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Author Topic: Spirit Shaman optimization for a guy who wants to go all-around.  (Read 2071 times)
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Sachiru
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« on: May 23, 2010, 11:04:49 AM »

Planning to go for spirit shaman and (possibly holt warden) another prestige class.

I'm going to start the game at level 15 with these stats:

16, 13, 7, 12, 16, 13

Please advise as to what's the best way to build my character, provided that:


  • As much as possible, no setting-specific material like Eberron or Faerun
  • All WotC published material is okay.
  • Holt Warden is optional, use any prestige class that makes him/her an all around character, without removing his ability to atone for others.
  • Spirit Shaman is compulsory.
  • 200k starting gold, please advise as to what items and skills I should take.


I know that this is rather demanding, but please bear with me.


EDIT: Stats changed.
« Last Edit: May 23, 2010, 11:18:26 AM by Sachiru » Logged
Solo
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zhangzidong
« Reply #1 on: May 23, 2010, 11:09:20 AM »

Be a ghost pixie hood.
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Sachiru
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« Reply #2 on: May 23, 2010, 11:19:04 AM »

Be a ghost pixie hood.

Sorry, noob here, please explain.
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Havok4
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« Reply #3 on: May 23, 2010, 12:07:38 PM »

Be a ghost pixie hood.

Sorry, noob here, please explain.
It is an injoke on this forum. Based on several posters tendency to suggest the same thing in all circumstances.

For a spirit shamen you might want to look at druid handbooks on this site as they share the same spell list and a spirit shaman could imitate a summoning druid very easily.
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Surreal
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« Reply #4 on: May 23, 2010, 05:25:10 PM »

I like Spirit Shaman as an entry to Walker in the Waste (Sandstorm), but I'm not sure if that fits the flavour you're looking for. A warforged going into Landforged Walker is also quite good (Secrets of Xen'drik), but that's an Eberron book.
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Solo
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zhangzidong
« Reply #5 on: May 23, 2010, 10:09:16 PM »

As a Spirit Shaman, you can relocate your primary casting stat to Cha if you take the feat Dynamic Priest from Dragonlance.
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dark_samuari
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« Reply #6 on: May 23, 2010, 10:28:44 PM »

If you haven't settled on a race as of yet the Dream Dwarves out of Races of Stone may complement a Spirit Shaman really well (given that they can see ethereal creatures without difficulty from first level onwards).

Second point, if you haven't focused on a specific style of combat I'll throw out the extremely awesome & thematic harpoon as a suggestion. By level 6 it'll count as a ghost touch weapon and will give ghosts one hell of a surprise when you drag them across a battlefield with a harpoon sticking out of their incorporeal chest. 
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Sachiru
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« Reply #7 on: May 23, 2010, 11:33:11 PM »

If you haven't settled on a race as of yet the Dream Dwarves out of Races of Stone may complement a Spirit Shaman really well (given that they can see ethereal creatures without difficulty from first level onwards).

Second point, if you haven't focused on a specific style of combat I'll throw out the extremely awesome & thematic harpoon as a suggestion. By level 6 it'll count as a ghost touch weapon and will give ghosts one hell of a surprise when you drag them across a battlefield with a harpoon sticking out of their incorporeal chest. 

Thanks for the suggestion, but I've been more into summoning and buffing summons. Still, it's cool, so I'm taking a harpoon as my weapon.
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gorfnad
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« Reply #8 on: May 24, 2010, 01:49:23 AM »

The Spirit Shaman Handbook may be of use to you
« Last Edit: May 24, 2010, 01:51:57 AM by gorfnad » Logged

Sachiru
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« Reply #9 on: May 24, 2010, 03:00:22 AM »

Thanks.

This is how I plan to build things:

--- Character Sheet: Character Name (your nickname/your name) ---

Name:      Aysen
Race:      Dream Dwarf
Class:     Spirit Shaman/Holt Warden
Alignment: Lawful Neutral
Deity:     
Domains:   
Age:       48
Eyes:      Amber
Hair:      Black
Features:  Speaks with a deep, calming voice. Prefers eating sweets, yet has flawless teeth.
Height:    4'0"
Weight:    130 lb
Size:      M
Gender:    M
Level:     15
Exp:       105000

         Mod
Str: 11  -2
Dex: 14  +4
Con: 15  +1
Int: 13  +1
Wis: 16  +3
Cha: 24  +8

Initiative: +10 (+2 dex, +8 misc)
HP:        111/111
Speed:      ft
_________________________________________________________________

Base Save: +x/+y (high save/low save)
Fortitude: 13 = +11 +2 (con)
Reflex:    04 = +04 +0 (dex)
Will:      14 = +11 +3 (wis)

Base Attack = +11/+6/+1

Attack Roll  Totals  =  Base  Abil    Size  Misc
-----------------------------------------------------
Melee        X/X     =  11     +X(str) +X
Ranged       X/X     =  11     +X(dex) +X
_____________________________________________________


Total AC  =  Base  Shield  Dex  Armour
--------------------------------------
20        =  10    +X      +X   +10
______________________________________


Weapons         TAB     DMG                   Crit  Weight  Range  Size  Type
------------------------------------------------------------------------------------
Implacable  Light Crossbow +4  (50,025 gp) (see notes for Implacable)
            +15/+10/+5   1d6+2              (19-20)x2 4b   60 ft  M     Piercing
Quarterstaff +7/+2/-3    1d6-2              (19-20)x2 2b   00 ft  M     Bludgeoning

____________________________________________________________________________________

Implacable Weapon Properties
When an implacable weapon deals damage to a living creature, the wound bleeds profusely
and the creature takes 2 additional points of damage at the start of each of
the wielder’s turns for the next 5 rounds.
Multiple wounds are cumulative (a creature struck three times in the same round
would take 6 points of damage per round for the next 5 rounds).
This bleeding can be stopped by a successful DC 15 Heal check or any effect
that restores hit points (such as cure light wounds). However, while the wound is
active, anyone attempting to cast a spell on the target that would restore hit
points must succeed on a DC 15 caster level check.
An implacable weapon counts as adamantine for the purpose of overcoming
the damage reduction of aberrations
____________________________________________________________________________________

Armour                AC   Speed  Weight  Max Dex  Spell Failure  Check Penalty
-------------------------------------------------------------------------------
Mithral Shirt (19100gp) +5 ((+5 natural armor))
                      +9    25lb    +6       -0               30ft
_______________________________________________________________________________





Skills                        Abil Mod  Abil  Ranks  Racial/Misc (details)
---------------------------------------------------------------------------
--Class----------------------
Concentration                 con   0 =  +2     18      +0 (combat casting)
Diplomacy                     cha   6 =  +4     0       +2
Handle Animal                 cha  11 =  +4     7       +0
Heal                          wis  11 =  +3     8       +0 (healer's kit)
Knowledge (Nature)            int  15 =  +1     12      +2
Sense Motive                  wis   9 =  +3     6       +0
Listen                        wis   5 =  +3     0       +2  (racial)
Spellcraft                    int  12 =  +1     11     +0
Survival                      wis   9 =  +3     4       +0

--Cross Class----------------
Bluff                         cha   4 =  +4     0(0)    +0
Gather Information            cha   4 =  +4     0(0)    +0
Intimidate                    cha   4 =  +4     0(0)    +0
Spot                          wis   5 =  +3     0(0)    +2
Use Magic Device              cha  13 =  +4     9(18)   +0
___________________________________________________________________________


Feats
-------------------------
–– FEATS ––
× Alertness (PH 89)² : +2 bonus on Listen and Spot checks.
× Augment Summoning (PH 89) : Summoned creatures gain +4 Str, +4 Con.
× Dynamic Priest (Legend of the Twins 13) : For the purpose of determining bonus divine spells per day and maximum   divine spell level, your primary spellcasting ability is Charisma.
× Spell Focus (PH 100) (Conjuration) : +1 bonus on save DCs against specific
   school of magic.
× Spontaneous Summoner (CD 85) : Swap out your spells for summon
   nature's ally.
× Improved Initiative : +4 to Initiative
× Rapid Spell (CD 84) : Decrease casting time of some spells.
× Ashbound (ECS 50) : Doubles duration of summon nature's ally spells, +3
   luck bonus on attack rolls for summoned creatures.
–– FLAWS ––
× Frail (UA Pg 91) : -1 to hp total at each level including first. (0 result is
   possible)
× Noncombatant (UA Pg 91) : -2 on all melee attack rolls.
_________________________


Spells (specialisation/restricted school #1,restricted school #2)
Lvl/Dom or School   Spell
0 ---------------------------------------------- 6
Spells Retrieved: 3
Create Water
Detect Magic
Guidance

1 ---------------------------------------------- 6 +2 (wis)
Spells Retrieved: 3
Wood Wose
Lesser Vigor
Entangle


2 ---------------------------------------------- 6 +2 (wis)
Spells Retrieved: 3
Barkskin
Gust of Wind
Mass Snake's Swiftness

3 ---------------------------------------------- 6 +2 (wis)
Spells Retrieved: 3
Call Lightning
Greater Magic Fang
Vigor

4 ---------------------------------------------- 6 +1 (wis)
Spells Retrieved: 3
Spike Stones
Flame Strike
Vortex of Teeth

5 ---------------------------------------------- 6 +1 (wis)
Spells Retrieved: 3
Animal Growth
Rejuvenation Cocoon
Vine Mine

6 ---------------------------------------------- 6 +1 (wis)
Spells Retrieved: 2
Greater Dispel Magic
Find The Path

7 ---------------------------------------------- 4 +1 (wis)
Spells Retrieved: 1
Heal

8 ---------------------------------------------- 2 (wis)
Spells Retrieved: 1
Stormrage
___________________________________________


Inventory
--------------------------------------------------------
Worn (excluding arms and armor)
 
 Bag        (1) Heward's Handy Haversack                                 (2000gp)
 Bag        (1) Bedroll                                                  (1sp)
 Bag        (1) Belt Pouch                                               (1gp)
 Shoulders  (1) 
 Face       (1)   
 Head       (1) Helm of Glorious recovery (swift command, 1/day heals 4d8+7, +6 cha, wilding clasp)    (29600gp) (MCpg111, 3lb)
 Neck       (1) Collar of Umbral Metamorphosis                               (10,800gp)
 Arms       (1)   
 Torso      (1) 
 Waist      (1) Belt of battle, +4 to str                                    (24000gp) (mc pg 73)
 Hands      (1) 
 Ring       (1) Ring of Sustenance, +4 to Charisma                           (24,500gp)
 Ring       (1) Ring of the Beast,  +4 to Charisma                           (28,500gp) 
 Feet       (1) Steadfast Boots of +4 Dexterity (+4 bonus to avoid bull rush, trip, or overrun attacks. Any two-handed weapon you carry is treated as if readied against any creature that charges you.)
                                                                             (16,500gp)                             
In Backpack
(1)  Flint & Steel                             (1gp)
(1)  Grappling Hook                            (1gp)
(1)  Rope, hempen                              (1gp)
(1)  Waterskin                                 (1gp)
(1) Crystal of Lifekeeping (greater) armor     (2500gp)
-+5 bonus vs necromantic and death effects, 1/day can reroll a failed save
(1) Crystal of aquatic action (grater) armor   (3000gp)
-No armor check penalties on swim checks, no penalties on attacks or movements while underwater. Can breathe water as easily as air.
(1) scroll of freedom                           (3825gp)
(1) Spell Component Pouch

In Belt Pouch
(1)  Torch                                       (1cp)
_______________________________________________________

Total Spent: 165,690 gp

Coin  Amount
-------------
pp    XX
gp    xx
sp    XX
cp   
_____________


Misc. Bonuses
---------------------------------------------------------------------------------
× -2 Dexterity, +2 Constitution
× Base land speed of 20 feet.
× Darkvision 90 feet.
× Stonecunning: +2 racial bonus on checks to notice unusual stonework.
   Can find such by passing within 10 feet, and can find stonework traps as a
   rogue can. Can intuit depth.
× Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes
   as martial weapons, rather than exotic weapons.
× Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a
   +4 bonus on ability checks made to resist being bull rushed or tripped
   when standing on the ground.
× +2 racial bonus on Diplomacy checks made with creatures of the earth
   subtype.
× Dream Sight (Su): You can see ethereal creatures as easily as you see
   material creatures and objects.
× Spell Power: Your effective caster level when casting divination spells or
   with the earth descriptor increases by 1.
× Favored Class: Druid

–– CLASS ABILITIES ––
× Proficient in light armor, and all shields (except tower shields)
× Proficient with Throwing Axe, Club, Dagger, Dart, Handaxe, Javelin,
   Longspear, Quarterstaff, Shortbow, Composite Shortbow, Shortspear,
   Sling, Spear.
× Wild Empathy(Ex): You can make a check(1d20+17) to improve the
   attitude of an animal. You must be within 30 feet of it, and it generally
   takes one minute to perform the action.
× Woodland Stride(Ex): You can move through natural thorns, briars, etc. at
   full speed and without suffering damage or impairment. Magically altered
   areas still hamper you.
× Trackless Step(Ex): You leave no trail in natural surroundings, and cannot
   be tracked unless you choose to.
× Spirit Guide: You have chosen Bear as your spirit guide.
× Chastise Spirits(Su): You can use divine energy to damage hostile spirits.
   As a standard action you deal 11d6 damage to all spirits within 30 feet of
   you. The affected spirits get a Will save (DC 25) for half damage.
× Detect Spirits(Sp): This ability functions like detect undead, except that it
   detects creatures that are considered spirits, and can be used at will.
× Blessing of the Spirits(Sp): By spending 10 minutes performing the special
   rite you can ward yourself with an effect like protection from evil, except it
   protects against spirits and lasts until it is dismissed or dispelled.
× Follow the Guide(Su): If you are affected by an enchantment spell or effect
   and fail your saving throw, you can attempt it again 1 round later at the
   same DC.
× Ghost Warrior(Su): You confer the ghost touch ability to any weapon you
   hold, for as long as you hold it. You also become resistant to the touch
   attacks of incorporeal creatures, and may use your normal AC against any
   touch attack delivered by an incorporeal creature.
× Warding of the Spirits(Sp): You can perform a special rite once per day to
   ward yourself and your companions against hostile spirits. Performing the
   rite requires 1 minute and the warding lasts for 110 minutes, otherwise
   functioning like magic circle against evil, except it protects against spirits.
× Spirit Form(Su): Once per day, as a standard action, you can make
   yourself incorporeal for up to 1 minute.
× Guide Magic(Su): As a free action you can assign your spirit guide the
   task of concentrating on a spell or spell-like ability that is maintained
   through concentration.
× Recall Spirit(Sp): You gain the ability to call back the spirit of a dead
   creature before the spirit of the deceased has completely left the body.
   The ability must be used within one round of the victims death and can be
   used once per week. The creature is restored to -1 hp (but stable).
× Plant Affinity(Ex): If you prepare your spells in advance and do not have
   the spontaneous casting ability, you can now spontaneously trade
   prepared spells for spells of an equal or lower level from the Plant domain.
   If you do have a spontaneous casting ability, you can exchange that one
   for the ability to cast spontaneously from the Plant domain. Once you
   make that decision, it cannot be reversed. If you do not already have
   bonus domain spells, you now gain bonus spells from the Plant domain as
   if you were a cleric with access to that domain. If you already have
   domain spells, they are unaffected by this power."                                             
"× Rebuke Plants(Su): You can rebuke or command plant creatures as though
   you were a cleric of your holt warden level rebuking undead.
× Earth’s Communion(Sp): 1/day. At the end of 10 full minutes of concentration
   (as the skill), you are affected as if by a heal spell. If you so choose, you
   can allow others to sit with you in a circle, holding hands, during your
   communion, in which case you can choose to divide the hit points and other benefits provided by your
   communion among the people in the circle
_________________________________________________________________________________


Languages
----------------
Common
Dwarven
________________


Other information
--------------------------------------------
Spirit Guide: Bear
____________________________________________


Biography
---------------------------------------------------------------------------------

Any suggestions on how to improve things?
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gorfnad
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« Reply #10 on: May 24, 2010, 04:03:34 PM »

How many levels of Spirit Shaman and Holt Warden are in that build?
And why Alertness? It's really a waste of a feat unless it's a prereq for something.
Also why Spell Focus Conjuration? None of the conjuration spells you're using require a saving throw.
« Last Edit: May 24, 2010, 04:13:25 PM by gorfnad » Logged

snakeman830
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« Reply #11 on: May 24, 2010, 04:11:30 PM »

Alertness comes for free from the Spirit Guide class feature.
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gorfnad
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« Reply #12 on: May 24, 2010, 04:13:47 PM »

Alertness comes for free from the Spirit Guide class feature.
Ah, that makes sense.
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S_Jerusalem
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Posts: 57



« Reply #13 on: May 24, 2010, 06:38:06 PM »

I suggest getting yourself a mithral/darkwood buckler, magically enhanced. It will help out your AC, is cheap, and you won't incur any real penalties due to no ACP.

Make up a few different spell lists, ie: dungeoncrawling, off-days, wilderness, planar adventure, etc. Switch it up a bit, as variety is your bag.

I'm not sold on the effectiveness of turning a Spirit Shaman into a summoner beyond investing in the spontaneous summoning, ymmv. I think having a few metamagics might behoove you, since that is the real benefit of the retrieval system for spontaneous casting, in my opinion.

If you really want to summon as your focus, without being an actual Druid, consider dipping a PrC that gets you the Summoner domain and going Malconvoker. I believe with the way adding domains to non-clerics works, you could retrieve Summon Monster whatevers and cast as many times as you have slots. Just a thought to consider exploring, especially since you are a CHA-based caster.

Also, don't forget to Spellstaff your quarterstaff. Smile
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Sachiru
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Posts: 117


« Reply #14 on: May 25, 2010, 06:33:56 AM »

How many levels of Spirit Shaman and Holt Warden are in that build?
And why Alertness? It's really a waste of a feat unless it's a prereq for something.
Also why Spell Focus Conjuration? None of the conjuration spells you're using require a saving throw.

It's the prerequisite for Augmented Summoning.
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gorfnad
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« Reply #15 on: May 26, 2010, 01:32:22 AM »

How many levels of Spirit Shaman and Holt Warden are in that build?
And why Alertness? It's really a waste of a feat unless it's a prereq for something.
Also why Spell Focus Conjuration? None of the conjuration spells you're using require a saving throw.

It's the prerequisite for Augmented Summoning.
That makes sense now. Haven't really noticed that before.
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S_Jerusalem
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Posts: 57



« Reply #16 on: May 28, 2010, 09:29:00 PM »

Oh, and if you plan on making it to 17th level, you don't want to miss out on the Guide Magic ability at SS10. Being able to Summon Elemental Monolith without taking up your action every turn is absolutely nuts, possibly the single most powerful ability a SS can bring to bear. There are other applications, but that is one you really don't want to miss out on.

I think SS10 into Holt Warden10 is great, and you get a lot out of it, but unless you are starting at low level and your group has no real healing to speak of you should delay Holt Warden until 11, and make the most of your crazy Guide Magic. Honestly, SS11/HW9 may be just as good or better, with the free raise effect at SS11. That is a pretty strong ability to have around in mid levels, basically a limited use Psi-Revivify.
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