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Eldonauran
2017-12-24, 01:37 PM
Greetings Playground,

Looking for a bit of advice for my upcoming game. Mostly advice on what feats to select with my Shaman.
Human Spiritualist (archetype unknown, if any, no VMC): Buffing with Melee oriented Phantom (flanking assistant)
Human Investigator (Empiricist) VMC Magus: Traps, skills, potions, secondary Melee
Half-Elf Unchained Rogue (Underground Chemist, Sylvan Trickster) VMC Alchemist: Debuff (Hexes), bombs (w/ sneak attacks), skills (no trapfinding), ranged combat mostly
Human Bloodrager (Primalist, Steelblood, Untouchable Rager) VMC Bard: Tanky, raging, spell-less Melee monster with a splash of Skald. Bloodline familiar (figment hedgehog).
Half-Elf Shaman (witchdoctor) VMC Barbarian: Party/divine support, healing (status removal), Buffing (Hexes), tertiary Melee combat
As of this moment, the only feats I have in mind are Extra Hex(es), which very well may be retrained into Extra Rage powers beyond level 11 as I receive more hexes base on class levels, and Mad Magic (once I have the required rage powers). Split Hex* is an option as the GM decided anyone with hexes can take that feat at level 10 or higher, not just witches. Some Channeling feats might be desirable, but aside from Selective Channeling and Quick Channel, I'm not really interested.

Anyway: I'll be receiving 6 hexes of my choice (4 of anything, 2 from wandering). Chant*, Protective Luck*, Scar, Blossoming Fire (Heroes of Jade Oath), Battle Master and Friend to Animals are looking good to me. As for rage powers: Moment of Clarity, Perfect Clarity, and Superstition are appealing. Primary Spirit is going to be Nature, Wandering Spirit will change between Battle and Slums as need dictates. Maybe Lore once in a while. Asterisk* indicates things core to character concept that I envision.

1) ??????? (Extra Hex @ level 2?)
2) Hex
3) Barbarian Rage
5) Spirit Talker (retrained at level 6) either Cinder Dance or Arcane Enlightenment
6) Wandering Hex
7) Uncanny Dodge
9) Extra Hex
11) Rage Power (Moment of Clarity)
13) Mad Magic (once extra hexes are retrained for needed rage powers)
14) Wandering Hex
15) Damage Reduction 3/-
16) Hex
17) ???????
18) Hex
19) Greater Rage
20) Hex