Dragodar
2014-01-09, 03:29 PM
Dragon Shaman 2.0
"I know dragon. I serve dragon. I am dragon."
http://res.cloudinary.com/dgp7o7sgl/image/upload/v1389306830/DragonShaman_yc2fdg.jpg
Hit Dice: d8
Starting Age: Young
Starting Gold: 4d4x10 (100 gp)
Class Skills
The Dragon Shaman's class skills (and the key ability for each skill) are:
Balance (DEX),
Climb (STR),
Craft (INT),
Heal (WIS),
Intimidate (CHA),
Knowledge: Nature (INT),
Listen (WIS),
Search (INT),
Spot (WIS)
In addition to these, the dragon shaman gains the class skills particular to his totem dragon.
Skills Points at Each Level: 4 + INT
Bonus Languages: A dragon shaman's bonus language options include Draconic and all dragon-subtype languages (kobold, lizardfolk, etc).
Abilities: A Dragon Shaman's most important ability is Charisma, which bolsters his Aura range, strengthens his Intensify Aura ability, and empowers his Frightful Presence ability. Charisma is closely followed by Constitution, which empowers his Breath Weapon and Overcharge ability, and strengthens his Hit Dice. The next most important ability for a Dragon Shaman is his Totem ability, which affects the frequency with which The Dragon Shaman can use many of his special abilities. After The Totem ability, Dexterity and Strength are nearly tied for importance. Depending on whether the Dragon Shaman focuses on ranged or melee attacks, this tie could go either way. Following the physical stats, a Dragon Shaman's next priority is often Intelligence, for the extra skill points. Wisdom is almost entirely useless to Dragon Shamans unless it is their Totem ability.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+0
+2
+0
+2
Draconic Aura +1, Natural Armor +1
2nd
+1
+3
+0
+3
Draconic Tenacity, Skill Focus (Totem Class Skill)
3rd
+2
+3
+1
+3
Totemic Alteration, Frightful Presence, Draconic Wings
4th
+3
+4
+1
+4
Base Aura Range 40, Breath Weapon (2d8; 15-ft. cone or 30-ft. line), Breath Weapon Versatility
5th
+3
+4
+1
+4
Draconic Aura +2, Natural Armor +2, Draconic Adaptation 1
6th
+4
+5
+2
+5
Breath Weapon (3d8), Draconic Claws, Touch of Vitality
7th
+5
+5
+2
+5
First Metabreath Feat, Double Draconic Aura, Overcharge
8th
+6/+1
+6
+2
+6
Skill Focus (Totem Class Skill), Base Aura Range 50, Breath Weapon (4d8)
9th
+6/+1
+6
+3
+6
Draconic Enhancement +2, Improved Flight
10th
+7/+2
+7
+3
+7
Draconic Aura +3, Natural Armor +3, Breath Weapon (5d8), Draconic Adaption 2
11th
+8/+3
+7
+3
+7
Second Metabreath Feat, Improved Touch of Vitality
12th
+9/+4
+8
+4
+8
Base Aura Range 60, Breath Weapon (6d8; 25-ft. cone or 60-ft. line)
13th
+9/+4
+8
+4
+8
Triple Draconic Aura, Commune with Dragon Spirit, Intensify Aura
14th
+10/+5
+9
+4
+9
Breath Weapon (7d8), Draconic Adaptation (share with allies)
15th
+11/+6/+1
+9
+5
+9
Draconic Aura +4, Natural Armor +4, Draconic Adaption 3, Third Metabreath Feat, Greater Touch of Vitality, Mass Heal
16th
+12/+7/+2
+10
+5
+10
Base Aura Range 70, Breath Weapon (8d8), Skill Focus (Totem Class Skill)
17th
+12/+7/+2
+10
+5
+10
Improved Overcharge, Draconic Enhancement +4, Superior Flight
18th
+13/+8/+3
+11
+6
+11
Breath Weapon (9d8), Lord of Dragonkind
19th
+14/+9/+4
+11
+6
+11
Superior Touch of Vitality, Fourth Metabreath Feat, Draconic Affinity
20th
+15/+10/+5
+12
+6
+12
Draconic Aura +5, Natural Armor +5, Base Aura Range 80, Breath Weapon (10d8; 40-ft. cone or 120-ft. line), Quadruple Draconic Aura, Resurrection
Class Features: The following are all class features of the Dragon Shaman.
Weapon and Armor Proficiencies: Dragon shamans are proficient with simple weapons and a single martial weapon of their choice, with light and medium armor, and with shields (except tower shields).
Totem Dragon: You must choose a totem dragon from among the true dragons (black, blue, brass, bronze, copper, gold, green, iron, orange, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem.
Totem Dragon
Acceptable Alignment
Class Skills
Breath Weapon Type
Totem Ability
Black
NE, CE, CN
Balance, Tumble, Sleight of Hand
Acid
Dexterity
Blue
NE, LE, LN
Intimidate, Disguise, Handle Animal
Electricity
Charisma
Copper
NG, CG, CN
Escape Artist, Hide, Move Silently
Fire
Dexterity
Gold
NG, LG, LN
Heal, Survival, Sense Motive
Cold
Wisdom
Green
NE, LE, LN
Knowledge (...), Search, Forgery
Acid
Intelligence
Iron
NG, CG, CN
Disable Device, Use Magic Device, Swim
Electricity
Strength
Lead
NG, LG, LN
Appraise, Spellcraft, Disable Device
Acid
Intelligence
Orange
NE, LE, LN
Profession (...), Spot, Listen
Electricity
Wisdom
Red
NE, CE, CN
Climb, Ride, Jump
Fire
Strength
Silver
NG, LG, LN
Bluff, Diplomacy, Gather Information
Cold
Charisma
Titanium
NG, CG, CN
Intimidate, Heal, Sleight of Hand
Fire
Constitution
White
NE, CE, CN
Climb, Search, Swim
Cold
Constitution
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, and you can only project one Draconic aura at a time at first level. An aura remains in effect until you use a free action to dismiss it or a swift action to activate another aura in its place. 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.
Unless otherwise noted, your Draconic aura affects all allies within 30 feet (plus 5 feet times your CHA modifier) including yourself, with line of effect to you. This range increases by 10 feet at 4th level and every 4 levels after 4th (8th, 12th, 16th, 20th, etc.) Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level dragon shaman, you know how to project three auras chosen from the list below. Every level thereafter except for 4th, 8th, 12th, and 16th, you learn one additional Draconic aura of your choice, until all seventeen auras are known at 19th level. Each time you activate a Draconic aura, you can choose from any of the auras that you know.
AurasAccuracy: Bonus on ranged attack rolls equal to 1.5 times your aura bonus, or bonus on both attack and damage rolls equal to your aura bonus. (Dragon shaman must decide at the beginning of each turn which effect he wishes to use)
Acrobatics: Bonus on Balance, Climb, Jump, and Tumble checks equal to your aura bonus.
Courage: Bonus on all saving throws against fear, paralysis, or sleep effects equal to your aura bonus.
Dragontongue: All allies within the aura's range can speak, read, and write a number of languages equal to your aura bonus, as well as Draconic. These languages are chosen by the dragon shaman when this aura is gained, and as the bonus grows. They do not change with each use. These bonus languages are forgotten by a person after the aura no longer effects them.
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon's damage-dealing breath weapon (see below).
Focus: Bonus on Concentration checks and friendly spell save DCs equal to your aura bonus.
Power: Bonus on melee damage rolls equal to 1.5 times your aura bonus, or bonus on both attack and damage rolls equal to your aura bonus. (Dragon shaman must decide at the beginning of each turn which effect he wishes to use)
Pragmatism: Bonus to confirm critical hits, grapple checks, disarm attempts, bull rushes, trip attempts, and sunder attempts equal to your aura bonus.
Presence: Bonus on Bluff, Diplomacy, Intimidate, and Gather Information checks equal to your aura bonus.
Resistance: Resistance to your totem dragon's energy type, equal to 5 times your aura bonus.
Resolve: Bonus on all saving throws equal to your aura bonus.
Senses: Bonus on Search, Listen, and Spot checks, as well as on Initiative checks, equal to your aura bonus.
Stealth: Bonus on Move Silently, Disguise, Hide, and Sleight of Hand checks equal to your aura bonus.
Swiftness: Add 5 feet per aura bonus to the speed of all allies within aura’s range (only applies to each ally's main mode of movement; land speed for most PCs).
Toughness: DR/magic 2 for each point of your aura bonus (up to DR 10 at 20th level).
Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Vision: Low Light Vision and Darkvision out to 10 feet per aura bonus. Allies who already possess either one of these special forms of vision have their vision increased by this aura.
Natural Armor: As a dragon shaman, your skin has the quality of tough dragon skin, and you have a natural armor bonus of +1.
At 5th level, your skin thickens, developing faint scales; your natural armor bonus improves to +2. At 10th level, this improvement increases to +3, at 15th level to +4, and at 20th to +5.
Draconic Tenacity (Ex): At 2nd level, you gain immunity to fear, paralysis, and sleep effects. In addition, you are able to function on 4 hours of trance rather than 8 hours of sleep, like elves. This applies regardless of your race.
Skill Focus: At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem dragon. For example, a blue dragon shaman can select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Spellcraft).
At 8th level, and again at 16th level, you gain Skill Focus in another of the class skills granted 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 of your choice.
Totemic Alteration (Ex): At 3rd level, you gain immunity to the energy type of your Totem dragon. Also at 3rd level, your teeth harden and your jaws strengthen, giving you a natural bite attack that deals 1d4 damage.
Frightful Presence: At 3rd level, you gain the use of your own frightful presence ability, which you may use a number of times per day equal to your totem ability modifier. Whenever you charge (or make a dive attack, once you have your draconic wings), you may choose to activate your frightful presence ability. When you activate it, all opponents within your Draconic Aura radius who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your CHA modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your CHA modifier). A successful save indicates that the opponent is immune to your frightful presence for 12 hours. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons. In addition to gaining your own frightful presence, you also become immune to the frightful presence of dragons.
Draconic Wings: At 3rd level, you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 50 feet with average maneuverability. You can even fly while carrying a medium load, though in this case your fly speed drops to 30 feet and your maneuverability drops to poor.
If you already have wings, you can choose whether these draconic wings replace your own.
Improved Flight: At 9th level, your flight speed increases to 70 feet with good maneuverability. With a medium load, your flight speed drops to 50 feet with average maneuverability.
Superior Flight: At 17th level, your flight speed increases to 90 feet with perfect maneuverability. With a medium load, your flight speed drops to 70 feet with good maneuverability.
Flight Maneuverability
Table: Maneuverability
Maneuvers
Perfect
Good
Average
Poor
Clumsy
Minimum forward speed
None
None
Half
Half
Half
Hover
Yes
Yes
No
No
No
Reverse
Free
-5 ft
-10 ft
No
No
Turn
Any
180*/10 ft
120*/10 ft
60*/10 ft
60*/20 ft
Turn In Place
Free
+120*/-5 ft
+60*/-5 ft
No
No
Maximum Turn
Any
Any
120*
60*
60*
Ascent Angle
Any
Any
60*
45*
30*
Descent Angle
Any
Any
60*
45*
30*
Ascent Speed
Normal
Normal
Half
Half
Half
Descent Speed
Triple
Double
Double
Double
Normal
Between Down and Up
0 ft
0 ft
5 ft
10 ft
20 ft
Minimum Forward Speed
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover
The ability to stay in one place while airborne.
Move Backward
The ability to move backward without turning around.
Reverse
A creature with good or average maneuverability can use some of its speed to start flying backward.
Turn
How much the creature can turn after covering the stated distance.
Turn in Place
A creature with good or average maneuverability can use some of its speed to turn in place.
Maximum Turn
How much the creature can turn in any one space.
Ascent Angle
The angle at which the creature can climb.
Descent Angle
The angle at which the creature can descend.
Ascent Speed
For fliers with maneuverability worse than good or perfect, ascending costs double movement.
Descent Speed
Most flying creatures can fly down at twice their normal flying speed. Clumsy fliers must descend carefully at normal speed, while perfect fliers can dive at triple speed.
Between Down and Up
An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight.
Breath Weapon (Su): At 4th level, you gain a breath weapon corresponding to your totem dragon. The Breath Weapon Versatility ability which the dragon shaman also gains at 4th level allows the dragon shaman to shape his breath weapon, as in the Shape Breath Metabreath Feat. Breath Weapons take Line or Cone form, depending on the shape chosen.
Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d8 points of damage, plus an extra 1d8 points of damage for every two additional class levels (3d8 at 6th level, 4d8 at 8th level, and so forth). The Dragon Shaman also adds his CON modifier to his Breath Weapon's damage roll.
A successful Fortitude 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.
Line-shaped breath weapons are 30 feet long at 4th level, increasing to 70 feet at 12th level and to 120 feet at 20th level.
Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 25 feet at 12th level and to 40 feet at 20th level.
Breath Weapon Versatility (Su): At 4th level, you are automatically granted the Shape Breath Metabreath Feat, and are able to use your breath weapon either as a cone or as a line. You choose which type of attack to make before you make your attack, but you can make either type of attack on any given turn. You may also choose to substitute your Totem ability modifier in place of your CON modifier for your Breath Weapon save DC.
Draconic Adaptation: At 5th level, you begin to take on aspects of your totem dragon; you gain a spell-like ability. At 10th level and again at 15th, you gain a second and third spell-like ability. You may use each ability a number of times per day equal to your Totem ability modifier.
Spell-like abilities have a caster level equal to your class level. The following abilities function as the spells of the same name. All spells with a save have a DC equal to (10 + spell level + Totem Ability modifier).
Totem Dragon
5th Level
10th Level
15th Level
Black
Charm Person
Water Breathing
Waves of Fatigue
Blue
Ventriloquism
Suggestion
Hold Monster
Copper
Comprehend Languages
Slow
Break Enchantment
Gold
Disguise Self
Water Breathing
Freezing Fog
Green
Feather Fall
Dispel Magic
Break Enchantment
Iron
Ventriloquism
Blindsight
Waves of Fatigue
Lead
Endure Elements
Suggestion
Dominate Person
Orange
Comprehend Languages
Greater Blink
Dream
Red[/td]
Disguise Self
Blindsight
Dominate Person
Silver
Feather Fall
Greater Blink
Hold Monster
Titanium
Charm Person
Dispel Magic
Dream
White
Endure Elements
Slow
Freezing Fog
*
At 14th level, you can choose as a swift action to share the effect of your self-affecting Draconic Adaptations with any or all allies within your Draconic Aura range. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) until the effect ends, whichever comes first.
Draconic Claws (Ex): At 6th level, your fingernails harden and become sharp claws resembling those of your Totem dragon. Your unarmed attack now deals 1d8 damage, and you gain a +2 competency bonus on Climb and Use Rope checks. The claws are not retractable and are easily noticeable unless intentionally concealed.
Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to your class level × your Totem ability bonus (assuming a minimum of ability modifier of 1). For example, a 6th-level dragon shaman with a Totem ability score of 14 (+2 bonus) can heal 12 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It counts as natural healing, not positive energy, and as such has no effect on undead.
Improved Touch of Vitality (Su): Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 17 points of damage and remove the sickened and exhausted conditions from a target, you would have to expend 32 points (17 hit points restored plus 5 points for sickened plus 10 points for exhausted).
Greater Touch of Vitality (Su): At 15th level, for every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Mass Heal: Also at 15th level, if you have not yet used any of your Touch of Vitality healing points for the day, you may expend all your Touch of Vitality for that day in order to instantly heal all allies within your Draconic Aura radius back to full health. Of course, Mass Heal is a once per day ability; and it consumes all of that day's Touch of Vitality healing, allowing no more healing that day after the use of a Mass Heal.
Superior Touch of Vitality (Su): At 19th level, your Touch of Vitality doubles in power. Each day you can heal a number of points of damage equal to your dragon shaman class level × twice your Totem ability bonus (minimum of 1). For example, a 19th-level dragon shaman with a Totem ability score of 16 (+3 bonus) can heal 114 points of damage. Rules for healing ability damage and conditions still apply.
Resurrection: Finally, at 20th level, the dragon shaman gains the ability to, once a year, channel a full month's use of Touch of Vitality into a single true resurrection spell. He may not use this ability unless he has not expended any of his Touch of Vitality healing points for a full month leading up to the Resurrection.
Bonus Metabreath Feat: The dragon shaman works toward perfecting his breath weapon by inventing new forms in which to use it. At 7th level and every four levels thereafter, a dragon shaman gains a bonus Metabreath Feat (from the Draconomicon).
Double Draconic Aura (Su): At 7th level, you can have two Draconic Auras active at the same time.
Triple Draconic Aura (Su): At 13th level, you can have three Draconic Auras active at the same time.
Quadruple Draconic Aura (Su): At 20th level, you can have four Draconic Auras active at the same time.
Overcharge (Ex): At 7th level, you can charge and use your breath weapon as a full round action, allowing you to add your Totem ability modifier to the damage roll, in addition to the normal CON damage bonus. You may use this ability a number of times per day equal to your Totem ability modifier.
Improved Overcharge: At 17th level, you may use this ability a number of times per day equal to twice your Totem ability modifier.
Draconic Enhancement (Ex): At 9th level, you become empowered by your Totem. You gain a +2 bonus to your Totem ability score. At 17th level, this enhancement increases to +4.
Commune with Dragon Spirit (Sp): At 13th level, you gain the ability to contact your dragon totem directly to ask questions of it.**
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels, plus your Totem ability modifier. After using this ability, you cannot use it again for seven days.
Draconic Affinity (Sp) At 19th level, you can use your Commune with Dragon Spirit (level 13) ability every three days rather than every seven, and the limit on the number of questions you can ask is equal to half your dragon shaman class level, plus your Totem ability modifier.
Intensify Aura: Beginning at 13th level, you may add your CHA modifier to your Aura Bonus for a number of rounds equal to your Totem ability modifier. You may use this ability a number of times per day equal to your Totem ability modifier.
Lord of Dragonkind (Ex): An 18th level Dragon Shaman is a respected or feared figure among dragonkind. Dragons are no longer immune to the dragon shaman’s frightful presence. Additionally, any dragon whose CR is below the dragon shaman's level will not willingly attack the dragon shaman and if forced, they are counted as shaken for the encounter.
Ex Dragon Shamans
Dragon shamans who change alignment could lose their powers. If a dragon shaman changes to an alignment still appropriate to the dragon to which he is already dedicated, nothing happens. However, if the dragon shaman changes to an alignment inappropriate for his chosen dragon, he immediately loses all abilities granted by the dragon shaman class and becomes an ex-dragon shaman.
An ex-dragon shaman can choose a new color or metallic hue of true dragon to emulate and thus regain the powers granted by the class. To switch to a new totem dragon, he must find a dragon shaman of higher level who is dedicated to that dragon type. The higher-level dragon shaman must willingly expend all her touch of vitality on the ex-dragon shaman each day for a week. At the end of the week, the ex-dragon shaman gains the class features of a dragon shaman dedicated to the newly chosen totem dragon, including exchanging the focus of any class-granted Skill Focus feats. Most dragon shamans who are asked to perform this service demand payment in the form of some great deed. This deed might be a demand that the ex-dragon shaman retrieve magic items that will add to his sponsor's power or simply a short quest to prove the ex-dragon shaman's worth.
Dragon shamans can go through the same process to switch chosen totem dragons even if they don't change alignment. If a dragon shaman has an alignment appropriate for a different true dragon color or hue, the shaman can switch to that kind of dragon through a process identical to the one described above for ex-dragon shamans.
Footnotes
*At your GM's discretion for roleplaying purposes, you may permanently swap out your first Draconic Adaption for any 1st level sorcerer spell, your second Draconic adaption for any 3rd level sorcerer spell, or your third Draconic Adaption for any 5th level sorcerer spell. You may choose spells from the PHB or from Dragon Magic. This swap is permanent, and must be performed when the Draconic Adaption first becomes available.
** Your totem dragon is a spirit that can take the form of a physical dragon which embodies and epitomizes everything about that particular color of dragon. The totem is the symbol of the species, and is considered the "mother spirit" of that species (although the spirit is by no means always necessarily feminine; it can take different forms and genders depending upon whom it appears to). The totem is the summation of all the knowledge shared by all dragons of that species. In many ways it is a pool of dragon spirits, and yet it is also one single spirit, the archetype of all dragons of that color.
***
"I know dragon. I serve dragon. I am dragon."
http://res.cloudinary.com/dgp7o7sgl/image/upload/v1389306830/DragonShaman_yc2fdg.jpg
Hit Dice: d8
Starting Age: Young
Starting Gold: 4d4x10 (100 gp)
Class Skills
The Dragon Shaman's class skills (and the key ability for each skill) are:
Balance (DEX),
Climb (STR),
Craft (INT),
Heal (WIS),
Intimidate (CHA),
Knowledge: Nature (INT),
Listen (WIS),
Search (INT),
Spot (WIS)
In addition to these, the dragon shaman gains the class skills particular to his totem dragon.
Skills Points at Each Level: 4 + INT
Bonus Languages: A dragon shaman's bonus language options include Draconic and all dragon-subtype languages (kobold, lizardfolk, etc).
Abilities: A Dragon Shaman's most important ability is Charisma, which bolsters his Aura range, strengthens his Intensify Aura ability, and empowers his Frightful Presence ability. Charisma is closely followed by Constitution, which empowers his Breath Weapon and Overcharge ability, and strengthens his Hit Dice. The next most important ability for a Dragon Shaman is his Totem ability, which affects the frequency with which The Dragon Shaman can use many of his special abilities. After The Totem ability, Dexterity and Strength are nearly tied for importance. Depending on whether the Dragon Shaman focuses on ranged or melee attacks, this tie could go either way. Following the physical stats, a Dragon Shaman's next priority is often Intelligence, for the extra skill points. Wisdom is almost entirely useless to Dragon Shamans unless it is their Totem ability.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
1st
+0
+2
+0
+2
Draconic Aura +1, Natural Armor +1
2nd
+1
+3
+0
+3
Draconic Tenacity, Skill Focus (Totem Class Skill)
3rd
+2
+3
+1
+3
Totemic Alteration, Frightful Presence, Draconic Wings
4th
+3
+4
+1
+4
Base Aura Range 40, Breath Weapon (2d8; 15-ft. cone or 30-ft. line), Breath Weapon Versatility
5th
+3
+4
+1
+4
Draconic Aura +2, Natural Armor +2, Draconic Adaptation 1
6th
+4
+5
+2
+5
Breath Weapon (3d8), Draconic Claws, Touch of Vitality
7th
+5
+5
+2
+5
First Metabreath Feat, Double Draconic Aura, Overcharge
8th
+6/+1
+6
+2
+6
Skill Focus (Totem Class Skill), Base Aura Range 50, Breath Weapon (4d8)
9th
+6/+1
+6
+3
+6
Draconic Enhancement +2, Improved Flight
10th
+7/+2
+7
+3
+7
Draconic Aura +3, Natural Armor +3, Breath Weapon (5d8), Draconic Adaption 2
11th
+8/+3
+7
+3
+7
Second Metabreath Feat, Improved Touch of Vitality
12th
+9/+4
+8
+4
+8
Base Aura Range 60, Breath Weapon (6d8; 25-ft. cone or 60-ft. line)
13th
+9/+4
+8
+4
+8
Triple Draconic Aura, Commune with Dragon Spirit, Intensify Aura
14th
+10/+5
+9
+4
+9
Breath Weapon (7d8), Draconic Adaptation (share with allies)
15th
+11/+6/+1
+9
+5
+9
Draconic Aura +4, Natural Armor +4, Draconic Adaption 3, Third Metabreath Feat, Greater Touch of Vitality, Mass Heal
16th
+12/+7/+2
+10
+5
+10
Base Aura Range 70, Breath Weapon (8d8), Skill Focus (Totem Class Skill)
17th
+12/+7/+2
+10
+5
+10
Improved Overcharge, Draconic Enhancement +4, Superior Flight
18th
+13/+8/+3
+11
+6
+11
Breath Weapon (9d8), Lord of Dragonkind
19th
+14/+9/+4
+11
+6
+11
Superior Touch of Vitality, Fourth Metabreath Feat, Draconic Affinity
20th
+15/+10/+5
+12
+6
+12
Draconic Aura +5, Natural Armor +5, Base Aura Range 80, Breath Weapon (10d8; 40-ft. cone or 120-ft. line), Quadruple Draconic Aura, Resurrection
Class Features: The following are all class features of the Dragon Shaman.
Weapon and Armor Proficiencies: Dragon shamans are proficient with simple weapons and a single martial weapon of their choice, with light and medium armor, and with shields (except tower shields).
Totem Dragon: You must choose a totem dragon from among the true dragons (black, blue, brass, bronze, copper, gold, green, iron, orange, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem.
Totem Dragon
Acceptable Alignment
Class Skills
Breath Weapon Type
Totem Ability
Black
NE, CE, CN
Balance, Tumble, Sleight of Hand
Acid
Dexterity
Blue
NE, LE, LN
Intimidate, Disguise, Handle Animal
Electricity
Charisma
Copper
NG, CG, CN
Escape Artist, Hide, Move Silently
Fire
Dexterity
Gold
NG, LG, LN
Heal, Survival, Sense Motive
Cold
Wisdom
Green
NE, LE, LN
Knowledge (...), Search, Forgery
Acid
Intelligence
Iron
NG, CG, CN
Disable Device, Use Magic Device, Swim
Electricity
Strength
Lead
NG, LG, LN
Appraise, Spellcraft, Disable Device
Acid
Intelligence
Orange
NE, LE, LN
Profession (...), Spot, Listen
Electricity
Wisdom
Red
NE, CE, CN
Climb, Ride, Jump
Fire
Strength
Silver
NG, LG, LN
Bluff, Diplomacy, Gather Information
Cold
Charisma
Titanium
NG, CG, CN
Intimidate, Heal, Sleight of Hand
Fire
Constitution
White
NE, CE, CN
Climb, Search, Swim
Cold
Constitution
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, and you can only project one Draconic aura at a time at first level. An aura remains in effect until you use a free action to dismiss it or a swift action to activate another aura in its place. 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.
Unless otherwise noted, your Draconic aura affects all allies within 30 feet (plus 5 feet times your CHA modifier) including yourself, with line of effect to you. This range increases by 10 feet at 4th level and every 4 levels after 4th (8th, 12th, 16th, 20th, etc.) Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level dragon shaman, you know how to project three auras chosen from the list below. Every level thereafter except for 4th, 8th, 12th, and 16th, you learn one additional Draconic aura of your choice, until all seventeen auras are known at 19th level. Each time you activate a Draconic aura, you can choose from any of the auras that you know.
AurasAccuracy: Bonus on ranged attack rolls equal to 1.5 times your aura bonus, or bonus on both attack and damage rolls equal to your aura bonus. (Dragon shaman must decide at the beginning of each turn which effect he wishes to use)
Acrobatics: Bonus on Balance, Climb, Jump, and Tumble checks equal to your aura bonus.
Courage: Bonus on all saving throws against fear, paralysis, or sleep effects equal to your aura bonus.
Dragontongue: All allies within the aura's range can speak, read, and write a number of languages equal to your aura bonus, as well as Draconic. These languages are chosen by the dragon shaman when this aura is gained, and as the bonus grows. They do not change with each use. These bonus languages are forgotten by a person after the aura no longer effects them.
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon's damage-dealing breath weapon (see below).
Focus: Bonus on Concentration checks and friendly spell save DCs equal to your aura bonus.
Power: Bonus on melee damage rolls equal to 1.5 times your aura bonus, or bonus on both attack and damage rolls equal to your aura bonus. (Dragon shaman must decide at the beginning of each turn which effect he wishes to use)
Pragmatism: Bonus to confirm critical hits, grapple checks, disarm attempts, bull rushes, trip attempts, and sunder attempts equal to your aura bonus.
Presence: Bonus on Bluff, Diplomacy, Intimidate, and Gather Information checks equal to your aura bonus.
Resistance: Resistance to your totem dragon's energy type, equal to 5 times your aura bonus.
Resolve: Bonus on all saving throws equal to your aura bonus.
Senses: Bonus on Search, Listen, and Spot checks, as well as on Initiative checks, equal to your aura bonus.
Stealth: Bonus on Move Silently, Disguise, Hide, and Sleight of Hand checks equal to your aura bonus.
Swiftness: Add 5 feet per aura bonus to the speed of all allies within aura’s range (only applies to each ally's main mode of movement; land speed for most PCs).
Toughness: DR/magic 2 for each point of your aura bonus (up to DR 10 at 20th level).
Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Vision: Low Light Vision and Darkvision out to 10 feet per aura bonus. Allies who already possess either one of these special forms of vision have their vision increased by this aura.
Natural Armor: As a dragon shaman, your skin has the quality of tough dragon skin, and you have a natural armor bonus of +1.
At 5th level, your skin thickens, developing faint scales; your natural armor bonus improves to +2. At 10th level, this improvement increases to +3, at 15th level to +4, and at 20th to +5.
Draconic Tenacity (Ex): At 2nd level, you gain immunity to fear, paralysis, and sleep effects. In addition, you are able to function on 4 hours of trance rather than 8 hours of sleep, like elves. This applies regardless of your race.
Skill Focus: At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem dragon. For example, a blue dragon shaman can select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Spellcraft).
At 8th level, and again at 16th level, you gain Skill Focus in another of the class skills granted 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 of your choice.
Totemic Alteration (Ex): At 3rd level, you gain immunity to the energy type of your Totem dragon. Also at 3rd level, your teeth harden and your jaws strengthen, giving you a natural bite attack that deals 1d4 damage.
Frightful Presence: At 3rd level, you gain the use of your own frightful presence ability, which you may use a number of times per day equal to your totem ability modifier. Whenever you charge (or make a dive attack, once you have your draconic wings), you may choose to activate your frightful presence ability. When you activate it, all opponents within your Draconic Aura radius who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your CHA modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your CHA modifier). A successful save indicates that the opponent is immune to your frightful presence for 12 hours. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons. In addition to gaining your own frightful presence, you also become immune to the frightful presence of dragons.
Draconic Wings: At 3rd level, you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 50 feet with average maneuverability. You can even fly while carrying a medium load, though in this case your fly speed drops to 30 feet and your maneuverability drops to poor.
If you already have wings, you can choose whether these draconic wings replace your own.
Improved Flight: At 9th level, your flight speed increases to 70 feet with good maneuverability. With a medium load, your flight speed drops to 50 feet with average maneuverability.
Superior Flight: At 17th level, your flight speed increases to 90 feet with perfect maneuverability. With a medium load, your flight speed drops to 70 feet with good maneuverability.
Flight Maneuverability
Table: Maneuverability
Maneuvers
Perfect
Good
Average
Poor
Clumsy
Minimum forward speed
None
None
Half
Half
Half
Hover
Yes
Yes
No
No
No
Reverse
Free
-5 ft
-10 ft
No
No
Turn
Any
180*/10 ft
120*/10 ft
60*/10 ft
60*/20 ft
Turn In Place
Free
+120*/-5 ft
+60*/-5 ft
No
No
Maximum Turn
Any
Any
120*
60*
60*
Ascent Angle
Any
Any
60*
45*
30*
Descent Angle
Any
Any
60*
45*
30*
Ascent Speed
Normal
Normal
Half
Half
Half
Descent Speed
Triple
Double
Double
Double
Normal
Between Down and Up
0 ft
0 ft
5 ft
10 ft
20 ft
Minimum Forward Speed
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover
The ability to stay in one place while airborne.
Move Backward
The ability to move backward without turning around.
Reverse
A creature with good or average maneuverability can use some of its speed to start flying backward.
Turn
How much the creature can turn after covering the stated distance.
Turn in Place
A creature with good or average maneuverability can use some of its speed to turn in place.
Maximum Turn
How much the creature can turn in any one space.
Ascent Angle
The angle at which the creature can climb.
Descent Angle
The angle at which the creature can descend.
Ascent Speed
For fliers with maneuverability worse than good or perfect, ascending costs double movement.
Descent Speed
Most flying creatures can fly down at twice their normal flying speed. Clumsy fliers must descend carefully at normal speed, while perfect fliers can dive at triple speed.
Between Down and Up
An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight.
Breath Weapon (Su): At 4th level, you gain a breath weapon corresponding to your totem dragon. The Breath Weapon Versatility ability which the dragon shaman also gains at 4th level allows the dragon shaman to shape his breath weapon, as in the Shape Breath Metabreath Feat. Breath Weapons take Line or Cone form, depending on the shape chosen.
Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d8 points of damage, plus an extra 1d8 points of damage for every two additional class levels (3d8 at 6th level, 4d8 at 8th level, and so forth). The Dragon Shaman also adds his CON modifier to his Breath Weapon's damage roll.
A successful Fortitude 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.
Line-shaped breath weapons are 30 feet long at 4th level, increasing to 70 feet at 12th level and to 120 feet at 20th level.
Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 25 feet at 12th level and to 40 feet at 20th level.
Breath Weapon Versatility (Su): At 4th level, you are automatically granted the Shape Breath Metabreath Feat, and are able to use your breath weapon either as a cone or as a line. You choose which type of attack to make before you make your attack, but you can make either type of attack on any given turn. You may also choose to substitute your Totem ability modifier in place of your CON modifier for your Breath Weapon save DC.
Draconic Adaptation: At 5th level, you begin to take on aspects of your totem dragon; you gain a spell-like ability. At 10th level and again at 15th, you gain a second and third spell-like ability. You may use each ability a number of times per day equal to your Totem ability modifier.
Spell-like abilities have a caster level equal to your class level. The following abilities function as the spells of the same name. All spells with a save have a DC equal to (10 + spell level + Totem Ability modifier).
Totem Dragon
5th Level
10th Level
15th Level
Black
Charm Person
Water Breathing
Waves of Fatigue
Blue
Ventriloquism
Suggestion
Hold Monster
Copper
Comprehend Languages
Slow
Break Enchantment
Gold
Disguise Self
Water Breathing
Freezing Fog
Green
Feather Fall
Dispel Magic
Break Enchantment
Iron
Ventriloquism
Blindsight
Waves of Fatigue
Lead
Endure Elements
Suggestion
Dominate Person
Orange
Comprehend Languages
Greater Blink
Dream
Red[/td]
Disguise Self
Blindsight
Dominate Person
Silver
Feather Fall
Greater Blink
Hold Monster
Titanium
Charm Person
Dispel Magic
Dream
White
Endure Elements
Slow
Freezing Fog
*
At 14th level, you can choose as a swift action to share the effect of your self-affecting Draconic Adaptations with any or all allies within your Draconic Aura range. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) until the effect ends, whichever comes first.
Draconic Claws (Ex): At 6th level, your fingernails harden and become sharp claws resembling those of your Totem dragon. Your unarmed attack now deals 1d8 damage, and you gain a +2 competency bonus on Climb and Use Rope checks. The claws are not retractable and are easily noticeable unless intentionally concealed.
Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to your class level × your Totem ability bonus (assuming a minimum of ability modifier of 1). For example, a 6th-level dragon shaman with a Totem ability score of 14 (+2 bonus) can heal 12 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It counts as natural healing, not positive energy, and as such has no effect on undead.
Improved Touch of Vitality (Su): Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 17 points of damage and remove the sickened and exhausted conditions from a target, you would have to expend 32 points (17 hit points restored plus 5 points for sickened plus 10 points for exhausted).
Greater Touch of Vitality (Su): At 15th level, for every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).
Mass Heal: Also at 15th level, if you have not yet used any of your Touch of Vitality healing points for the day, you may expend all your Touch of Vitality for that day in order to instantly heal all allies within your Draconic Aura radius back to full health. Of course, Mass Heal is a once per day ability; and it consumes all of that day's Touch of Vitality healing, allowing no more healing that day after the use of a Mass Heal.
Superior Touch of Vitality (Su): At 19th level, your Touch of Vitality doubles in power. Each day you can heal a number of points of damage equal to your dragon shaman class level × twice your Totem ability bonus (minimum of 1). For example, a 19th-level dragon shaman with a Totem ability score of 16 (+3 bonus) can heal 114 points of damage. Rules for healing ability damage and conditions still apply.
Resurrection: Finally, at 20th level, the dragon shaman gains the ability to, once a year, channel a full month's use of Touch of Vitality into a single true resurrection spell. He may not use this ability unless he has not expended any of his Touch of Vitality healing points for a full month leading up to the Resurrection.
Bonus Metabreath Feat: The dragon shaman works toward perfecting his breath weapon by inventing new forms in which to use it. At 7th level and every four levels thereafter, a dragon shaman gains a bonus Metabreath Feat (from the Draconomicon).
Double Draconic Aura (Su): At 7th level, you can have two Draconic Auras active at the same time.
Triple Draconic Aura (Su): At 13th level, you can have three Draconic Auras active at the same time.
Quadruple Draconic Aura (Su): At 20th level, you can have four Draconic Auras active at the same time.
Overcharge (Ex): At 7th level, you can charge and use your breath weapon as a full round action, allowing you to add your Totem ability modifier to the damage roll, in addition to the normal CON damage bonus. You may use this ability a number of times per day equal to your Totem ability modifier.
Improved Overcharge: At 17th level, you may use this ability a number of times per day equal to twice your Totem ability modifier.
Draconic Enhancement (Ex): At 9th level, you become empowered by your Totem. You gain a +2 bonus to your Totem ability score. At 17th level, this enhancement increases to +4.
Commune with Dragon Spirit (Sp): At 13th level, you gain the ability to contact your dragon totem directly to ask questions of it.**
This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels, plus your Totem ability modifier. After using this ability, you cannot use it again for seven days.
Draconic Affinity (Sp) At 19th level, you can use your Commune with Dragon Spirit (level 13) ability every three days rather than every seven, and the limit on the number of questions you can ask is equal to half your dragon shaman class level, plus your Totem ability modifier.
Intensify Aura: Beginning at 13th level, you may add your CHA modifier to your Aura Bonus for a number of rounds equal to your Totem ability modifier. You may use this ability a number of times per day equal to your Totem ability modifier.
Lord of Dragonkind (Ex): An 18th level Dragon Shaman is a respected or feared figure among dragonkind. Dragons are no longer immune to the dragon shaman’s frightful presence. Additionally, any dragon whose CR is below the dragon shaman's level will not willingly attack the dragon shaman and if forced, they are counted as shaken for the encounter.
Ex Dragon Shamans
Dragon shamans who change alignment could lose their powers. If a dragon shaman changes to an alignment still appropriate to the dragon to which he is already dedicated, nothing happens. However, if the dragon shaman changes to an alignment inappropriate for his chosen dragon, he immediately loses all abilities granted by the dragon shaman class and becomes an ex-dragon shaman.
An ex-dragon shaman can choose a new color or metallic hue of true dragon to emulate and thus regain the powers granted by the class. To switch to a new totem dragon, he must find a dragon shaman of higher level who is dedicated to that dragon type. The higher-level dragon shaman must willingly expend all her touch of vitality on the ex-dragon shaman each day for a week. At the end of the week, the ex-dragon shaman gains the class features of a dragon shaman dedicated to the newly chosen totem dragon, including exchanging the focus of any class-granted Skill Focus feats. Most dragon shamans who are asked to perform this service demand payment in the form of some great deed. This deed might be a demand that the ex-dragon shaman retrieve magic items that will add to his sponsor's power or simply a short quest to prove the ex-dragon shaman's worth.
Dragon shamans can go through the same process to switch chosen totem dragons even if they don't change alignment. If a dragon shaman has an alignment appropriate for a different true dragon color or hue, the shaman can switch to that kind of dragon through a process identical to the one described above for ex-dragon shamans.
Footnotes
*At your GM's discretion for roleplaying purposes, you may permanently swap out your first Draconic Adaption for any 1st level sorcerer spell, your second Draconic adaption for any 3rd level sorcerer spell, or your third Draconic Adaption for any 5th level sorcerer spell. You may choose spells from the PHB or from Dragon Magic. This swap is permanent, and must be performed when the Draconic Adaption first becomes available.
** Your totem dragon is a spirit that can take the form of a physical dragon which embodies and epitomizes everything about that particular color of dragon. The totem is the symbol of the species, and is considered the "mother spirit" of that species (although the spirit is by no means always necessarily feminine; it can take different forms and genders depending upon whom it appears to). The totem is the summation of all the knowledge shared by all dragons of that species. In many ways it is a pool of dragon spirits, and yet it is also one single spirit, the archetype of all dragons of that color.
***