Kane0
2013-04-30, 07:33 PM
Hey guys.
Thanks to Noctis Vigil for his help in refining this.
The Dragon Shaman
Proficiencies: All simple weapons, light and medium armor, shields (excluding tower shields)
HP: d10
Skills per level: 4
Class skills: Craft, Climb, Intimidate, Know (Arcana, Nature), Search, UMD, plus three others depending on Totem Dragon.
Level
BAB
Fort
Ref
Will
Special
Auras
Breath Weapon
1
0
2
0
2
Aura +1, Totem Dragon
2
1d6
2
1
3
0
3
Draconic Adaption
2
1d6
3
2
3
1
3
Draconic Resolve
2
2d6
4
3
4
1
4
Draconic Body I
3
2d6
5
3
4
1
4
Aura +2, Touch of Vitality
3
3d6
6
4
5
2
5
Draconic Bite
3
3d6
7
5
5
2
5
Range Increase
4
4d6
8
6
6
2
6
Draconic Body II
4
4d6
9
6
6
3
6
Aura +3, Double Aura
4
5d6
10
7
7
3
7
Draconic Claws
5
5d6
11
8
7
3
7
Energy Immunity
5
6d6
12
9
8
4
8
Draconic Body III
5
6d6
13
9
8
4
8
Aura +4
6
7d6
14
10
9
4
9
Draconic Wings/Tail
6
7d6
15
11
9
5
9
Range Increase
6
8d6
16
12
10
5
10
Draconic Body IV
7
8d6
17
12
10
5
10
Aura +5
7
9d6
18
13
11
6
11
Share Draconic Ability
7
9d6
19
14
11
6
11
Triple Aura
8
10d6
20
15
12
6
12
Draconic Ascension
8
10d6
Class Abilities:
Aura:
You emit a 30' aura that confers differing effects based on what aura you are using at the time. Raising, lowering or altering an aura requires a swift action. All bonuses to rolls granted by Auras are Insight bonuses.
Energy:
Add aura bonus to DC of spells and effects of energy type and descriptor matching that of totem dragon (including breath weapon)
Speed:
Add aura bonus to all Swim, Climb and Jump checks and 5x aura bonus to all movement speeds.
Stamina:
Add aura bonus to Fortitude saves and Concentration checks
Energy Shield:
Attackers that are attacking in melee within 5' take energy damage of same type as breath weapon equal to 2x aura bonus when they hit
Power:
Add 2x aura bonus to damage rolls
Presence:
Add aura bonus to Bluff, Diplomacy and Intimidate checks
Resistance:
Gain energy resistance of 5x Aura bonus to energy the type of your Breath Weapon
Senses:
Add aura bonus to Spot, Listen and Initiative checks
Toughness:
Gain DR equal to [Aura bonus] /-
Vigor:
Provides fast healing equal to Aura bonus, but only up to half HP
Insight:
Add aura bonus to all knowledge, decipher script and spellcraft checks
Focus:
Add aura bonus to reflex and will saves
Accuracy:
Add aura bonus to attack rolls
Fear:
Foes within the range of the aura must succeed on a Will save (DC= 10 + half Dragon Shaman level + Cha mod) or be shaken for as long as the target is within the range of the fear aura (and as log as it is active). Succeeding this saving throw renders the target immune to the Fear Aura for 24 hours.
Totem Dragon:
Select a true dragon type to gain as your Patron Dragon type, which determines your Breath Weapon, Draconic Adaption and Energy Immunity abilities. You also gain other benefits.
Once the decision is made it cannot be changed.
{table=head] Dragon Type | Alignment Required | Bonus Class Skills | Breath Weapon
Black | NE, CE, CN|Hide, Move Silently, Swim | Line of Acid
Blue | NE, LE, LN | Bluff, Hide, Spellcraft | Line of Electricity
Brass | NG, CG, CN | Bluff, Gather Information, Survival | Line of Fire
Bronze | NG, LG, LN | Disguise, Survival, Swim | Line of Electricity
Copper | NG, CG, CN | Bluff, Hide, Jump | Line of Acid
Gold | NG, LG, LN | Disguise, Heal, Swim | Cone of Fire
Green | NE, LE, LN | Bluff, Hide, Move Silently | Cone of Acid
Red | NE, CE, CN | Appraise, Bluff, Jump | Cone of Fire
Silver | NG, LG, LN | Bluff, Disguise, Jump | Cone of Cold
White | NE, CE, CN | Hide, Move Silently, Swim | Cone of Cold
[/table]
Breath Weapon:
You gain a breath weapon based on your Patron Dragon type, dealing 1d6 damage per two Dragon Shaman levels. A reflex save halves the damage (DC = 10 + half Dragon Shaman level + Con modifier). The range of the breath weapon is 30' for cones and 60' for lines.
Once used your breath weapon cannot be used again for 1d4 rounds.
Draconic Adaption:
You gain Darkvision out to 60', and gain another ability based on your Patron Dragon type.
At level 10 you also gain Blindsense out to 30'
Black:
Water Breathing: You can breath underwater and can freely use spells and other abilities underwater (always active)
Blue:
Ventriloquism: As the spell (at will).
Brass:
Endure Elements: As the spell, self only (at will).
Bronze:
Water Breathing: You can breath underwater and can freely use spells and other abilities underwater (always active)
Copper:
Spider Climb: As the spell, self only (at will).
Gold:
Treasure Seeker: You gain a +5 bonus to Appraise and Search checks (always active).
Green:
Water Breathing: You can breath underwater and can freely use spells and other abilities underwater (always active)
Red:
Treasure Seeker: You gain a +5 bonus to Appraise and Search checks (always active).
Silver:
Feather Fall: As the spell, self only (at will).
White:
Icewalker: You can move across snowy and icy surfaces without penalty or impediment (always active).
Draconic Resolve:
You become immune to sleep and paralysis.
Draconic Body:
You gain a +1 bonus to Natural AC and your Strength score.
At level 8 the bonus to Natural AC and Strength increases by 1, to a total of +2
At level 12 you gain a further +1 to natural AC and +1 to your constitution score, bringing the total to +3 Natural AC, +2 Strength and +1 Constitution
At level 16 you gain a further +1 to natural AC and +1 to your Intelligence score, bringing the total to +4 Natural AC, +2 Strength, +1 Constitution and +1 Intelligence.
Touch Of Vitality:
You become able to cure wounds and certain conditions with a touch. As a standard action a number of times per day equal to 1+ your Cha modifier (Min 1) you can heal half your breath weapon dice (minimum 1d6) in HP and remove the one of the following ailments with a touch:
- 1 Point of Ability Damage
- Fatigued condition
- Sickened Condition
At level 9 you gain an extra use of this ability and can also remove:
- Poisoned Condition
- Diseased Condition
- Blinded/Deafened Condition
At level 13 you gain an extra use of this ability and you can also remove:
- Dazed Condition
- Exhausted Condition
- Nauseated Condition
At level 17 you gain an extra use of this ability and you can also remove:
- Stunned Condition
- One negative level
- 2 Points of Ability Drain
Draconic Bite:
Gain 1d8 Bite attack as a primary natural weapon, or 1d6 for small creatures
Range Increase:
Increase the range of your aura by 10' or breath weapon (15' for cones, 30' for lines). Once the decision is made it cannot be changed.
Dual Aura:
You can have the effects of two different Auras you know active at once.
Draconic Claws:
Gain a pair of 1d6 claw attacks as secondary natural weapons, or 1d4 for small creatures.
Energy Immunity:
You gain immunity to the energy type associated with your Patron Dragon type (the energy type of your breath weapon).
Draconic Wings/Tail:
You gain wings (and fly speed 60' with average maneuverability, dropping to 30' and poor when encumbered) and a tail dealing 1d4 damage as a secondary attack (either wing buffet or tail slap, not both), or 1d3 for small creatures.
Share Draconic Ability:
When using your Draconic Adaption ability you can choose to share it with all allies within 30' of you as a free action, or alternatively you can spend a standard action to grant the effects of your Draconic Resolve or Energy Immunity ability to all allies within 30'. Both of these options requires a standard action and lasts a number of rounds equal to your Con modifier. This ability is usable a combined number of 3 times per day.
Triple Aura:
You can have the effects of three different Auras you know active at once.
Draconic Ascension:
You gain a +2 bonus to your strength score, a +1 bonus to your Constitution score and +1 bonus to your Intelligence score, which stacks with your Draconic Body ability to give you a combined total of +4 Strength, +2 Constitution and +2 intelligence. You are treated as having the half dragon template of the same dragon type as your Totem Dragon and no longer take penalties to ability scores for aging, though any existing penalties remain in place. You still die when your time is up (50% longer lifespan due to draconic longevity).
In addition, as a standard action once per day you can summon a dragon (or dragons) of the same type as your Totem dragon of the old category (or 2 adults, or 4 juveniles, or 8 very young) as a standard action. This (or these) dragon(s) follow your commands and remain until the end of the encounter or one hour, whichever is shorter.
Alternate Class Feature: Invocation known
Replaces new Aura known
Instead of gaining a new Aura known you instead choose an Invocation from the Dragonfire Adept list of Draconic Invocations. The highest level of invocations you can choose from are determined by your Dragon Shaman level, and your caster level is the same as your Dragon Shaman level.
1-5: Least
6-10: Lesser
11-15: Greater
16-20: Dark
Alternate Class Feature: Dragon Form
Replaces Dragon Body
Dragon Form 1: You can assume the form of a dragon of the same type as your Patron Dragon of the Wyrmling Age category, otherwise acting as per the Polymorph spell. This ability is usable up to three times per day.
Dragon Form 2: The age category of the dragon you can take the form of changes to Young or younger
Dragon Form 3: The age category of the dragon you can take the form of changes to Young Adult or younger
Dragon form 4: The age category of the dragon you can take the form of changes to Mature Adult or younger
Draconic Ascension: The age category of the dragon you can take the form of changes to Very Old or younger. You do not gain the bonuses to attributes but retain the ability to summon dragons.
Alternate Class Feature: Bonus Feat
Replaces Draconic Bite, Draconic Claws and/or Draconic Wings & Tail
You gain a bonus Metabreath or Draconic feat that you qualify for.
Thanks to Noctis Vigil for his help in refining this.
The Dragon Shaman
Proficiencies: All simple weapons, light and medium armor, shields (excluding tower shields)
HP: d10
Skills per level: 4
Class skills: Craft, Climb, Intimidate, Know (Arcana, Nature), Search, UMD, plus three others depending on Totem Dragon.
Level
BAB
Fort
Ref
Will
Special
Auras
Breath Weapon
1
0
2
0
2
Aura +1, Totem Dragon
2
1d6
2
1
3
0
3
Draconic Adaption
2
1d6
3
2
3
1
3
Draconic Resolve
2
2d6
4
3
4
1
4
Draconic Body I
3
2d6
5
3
4
1
4
Aura +2, Touch of Vitality
3
3d6
6
4
5
2
5
Draconic Bite
3
3d6
7
5
5
2
5
Range Increase
4
4d6
8
6
6
2
6
Draconic Body II
4
4d6
9
6
6
3
6
Aura +3, Double Aura
4
5d6
10
7
7
3
7
Draconic Claws
5
5d6
11
8
7
3
7
Energy Immunity
5
6d6
12
9
8
4
8
Draconic Body III
5
6d6
13
9
8
4
8
Aura +4
6
7d6
14
10
9
4
9
Draconic Wings/Tail
6
7d6
15
11
9
5
9
Range Increase
6
8d6
16
12
10
5
10
Draconic Body IV
7
8d6
17
12
10
5
10
Aura +5
7
9d6
18
13
11
6
11
Share Draconic Ability
7
9d6
19
14
11
6
11
Triple Aura
8
10d6
20
15
12
6
12
Draconic Ascension
8
10d6
Class Abilities:
Aura:
You emit a 30' aura that confers differing effects based on what aura you are using at the time. Raising, lowering or altering an aura requires a swift action. All bonuses to rolls granted by Auras are Insight bonuses.
Energy:
Add aura bonus to DC of spells and effects of energy type and descriptor matching that of totem dragon (including breath weapon)
Speed:
Add aura bonus to all Swim, Climb and Jump checks and 5x aura bonus to all movement speeds.
Stamina:
Add aura bonus to Fortitude saves and Concentration checks
Energy Shield:
Attackers that are attacking in melee within 5' take energy damage of same type as breath weapon equal to 2x aura bonus when they hit
Power:
Add 2x aura bonus to damage rolls
Presence:
Add aura bonus to Bluff, Diplomacy and Intimidate checks
Resistance:
Gain energy resistance of 5x Aura bonus to energy the type of your Breath Weapon
Senses:
Add aura bonus to Spot, Listen and Initiative checks
Toughness:
Gain DR equal to [Aura bonus] /-
Vigor:
Provides fast healing equal to Aura bonus, but only up to half HP
Insight:
Add aura bonus to all knowledge, decipher script and spellcraft checks
Focus:
Add aura bonus to reflex and will saves
Accuracy:
Add aura bonus to attack rolls
Fear:
Foes within the range of the aura must succeed on a Will save (DC= 10 + half Dragon Shaman level + Cha mod) or be shaken for as long as the target is within the range of the fear aura (and as log as it is active). Succeeding this saving throw renders the target immune to the Fear Aura for 24 hours.
Totem Dragon:
Select a true dragon type to gain as your Patron Dragon type, which determines your Breath Weapon, Draconic Adaption and Energy Immunity abilities. You also gain other benefits.
Once the decision is made it cannot be changed.
{table=head] Dragon Type | Alignment Required | Bonus Class Skills | Breath Weapon
Black | NE, CE, CN|Hide, Move Silently, Swim | Line of Acid
Blue | NE, LE, LN | Bluff, Hide, Spellcraft | Line of Electricity
Brass | NG, CG, CN | Bluff, Gather Information, Survival | Line of Fire
Bronze | NG, LG, LN | Disguise, Survival, Swim | Line of Electricity
Copper | NG, CG, CN | Bluff, Hide, Jump | Line of Acid
Gold | NG, LG, LN | Disguise, Heal, Swim | Cone of Fire
Green | NE, LE, LN | Bluff, Hide, Move Silently | Cone of Acid
Red | NE, CE, CN | Appraise, Bluff, Jump | Cone of Fire
Silver | NG, LG, LN | Bluff, Disguise, Jump | Cone of Cold
White | NE, CE, CN | Hide, Move Silently, Swim | Cone of Cold
[/table]
Breath Weapon:
You gain a breath weapon based on your Patron Dragon type, dealing 1d6 damage per two Dragon Shaman levels. A reflex save halves the damage (DC = 10 + half Dragon Shaman level + Con modifier). The range of the breath weapon is 30' for cones and 60' for lines.
Once used your breath weapon cannot be used again for 1d4 rounds.
Draconic Adaption:
You gain Darkvision out to 60', and gain another ability based on your Patron Dragon type.
At level 10 you also gain Blindsense out to 30'
Black:
Water Breathing: You can breath underwater and can freely use spells and other abilities underwater (always active)
Blue:
Ventriloquism: As the spell (at will).
Brass:
Endure Elements: As the spell, self only (at will).
Bronze:
Water Breathing: You can breath underwater and can freely use spells and other abilities underwater (always active)
Copper:
Spider Climb: As the spell, self only (at will).
Gold:
Treasure Seeker: You gain a +5 bonus to Appraise and Search checks (always active).
Green:
Water Breathing: You can breath underwater and can freely use spells and other abilities underwater (always active)
Red:
Treasure Seeker: You gain a +5 bonus to Appraise and Search checks (always active).
Silver:
Feather Fall: As the spell, self only (at will).
White:
Icewalker: You can move across snowy and icy surfaces without penalty or impediment (always active).
Draconic Resolve:
You become immune to sleep and paralysis.
Draconic Body:
You gain a +1 bonus to Natural AC and your Strength score.
At level 8 the bonus to Natural AC and Strength increases by 1, to a total of +2
At level 12 you gain a further +1 to natural AC and +1 to your constitution score, bringing the total to +3 Natural AC, +2 Strength and +1 Constitution
At level 16 you gain a further +1 to natural AC and +1 to your Intelligence score, bringing the total to +4 Natural AC, +2 Strength, +1 Constitution and +1 Intelligence.
Touch Of Vitality:
You become able to cure wounds and certain conditions with a touch. As a standard action a number of times per day equal to 1+ your Cha modifier (Min 1) you can heal half your breath weapon dice (minimum 1d6) in HP and remove the one of the following ailments with a touch:
- 1 Point of Ability Damage
- Fatigued condition
- Sickened Condition
At level 9 you gain an extra use of this ability and can also remove:
- Poisoned Condition
- Diseased Condition
- Blinded/Deafened Condition
At level 13 you gain an extra use of this ability and you can also remove:
- Dazed Condition
- Exhausted Condition
- Nauseated Condition
At level 17 you gain an extra use of this ability and you can also remove:
- Stunned Condition
- One negative level
- 2 Points of Ability Drain
Draconic Bite:
Gain 1d8 Bite attack as a primary natural weapon, or 1d6 for small creatures
Range Increase:
Increase the range of your aura by 10' or breath weapon (15' for cones, 30' for lines). Once the decision is made it cannot be changed.
Dual Aura:
You can have the effects of two different Auras you know active at once.
Draconic Claws:
Gain a pair of 1d6 claw attacks as secondary natural weapons, or 1d4 for small creatures.
Energy Immunity:
You gain immunity to the energy type associated with your Patron Dragon type (the energy type of your breath weapon).
Draconic Wings/Tail:
You gain wings (and fly speed 60' with average maneuverability, dropping to 30' and poor when encumbered) and a tail dealing 1d4 damage as a secondary attack (either wing buffet or tail slap, not both), or 1d3 for small creatures.
Share Draconic Ability:
When using your Draconic Adaption ability you can choose to share it with all allies within 30' of you as a free action, or alternatively you can spend a standard action to grant the effects of your Draconic Resolve or Energy Immunity ability to all allies within 30'. Both of these options requires a standard action and lasts a number of rounds equal to your Con modifier. This ability is usable a combined number of 3 times per day.
Triple Aura:
You can have the effects of three different Auras you know active at once.
Draconic Ascension:
You gain a +2 bonus to your strength score, a +1 bonus to your Constitution score and +1 bonus to your Intelligence score, which stacks with your Draconic Body ability to give you a combined total of +4 Strength, +2 Constitution and +2 intelligence. You are treated as having the half dragon template of the same dragon type as your Totem Dragon and no longer take penalties to ability scores for aging, though any existing penalties remain in place. You still die when your time is up (50% longer lifespan due to draconic longevity).
In addition, as a standard action once per day you can summon a dragon (or dragons) of the same type as your Totem dragon of the old category (or 2 adults, or 4 juveniles, or 8 very young) as a standard action. This (or these) dragon(s) follow your commands and remain until the end of the encounter or one hour, whichever is shorter.
Alternate Class Feature: Invocation known
Replaces new Aura known
Instead of gaining a new Aura known you instead choose an Invocation from the Dragonfire Adept list of Draconic Invocations. The highest level of invocations you can choose from are determined by your Dragon Shaman level, and your caster level is the same as your Dragon Shaman level.
1-5: Least
6-10: Lesser
11-15: Greater
16-20: Dark
Alternate Class Feature: Dragon Form
Replaces Dragon Body
Dragon Form 1: You can assume the form of a dragon of the same type as your Patron Dragon of the Wyrmling Age category, otherwise acting as per the Polymorph spell. This ability is usable up to three times per day.
Dragon Form 2: The age category of the dragon you can take the form of changes to Young or younger
Dragon Form 3: The age category of the dragon you can take the form of changes to Young Adult or younger
Dragon form 4: The age category of the dragon you can take the form of changes to Mature Adult or younger
Draconic Ascension: The age category of the dragon you can take the form of changes to Very Old or younger. You do not gain the bonuses to attributes but retain the ability to summon dragons.
Alternate Class Feature: Bonus Feat
Replaces Draconic Bite, Draconic Claws and/or Draconic Wings & Tail
You gain a bonus Metabreath or Draconic feat that you qualify for.