Pathfinder Shaman Guide

 

Shaman Cover

The Shaman Builds PDF is freshly updated for May 2017, and emailed to past purchasers. Its complete with the ultimate Shaman Archer, Summoner, and Hexer.

Purchase the Baker’s Dozen and get the Shaman PDF and the 12 other original PDFs at more than 60% off.  

Guide:  Be careful when scouring the internet for Shaman Guides because the FAQs / errata have seriously changed what was once the optimal builds.

 I would advise reading those guides while simultaneously consulting the FAQs / errata or you will be led astray. (See Here some highlights of the FAQ/errata changes)

There are a few weaknesses / traps to the class that you can overcome; I will talk about these weaknesses/traps while simultaneously talking about the class features and how to maximize them.  The Optibuilds’ Shaman Builds PDF Part 1 takes weaknesses, traps, strengths, FAQs and errata into account and provides three base builds along with alternative builds that cover the gambit of Shaman themes.  They also run alongside their familiar which is built using the mauler archetype.  You will have the chance to play the Optimal Misfortune Shaman, Summoning Shaman, and Archer Shaman.

Okay, without further ado, let’s begin.

Theme:  You can waste a lot of time building a Shaman if you do not have a theme for your Shaman and it’s familiar from the very beginning.  This class is too unstructured (in that it allows you so many options) to meander through a build without a theme.  You will be lost in the wilderness for 40 years.  Now, once you have completed your theme and tested it you may find that your theme does not work or needs tweaking, but at least you will have gained some insight.  Quick Thoughts on Shaman Battle Themes.

Hexes:  Yes, the Misfortune and Witch (Sleep) Hexes are great in the right build, but not for every build.  Misfortune and Sleep builds eat up a lot of build selections to maximize them (namely, Accursed Hex, Ability Focus, high Wisdom, and Chant).  Both take a standard action to perform.  Further, many creature are immune or resistant to Sleep.  Add to this the fact that you can’t use Extra Hex to pick up standard hexes – you can only choose spirit hexes with Extra Hex based on the most recent (not the original) wording for the Extra Hex feat – and you will see how building a Misfortune or Sleep Shaman takes consideration.  If you had summoning or fighting in mind as your primary abilities, then the selection investment and action economy probably make Hexes like Ward and Fury or even noncombat Hexes like Fetish, Charm, Witch Hex – Flight, Secret, Shapeshift, and Tongue more optimal.  For summoning builds, Nature – Friend of Animals Hex is a must.  For devoted spellcasters, Lore – Arcane Enlightenment Hex is a must.          

Spirits:  When choosing your Spirit, keep in mind that you are stuck with it for life.  This means you are stuck with the animal spirit ability and spirit abilities for life.  It is also the only spirit that you will have to play with for the first three levels and to draw Hexes from for the first five levels.  To me, Life, Battle and Nature Spirits make the most sense as your primary spirits.  Some might argue Lore, but I say wait to get it as a Wandering Spirit and select Arcane Enlightenment as a Wandering Hex.  Arcane Enlightenment is actually better as a Wandering Hex because you can change your spells selection every day, rather than at every level.

Wandering Spirits: Do no treat you wandering spirit as a versatile piece of your build which you will change from day to day.  This is a trap.  You should build knowing what Wandering Spirit you will select 90% of the time.  Versatility is not optimization.  Actually, versatility in the wrong hands just leads to a lack of focus and a crappy build.  Resist I say.  Resist.

Wandering Hexes:  I offer the same advice as I provided for the Wandering Spirit.    

¾ BAB: This can be a trap if you haphazardly invest into doing combat.  With ¾ BAB, it is all or nothing.  Battle Spirit, Strength and Constitution 14 or greater, spells (Divine Favor, Divine Power, Righteous Might, and Enlarge Person), nice weapon, maybe a dip into a martial class, a mauler familiar, etc…  Otherwise, tank the Strength and invest in Wisdom to make another type of Shaman Build.

Spells:  Remember that you can get access to spells from so many sources (shaman spell list, cleric spell list if you’re a human, your spirit, and your wandering spirit).  Select your spells based on your theme.  You will be forever looking through guides for what is the best cleric, shaman, wizard, and spirit spells.  It really depends on your theme(s).  With that said, there are some spells that are so powerful that I believe any and all Shamans should have them.  They are as follows: Breathe of Life, Wall of Stone, Wall of Thorns, Protection vs. Evil, Barkskin, Heal and Shield Companion.  If you are playing an Arcane Enlightenment Build then wizard spells: Haste, Frostbite (for your spell storing shield and armor), Teleport and Limited Wish.  If you are selecting Cleric Spells then Liberating Command.

Skills:  Keep in mind what skills you want for your familiar to leverage.  He can use your skill ranks.  Other than that, I think Perception, Use Magic Device, and Escape Artist (for Liberating Command).  Also, leave skills as a last consideration.  Don’t start off with a skill monkey theme.  If you theme happens to have a high intelligence and access to hexes that allow you to be somewhat of a skill monkey, then so be it.

Items: Metamagic Rods, Cloak of Resistance, Tower Shield and Heavy Armor (especially for those full Shamans who don’t fight because lack of proficiency does not matter), Spell Storing Armor (frostbite) for Arcane Enlightenment Builds, Weapons / Physical Stat Items for Battle Builds to name the most used.

So there you have my quick rundown of advice for the Shaman.  Check out the Optibuilds Shaman PDF Part 1 to see how we brought things together for Optimal Effect.       

6 Responses to Pathfinder Shaman Guide

  1. Grindstone says:

    “It is also the only spirit that you will have to play with for the first three levels and to draw Hexes from for the first five levels.”
    “Add to this the fact that you can’t use Extra Hex to pick up standard hexes (you can only choose spirit hexes with Extra Hex)”

    These comments are false. You are not limited to spirit hexes for any levels and no where does it say Extra Hex only applies to spirit hexes.

    • admin says:

      Originally, Extra Hex did not say anything about Spirt Hexes. However, when they introduced the Shaman into Pathfinder, they added wording to Extra Hex that limited the way that a Shaman could use it. PFSRD still list the old version of Extra Hex.

  2. Jeff Fry says:

    Hmmmm, the guide also says “Heavy Armor and Tower Shield: Even though
    they are not proficient with Heavy Armor or Tower
    Shields, the Misfortune and Summoner Shamans
    still use them because they never attack (so
    penalties to attacking mean nothing) and they don’t
    have to worry about spell failure with divine spells.”

    …but note that nonproficiency says “A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex- and Str-based ability and skill checks.” …and Initiative is an Ability check, so this build gives folks huge initiative penalties. I think that’s worth noting…and rarely worth it. (I’d stick to a breastplate).

    • admin says:

      I don’t know whether to delete this comment or to respond. I will respond. You are wrong. its says nothing about ability checks.

      “Armor Check Penalty – Any armor heavier than leather, as well as any shield, hurts a character’s ability to use Dex– and Str-based skills. An armor check penalty applies to all Dex– and Strength-based skill checks. A character’s encumbrance may also incur an armor check penalty.”

      You added in the part about ability checks and I don’t know why.

      • Jeff Fry says:

        Actually, with all due respect, you’re reading the wrong rule. You’re quoting the language under Armor Check Penalty. Instead, check the language under “Nonproficient with Armor Worn” on the following page:

        http://www.d20pfsrd.com/equipment/armor/

        THAT is where the rules state that wearing armor you’re not proficient with applies the ACP to ability checks (like initiative).

        • admin says:

          Hah, I stand corrected. I will make that change to the guide above and to the builds. You may still want to use Heavy Armor and a Tower Shield if you are a pure caster and do not care about you order in the initiative. Very high AC in exchange for low initiative is not a bad trade off. However, I believe the language you found makes the check penalty apply to ability checks if you are not proficient.

Comments and Questions are Appreciated