![]() Hit points, healing surges, proficiencies, and bonuses And with 3 different secondary stats to pick from for the class, almost any race can be a good shaman. Watchers get to double up on leader and they are the best leader for helping ranged allies. That makes it easy to go for whatever theme you want without worrying much about making a character that does not contribute.Ĭan Minor in Any Roll: You will always be a leader first, but you can minor in defender with protector spirit, minor in striker with stalker spirit, and minor in controller with world speaker. Also their at wills, encounter powers, and paragon paths are all pretty well balanced against each other so it is easier to make up for deficiencies in your leader skills than with other leaders. Clerics usually lag behind other leaders in ally movement and granting attacks, warlords are often not that good at healing etc., but shamans are decent to good at every thing from granting saves to ally movement. Well Rounded Leader: the shaman is decent at all parts of being a leader. It also gives you great range, with the ability to target enemies and help allies 21 squares away starting at level 1 If you like the challenge of controlling and using powers from your own character, your spirit companion, and possibly a second conjuration along with some zones all at once, then the shaman is probably the right class for you. Your spirit companion: This makes the shaman the most interesting class to play as far as tactics go. ![]() The Warlord is good at granting extra attacks and damage, the Cleric can heal like crazy, the Bard gets to multiclass a lot, and the Artificer gets to spread surges: What do Shamans offer? Also if you note any minor errors/typos let me know via private message. Lastly a favor to ask, if you respond to another person's long post please just quote the relevant parts and if you post a complete build or something similar try to hide it in a spoiler box( text without the quote marks) since that will make the handbook less cluttered. Thanks to everyone who contributes! If you do contribute try to include sources since there are so many books and dragon magazine articles now it is tough to know where these things are from and readers (including me) may need some help. Sources: PHB: Player's Handbook PHB2: Player's Handbook 2 DP: Divine Power PP: Primal Power FRPG: Forgotten Realms Player's Guide MM: Monster Manual MM2: Monster Manual 2 AV: Adventurer's Vault AV2: Adventurer’s Vault 2 D#: Dragon Magazine # MOTP: Manual of the Planes PHBH: Player's Handbook Heroes MP: Martial Power MP2: Martial Power 2 AP: Arcane Power EPG: Eberron Player's Guide DS: Dark Sun Handbook PsP: Psionic Power Shamans are very build dependent when it comes to making choices for stats, powers, feats, and paragon paths. I am more conservative in my ratings in this guide than a lot of other charop guides are, so many powers and paragon paths for instance that get black or blue ratings are still pretty good. Given out very rarely and usually for specific builds. Sky Blue: Almost always one of the best choices Purple: Might be useful sometimes, but there are almost always better optionsīlue: Good choice and might be the best depending on different factors. Red: Don’t take this, there is always something better Depending on the type of spirit companion you have you may help your allies do extra damage, heal more, stop enemy movement, or grant extra attacks. This also means that your tend to stay farther in the back lines than any other type of leader, preferring your companion stays on the front line for you. Your spirit companion acts almost as another member of the party, aiding your allies while letting you act on a wider range of the battle field than most other leaders. Unlike other leaders tied to their gods, military training, or arcane powers, you serve the wild and primal forces of the world. You work with the spirits of the world to lead your party through danger, calling on your spirit companion to aid your allies and hinder your foes.
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