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Hello everyone,
I'm playing as a dwarf shaman, name-keeper archetype, currently at level 5.
I'm focusing on casting, so I don't really feel the need for feats and I don't know what to take.
I want to apologize in advance because my request is at the same time very specific yet so vague.
My shaman spirit is Heavens, my hexes are slumber and heaven's leap.
The concept of the mechanical part of my character is "use slumber when i can and have the right spell prepared when i can't", so i dont want to specialize in anything, versatility is my only request for the feats.
At the moment i have Improved Initiative and Steel Soul.
Also, I don't really like most of the shaman hexes, so I feel like Extra Hex would be a waste because I will have, sooner or later, no more hexes I like to choose from.
It's too early for metamagic feats (unless you want to specialize in something, and I don't) and I know them all anyway, I will pick some in the future, so there's no need to suggest them, thank you.
When I play casters, I usually take Spell Penetration at level 5 and the Greater version at level 7, but hexes are SU (they ignore SR), so maybe it's too early for them too.
Before you ask, Ability Focus is banned by the DM (and I kinda agree with him).
Another option I usually take as a caster is Spell Focus, but I don't want to focus on a particular school, especially when I can change my spirit magic spells every day choosing from every spirit.
I really like Amplified Hex, the 30ft. range increase is very useful on both slumber and heaven's leap, but other than that, the only hex feat i like is Split Hex (and it's way too soon).
In case you need to know (for prerequisites) ability scores are 7 12 16 12 21 6.
Feel free to ask or brainstorm, thank you and have a nice day.

baggageboy |

It's not a feat per say, but have you considered vmc cleric with the conversion Inquisition? By taking that you get to he a decent social character despite a terrible charisma and because your wisdom is super high you'll be ok even without maxing the skills out.
You'd never get the channeling, but it's something out of the ordinary you can think about.

Java Man |

Since you didn't mention crafting feats at all I assume they are banned, otherwise that would be my top, by a wide margin, reccomendation.
I'd also not overlook how many great hexes there are, lure of the heavens, guiding star, flight, healing, tongues, alot of utility available.
For other feats: combat casting is a good default, maybe followed up by uncanny concentration, breadth of experience if you like knowing stuff, improved counterspell to give you another tactic.
Those are my opening thoughts.

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Thank you all for your comments, I'll try to reply one by one.
It's not a feat per say, but have you considered vmc cleric with the conversion Inquisition? By taking that you get to he a decent social character despite a terrible charisma and because your wisdom is super high you'll be ok even without maxing the skills out.
You'd never get the channeling, but it's something out of the ordinary you can think about.
It's too late for VMC, but it's a cool idea.
Kind of a cop out, but Steel Soul is good. Name Keeper, especially non-lore, is pretty odd to me for a non martial. Spell feats usually need a specialization. Additional Traits is also one of the best feats.
Name keeper is great for casting, every day (if I choose the "spells" bond for that day) I can choose between the spirit spells of every spirit (two at level 12!), which is very cool, moreover I always have an extra spell slot of the highest spell level. It replaces the familiar, yes, but it's not a big deal for me, I usually don't like familiars around (even if there is no doubt they are mechanically very strong if you use them the right way). Additional traits could be a valid choice, I din't think about it, thanks.
Since you didn't mention crafting feats at all I assume they are banned, otherwise that would be my top, by a wide margin, reccomendation.
I'd also not overlook how many great hexes there are, lure of the heavens, guiding star, flight, healing, tongues, alot of utility available.
For other feats: combat casting is a good default, maybe followed up by uncanny concentration, breadth of experience if you like knowing stuff, improved counterspell to give you another tactic.
Those are my opening thoughts.
Yes, crafting feats are banned.
Don't get me wrong, I'm not saying I don't like any of the hexes, just that Extra Hex feat might be overshooting.I don't like combat casting, most of the times you really just need to take a 5 foot step and then cast. If i'm sourrounded, then I'll just use hexes (that don't provoke aoo). Breadth of experience is not worth enough for me, and I believe that the counterspell action is weirdly stupid. Sorry, I mean, if you just ready a damage spell when the enemy is casting it works MUCH better for interrupting his spell AND you hurt him too.
Split Hex requires Witch level 10, so you can't take it.
I personally always take Healing Hex. Having a way to heal people that doesn't provoke an AoO (supernatural) can be very valuable. You can even heal yourself when you're grappled.
Yeah, I know about the Split Hex prerequisites, but my master is reasonable and we both think that the only reason for that is because at the time that feat was written, the shaman didn't even exist.
Don't get mad, but I personally think that Healing Hex is the worst hex on the list. Seriously, healing in combat is not a good choice unless you have invested many resources for making it viable OR your party is low level. And if the party is low level, a wand of CLW is cheap and almost the same (wands don't provoke aoo too). If the party is not low level, well, cure light/moderate wounds is just not enough to do anything relevant in combat.
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Yeah, I know about the Split Hex prerequisites, but my master is reasonable and we both think that the only reason for that is because at the time that feat was written, the shaman didn't even exist.
Don't get mad, but I personally think that Healing Hex is the worst hex on the list. Seriously, healing in combat is not a good choice unless you have invested many resources for making it viable OR your party is low level. And if the party is low level, a wand of CLW is cheap and almost the same (wands don't provoke aoo too). If the party is not low level, well, cure light/moderate wounds is just not enough to do anything relevant in combat.
IMHO, it's intentional for the Witch class to have access to some things that the Shaman doesn't. Otherwise, why play a Witch?
It's a move action to take out a wand (which does provoke an AoO), so it's not always available. As for doing anything relevant in combat, I'm playing a Shaman in Strange Aeons. In Book 2, the Revenant (super-deadly encounter) had grabbed the Bloodrager, dropping him below 0 hp at the same time, and was about to deliver a coup de grâce. I finished it off with my Healing Hex, and the Bloodrager lived. :)
It probably makes a difference that in both cases (published APs) when I have played a Shaman, there was absolutely no access to merchants before 4th lvl.

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IMHO, it's intentional for the Witch class to have access to some things that the Shaman doesn't. Otherwise, why play a Witch?It's a move action to take out a wand (which does provoke an AoO), so it's not always available. As for doing anything relevant in combat, I'm playing a Shaman in Strange Aeons. In Book 2, the Revenant (super-deadly encounter) had grabbed the Bloodrager, dropping him below 0 hp at the same time, and was about to deliver a coup de grâce. I finished it off with my Healing Hex, and the Bloodrager lived. :)
It probably makes a difference that in both cases (published APs) when I have played a Shaman, there was absolutely no access to merchants before 4th lvl.
How can it be intentional if the shaman didn't even exist? But it doesn't matter I guess, we can disagree on that.
I suggest you to use a spring loaded wrist sheath, 5gp.
I played and finished strange aeons too (as a psychic), I remember that revenant, it was way too strong for that level, we were lucky to kill him with no casualities.
Well, I said that healing in combat becomes irrelevant after low levels, that encounter is still low level. Also, come on, that thing had like 80hp, you were lucky to kill him with that hex, don't make it look like it was all for that hex lol.
Also, i'm very sure we had a wand of clw from the asylum, one of the npc gave it to us if i remember correcly.
Anyway, good luck for the AP, it's really good, my favourite part was book 3.

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Well, according to the bestiary, the Revenant is a CR 6 (CR 9 would be more accurate)! :)
We were 4th lvl when it attacked at the Silver Wagon. Two of the party members were passed out after an afternoon of drinking, and were woken up by the monster's shriek. :)
And yes, it was down to 1 hp. It was good to have a touch attack to use against it, because otherwise I would have missed!
We're in Book 3 now, at Viscount Brellin's party.

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My Shaman found a nifty niche to specialize in. The Metamagic Feat Rime Spell combines very nicely with the 2nd level Shaman spell Winter's Grasp. My PC specialized in this combo with the trait Magical Lineage (Winters Grasp), making Rimed Winter's Grasp only a 2nd level spell. It's such a good combo that it's worth the occasional 3rd level slot.
Explanation: Rimed Winter's Grasp has the same area as a fireball but does hardly any damage. 100% of foes lacking Energy Resistance (COLD) will be rimed, no save and no SR. Each foe is effectively slowed to 1/4 speed (half speed PLUS double terrain cost to move) and can't run, which means max 15' movement for a standard humanoid. Thus, any foe starting in the center 4 squares is guaranteed stuck inside for another turn.
My table finds this 2nd level combo is very effective crowd control, especially the No save & no spell resistance part.
@OP: Your Shaman could duplicate this effect with a relatively cheap Rod of Rime Spell, so maybe don't waste a feat on it.

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A note on the winter's grasp rime spell comb. The max damage is 6 so if you can find a way to get er/cold 6 you can stand in the area without being entangled which can be amazing for a martial buddy.
Yes that! I didn't want to add too much detail but, yes, a martial ally with Resist Energy (Cold) or any other ER(cold) of 6+ especially loves this combo.

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I don't want to be too heavy with the AoE CC because there are 3 melee characters and me in the party, I don't want to annoy them too much.
Also, I'm playing The Northlands Saga (by Frog God Games) and, without spoiling anything, probably 90% of the enemies is/will be immune to cold damage.
And, as I said, i don't want to specialize, but yeah, it's a cool combo (pun intended :P).