Sure, I don't have 6th level spells at level 11, but at 19 I'll have 9th level casting and unlimited (re-casting) 7th level and lower spells per day. My biggest issue is that there are so many spells I want to memorize to cover all situations, that I don't have enough spell slots for just one apiece. Like, really wish Ring of Wizardry wasn't limited to Arcane casters.
| Quandary |
| 2 people marked this as a favorite. |
I like just the basic schtick, because otherwise there is no good option for caster-Druid or generic nature-y caster if you don't like classic Druid stand-bys and Fey Sorceror or Witch isn't quite it. It feels nature-y while being comfortable fighting the UN-natural and dealing with world of magic which Druid doesn't really, which is entirely flavor about how you magically interact with world, not mechanics & numbers. Maybe the base list alone is not super "impressive" (if one finds that necessary to play the game) but of course it's augmented at least 3 different ways so I never had problem with variety of worthwhile engaging effects to cast with spells & powers. The blend of Spontaneous/Prepared feels like one of best in game. Mixing and matching of themes is highly accessible.
| PossibleCabbage |
So for me, what I like best about the shaman is that I prefer the idea of playing a divine caster who is an animist, a pantheist, a polytheist, etc. than one who is a henotheist (i.e. I don't want to play a cleric.) I find that to be a much more interesting creative space to RP in.
I just find the mechanics of the class get in the way.
| Meirril |
So for me, what I like best about the shaman is that I prefer the idea of playing a divine caster who is an animist, a pantheist, a polytheist, etc. than one who is a henotheist (i.e. I don't want to play a cleric.) I find that to be a much more interesting creative space to RP in.
I just find the mechanics of the class get in the way.
You know, Clerics don't necessarily need to worship a god? You can choose to follow a philosophy, an ideal, or a pantheon if you wish. You don't get a favored weapon, but you get to choose any 2 domains you wish to (but alignment domains must match your alignment).
You could make up your own philosophy. Become the Ruler of Undeath with the Undead and Rulership domains, with the goal of founding an empire and becoming a God. Or embrace the philosophy of the River Kingdoms and take the Freedom and Travel domains, leaving Desna worshipers wondering why in your wake.
Most people use the deity system, but you don't NEED to.
| Matthew Downie |
You know, Clerics don't necessarily need to worship a god? You can choose to follow a philosophy, an ideal, or a pantheon if you wish. You don't get a favored weapon, but you get to choose any 2 domains you wish to (but alignment domains must match your alignment).
If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval).
Odd phrasing, since in theory everything is subject to GM approval...
I know PFS doesn't allow it.| Joynt Jezebel |
In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.
I agree shamans are very flexible casters and a good choice for the only spellcaster.
But consider a witch. Also flexible casters though less so than a shaman. Witch hexes are much better offensively than the shamans. And because offensive hexes can normally be used once/ opponent, ie they almost never run out, a witch can use the hexes for offence most of the time. This means they will keep going longer than most nay other caster, as they can use hexes instead of spells a lot of the time.
So a witch is another excellent choice in a caster-poor party.
| doomman47 |
Mark Seifter wrote:In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.I agree shamans are very flexible casters and a good choice for the only spellcaster.
But consider a witch. Also flexible casters though less so than a shaman. Witch hexes are much better offensively than the shamans. And because offensive hexes can normally be used once/ opponent, ie they almost never run out, a witch can use the hexes for offence most of the time. This means they will keep going longer than most nay other caster, as they can use hexes instead of spells a lot of the time.
So a witch is another excellent choice in a caster-poor party.
Shamans can take witch hexes too.
| Mark Seifter Designer |
| 2 people marked this as a favorite. |
Mark Seifter wrote:In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.I agree shamans are very flexible casters and a good choice for the only spellcaster.
But consider a witch. Also flexible casters though less so than a shaman. Witch hexes are much better offensively than the shamans. And because offensive hexes can normally be used once/ opponent, ie they almost never run out, a witch can use the hexes for offence most of the time. This means they will keep going longer than most nay other caster, as they can use hexes instead of spells a lot of the time.
So a witch is another excellent choice in a caster-poor party.
Some of the utility spells I've needed, a witch couldn't provide (witch is a good choice too though!). And the one witch hex combined with overlap hexes generally give pretty good hex support. Now if he wasn't a Waves shaman, he could be better, I'll grant, since Waves is so bad even at a pirate game, but the thematics were too cool and at least my GM let me make some adjustments to the Waves spirit to be better at actually fighting in and underwater (which I eventually sent in to be officially published in Aquatic Adventures). Deep Shaman is one of the few things I've written that intentionally is just pretty much stronger than the original after how lackluster Waves was at Skull and Shackles.
| Cavall |
Joynt Jezebel wrote:Some of the utility spells I've needed, a witch couldn't provide (witch is a good choice too though!). And the one witch hex combined with overlap hexes generally give pretty good hex support. Now if he wasn't a Waves shaman, he could be better, I'll grant, since Waves is so bad even at a pirate game, but the thematics were too cool and at least my GM let me make some adjustments to the Waves spirit to be better at actually fighting in and underwater (which I eventually sent in to be officially published in Aquatic Adventures). Deep Shaman is one of the few things I've written that intentionally is just pretty much stronger than the original after how lackluster Waves was at Skull and Shackles.Mark Seifter wrote:In my Skull and Shackles group, I play a shaman who is the only spellcaster (aside from one 4-level caster) in a party of 5, and I think shaman is probably the best class in the game for the Your-only-spellcaster-in-a-party-of-five role. He is almost entirely packed with spells to enable and improve his comrades and the party as a whole, from all three of the lists the OP mentions. But in some groups, a less generalist caster would be a lot more helpful.I agree shamans are very flexible casters and a good choice for the only spellcaster.
But consider a witch. Also flexible casters though less so than a shaman. Witch hexes are much better offensively than the shamans. And because offensive hexes can normally be used once/ opponent, ie they almost never run out, a witch can use the hexes for offence most of the time. This means they will keep going longer than most nay other caster, as they can use hexes instead of spells a lot of the time.
So a witch is another excellent choice in a caster-poor party.
That's actually a pretty good story.
| blahpers |
Meirril wrote:You know, Clerics don't necessarily need to worship a god? You can choose to follow a philosophy, an ideal, or a pantheon if you wish. You don't get a favored weapon, but you get to choose any 2 domains you wish to (but alignment domains must match your alignment).Quote:If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval).Odd phrasing, since in theory everything is subject to GM approval...
I know PFS doesn't allow it.
For what that's worth.
| Anguish |
No, they can take a witch hex. They can choose from the hexes but it's not exactly like they can keep doing it. They can't take witch only hexES
I'm not going to dig to double-check but I seem to recall that via a feat it's possible to take one witch-only hex. But if I'm misremembering, I won't be shocked.
| Cavall |
Cavall wrote:No, they can take a witch hex. They can choose from the hexes but it's not exactly like they can keep doing it. They can't take witch only hexESI'm not going to dig to double-check but I seem to recall that via a feat it's possible to take one witch-only hex. But if I'm misremembering, I won't be shocked.
Little of both. They can take one. As a class ability.
Extra hex clearly states shamans can not take it unless it's their main spirits hexes too. That's why I said that they can take A hex.
If there is a feat to allow more it's not you misremembering it's me not playing enough shamans to notice a feat like that
| doomman47 |
doomman47 wrote:Ryze Kuja wrote:I think by default, any Gestalt char is already tier 0. Unless you pick Vow of Poverty Monk + Fighter or something literally designed to suck.Naw most gestault options will only bump a character up a tier or two not make them teir 0, for that you need 2 full casters.A gestalt of two full casters can only act as one or the other in any given round.
A truly strong gestalt uses the full abilities of both classes every round.
While I quite enjoy combat not everything revolves around it and despite not having as efficient of an action economy a double 9th spell caster has significantly more utility that allows them to bypass so many obstacles even more so than what a normal single 9th level spell caster could and that is why it would be a tier 0, the tier system is based on overall utility weather that be in or out of combat which is why classes focused purely on combat are lower on the tier list.
| lemeres |
Ryze Kuja wrote:I think by default, any Gestalt char is already tier 0. Unless you pick Vow of Poverty Monk + Fighter or something literally designed to suck.Naw most gestault options will only bump a character up a tier or two not make them teir 0, for that you need 2 full casters.
And even that can be a bit questionable.
The key problem is that, while a caster has to face issues of their spell list's utility and number of slots... higher level casters are more restricted by action economy- A high level wizard is already going to cast a spell and a quickened spell in the same turn.
A good gestalt tends to collect class features that feed off of eachother. Like a sorcerer focused in charm spells (higher level spells for DC, blood lines to boost them further) that grabs mesmerist for swift action debuffs to will saves (and various other goodies).