Dragon Shaman


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RPG Superstar 2012 Top 32

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Dragon Shaman

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device. In addition, each dragon totem grants an additional class skill depending on the type of dragon totem the dragon shaman selects.

Skill Points per Level: 4 + Intelligence modifier.

Dragon Shamans are proficient in all Simple Weapons. Dragon Shamans are proficient in all Light and Medium Armors, and all Shields (except Tower Shields).

AURAS LEVEL ABILITY
3 1. Draconic Aura +1, Draconic Toughness, Totem Dragon
3 2. Bonus Feat
4 3. Draconic Adaptation
4 4. Breath Weapon 2d6 (15 foot cone or 30 foot line), Draconic Resolve
5 5. Draconic Aura +2
5 6. Breath Weapon 3d6, Touch of Vitality
6 7. Natural Armor +1
6 8. Bonus Feat, Breath Weapon 4d6
7 9. Energy Immunity
7 10. Breath Weapon 5d6, Draconic Aura +3
8 11. Touch of Vitality (remove conditions)
8 12. Breath Weapon 6d6 (30 foot cone or 60 foot line), Natural Armor +2
9 13. Draconic Adaptation (share with allies)
9 14. Breath Weapon 7d6, Commune with the Dragon Spirit
10 15. Draconic Aura +4
10 16. Bonus Feat, Breath Weapon 8d6
11 17. Natural Armor +3
11 18. Breath Weapon 9d6
12 19. Draconic Wings
12 20. Breath Weapon 10d6 (60 foot cone or 120 foot line), Draconic Aura +5

Draconic Aura (Su): You can channel the mighty powers of dragon-kind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in
effect until you use a free action to dismiss it or you 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 (including yourself) with line of effect
to you. 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. At every odd numbered level after that, you learn one additional draconic aura of your choice. Each time you activate a draconic aura, you can choose from any of the auras that you know.

Draconic Arcana: +1 to caster level checks and concentration checks per plus.
Draconic Bravery: +2 on Saving Throws vs. fear.
Draconic Celerity: +5 feet of speed per plus.
Draconic Diligence: +1 to Appraise and Linguistics skill checks per plus.
Draconic Dodge: +1 dodge bonus to AC per plus.
Draconic Durability: DR 1/magic per plus.
Draconic Endurance: +1 to all checks to avoid non-lethal damage per plus.
Draconic Energy Shield: as fire shield, 2 points of energy damage per plus.
Draconic Focus: +1 to attack rolls per plus.
Draconic Lore: +1 to all Knowledge skill checks per plus.
Draconic Magic: +1 to Spellcraft and Use Magic Device skill checks per plus.
Draconic Maneuvers: +1 to CMB and CMD per plus.
Draconic Medicine: +1 to Heal skill checks and +1 point of damage healed per plus.
Draconic Movement: Climb, Fly, and Swim checks per plus.
Draconic Power: +1 damage per plus.
Draconic Potency: +1 to the Save DC to spell, spell-like, or supernatural abilities per plus.
Draconic Presence: +1 to Bluff, Diplomacy, and Intimidate skill checks per plus.
Draconic Purity: +2 on Saving Throws vs. poison and disease per plus.
Draconic Resistance: Energy Resistance 5 per plus.
Draconic Saves: +1 to all Saving Throws per plus.
Draconic Senses: +1 to initiative and Perception skill checks per plus.
Draconic Stalker: +1 to Stealth and Survival skill checks per plus.
Draconic Vigor: fast healing 1 per plus, but only affecting creatures at or below half their normal hit point total.
Draconic Vision: 20 feet of darkvision per plus.

Draconic Toughness (Ex): Dragon shamans are extremely tough, just like the dragons they revere. You add your Charisma bonus to your Constitution bonus when rolling hit points when rolling dragon shaman hit dice.

Totem Dragon: You must choose a totem dragon from among the true dragons appearing in the Bestiary (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. You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem.

Black NE, CE, CN, Disable Device, Line of acid
Blue NE, LE, LN, Escape Artist, Line of electricity
Brass NG, CG, CN, Disable Device, Line of fire
Bronze NG, LG, LN, Disguise, Line of electricity
Copper NG, CG, CN, Acrobatics, Line of acid
Gold NG, LG, LN, Disguise, Cone of fire
Green NE, LE, LN, Climb, Cone of acid
Red NE, CE, CN, Acrobatics, Cone of fire
Silver NG, LG, LN, Acrobatics, Cone of cold
White CE, CN, NE, Escape Artist, Cone of cold

Bonus Feats. At levels 2, 8, and 16, you may select a bonus feat. The bonus feat must be a breath weapon feat, a draconic aura feat, or Skill Focus in the skill associated with your totem dragon.

Draconic Adaptation (Ex or Sp): At 3rd level, you take on an aspect of your totem dragon. Some adaptations are extraordinary abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier.

Black—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue—Ventriloquism (Sp): As the spell (at will).
Brass—Endure Elements (Sp): As the spell, except you can only target yourself (at will).
Bronze—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper—Spider Climb (Sp): As the spell, except you can only target yourself (at will).
Gold—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—Treasure Seeker (Ex): You gain a +5 competence bonus on Appraise and Search checks (always active).
Silver—Feather Fall (Sp): As the spell, except you can only target yourself (at will).
White—Icewalker (Ex): You can walk across icy surfaces without reducing your speed or making Balance checks (always active).

At 13th level, you can choose as a swift action (see page 4) to share the effect of your draconic adaptation with any or all allies within 30 feet. 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) the effect ends, whichever comes first.

Breath Weapon (Su): At 4th 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 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th 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 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.

Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

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 twice your class level × your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 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 has no effect on undead.

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.
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).

Natural Armor (Ex): At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.

Energy Immunity (Ex): At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.

Commune with Dragon Spirit (Sp): At 14th 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. After using this ability, you cannot use it again for seven days.

Draconic Wings (Ex): At 19th level, you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case. If you already have wings, you can choose whether these draconic wings replace your own.

RPG Superstar 2012 Top 32

CLINGING BREATH
[METABREATH]
Your breath weapon clings to creatures and continues to affect them in the round after you breathe.
Prerequisites: Con 13, breath weapon.
Benefit: Your breath weapon has its normal effect, but also clings to anything caught in its area. A clinging breath weapon lasts for 1 round. In the round after you breathe, the clinging breath weapon deals half of the damage it dealt in the previous round. Creatures
that avoid damage from the breath weapon (such as creatures with the evasion special quality or incorporeal creatures) do not take the extra damage. For example, an old silver dragon uses its cold breath and deals 72 points of cold damage (or 36 points against a target that makes its save). In the following round, foes that failed their saves against the
breath weapon initially take an additional

ENLARGE BREATH [METABREATH]
Your breath weapon is larger than normal.
Prerequisites: Con 13, breath weapon.
Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but line shaped breath weapons do not. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

EXTEND SPREADING BREATH [METABREATH]
You can convert your breath weapon into a spread effect that can be used at range.
Prerequisites: Con 15, breath weapon, Shape Breath, Spreading Breath, size Small or larger.
Benefit: You can modify your breath weapon so that it fills a spread centered anywhere within a short distance of your head. The range and size of the spread depends on your
size, as shown below.

Dragon Size Spread Radius Spread Range
Small 10 ft. 40 ft.
Medium 15 ft. 60 ft.
Large 20 ft. 80 ft.
Huge 25 ft. 100 ft.
Gargantuan 30 ft. 120 ft.
Colossal 35 ft. 140 ft.

HEIGHTEN BREATH [METABREATH]
Your breath weapon is even more deadly than normal.
Prerequisites: Con 13, breath weapon.
Benefit: You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus. For each point by which you increase the save DC, add +1 to the number of rounds you must wait before using your breath weapon again.

LINGERING BREATH [METABREATH]
Your breath weapon forms a lingering cloud.
Prerequisites: Con 15, breath weapon, Clinging Breath.
Benefit: Your breath weapon has its normal effects, but also remains as a lingering cloud of the same shape and size as the original breath weapon. This cloud lasts 1 round. Foes caught in the breath weapon’s area when you breathe take no additional damage from the lingering breath weapon, provided they leave the cloud by the shortest available route on their next turn. Otherwise, anyone who touches or enters the cloud while it lasts takes one-half of the breath weapon’s normal effects; any saving throw the breath weapon normally allows still applies. Damaging breath weapons deal one-half their normal damage, and breath weapons with effects that have durations last for half the normal time. If a creature is affected by the same non-damaging breath weapon twice, the effects do not stack.
For example, an old silver dragon uses this feat on its cold breath weapon. Creatures caught in the 50-foot cone take 16d8 points of cold damage, and a DC 31 Reflex save
reduces the damage by half. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it takes 8d8 points of cold damage, and a DC 31 Reflex
save reduces the cold damage to 4d8 points. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on
their next turn. If the same dragon uses this feat on its paralyzing breath weapon, a creature caught in the 50-foot cone must make a DC 31 Fortitude save or be paralyzed for 1d6+8 rounds. The 50-foot cone lingers for 1 round. While the cone lasts, anyone touching or entering it must make a DC 31 Fortitude save or be paralyzed for 1d3+4 rounds. Creatures in the cone when the dragon breathed take no additional damage if they leave by the shortest available route on their next turn. Creatures paralyzed by the initial breath cannot leave the cloud, but suffer no additional effects because the paralyzing
effects do not stack.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.
Special: You can apply this feat more than once to the same breath weapon. Each time you do, the lingering breath lasts an additional round. You can apply this feat to a breath weapon that also has received the Clinging Breath feat, but the resulting breath clings only to foes caught in the initial breath.

MAXIMIZE BREATH [METABREATH]
You can take a full-round action to use your breath weapon to maximum effect.
Prerequisites: Con 17, breath weapon.
Benefit: If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximized breath weapon deals maximum damage, lasts for the maximum time, or the like. For example, an old silver dragon using a maximized cold breath weapon (damage 16d8) deals 128 points of damage. An old silver dragon using a maximized paralysis gas breath weapon (duration 1d6+8 rounds) paralyzes creatures for 14 rounds if they fail their saving throws. The DCs for saving throws against
your breath weapon are not affected. When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again. This feat stacks with the effects of breath weapons enhanced with other metabreath feats, but does not maximize
them. For example, a maximized breath weapon further enhanced by the Tempest Breath feat produces the type of wind effect noted in that feat description, but the velocity of the wind is not also maximized.
Special: You cannot use this feat and the Quicken Breath feat on the same breath weapon at the same time.

QUICKEN BREATH [METABREATH]
You can loose your breath weapon with but a thought.
Prerequisites: Con 19, breath weapon.
Benefit: Using your breath weapon is a free action. When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again.
Special: You cannot use this feat and the Maximize Breath feat on the same weapon at the same time.

RECOVER BREATH [METABREATH]
You wait less time before being able to use your breath weapon again.
Prerequisites: Con 17, breath weapon.
Benefit: You reduce the interval between uses of your breath weapon. You wait 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time you must wait to use your breath weapon again by 1 round.
Special: If you have multiple heads with breath weapons, all breath weapons use the reduced interval.

SHAPE BREATH [METABREATH]
You can make the area of your breath weapon a cone or a line, as you see fit.
Prerequisites: Con 13, breath weapon, size Small or larger.
Benefit: If you have a line-shaped breath weapon, you can opt to shape it into a cone. Likewise, if you have a cone-shaped breath weapon, you can shape it into a line. When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Normal: Without this feat, the shape of your breath weapon is fixed.

SPREADING BREATH [METABREATH]
You can convert your breath weapon into a spread effect.
Prerequisites: Con 15, breath weapon, Shape Breath, size Small or larger.
Benefit: You can modify your breath weapon so that it fills a spread centered on your head instead of taking its normal shape. The radius of the spread depends on your
size, as shown below.

Creature Size Spread Radius
Small 10 ft.
Medium 15 ft.
Large 20 ft.
Huge 25 ft.
Gargantuan 30 ft.
Colossal 35 ft.
When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.

SPLIT BREATH [METABREATH]
You can split your breath weapon into a pair of weaker effects.
Prerequisites: Con 13, breath weapon, Shape Breath, size Small or larger.
Benefit: Your breath weapon retains its size and shape, but splits into two areas that you aim separately. Each portion deals half the damage the breath weapon normally deals or lasts half as long as the effect normally lasts.
For example, an old silver dragon that uses this feat on its cold breath weapon produces two 50-foot cones of cold that deal 8d8 points of cold damage each. If the same dragon used this feat on its paralyzing gas breath weapon, it would produce two cones of gas, each of which could paralyze a creature for 1d3+4 rounds.
You can aim the split breath effects so that their areas overlap. Creatures caught in the area of overlap are struck by both weapons and are affected twice, subject to all the normal rules for stacking magical effects.

TEMPEST BREATH [METABREATH]
You can make your breath weapon strike with the force of a windstorm.
Prerequisites: Str 13, breath weapon, Power Attack, size Large or larger.
Benefit: When you use your breath weapon, in addition to its normal effects, creatures in the area are affected as through struck by wind effects. The force of the wind depends on your size, as indicated below. For the effects of high winds, see Table 3–24 on page 95 of the Dungeon Master’s Guide.
Dragon Size Wind Force
Large Severe
Huge Windstorm
Gargantuan Hurricane
Colossal Tornado
Because your breath weapon has an instantaneous duration, creatures ignore the checked effect unless they are airborne (in which case they are blown back 1d6×5 feet).
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

Improved Draconic Arcana
Creatures within your aura may consistently use magic without fail.
Requirement: Ability to project the Draconic Arcana aura
Benefit: When you project the Draconic Arcana aura, you and your allies may choose to Take 10 on caster level checks and concentration checks.
Normal: When you project the Draconic Arcana aura, you and your allies gain a +1 bonus to caster level checks and concentration checks per plus.

Improved Draconic Bravery
Creatures within your aura are fearless.
Requirement: Ability to project the Draconic Bravery aura, Draconic Resolve ability.
Benefit: When you project the Draconic Bravery aura, you and your allies treat fear effects as if they were one category less than normal. You treat being panicked as if you were frightened; you treat being frightened as if you were shaken. You and your allies become immune to being shaken.
Normal: When you project the Draconic Bravery aura, you and your allies gain a +2 bonus on Saving Throws vs. fear per plus.

Improved Draconic Celerity
Creatures within your aura move quickly.
Requirements: Ability to project the Draconic Celerity aura.
Benefit: When you project the Draconic Celerity aura, you and your allies gain a bonus to all forms of movement equal to 10 feet per plus of your Draconic Aura.
Normal: When you project the Draconic Celerity aura, you and your allies gain a bonus to your base land speed equal to 5 feet per plus of your Draconic Aura.

Improved Draconic Dodge
Creatures within your aura can safely move through combat.
Requirements: Draconic Dodge
Benefit: Whenever you project the Draconic Dodge aura, you and your allies gain a dodge bonus equal to double your Draconic Aura plus to their AC against attacks of opportunity caused by moving.
Normal: Whenever you project the Draconic Dodge aura, you and your allies gain a +1 dodge bonus to AC per plus of your Draconic Aura.

Improved Draconic Durability
Creatures within your aura are able to shrug off minor damage.
Requirements: Ability to project the Draconic Durability aura.
Benefit: Whenever you project the Draconic Durability aura, you and your allies gain DR 1/- per plus of your Draconic Aura.
Normal: Whenever you project the Draconic Durability aura, you and your allies gain DR 1/magic per plus of your Draconic Aura.

Improved Draconic Endurance
Creatures within your aura easily shrug off arduous tasks.
Requirements: Ability to project the Draconic Endurance aura
Benefit: When you project the Draconic Endurance aura, you and your allies gain DR/- equal to double your Draconic Aura against non-lethal damage. In addition, you and your allies add your Draconic Aura plus as a bonus on Saving Throws to avoid being fatigued or exhausted.
Normal: When you project the Draconic Endurance aura, you and your allies gain a +1 bonus to all checks to avoid non-lethal damage per plus.

Improved Draconic Energy Shield
Creatures within your aura cause more damage to those that hit them in melee.
Requirements: Ability to project the Draconic Energy Shield aura.
Benefits: When you project the Draconic Energy Shield aura, you and your allies cause 5 points of energy damage per plus of your Draconic Aura to creatures that strike you with an unarmed strike, natural weapon, or non-reach melee weapon. This energy damage is the same kind as your Totem Dragon’s.
Normal: When you project the Draconic Energy Shield aura, you and your allies cause 2 points of energy damage per plus of your Draconic Aura to creatures that strike you with an unarmed strike, natural weapon, or non-reach melee weapon.

Improved Draconic Focus
Creatures within your aura make many critical hits.
Requirements: Ability to project the Draconic Focus aura, Base Attack Bonus +6
Benefit: When you project the Draconic Focus aura, you and your allies receive a bonus equal to double your Draconic Aura plus on rolls to confirm critical hits.
Normal: When you project the Draconic Focus aura, you and your allies gain a +1 bonus to attack rolls per plus of your Draconic Aura.

Improved Draconic Lore
Creatures within your aura gain great insight
Requirements: Ability to project the Draconic Lore aura
Benefit: When you project the Draconic Lore aura, you and your allies may make any Knowledge skill check untrained.
Normal: When your project the Draconic Lore aura, you and your allies gain a+1 bonus to all Knowledge skill checks per plus of your Draconic Aura.

Improved Draconic Magic
Creatures within your aura may safely activate magic items
Requirements: Ability to project the Draconic Magic aura, 5 ranks in Use Magic Device
Benefit: When you project the Draconic Magic aura, you and any ally with at least 1 rank in Use Magic Device may choose to Take 10 when making Use Magic Device skill checks.
Normal: When you project the Draconic Magic aura, you and your allies gain a +1 bonus to Spellcraft and Use Magic Device skill checks per plus of your Draconic Aura.

Improved Draconic Maneuvers
Creatures within your aura may safely attempt combat maneuvers.
Requirements: Ability to project the Draconic Maneuvers aura.
Benefit: When you project the Draconic Maneuvers aura, you and your allies do not provoke attacks of opportunity when they attempt to make a combat maneuver.
Normal: When you project the Draconic Maneuvers aura, you and your allies get a +1 bonus to CMB and CMD per plus of your Draconic Aura.

Improved Draconic Medicine
Creatures under medical care within your aura benefit greatly.
Requirements: Ability to project the Draconic Medicine aura.
Benefit: When you project the Draconic Medicine aura, creatures that are subjected to a Heal check benefit greatly. Creatures that receive First Aid or are Treated For Deadly Wounds regain 1d6 hit points per plus of your Draconic Aura. Creatures that receive Long-Term Care regain an additional day’s worth of healing per plus of your Draconic Aura. Creatures subjected to Treat Poison or Treat Disease add double your Draconic Aura bonus to their saving throw.
Normal: When you project the Draconic Medicine aura, you and your allies get a +1 bonus to Heal skill checks and +1 point of damage healed per plus.

Improved Draconic Movement
Creatures in your aura are better able to navigate.
Requirements: Ability to project the Draconic Movement aura, 8 ranks each in Climb, Fly, and Swim.
Benefit: When you project the Draconic Movement aura, you provide yourself and your allies with a Climb Speed and Swim Speed equal to half of the affected creature’s base land speed. In addition, affected flying creatures increase their maneuverability by a number of steps equal to your Draconic Aura plus, with a maximum maneuverability of perfect.
Normal: When you project the Draconic Movement aura, you and your allies get a +1 bonus on Climb, Fly, and Swim checks per plus your Draconic Aura.

Improved Draconic Power
Creatures in your aura wield weapons energized by draconic power.
Requirements: Ability to project the Draconic Power aura, Breath Weapon that does energy damage.
Benefit: When you project the Draconic Power aura, you can use a standard action to use your breath weapon to give them energy damage. Until you regain the ability to use your breath weapon again, you can energize the melee or ranged weapons of yourself and a number of allies equal to ½ your dragon shaman level. These energized weapons do 1d6 points of additional energy damage per plus of your Draconic Aura. This additional energy damage is the same as your breath weapon energy type.
Normal: When you project the Draconic Power aura, you and your allies gain a +1 bonus to damage per plus of your Draconic Aura.

Improved Draconic Potency
Creatures in your aura have vastly more powerful magical abilities.
Requirements: Ability to project the Draconic Potency aura.
Benefit: When you project the Draconic Potency aura, you increase the caster level of you and your allies by an amount equal to your Draconic Aura bonus.
Normal: When you project the Draconic Potency aura, you and your allies gain a +1 bonus to the Save DC to spell, spell-like, or supernatural abilities per plus of your Draconic Aura.

Improved Draconic Presence
Creatures in your aura are better able to deceive and demoralize their foes.
Requirements: Ability to project the Draconic Presence aura.
Benefit: When you project the Draconic Presence aura, you and your allies can use the Bluff skill to Feint in Combat or the Intimidate skill to Demoralize an Opponent as a move action. If they are already able to Feint in Combat or Demoralize an Opponent as a move action, they may instead do so as a swift action.
Normal: When you project the Draconic Presence aura, you and your allies gain a +1 to Bluff, Diplomacy, and Intimidate skill checks per plus of your Draconic Aura. Feinting in Combat and Demoralizing an Opponent take standard actions to perform.

Improved Draconic Purity
Creatures in your aura are not affected by poison or disease for as long as it persists.
Requirements: Ability to project the Draconic Purity aura.
Benefit: When you project the Draconic Purity aura, you and your allies do not take ability damage or ability drain for as long as your aura persists. When you cease projecting this aura, any poisons or diseases still active in the system of you or your allies resume their normal progression.
Normal: When you project the Draconic Purity aura, you and your allies gain a +2 bonus on Saving Throws vs. poison and disease per plus of your Draconic Aura.

Improved Draconic Resistance
Creatures in your aura resist more than the normal amount of energy damage
Requirements: Ability to project the Draconic Resistance aura.
Benefit: When you project the Draconic Resistance aura, you and your allies gain energy resistance 10 against your Totem Dragon energy type per plus of your Draconic Aura.
Normal: When you project the Draconic Resistance aura, you and your allies gain Energy Resistance 5 per plus of your Draconic Aura.

Improved Draconic Saves
Creatures in your aura resist the effects of danger.
Requirements: Ability to project the Draconic Saves aura, either Great Fortitude, Iron Will, or Lightning Reflexes, and either Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes.
Benefit: When you project the Draconic Saves aura, you and your allies may ignore the negative consequences of some successful saving throw. If you have the Great Fortitude and Improved Great Fortitude feats, you and your allies do not suffer any consequences on successful Fortitude saves. If you have the Iron Will and Improved Iron Will feats, you and your allies do not suffer any consequences on successful Will saves. If you have the Lightning Reflexes and Improved Lightning Reflexes feat, you and your allies gain Evasion.
Normal: When you project the Draconic Saves aura, you and your allies gain a +1 bonus to all Saving Throws per plus of your Draconic Aura.

Improved Draconic Senses
Creatures in your aura react quickly to danger.
Requirements: Ability to project the Draconic Senses aura
Benefit: When you project the Draconic Senses aura, you and your allies gain a +2 bonus to initiative and Perception skill checks per plus.
Normal: When you project the Draconic Senses aura, you and your allies gain a +1 to initiative and Perception skill checks per plus of your Draconic Aura.

Improved Draconic Stalker
Creatures in your aura gain great predatory skill.
Requirements: Ability to project the Draconic Stalker aura
Benefit: When you project the Draconic Stalker aura, you and your allies gain the scent ability and the ability to use Hide in Plain Sight.
Normal: When you project the Draconic Stalker aura, you and your allies gain +1 to Stealth and Survival skill checks per plus of your Draconic Aura.

Improved Draconic Vigor
Creatures in your aura heal faster than normal.
Requirements: Ability to project the Draconic Vigor aura
Benefit: When you project the Draconic Vigor aura, you and your allies gain fast healing 2 per plus of your Draconic Aura, but only if they are at or below half their normal hit point total.
Normal: When you project the Draconic Vigor aura, you and your allies gain fast healing 1 per plus, but only affecting creatures at or below half their normal hit point total.

Improved Draconic Vision
Creatures in your aura can see the unseen.
Requirement: Ability to project the Draconic Vision aura
Benefit: When you project the Draconic Vision aura, you and your allies can see invisible with a range of 20 feet per plus of your draconic aura.
Normal: When you project the Draconic Vision aura, you and your allies gain 20 feet of darkvision per plus of your Draconic Aura.

Sovereign Court

Just wanted to say, very impressed. Its a big wall of text and I don't have time to review it in depth yet but it looks very good.

I wonder if you could crunch the numbers on how much HP a Dragon Shaman is likely to have at levels 5, 10, 15, and 20 assuming a 20 point buy with decent con and charisma? Thanks


Dude, I love it, although I wish there could be a good substitute for the bonus feats...


Sorry for the thread necromancy, but this is just what I was looking for.


I would definitely prefer the Dragon Shaman to gain the Paladin's Lay on Hands/Mercies feature... since the 3.5 version was twice as good as the 3.5 Paladin.

Otherwise, this is great.

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