![]() (Especially with the Shaman's summoning on the table.) Not a powerhouse ability, but useful – it combats Blink and in an ongoing campaign, you'll probably run into something that can go Ethereal sometime. Unarmed Strike: Improved unarmed strike with slightly improved base damage, increasing to 2d6 at level 18.The Oriental Adventures options tend to be better than the ones post 3.5-update, but they're feats – nothing to complain about. Bonus Feats: Improved Unarmed Strike at level 1, with five additional combat feats provided throughout the shaman's progression.It's like having a second character as a class feature, plus it shares your spells. These come with fairly useful base abilities and often provide spells that aren't available through the Shaman's base spell list. Domains: The Shaman gets two domains at level 1 and a third at level 11.I'm going to break the spell list down later on. The base spell list is a lot like a core Cleric's, but without explicit splatbook support to multiply its options. Spellcasting: The Shaman casts a lot like a Cleric, with few differences (a couple extra low-level domain slots, starting at ECL 11).Chassis: Somewhere between a Cleric and a Cloistered Cleric, but with more frequent food poisoning and headcolds.With the appropriate domain choices, the Shaman can also pick up the highlights from the Cleric and Druid spell lists.Several other aspects of casting are difficult for the Shaman to effectively do straight out of its default spell list (blasting, illusions, mass debuffs, necromancy), but there is little that cannot be patched between Summon Nature's Ally, Spirit Ally and the Shaman's domain choices. The Shaman plays a lot like that, except it doesn't have to UMD those wands. ![]() You might remember the fights about the viability of a Monk UMDing wands of Polymorph to hold its own in melee. ![]() MELEE: The Shaman gets unarmed combat like a toned-down Monk, plus bonus feats and an animal companion like the Druid. But bad things happen to player characters, and it is genuinely useful to have a character on hand who can patch those things up. HEALER: No, this isn't a role a whole lot of players want to define their characters, and it's not a great use of daily spells prepared. Combined with the Shaman's summoning spells, it's not hard for a Shaman to approach a dungeon with foreknowledge of more or less what's inside. The Shaman also has unique access to the Spirit Ally line of spells, which provides easier (but more expensive) access to a variety of long-term fey, dragon, elemental, and undead summons than the Wu Jen's Spirit Binding counterparts.ĭIVINER: The Shaman's spell list shares many divinations with the Cleric and Wu Jen spell list, as well as several of its own. ![]() These can function as battlefield control, damage dealers, and tactical scouts. SUMMONER: The class has full access to the Summon Nature's Ally line of spells, providing some of the meatiest tactical summons available. ![]()
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