View Full Version : Pathfinder The Eastern Dragon Spirit- for the Shaman. ( Please comment :) )

2016-04-08, 12:15 PM
I worked very hard to create the following. It requires a koi fish familiar, which I've also statted out by modifying the puffer fish. It is technically 5 spirits presented as one, but this is because you may not select another eastern dragon as a wandering spirit on account of their familiar requirements. What do you think? What do you like/dislike? What's balanced/not balanced?

The Eastern Dragon Spirit (for the Shaman)

A shaman who selects the Eastern Dragon spirit appears graceful and poised. They take on some traits of their chosen eastern dragon. They MUST choose a Koi Fish as their familiar, which becomes a tiny eastern dragon of their chosen variety at 7th level as if they’d selected improved familiar. (This mechanic works this way because they can’t get rid of their familiar as a shaman).

They gain the following spells based on their chosen variety of eastern dragon:

Green- Spirit Magic Spells: Magic Missile (1st), Slipstream (2nd),
Arcane Concordance (3rd), Greater Dispel Magic (4th), Grand Destiny (5th),
Geas (6th), Control Weather (7th), Stormbolts (8th), Wish(9th).

Red- Spirit Magic Spells: Timely Inspiration (1st), Human Potential (2nd),
Song of Healing (3rd), Nixie's Lure(4th), Greater Heroism (5th),
Dance of 1000 Cuts (6th), Control Weather (7th), Mass Charm Monster (8th),
Mage's Disjunction(9th).

Blue- Spirit Magic Spells: Nereid’s Grace (1st), Lesser Angelic Aspect (2nd),
Lesser Guardian Monument (3rd), Blessing of the Salamander (4th), Raise Dead (5th), Quest (6th), Control Weather (7th), Angelic Aspect (8th), Miracle(9th).

Black- Spirit Magic Spells: Mighty Fist of the Earth (1st), Aspect of the Bear (2nd),
Greater Magic Fang (3rd), Ancestral Weapon (4th),
Blessing of the Salamander (5th), Battlemind Link (6th),
Control Weather (7th), Earthquake (8th), Power Word Kill (9th).

Yellow- Spirit Magic Spells: Adoration (1st), Alter Self (2nd), Protection from Energy (3rd),
Kiss of the First World (4th), Blessing of the Salamander (5th), Heroes’ Feast (6th),
Control Weather (7th), Moment of Prescience (8th), Overwhelming Presence(9th).


A shaman who chooses the Eastern Dragon spirit can select from the following hexes.

Gift of the Green Dragon (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Gift of the Black Dragon (Ex): The shaman gains a ki pool equal to their wis mod. So long as she has at least 1 point in her ki pool, her unarmed strikes do the damage of a monk of her level. She may expend 1 point of ki to improve her natural armor by 2 for 1 round. This is usable once per day.

Gift of the Blue Dragon (Su): When the shaman casts a non-damaging spell on an ally, it will also grant 1 temporary hit point per spell level, minimum 1. This effect does not stack with itself, though it does stack with other sources of temporary HP. A level 0 spell will grant 1 temp hp.

Gift of the Red Dragon (Su): The shaman gains Inspire Courage as though she were a bard of her shaman level. If she takes levels in a class that grants Bardic Performance, then her levels stack for determining the strength of Inspire Courage. She gains a number of uses of bardic performance equal to her Charisma modifier. This ability qualifies for any effect that requires Bardic Performance. This hex grants the uses of Bardic Performance and is usable once per day.

Gift of the Yellow Dragon (Su): The shaman's connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.

Spirit Animal:

Green: The shaman's spirit animal crackles with electrical energy when it moves, giving off light like a candle. This electricity deals no damage to the animal or any creature that touches the animal. The animal gains electricity resistance 10.

Black: The shaman's spirit animal appears to be fierce and impressive. It gains a BAB equal to its level.

Blue: The shaman's spirit animal appears to be very graceful and calm. It seems vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.

Red: The shaman’s spirit animal appears to be very beautiful or handsome and seems to be very social. It gains an inherent +2 bonus to charisma.

Yellow: The flesh of the shaman's spirit animal glints a fine gold color and seems to possess an aura of benevolence. It gains a +1 on diplomacy checks and in addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Spirit Ability

A shaman who chooses the Eastern spirit as her spirit or wandering spirit gains the ability associated with her dragon type:

Red- Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Blue- Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Green- Metamagical Mastery (Su): The shaman may apply metamagic feats to her Spirit Magic Spells at a decreased cost. At first level, she may reduce the total cost of metamagic feats applied to a Spirit Magic Spell by 1. This reduction increases by 1 at 5th and every 5 levels thereafter to a max reduction of 5 at 20th. This reduction can never decrease the base spell’s level, and does not stack with other things that reduce metamagic costs.

Black- Focused Flurry (Ex): For a number of rounds per day equal to 1+ her Charisma modifier, a shaman may use Flurry of Blows as a monk of her Shaman level. If she has levels in a class that grant that feature, the levels stack for determining its power.

Yellow- Ancient Guardian (Su): Summon a lv 1 human samurai-sword saint of the Order of the Undying Emperor to protect you. He acts as a cohort for you and perceives you as the Emperor. At first and second level you may summon him a number of a times per day equal to your level and he shall remain for a number of rounds equal to your wisdom mod before vanishing. At 3rd level you acquire him as a proper cohort of level 1. If you ever take leadership, he will remain your cohort. If he dies, you may summon another samurai-sword saint after a week of mourning, but your leadership score is still affected. He is lawful neutral, but loyal to you.

Greater Spirit Ability

A shaman who chooses the Eastern spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Greater Gift of the Green Dragon (Su): Gain Spell Penetration as a bonus feat and a +2 insight bonus to concentration checks.

Greater Gift of the Blue Dragon (Su): Gain a +2 bonus to all saves and +2 natural AC.

Greater Gift of the Red Dragon (Su): You only need 2 hours of sleep each night. Choose one performance type. Use perform for the associated skills as Bard’s Versatile Performance.

Greater Gift of the Black Dragon (Su): Your fists count as adamantine and magic for overcoming DR, gain a +2 CMB.

Greater Gift of the Yellow Dragon (Su): Gain leadership. If you already possessed leadership, double your followers. This does not stack with the ring of the ecclesiarch or any other effect that improves the number of followers beyond the base score.

True Spirit Ability (choose 1)

A shaman who chooses the Eastern spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Dragon Form (Su): As a standard action, the shaman assumes the form of a Medium eastern dragon of their chosen variety, as if using Form of the Eastern Dragon with a duration of 1 minute per level. The shaman can use this ability a number of times per day equal to 1+ her charisma modifier. Form of the Eastern Dragon is provided at the bottom of the page.

Upon reaching 20th level, the shaman gains their chosen variety of Eastern Dragon as an alternate form which they may switch to/out of at will. Rather than the benefits of the Form of the Eastern Dragon spell, they actually acquire the benefits of the creature itself. Their size is medium and advances with age.
School transmutation (polymorph); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you plan to assume)
Range personal
Target you
Duration 1 min./level (D)
Save see text; Spell Resistance no

You become a Medium eastern dragon. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 30 feet (poor)/ swim 30 feet, darkvision 30 feet, You also gain one bite (1d8), and two claws (1d6). In addition, some of the dragon types grant additional abilities, as noted below.

Black dragon: Treat BAB as your level, benefits of unarmed strike.

Blue dragon: +1 CL for all divine spells, +2 wis based skills.

Green dragon: +1 CL for arcane spells, +2 int based skills.

Red dragon: Give allies +2 morale bonus to attacks/damage, +2 cha based skills.

Yellow dragon: Give allies benefits of any teamwork feat you possess, tongues.