Ugh, I got a massive headache, so I need something to distract myself from it! I know, I'll argue on the internet! And lo and behold, I am writing a single comment.
Nemni wrote:Fix the spellbook
I have heard that it is not possible to separate the spirit shaman’s spellbook from the druids, which is a shame, since the druid spell book just does not fit the shaman very well. And adding spells that a shaman should have would thus also add them to the druid, which needs no buffs. But at the very least the spell Eagle’s Splendor should be added for the shaman. Every other caster can buff their DC stat, even the bard. Why not the shaman? This spell is a minor buff to the druid, not big enough as argument for keeping it from the shaman.
Yeah, it kind of should be added to the spell list. But until it is, well, I think potions or wands of will just have to suffice...
But with that said, there are always some balance concerns to think about. Anyone can make a charisma based Spirit Shaman 26/Blackguard 4 build and have that high charisma modifier added in as extra AC, which can result in rather high numbers when you factor in the heavy armor, shield, on top of spells such as Tortoise Shell and Halo of Sand, and potentially that Improved Combat Expertise feat as the cherry on top. In otherwords, we are looking at an Armored Sorcerer without the need to acquire Automatic Still Spell epic feats. Now, our spirit Shaman will lack dispelling ability in the form of high caster level Mords - but the Spirit Shaman Spell list does have few of those save or die spells, and Storm of Vengeance is still a nasty AoE spell. Not to mention that they have access to Heals, Harms, and Regeneration, and spells that will act very similar to the stock NWN2's Bigby Six.
You can argue that the Sorcerer build will be stronger of the two, but the Spirit Shaman is not that far behind in power to be honest. The only downside to the charisma based Spirit Shaman/Blackguard is the need to get to level 21 for 9th level spells.
Nemni wrote:Fix the telthor companion
The telthor is a terrible companion. It has worse stats than most of the druid’s choices. It costs a feat to even get, where the druid gets it for free. It costs another feat to bring it to full progression compared to the druids/animal domain clerics, which prevents any other multicasting other than possibly hierophant. Spells like Nature’s Avatar don’t work on it (though that might have been fixed since last I tried, maybe). You don’t get to choose what kind of companion you want, which also limits your RP. And to top it all off you can’t upgrade it to anything similar to the dragon companion in epic levels.
I suggest moving it to full companion progression. I suggest letting the player pick animal (preferably from a spirit theme, but if that’s too much work then just from the standard list). And finally I suggest letting them upgrade it to something sweet in the epics, for a shaman invested in their base class. It can still cost a feat to get, that way the Druids still win

The animal companion buff spells should work for the companion if they do not. I have no idea if it has been fixed. Some have said yes and others have said no over the years and most people do not know.
But yeah, the MotB campaign had several different kind of Telthor mobs to slay, and it would be nice to be able to choose different types of Telthor to summon. Kind of like with all the server specific Summon Monster/Create Undead spells.
As for the full class level progression for our Telthor companion, currently it requires three feats:
Telthor Companion,
Natural Bond, and
Epic Animal Companion that luckily no longer requires that high wisdom ability score. You can get the Telthor Companion feat at level six and it will be lagging behind until you reach level nine and acquire the Natural Bond feat. In otherwords, we are looking at a class based feat that takes a rather long time for it to become relevant. However, if the need for Natural Bond is removed, you do make the Telthor companion more easily accessible for the possible charisma based Spirit Shaman 27/Blackguard 3 build that in the long run could have summons and a Telthor by him inside that Storm of Vengeance spell, not to mention easier time leveling up pre-epic.
Anyhow, if there are going to be changes to the Telthor, I believe there should be some perks for a single class Spirit Shaman, just like it is for Dragon Shaped Druids. For example, they could simply summon more potent spirits.
Nemni wrote:Fix the spirit themed abilities
Chastise spirit, detect spirit, weaken spirit, warding of the spirit. None of these are particularly powerful, but the fact that few creatures on the server are considered spirits at all make these abilities almost useless. I suggest making them affect all undead, fey and outsiders as well. There are plenty more of those sorts.
Just add more ghosts to the server, I'd say!
Nemni wrote:Fix blood magic
The blood magic feat is the one unique thing that the shaman has that is quite powerful. 4 DC and 4 CL is nothing to sneeze at, and it’s a good compensation for the dual stat dependency for an offensive shaman. However, it costs a feat where the druid gets the same DC benefit for free from a spell (owl’s insight). It is frowned upon in RP. It is bugged when resting (dealing damage and interrupting the rest of others). It apparently does not work for epic spells (and why not, when the shadow adepts get their boost and owl’s insight clearly always works?) And most importantly it deals way too much self-inflicted damage. For a shaman just using spells to buff up, the damage is not a big deal, as they can just out-heal it eventually. But for a shaman that plays with offensive spells, it becomes a huge problem. Imagine reaching level 14 and just getting access to the spell firestorm. Now you can deal on average 49 damage in an AoE, assuming the monsters don’t save or have damage resistance. For dealing that damage the shaman takes 34.5 unresistable, unsavable, damage herself.
Even if a single spell is survivable, a caster typically unloads a whole bunch at once when say a boss battle arrives. Imagine using 6 level 9 spells in a boss battle (or another similar combination). That’s 261 damage self-inflicted damage atop of what the boss deals. It’s just silly. Compare that to the arcane bloodmage that would take 36 damage from the same sequence (though of course their version is weaker).
The solution is simply to lower the damage substantially.
Spirit Shamans are not the only people that suffer from low damage of their damage dealing spells. It is the online environment itself, because we cannot have hordes and hordes of low level monsters to be wiped out with a single spell. Not to mention that the mobs on the server do have the tendency of having large amounts of HP to soak up the typical bread and butter AoE spells.
But as for Fire Storm, I would use Maximised Ice Storm instead because it deals 54 points of damage and has no save, or perhaps use an Empored Ice Storm for about the same avarage damage per spell with a spell of a lower level.
Now, another thing to consider is that you can probably get more damage per spell if you consider the spells that deal their damage over time. For example Inferno, a level 5 spell, deals 2d6 damage per round to a single target. At level 14, it deals 98~ damage on avarage, and you can apply metamagic such as Empower, Maximise (not yet, but in tow levels), and Extend to it. Therefore, You can cast it on enemy mobs, and bosses, and simply run around thanks to a level one spell called Longstrider. Lesser and Greater Creeping Cold perform in a similar fashion, and so does Creeping Doom too to for the Spirit Shamans with a high wisdom ability score. Now, while these spells do not always stack with themselves, they do stack with each other and the damage starts to pile up.
For example my former wisdom based Spirit Shaman/Hospitaler could just cast Storm of Vengeance, follow it up with Inferno, Creeping Doom, several Creeping Colds, and pepper foes with his sling or use that 9d6 Acidic Splatter reserve feat. If the damage from these multiple sources was not resisted, it started to pile up rather quickly.
Nemni wrote:Fix the AB issue
Other spellcasters that are supposed to fight with weapons get compensation for being only medium BaB. Bards get inspirations, curse song, haste and greater heroism. Clerics/FvS get too many AB boosters to list. Druids get substantial strength bonus from their wildshape and can use greater magic fang in that form. Shamans need something. I suggest sticking to the blood magic theme and adding an alternate mode to the existing feat that gives something like +4 AB at the cost of 1 self-inflicted damage for every strike. It’s not much compared to the others, but at least it would help.
Wisdom based Spirit Shamans can go the way of Zen Archery, and Thorn Skin spell gives that +1d4 ranged damage.
As for melee based Spirit Shamans, you can go for high strength and use a build such as: Spirit Shaman 12/Hospitaler 10/Hierophant 4/War Priest 4 and have that BAB of 26 with that caster level of 30. Now, you do not exactly need to use Power Attack and you can actually make use of just sword and board because Thorn Skin nets you +1d4 Piercing, Flame Weapon +1d8 Fire, and Storm Avatar is that +3d6 electrical damage per hit.
Thus if you get that mundane +4 Longsword:
1d8 (Longsword)
+4 (Enchantment)
+10 (30 Strength, and you can have higher)
+1d4 (Thorn Skin)
+1d8 (Flame Weapon)
+3d6 (Storm Avatar)
= 36~ (One handed damage on an avarage hit)
It is not the greatest, but you have your shield AC, access to healing, bunch of immunities, and you can still sit inside a Storm of Vengeance to deal even more damage.
Nemni wrote:Fix spirit form5 rounds of concealment that costs a round to cast is worse than a simple displacement wand that drops everywhere. I suggest making it instantly activated.
No harm in that to be honest.
So overall, in my mind, the primary problem of Spirit Shamans in NWN2 is that they have the tendency to be 'close seconds' even if you build them 'right' to match a vision.