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View Full Version : Dragon Shaman Conversion [PF; PEACH]



Rapidghoul
2012-04-24, 04:02 AM
I've wanted to try my hand at Pathfinder for a while now. A few weeks into a 3.5 campaign, my players and I discussed converting up to PF, so now we're in the process of reworking everyone's characters.

The issue with this is that no one has a core class. We have a Dragon Shaman, Spellthief, a Duskblade, and a Dragonfire Adept. I told everyone that things will be a bit in flux for a few weeks to adapt, but what I'm hoping to do is use the general conversion guide paizo offers and my own hand at homebrewing to meet everyone's character ideas.

First up, I want to make a Dragon Shaman from PHBII. I've always loved the class, but I hate how underpowered it is for its intended purpose. Honestly, I think it has great potential to play as a tanky-support role, not spectacular at hitting things hard but good at taking hits, buffing allies, and putting out the occasional crowd control.

Before I start, I'd like to point out again that I'm newer to Pathfinder. I've homebrewed my fair share of 3.5 stuff, but PF is new territory.

The Dragon Shaman
{table=head]Level|BAB|Fort|Ref|Will|Special|Auras Known
1st|+1|+2|+0|+2|Breath Weapon (1d6; 15-ft. cone or 30-ft. line), Draconic Aura (+1 bonus; single; 30-ft. radius), Dragonblood, Totem Dragon|3
2nd|+2|+3|+0|+3|Breath Weapon (2d6), Scales (+2 natural armor), Skill Focus|3
3rd|+3|+3|+1|+3|Arcane Adaptation, Dragon Claws, Touch of Vitality|4
4th|+4|+4|+1|+4|Breath Weapon (3d6), Draconic Resolve|4
5th|+5|+4|+1|+4|Draconic Aura (+2 bonus), Scales (energy resistance 5)|5
6th|+6/+1|+5|+2|+5|Breath Weapon (4d6), Dragon Wings, Touch of Mercy|5
7th|+7/+2|+5|+2|+5|Draconic Aura (double), Scales (+3 natural armor, DR 2/magic)|6
8th|+8/+3|+6|+2|+6|Breath Weapon (5d6), Skill Focus|6
9th|+9/+4|+6|+3|+6|Dragon Fangs, Spell Resistance, Touch of Mercy|7
10th|+10/+5|+7|+3|+7|Breath Weapon (6d6; 30-ft. cone or 60-ft. line), Draconic Aura (+3 bonus), Scales (DR 4/magic, energy resistance 10)|7
11th|+11/+6/+1|+7|+3|+7|Draconic Senses, Energized Weaponry|8
12th|+12/+7/+2|+8|+4|+8|Breath Weapon (7d6), Scales (+4 natural armor, DR 6/magic), Touch of Mercy|8
13th|+13/+8/+3|+8|+4|+8|Draconic Aura (60-ft. radius)|9
14th|+14/+9/+4|+9|+4|+9|Breath Weapon (8d6), Frightful Presence|9
15th|+15/+10/+5|+9|+5|+9|Draconic Aura (+4 bonus), Scales (DR 8/magic, energy immunity), Touch of Mercy|10
16th|+16/+11/+6|+10|+5|+10|Breath Weapon (9d6), Skill Focus|10
17th|+17+/12/+7/+2|+10|+5|+10|Scales (+5 natural armor, DR 10/magic)|11
18th|+18/+13/+8/+3|+11|+6|+11|Breath Weapon (10d6), Improved Energized Weaponry, Touch of Mercy|11
19th|+19/+14/+9/+4|+11|+6|+11|Blindsense, Draconic Aura (triple)|12
20th|+20/+15/+10/+5|+12|+6|+12|Breath Weapon (11d6; 60-ft. cone or 120-ft. line), Draconic Aura (+5 bonus), Dragon Heart|12
[/table]

Alignment: Any.
Hit Die: d10.
Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (arcana), Knowledge (nature), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, and Swim.
Skill Ranks at Each Level: 4 + Int modifier.

Dragon Shaman Features:
Weapon and Armor Proficiency: Dragon Shamans are proficient with all simple weapons, their natural weapons (see below), and with one martial weapon of their choice. The choice of martial weapon is made when the character takes their first level of Dragon Shaman and cannot be changed. Dragon Shamans are also proficient with all armor and shields (except tower shields).

Bonus Languages: A Dragon Shaman's bonus language options include Draconic.

Breath Weapons (Su): At 1st level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 1d6 points of damage, plus an extra 1d6 points of damage at 2nd level and for every two additional levels (3d6 at 4th level, 4d6 at 6th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your Dragon Shaman level + your Con modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again.
Cone-shaped breath weapons extend out to 15 feet at 1st level, increasing to 30 feet at 10th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 1st level, increasing to 60 feet at 10th level and to 120 feet at 20th level.

Draconic Aura (Su): You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit.
Projecting an aura is a swift action. At 1st level, you can only project one draconic aura at a time. At 7th level, you become able to project two auras at once, and at 19th level you can project three auras at once. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can only change one aura at a time in this way. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.
The bonus granted by your auras begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Your auras affect all allies within 30 feet (including yourself) with line of effect to you. At 13th level, this area doubles to 60 feet.
At 1st level, you know how to project three auras chosen from the list below. At every odd-numbered level after that, you learn one additional draconic aura of your choice. At 7th level and every odd-numbered level after that, you may replace an aura you know with a new one.
Your auras are dismissed if you become unconscious or are slain, but otherwise remain in effect even if you are incapable of acting. Each time you activate a draconic aura, you can choose from any of the auras that you know.
Aim: Bonus on ranged attack rolls equal to your aura bonus.
Care: Bonus to Armor Class equal to your aura bonus.
Energy: Bonus on the save DC for effects with energy descriptors that match your breath weapon's equal to your aura bonus.
Insight: Bonus on Knowledge, Linguistics, and Spellcraft checks equal to your aura bonus.
Maneuvers: Bonus to CMB and CMD equal to your aura bonus
Shielding: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt 3 points of energy damage for each point of your aura bonus. The energy type is that of your breath weapon.
Power: Bonus on damage rolls equal to twice your aura bonus.
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.
Resilience: Bonus on saves equal to your aura bonus.
Resistance: Energy resistance to your breath weapon's energy type equal to 5 X your aura bonus.
Senses: Bonus on Perception checks and initiative checks equal to your aura bonus.
Striking: Bonus on melee attack rolls equal to your aura bonus.
Swiftness: Bonus on Climb, Fly, and Swim checks equal to your aura bonus and your climb, fly, and swim speeds equal to 5 X your aura bonus. (The aura does not grant you any movement methods you don't already have).
Toughness: DR 2/- for each point of your aura bonus.
Vigor: Fast healing 1 for each point of your aura bonus, but only affects allies at or below one-half their full normal hit points.

Dragonblood: At 1st level, you gain the Dragonblood subtype.

Totem Dragon You must choose a totem dragon from the list of true dragons (such as black, blue, brass, bronze, copper, gold, green, red, silver, or white).
You must choose a dragon whose alignment is within one step of yours, as described in the following table. Your totem dragon determines the particular sort of breath weapon you gain as well other class features.

{table=head]Totem Dragon|Alignments|Skills|Breath Weapon Energy Type|Arcane Adaptation
Black|NE, CE, CN|Intimidate, Stealth, Swim|Line of Acid|Darkness
Blue|NE, LE, LN|Bluff, Spellcraft, Stealth|Line of Electricity|Minor image
Brass|NG, CG, CN|Bluff, Diplomacy, Survival|Line of Fire|Speak with animals
Bronze|NG, LG, LN|Disguise, Survival, Swim|Line of Electricity|Speak with animals
Copper|NG, CG, CN|Bluff, Diplomacy, Stealth|Line of Acid|Hideous laughter
Gold|NG, LG, LN|Disguise, Heal, Swim|Cone of Fire|Daylight
Green|NE, LE, LN|Bluff, Stealth, Swim|Cone of Acid|Entangle
Red|NE, CE, CN|Appraise, Bluff, Intimidate|Cone of Fire|Pyrotechnics
Silver|NG, LG, LN|Bluff, Disguise, Sense Motive|Cone of Cold|Fog cloud
White|NE, CE, CN|Sense Motive, Stealth, Swim|Cone of Cold|Fog cloud
[/table]

Scales (Ex): Beginning at 2nd level, your skin thickens, developing faint scales. Your natural armor bonus improves by 2. At 7th level, this improvement increases to +3, at 12th level to +4, and at 17th level to +3.
At 5th level, your scales begin to protect you from your totem dragon's energy type, granting you energy resistance 5. At 10th level, this energy resistance improves to 10, and at 15th level you gain energy immunity.
At 7th level, you gain DR 2/magic. Your natural weapons are considered magic weapons for the purpose of overcoming DR. At 10th level, this damage reduction improved to DR 4/magic, at 12th to DR 6/magic, at 15th to DR 8/magic, and at 17th to DR 10/magic.

Skill Focus: At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three skills determined by your chosen totem dragon (see above). For example, a blue dragon shaman can select Skill Focus (Bluff), Skill Focus (Spellcraft), or Skill Focus (Stealth).
At 8th level, and again at 16th level, you gain Skill Focus in another of the skills determined by your chosen totem dragon. If you already have Skill Focus in all three of the skills associated with your totem dragon, you gain Skill Focus in any other dragon shaman class skill.

Arcane Adaptation (Sp): At 3rd level, you gain a magical aspect of your totem dragon, granting you at will use of a particular spell-like ability. The spell-like ability has a caster level equal to your class level and a save DC equal to 10 + spell level + your Cha modifier.

Dragon Claws: At 3rd level, you grow claws like those of a dragon. These claws deals 1d6 points of damage (1d4 if you are small) plus your Strength modifier. These claws are primary attack that are made at your full base attack bonus.

Touch of Vitality (Su): At 3rd level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can use this ability a number of times equal to your class level + your Cha modifier. With one use of this ability, you can heal 1d6 hit points of damage for every two class levels you have. It has no effect on undead. Using this ability is a standard action, unless you target yourself in which case it is a swift action.

Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
Additionally, any ally affected by your Draconic Aura gains a bonus equal to your Aura strength on saves against paralysis and sleep effects and the frightful presence of dragons.

Touch of Mercy (Su): At 6th level, and every three levels thereafter, you can select one mercy (see the Core Rulebook pg. 61-62). Each mercy adds an effect to your Touch of Vitality ability. Whenever you use Touch of Vitality to heal damage to one target, the target also receives the additional effects from all of the mercies you possess. This ability otherwise functions exactly like a paladin's Mercy ability. Your effective paladin level is your Dragon Shaman level - 3.

Dragon Wings: At 6th level, you grow a pair of wings that resemble those of your totem dragon. You gain a fly speed of 30 feet with poor maneuverability. You can even fly while carrying a medium load, though your fly speed drops to 20 feet in this case. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can also use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent.
You may attack with your wings as a secondary attack that deals 1d4 points of damage (1d3 if you are small) plus 1/2 your Strength modifier.
At 12th level, you can fly with no more exertion than walking or running and your maneuverability improves to average. At 18th level, your maneuverability improves to good.

Dragon Fangs: At 9th level, you grow draconic fangs. These fangs deal 1d8 points of damage (1d6 if you are small) plus 1-1/2 your Strength modifier. This bite is a primary attack that are made at your full base attack bonus.

Spell Resistance (Ex): At 9th level, you gain spell resistance equal to your class level + 11.

Draconic Senses (Ex): At 11th level, your eyes become lizardlike and focused. You gain low-light vision, darkvision out to 60 feet, and a +2 racial bonus to Perception checks. Additionally, any allies affected by your Draconic Aura gains darkvision out to 30 feet.

Energized Weaponry (Su): At 11th level, your claw, wing, and bite attacks deal 1d6 points of damage of your totem dragon's energy type on a successful hit.

Frightful Presence (Ex): At 14th level, you gain frightful presence like that of a dragon. As a free action, you may activate this ability to cause enemies within 30 feet to make a Will save (DC 10 + half your class level + your Cha modifier) or become overcome with fear. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds, and those with 5 or more HD become shaken for 5d6 rounds.
Creatures with more HD than your class level are not affected, and any foe that successfully resists the effect cannot be affected again by your frightful presence for 24 hours. Dragons are always immune to this ability.
Additionally, any ally affected by your Draconic Aura gains a bonus equal to your Aura strength on saves against fear. This stacks with the save bonus granted by Draconic Resolve.

Improved Energized Weaponry (Su): At 18th level, the bonus damage from Energized Weaponry increases to 2d6.

Improved Draconic Senses (Ex): At 19th level, your racial bonus to Perception checks improves to +4, your darkvision increases to 60 feet, and you gain blindsense out to 30 feet.

Dragon Heart: At 20th level, your type changes to dragon. Your damage reduction improves to DR 10/epic, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype, and you no longer suffer penalties of aging (though any penalties you have already taken remain). Your natural armor bonus to AC improves to +10. Your Draconic Aura extends to 90 feet, and your Frightful Presence extends to 60 feet.
Finally, you gain a spell-like ability dependent on your totem dragon usable a number of times per day equal to 3 + your Cha modifier.
{table=head]Totem Dragon|Spell-like Ability
Black|Insect plague
Blue|Mirage arcana
Brass|Control weather
Bronze|Control weather
Copper|Move earth
Green|Dominate person
Gold|Foresight
Red|Discern location
Silver|Control weather
White|Control weather
[/table]
That's what I have. I hope the feel is still roughly the same while making the class a much stronger option for getting into the middle of combat and buffing nearby allies.