Post
by Mythic » Sun Apr 12, 2020 1:19 pm
The Spell-list for shaman is brilliant, But I feel like it's slightly lacking in some thematic spells
Necromancer-Shaman Spells
Love the idea of Necro-Shaman, Could also see it possibly being able to go into Palemaster IF there was some continued scaling
As far as the Necro-Spells that Shaman gets, I'm super glad there's a reason to take and use the under-utilized necro-druid spells ala Healing Sting and infestation of maggots. Tier 1-9 I'm going to make a few suggestions for spells to be added? so if one wanted to go very heavy on the Necro-Death Shaman, they've got some different options.
Circles 0-9, With the exception of Harm, adding the Inflict Wounds line of spells would be thematically nice, As they do already get the Cure wounds line of spells.
Circle 1 - Scare and Ray of enfeeblement,
Circle 2 - Ghoul Touch
Circle 3 - Wouldent add more here, this has some great options in already
Circle 4 - Negative Energy Burst, Finger of Agony (arelith spell)
Circle 5 - Negative Energy Protection
Circle 6 - Ernevation and Kyristan's Malevolent Tentacles (arelith spell)
Circle 7 - I'd probably move control undead to this tier, Which is already full of nice spells to make it a harder-pickup when you already have 4-5 great spells you want.
Circle 8 - Destruction, And move Control down one tier from this
Circle 9 - Currently has no Necromancy spells, And whilst there's not many in this tier anyway, I'd say Energy Drain would be thematic. And Avascular Mass (Arelith spell) here
I feel that these would fill out the Shaman's spell-book with more necromancy options, whilst also not breaking how strong a necro-shammy would be.
For the whole Elemental-Shaman, Having no Flame weapon or Darkfire is rough but otherwise an Evocation Shaman seems great (Barring the whole DC spells thing)
Overall I'd say playing an Evocation-Shaman would be a lot of fun, as they get some of the best evocation spells from both arcane and divine
The Tribal-Barb Shaman, Is a weird spot, As on one hand, with Elemental Swarm and Necro-spells giving multiple summons as-is, It's hard to justify having full-level tribals, but 2/3 level tribals fall so short in what's needed for high-level content, They're definitely more a thematic RP choice than an actual boon. Though during leveling I can see them being strong if taken early enough
The "Combat-Shaman" I cant see being terribly strong at all, They have a lot of defensive buffs, but none which actually boost their AB or Damage, which they'll lack. Their Barb-Rage would be a good get out of jail card, with its temporary HP and speed bonus
I do like that they feel thematically brilliant, I hope the class gets built-upon more by release, So we dont get a sub-par ish Summoner type class, The inclusion of a Spirit-Guide, Or a Choice of them as you level, Would be brilliant.
I could see there being three "Paths" for Shamans, when it comes to Spirit-Guides, Possibly adding an option for a "new" spirit you can call (Only having 1-3 out at a time, Replacing summons or henchman slots temporarily on cooldowns, The amount scaling as you level shaman)
Say at level 3 you pick the first "Spirit" you can call, Elemental, Primal or Death spirits, With Elemental giving allies nearby 1d4 ele damage on their attacks, or a + DC to Evocation spells, Primal giving +1 AC, scaling, Death giving minor vamp-regen like 1 point early
A whole slew of potential spirits could be added, one weak one at 3, middle tiers at 12, high at 20 and "Ancient" spirits at 27
Giving scaling buffs, I'd not want to see + AB, But Defensive? bonus damage? temporary HP and things like that whilst in a Spirits Aura, Or just make it one spirit, and add selectable bonus-feats that give it new properties.
Shaman's awesome, It's a little under-par with its Ab and potential AC, it feels like it's meant to be a barbarian-esque druidic-spellsword, But going Spirit-Shaman heavy seems like a more interesting option
Either way, Love it, as-is or if it's changed
Howling around all year long