A Pathfinder Dragon Shaman: A Conversion by Master Arminas


Conversions


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Hello. Master Arminas here once again, and I’ve got another class conversion for you good folks. Today we are taking a look at the Dragon Shaman. This class was originally presented in the 3.5 Player’s Handbook II and it offered a different take on the paths of power. Not capable of casting spells, it had a number of really neat tricks—called auras—that presented an experienced player with a means to customize his character even in the midst of combat. Now, I had a number of problems with the class and some of the abilities.

I mean, I didn’t realize that dragons are so altruistic! I mean, I can see the aura affecting the Dragon Shaman himself, but being able to affect his allies within 30’? The designers at Wizards said they wanted an alternative to the bard, but it made little sense. And touch of vitality? Another head-scratcher. Thematically, that power isn’t based on any dragon ability I have ever heard of. And it made 3.5 paladins want to cry with their sorely underpowered lay on hands.

I have also ditched the alignment restrictions: if a good player wants to play a chromatic dragon shaman, then more power to them! Why shouldn’t we have more options to choose from?

With this conversion I have tried to keep to what the core of the class fluff described it as: a character who covets the power of dragons and how has dedicated himself to garnering that power for himself. There are some who will not like what I have done, and that is ok. I know that not all people will be happy with losing the auras, and that too is ok. Like with all conversion, this is only a starting point, not the finish line.

As always, folks, I would value any comments, critiques, and suggestions that you care to make. And above all else, remember it is a just a game and we are only here to have fun. So have fun taking a look at the revised Dragon Shaman as I have always imagined it to be.

A Pathfinder Dragon Shaman

There are many who covet the power and majesty of true dragons, but it is only the Dragon Shaman who has managed to unearth the ancient rites and rituals to manifest that power. Driven by the promise of becoming closely bound to ancient dragon spirits that yearn once more for the semblance of life, the Dragon Shaman binds himself to a totem dragon. Through this totem, the newly christened Dragon Shaman slowly gains many of the powers of a true dragon. Few understand these warriors and their ravenous quest for power, but none can deny the results which they have achieved.

Role: The dragon shaman is a powerful warrior who possesses an array of special abilities and attacks. His area of effect breath weapon allows him to wreak havoc among his opponents and his draconic auras and totem provide him with defensive and utility options. He is not a true spellcaster and doesn’t possess the raw combat ability of a fighter or barbarian, but he is more than capable of holding his own in melee and assisting a party with his unique range of abilities.

Alignment: Any.

Hit Die: d10.

BAB: Medium.

Good Saves: Fort and Will.

Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Dragon shamans are proficient with simple and martial weapons, with their natural weapons (see below), with light and medium armor, and with shields (except tower shields).

Breath Weapon (Su): A dragon shaman gains a breath weapon corresponding to his totem dragon (see below). Regardless of the totem dragon, type of energy, or shape of the breath weapon, the dragon shaman deals 1d8 points of damage each time he breathes. Creatures and objects caught in the area of effect can make a Reflex save to instead take half the damage rolled. The DC for this save is 10 + one-half the dragon shaman's level + the dragon shaman's Constitution modifier. At 2nd level, and every two levels gained thereafter, a dragon shaman's breath weapon increases by +1d8, to a maximum of 11d8 at 20th level. Like true dragons, the dragon shaman must wait 1d4 rounds before he can use his breath weapon again.
Cone shaped breath weapons have a range of 15 feet at 1st level. This extends to 30 feet at 7th level, 45 feet at 13th level, and 60 feet at 19th level.
Line shaped breath weapons have a range of 30 feet at 1st level. This extends to 60 feet at 7th level, 90 feet at 13th level, and 120 feet at 19th level.

Claws (Ex): A dragon shaman can grow claws as a free action. These claws are treated as natural weapons, allowing the character to make two claw attacks as a full attack action using his full base attack bonus. If the dragon shaman wields a light or one-handed weapon and has his second hand free, he may make a single claw attack in addition to his normal attacks when using the full attack action. This secondary claw attack is made at the dragon shaman’s highest base attack bonus -5. Each of these attacks deals 1d4 points of damage plus the dragon shaman's Strength modifier (1d3 points of damage if the dragon shaman is a Small character).
At 4th level, the dragon shaman gains a +1 enhancement bonus on attack and damage rolls with his claws and his claws are now considered to be magic weapons for the purpose of overcoming DR. At 8th level, and every four levels gained thereafter as a dragon shaman, the bonus on attack and damage rolls increases by +1 to a maximum bonus of +2 at 20th level.
At 10th level, the damage inflicted by the dragon shaman’s claws increases to 1d6 (1d4 for small creatures).

Draconic Aura (Su): A dragon shaman gains access to a variety of different powers that enhance his own abilities. A dragon shaman may activate an aura as a swift action; the aura then remains in effect until the dragon shaman dismisses the aura, activates a second aura, falls asleep, or is rendered unconscious. A draconic aura affects only the dragon shaman.
The bonus granted by these auras begins at +1. At 5th level, and every four dragon shaman levels gained thereafter, the bonus increases by +1, to a maximum of +5 at 17th level.
At 1st level, a dragon shaman knows three of the following auras. At fourth level, and every three levels gained thereafter as a dragon shaman, he learns one additional aura selected from the list below.

Agility: The dragon shaman receives a bonus on all Dexterity based ability checks and Reflex saves equal to his draconic aura bonus.

Energy: The dragon shaman gains a bonus equal to his draconic aura bonus on the DC of any spells, spell-like abilities, or supernatural abilities with the energy type of his totem dragon.

Insight: The dragon shaman receives a bonus on all Knowledge and Spellcraft skill checks equal to his draconic aura bonus.

Power: The dragon shaman receives a bonus on all melee damage rolls equal to his draconic aura bonus.

Presence: The dragon shaman receives a bonus on all Bluff, Diplomacy, and Intimidate skill checks equal to his draconic aura bonus.

Prowess: The dragon shaman gains a bonus on all Acrobatics, Climb, or Swim skill checks equal to his draconic aura bonus.

Resistance: The dragon shaman gains energy resistance equal to 5 x his draconic aura bonus. The dragon shaman chooses one of the following energy types each time he activates this power: acid, cold, electricity, or fire. This resistance does not stack with the draconic resistance ability (see below).

Resolve: The dragon shaman receives a bonus on all Wisdom based ability checks and Will saves equal to his draconic aura bonus.

Senses: The dragon shaman receives a bonus on all Perception skill checks and Initiative rolls equal to his draconic aura bonus.

Shield: Any creature that strikes the dragon shaman with a natural attack or a non-reach melee weapon is dealt 2 points of energy damage for every point of the dragon shaman's draconic aura bonus. The energy type is that of the dragon shaman's totem dragon.

Stamina: The dragon shaman receives a bonus on all Constitution based ability checks and Fortitude saves equal to his draconic aura bonus.

Swiftness: The dragon shaman increases his base speed (including climb, fly, and swim speeds) by 5 x his draconic aura bonus (in other words +5 feet for a +1 bonus; +10 feet for a +2 bonus; etc.). The aura does not grant a fly or swim speed, but provides a bonus if the dragon shaman otherwise has one.

Toughness: The dragon shaman gains DR 1/magic for each point of his draconic aura bonus.

Vigor: If the dragon shaman is currently below one-half his full normal hit points, he gains Fast Healing 1 for each point of his draconic aura bonus.

Totem Dragon: The dragon shaman must select a totem dragon from one of the following true dragons. The totem dragon determines the energy type of his draconic resistances and breath weapon and provides the dragon shaman with a special ability. The dragon shaman bonds for life with the spirit of his totem dragon. While the spirit cannot force the dragon shaman to perform an action, it does influence his personality and character over the passage of time. All dragon shamans eventually begin to reflect the personality and nature of their totem, but this can be resisted. Dragon shamans are also extremely loath to part their ‘hoard’ of accumulated treasure as they advance in levels. Each piece of acquired treasure brings a specific memory to the dragon shaman, and selling such heirlooms goes against every instinct of their totem.

Black: A black dragon shaman is resistant to acid and can breathe acid in a line. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. He may also move through bogs and quicksand without penalty at his normal speed. The dragon shaman gains a swim speed equal to his normal base speed.

Blue: A blue dragon shaman is resistant to electricity and can breathe electricity in a line. The dragon shaman may use ventriloquism as a spell-like ability at will. He is also under the constant effect of an endure elements spell.

Brass: A brass dragon shaman is resistant to fire and can breathe fire in a line. The dragon shaman can use jump as a spell-like ability at will. He is also under the constant effect of an endure elements spell.

Bronze: A bronze dragon shaman is resistant to electricity and can breathe electricity in a line. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. The dragon shaman can also use disguise self as a spell-like ability at will. The dragon shaman gains a swim speed equal to his normal base speed.

Copper: A copper dragon shaman is resistant to acid and can breathe acid in a line. The dragon shaman may use spider climb as a spell-like ability at will. He also possess uncanny dodge as a rogue and cannot be caught flat-footed.

Gold: A gold dragon shaman is resistant to fire and can breathe fire in a cone. Once per day, the dragon shaman may choose to reroll a single attack roll, skill check, ability check, or saving throw. He must accept the second roll even if it is worse than the first roll. The dragon shaman gains a second daily use of this ability at 10th level and a third daily use of this ability at 20th level.

Green: A green dragon shaman is resistant to acid and can breathe acid in a cone. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. He may also use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. The dragon shaman gains a swim speed equal to his normal base speed.

Red: A red dragon shaman is resistant to fire and can breathe fire in a cone. The dragon shaman can see perfectly in smoky conditions (such as that produced by pyrotechnics, or the environment instead a volcano’s caldera) and does not suffer any penalties to Perception checks while in such conditions. He may use detect magic as a spell-like ability at will.

Silver: A silver dragon shaman is resistant to cold and can breathe cold in a cone. The dragon shaman can see perfectly in fog, clouds, and mist and does not suffer any penalties to Perception checks while in such conditions. He may use feather fall as a spell-like ability at will. Further, when the dragon shaman gains draconic wings (see below), his maneuverability class is step better than normal. This maneuverability bonus also applies when the dragon shaman is using his form of the dragon ability (see below).

White: A white dragon shaman is resistant to cold and can breathe cold in a cone. The dragon shaman can see perfectly in snowy conditions and does not suffer any penalties to Perception checks while in snow. He may also move across icy surfaces without penalty and does not need to make acrobatics checks to run or charge on ice. The dragon shaman is also under the constant effects of an endure elements spell.

Draconic Resolve (Ex): At 2nd level, the dragon shaman becomes immune to the frightful presence of dragons and gains a +2 bonus on all other saves against fear.

Draconic Resistance (Ex): At 3rd level, the dragon shaman gains resistance 5 against his energy type and a +1 bonus to his natural armor class. At 8th level, and every five levels gained thereafter as a dragon shaman, the energy resistance granted by this ability increases by 5 and the bonus on natural armor increases by +1, to a maximum energy resistance of 20 and +4 natural armor bonus at 18th level.

Draconic Senses (Low-light) (Ex): At 4th level, the dragon shaman gains low-light vision. If he already possesses low-light vision than the distance that he can see in low-light conditions doubles.

Draconic Consciousness (Ex): At 5th level, the dragon shaman gains a +2 bonus on all saves against paralysis and sleep effects. At 10th level, and again at 15th level, this bonus increases by +2, to a total bonus of +6 at 15th level.

Draconic Stamina (Ex): At 6th level, the dragon shaman gains Endurance as a bonus feat.

Draconic Senses (Darkvision) (Ex): At 7th level, the dragon shaman gains darkvision out to a distance of 30 feet. If he already possessed darkvision, his range extends by 30 feet.
At 15th level, the dragon shaman's darkvision extends by another 30 feet.

Improved Draconic Aura (Su): At 9th level, the dragon shaman may have two of his draconic auras active at the same time. If the dragon shaman activates a third aura, he must choose which of the two currently active is dismissed.

Draconic Magic (Sp): At 10th level, the dragon shaman may select two 0-level sorcerer/wizard spells. He may cast these spells (in any combination) a total of three times per day as a spell-like ability. For the purpose of this ability, a dragon shaman has a caster level equal to his dragon shaman ability.
At 12th level, and every two levels gained as a dragon shaman thereafter, the dragon shaman may select two more spells of the next highest spell level (1st-level spells at 12th level, 2nd-level spells at 14th level, etc), to a maximum of 6th-level spells at 20th level.

Draconic Senses (Scent) (Ex): At 11th level, the dragon shaman gains the scent special quality.

Frightful Presence (Ex): At 14th level, the dragon shaman can, as a free action, activate this ability as a standard action or as part of a charge or an attack. Creatures within 30 feet who witness the action may become shaken. This ability only affects creatures with fewer Hit Dice or levels than the dragon shaman’s class levels. An affected creature can resist the effects with a successful Will save (DC 10 + one-half the dragon shaman’s class level + the dragon shaman’s Cha modifier). A creature that succeeds on the saving throw is immune to the dragon shaman’s frightful presence for 24 hours. This ability is a mind-affecting fear effect.

Draconic Wings (Su): At 15th level, the dragon shaman can grow leathery dragon wings from his back as a standard action. He can fly at a speed of 60 feet with average maneuverability. The dragon shaman can dismiss the wings as a standard action. If the dragon shaman is wearing armor when he grows the wings, his armor magically reforms to accommodate them. Wearing medium or heavy armor, or carrying a medium or heavy load reduces the dragon shaman’s flying speed to 40 feet.

Draconic Longevity (Su): At 17th level, the dragon shaman gains a measure of the long life-spans of a true dragon. His age categories and maximum age are increased by 50%. He no longer takes penalties to his physical ability scores for aging and any penalties previously accrued are removed.

Form of the Dragon (Sp): At 19th level, the dragon shaman can assume the form of his totem dragon as if using Form of the Dragon I or II, as per the spells. The dragon shaman gains all of the abilities listed in the spells, except that he uses his own breath weapon instead of the version presented in the spell. The dragon shaman may remain in dragon form for up to one minute per dragon shaman class level each day. He may enter dragon form as a standard action and can use this ability multiple times per day, so long as he does not exceed his total allocated duration. Resuming his standard form is a free action.
Each use of this ability consumes a minimum of one minute of the total allocated duration, even if the dragon shaman remains in dragon form for a shorter amount of time. For example, a dragon shaman assumes form of the dragon for two rounds and then becomes humanoid again. He has used one minute of the nineteen he can spend in dragon form. Two rounds later, he assumes dragon form again and remains in dragon form for eleven more rounds before he reverts to his natural state. He has now used a total of three minutes (one from the first transformation and two more from the second) and has sixteen minutes remaining that he can spend in dragon form that day.

Power of Wyrms (Su): At 20th level, the dragon shaman's desire to become one with dragons becomes manifest. He gains immunity to paralysis, sleep, and the energy damage associated with his totem dragon. He also gains blindsense 60 feet. When using his Form of the Dragon ability, a Dragon Shaman may now become a Huge Dragon, as per the spell form of the dragon III, using the ability score modifiers presented in that spell description. His breath weapon while in dragon form inflicts 12d8 damage instead of his normal 11d8. He may have three of his draconic auras active at the same time. If the dragon shaman activates a fourth aura, he must choose which of the three currently active is dismissed. Finally, the dragon shaman’s age categories and maximum age are doubled from their original values (this replaces the ability draconic longevity).


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*Peers into thread*

...*Head explodes from sheer awesomeness*


Well, I think that was a compliment. Thank you.

Master Arminas


It is. Rest assured that I will be using this. I love dragons almost as much as I love undead.

RPG Superstar 2012 Top 32

My main PC is a pathfinderized version of the dragon shaman. And no offense, it looks like you really missed the point of the dragon shaman. The dragon shaman as originally imagined, is a shaman. It is designed to help his allies. The dragon is just the patron of the shaman, but it doesn't overrule the primary purpose of the shaman. Shamans exist to provide spiritual guidance and aid their allies. The auras accomplish both those tasks, and the touch of vitality provides healing the wounded allies of the shaman need.

The patron provides some neat flavorful abilities, like the breath weapon and energy immunity and natural armor and eventual wings. But in play, they are not the primary features that are used by dragon shaman. The breath weapon is a neat trump card, but it causes half the damage of a comparable sorcerer or wizard area effect, and even though it has unlimited uses per day, the randomized recharge period makes it a less than reliable attack form.

There are other dragon-themed classes that emphasize draconic artillery, like the draconic bloodline sorcerer, dragon disciple, and dragonfire adept, not to mention all the prestige classes and alternate class features in the Draconomicon and Dragon Magic.

EDIT:

That said, this class also looks really fun to play! It's really different than the original dragon shaman, and emphasizes certain aspects of the original class while dropping other aspects.

But I think I'm really biased. My dragon shaman character's first 3 feats are Investigator, Skill Focus Diplomacy, and Urban Tracking. Het was originally designed to be a private investigator who was mostly a face, did some support (auras and, later, touch of vitality), while also capable of soaking a lot of damage if not quite adept at dishing it out (it doesn't help my PC is a gnome, so he uses Small weapons and had a Strength penalty to overcome). Over the course of the campaign, he still acts as the face and support, but also has a collection of magic items that let him do battlefield control and niche-y stuff, most of it melee or extremely short range effects. He isn't a big damage dealer, but he is good at moving the NPCs into dangerous situations, like ring of the ramming them into walls of fire and magma. His breath weapon is pretty much a trump card to be used when nothing else will work. Ditto his touch of vitality. It pretty much doubles his hit points, and he can distribute them to his allies if they get hurt.
But I digress.


I can't say that I disagree with you Smilodan. I just find it strange that a class whose sole purpose (in fluff) is to obtain the power of dragons is instead a support class ala the bard. What I wanted to do was to tighten up the theme and concentrate more on the fluff description than the PHB2 abilities.

In many respects, I have taken from the Binder (Tome of Magic) and combined it with the Dragon Shaman to try and make a class that is fun to play--so I am glad that I managed to succeed on that part! lol

I am concerned that it simply has too much stuff, however. When converting or creating a new class, I tend to start off with everything I would like to see and then find I need to cut it back. I'm not sure what exactly I need to pull back from, though, but I could just be tired and half asleep!

I like that gnome DS of yours; it sounds like a fun character to have in a game (although I normally don't like gnomes!).

Master Arminas

RPG Superstar 2012 Top 32

Yeah, your version is pretty front loaded. Auras, Breath Weapon, Claws, and Dragon Totem (with spell-like abilities or great movement powers) all at 1st level.

Do the Agility, Resolve, and Stamina auras apply the bonus to Dex, Wis, and Con-based skill checks? Or just ability checks and saves?


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A slightly revised version that clears up a few points. Agility, Resolve, and Stamina auras do not add to skill checks. I moved the breath weapon to 2nd level. I also changed draconic magic since getting cantrips at 10th level was a bit underwhelming. Now it starts at 2nd level and you gain an additional spell level every three class levels, to a maximum 6th-level SLAs at 20th level. I also pushed Draconic Resolve back to 3rd level, once again to lessen the front-loading of the class. I clarified a few of the totem dragon spirits and realized I left something out of the red dragon totem. Oops. It is now fixed.

A Pathfinder Dragon Shaman

There are many who covet the power and majesty of true dragons, but it is only the Dragon Shaman who has managed to unearth the ancient rites and rituals to manifest that power. Driven by the promise of becoming closely bound to ancient dragon spirits that yearn once more for the semblance of life, the Dragon Shaman bonds himself to a totem dragon spirit. Through this totem, the newly christened Dragon Shaman slowly gains many of the powers of a true dragon. Few understand these warriors and their ravenous quest for power, but none can deny the results which they have achieved.

Role: The dragon shaman is a powerful warrior who possesses an array of special abilities and attacks. His area of effect breath weapon allows him to wreak havoc among his opponents and his draconic auras and totem provide him with defensive and utility options. He is not a true spellcaster, but over time he gains a limited number of spell-like abilities that provide him with an array of options. And while he may not possess the raw combat ability of a fighter or barbarian, he is more than capable of holding his own in melee and assisting a party with his unique range of abilities.

Alignment: Any.

Hit Die: d10.

BAB: Medium.

Good Saves: Fort and Will.

Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Dragon shamans are proficient with simple and martial weapons, with their natural weapons (see below), with light and medium armor, and with shields (except tower shields).

Claws (Ex): A dragon shaman can grow claws as a free action. These claws are treated as natural weapons, allowing the character to make two claw attacks as a full attack action using his full base attack bonus. If the dragon shaman wields a light or one-handed weapon and has his second hand free, he may make a single claw attack in addition to his normal attacks when using the full attack action. This secondary claw attack is made at the dragon shaman’s highest base attack bonus -5. Each of these attacks deals 1d4 points of damage plus the dragon shaman's Strength modifier (1d3 points of damage if the dragon shaman is a Small character).
At 4th level, the dragon shaman gains a +1 enhancement bonus on attack and damage rolls with his claws and his claws are now considered to be magic weapons for the purpose of overcoming DR. At 8th level, and every four levels gained thereafter as a dragon shaman, the bonus on attack and damage rolls increases by +1 to a maximum bonus of +2 at 20th level.
At 10th level, the damage inflicted by the dragon shaman’s claws increases to 1d6 (1d4 for medium creatures).

Draconic Aura (Su): A dragon shaman gains access to a variety of different powers that enhance his own abilities. A dragon shaman may activate an aura as a swift action; the aura then remains in effect until the dragon shaman dismisses the aura, activates a second aura, falls asleep, or is rendered unconscious. A draconic aura affects only the dragon shaman.
The bonus granted by these auras begins at +1. At 5th level, and every four dragon shaman levels gained thereafter, the bonus increases by +1, to a maximum of +5 at 17th level.
At 1st level, a dragon shaman knows three of the following auras. At fourth level, and every three levels gained thereafter as a dragon shaman, he learns one additional aura selected from the list below.

Agility: The dragon shaman receives a bonus on all Dexterity based ability checks (but not skill checks) and Reflex saves equal to his draconic aura bonus.

Energy: The dragon shaman gains a bonus equal to his draconic aura bonus on the DC of any spells, spell-like abilities, or supernatural abilities with the energy type of his totem dragon.

Insight: The dragon shaman receives a bonus on all Knowledge and Spellcraft skill checks equal to his draconic aura bonus.

Power: The dragon shaman receives a bonus on all melee damage rolls equal to his draconic aura bonus.

Presence: The dragon shaman receives a bonus on all Bluff, Diplomacy, and Intimidate skill checks equal to his draconic aura bonus.

Prowess: The dragon shaman gains a bonus on all Acrobatics, Climb, or Swim skill checks equal to his draconic aura bonus.

Resistance: The dragon shaman gains energy resistance equal to 5 x his draconic aura bonus. The dragon shaman chooses one of the following energy types each time he activates this power: acid, cold, electricity, or fire. This resistance does not stack with the draconic resistance ability (see below).
Resolve: The dragon shaman receives a bonus on all Wisdom based ability checks (but not skill checks) and Will saves equal to his draconic aura bonus.

Senses: The dragon shaman receives a bonus on all Perception skill checks and Initiative rolls equal to his draconic aura bonus.

Shield: Any creature that strikes the dragon shaman with a natural attack or a non-reach melee weapon is dealt 2 points of energy damage for every point of the dragon shaman's draconic aura bonus. The energy type is that of the dragon shaman's totem dragon.

Stamina: The dragon shaman receives a bonus on all Constitution based ability checks (but not skill checks) and Fortitude saves equal to his draconic aura bonus.

Swiftness: The dragon shaman increases his base speed (including climb, fly, and swim speeds) by 5 x his draconic aura bonus (in other words +5 feet for a +1 bonus; +10 feet for a +2 bonus; etc.). The aura does not grant a fly or swim speed, but provides a bonus if the dragon shaman otherwise has one.

Toughness: The dragon shaman gains DR 1/magic for each point of his draconic aura bonus.

Vigor: If the dragon shaman is currently below one-half his full normal hit points, he gains Fast Healing 1 for each point of his draconic aura bonus.

Totem Dragon: The dragon shaman must select a totem dragon from one of the following true dragons. The totem dragon determines the energy type of his draconic resistances and breath weapon and provides the dragon shaman with a special ability. The dragon shaman bonds for life with the spirit of his totem dragon. While the spirit cannot force the dragon shaman to perform an action, it does influence his personality and character over the passage of time. All dragon shamans eventually begin to reflect the personality and nature of their totem dragon spirit as they grow in power. The spirit urges them towards acts appropriate for the alignment of particular type of totem dragon, but the dragon shaman ultimately chooses his own alignment. For example, a red dragon shaman will often feel driven towards using chaotic or evil means to achieve his goals but it is up to the individual player if they give in to these supernatural urges. Over time, many dragon shamans will eventually change their alignment to meet that of their totem dragon spirit, but this is not mandatory.
Dragon shamans are also extremely loath to part their ‘hoard’ of accumulated treasure as they advance in levels. Each piece of acquired treasure brings a specific memory to the dragon shaman, and selling such heirlooms goes against every instinct of their totem dragon spirit.

Black: A black dragon shaman is resistant to acid and can breathe acid in a line. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. He may also move through bogs and quicksand without penalty at his normal speed. The dragon shaman gains a swim speed equal to his normal base movement.

Blue: A blue dragon shaman is resistant to electricity and can breathe electricity in a line. The dragon shaman may use ventriloquism as a spell-like ability at will. He is also under the constant effect of an endure elements spell.

Brass: A brass dragon shaman is resistant to fire and can breathe fire in a line. The dragon shaman can use jump as a spell-like ability at will. He is also under the constant effect of an endure elements spell.

Bronze: A bronze dragon shaman is resistant to electricity and can breathe electricity in a line. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. The dragon can also use disguise self as a spell-like ability at will. The dragon shaman gains a swim speed equal to his normal base movement.

Copper: A copper dragon shaman is resistant to acid and can breathe acid in a line. The dragon shaman may use spider climb as a spell-like ability at will. He also possess uncanny dodge as a rogue and cannot be caught flat-footed.

Gold: A gold dragon shaman is resistant to fire and can breathe fire in a cone. Once per day, the dragon shaman may choose to reroll a single attack roll, skill check, ability check, or saving throw. He must accept the second roll even if it is worse than the first roll. The dragon shaman gains a second daily use of this ability at 10th level and a third daily use of this ability at 20th level.

Green: A green dragon shaman is resistant to acid and can breathe acid in a cone. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. He may also use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. The dragon shaman gains a swim speed equal to his normal base movement

Red: A red dragon shaman is resistant to fire and can breathe fire in a cone. The dragon shaman can see perfectly in smoky conditions (such as that produced by pyrotechnics or the environment instead a volcano’s caldera) and does not suffer any penalties to Perception checks while in such conditions. He may use detect magic as a spell-like ability at will. The dragon shaman gains a bonus on all Appraise skill checks equal to one-half his dragon shaman level (minimum 1).

Silver: A silver dragon shaman is resistant to cold and can breathe cold in a cone. The dragon shaman can see perfectly in fog, clouds, and mist and does not suffer any penalties to Perception checks while in such conditions. He may use feather fall as a spell-like ability at will. Further, when the dragon shaman gains draconic wings (see below), his maneuverability class is step better than normal. This maneuverability bonus also applies when the dragon shaman is using his form of the dragon ability (see below).

White: A white dragon shaman is resistant to cold and can breathe cold in a cone. The dragon shaman can see perfectly in snowy conditions and does not suffer any penalties to Perception checks while in such conditions. He may also move across icy surfaces without penalty and does not need to make acrobatics checks to run or charge on ice. He is also under the constant effects of a spider climb spell, but this only applies to icy surfaces. The dragon shaman is also under the constant effects of an endure elements spell.

Breath Weapon (Su): At 2nd level, a dragon shaman gains a breath weapon corresponding to his totem dragon (see below). Regardless of the totem dragon, type of energy, or shape of the breath weapon, the dragon shaman deals 2d8 points of damage each time he breathes. Creatures and objects caught in the area of effect can make a Reflex save to instead take half the damage rolled. The DC for this save is 10 + one-half the dragon shaman's level + the dragon shaman's Constitution modifier. At 4th level, and every two levels gained thereafter, a dragon shaman's breath weapon increases by +1d8, to a maximum of 11d8 at 20th level. Like true dragons, the dragon shaman must wait 1d4 rounds before he can use his breath weapon again.
Cone shaped breath weapons have a range of 15 feet at 1st level. This extends to 30 feet at 7th level, 45 feet at 13th level, and 60 feet at 19th level.
Line shaped breath weapons have a range of 30 feet at 1st level. This extends to 60 feet at 7th level, 90 feet at 13th level, and 120 feet at 19th level.

Draconic Magic (Sp): At 2nd level, the dragon shaman may select two 0-level sorcerer/wizard spells. He may cast these spells (in any combination) a total of three times per day as a spell-like ability. For the purpose of this ability, a dragon shaman has a caster level equal to his dragon shaman level -1. The DC to save versus these spell-like abilities is 10 + the level of the spell-like ability + the dragon shaman’s Cha modifier.
At 5th level, and every three levels gained as a dragon shaman thereafter, the dragon shaman may select two more spells of the next highest spell level (1st-level spells at 5th level, 2nd-level spells at 8th level, etc), to a maximum of 6th-level spells at 20th level.
In order to gain these spell-like abilities, a dragon shaman must have Charisma score equal to 10 + the level of the spell-like ability. If the dragon shamans Charisma score is not high enough to qualify for a certain level of spell-like abilities, he forfeits those abilities.

Draconic Resistance (Ex): At 3rd level, the dragon shaman gains resistance 5 against the energy type associated with his totem dragon and a +1 bonus to his natural armor class. At 8th level, and every five levels gained thereafter as a dragon shaman, the energy resistance granted by this ability increases by 5 and the bonus on natural armor increases by +1, to a maximum energy resistance of 20 and +4 natural armor bonus at 18th level.

Draconic Resolve (Ex): At 3rd level, the dragon shaman becomes immune to the frightful presence of dragons and gains a +2 bonus on all other saves against fear.

Draconic Senses (Low-light) (Ex): At 4th level, the dragon shaman gains low-light vision. If he already possesses low-light vision than the distance that he can see in low-light conditions doubles.

Draconic Consciousness (Ex): At 5th level, the dragon shaman gains a +2 bonus on all saves against paralysis and sleep effects. At 10th level, and again at 15th level, this bonus increases by +2, to a total bonus of +6 at 15th level.

Draconic Stamina (Ex): At 6th level, the dragon shaman gains Endurance as a bonus feat.

Draconic Senses (Darkvision) (Ex): At 7th level, the dragon shaman gains darkvision out to a distance of 30 feet. If he already possessed darkvision, his range extends by 30 feet.
At 15th level, the dragon shaman's darkvision extends by another 30 feet.

Improved Draconic Aura (Su): At 10th level, the dragon shaman may have two of his draconic auras active at the same time. If the dragon shaman activates a third aura, he must choose which of the two currently active is dismissed.

Draconic Senses (Scent) (Ex): At 11th level, the dragon shaman gains the scent special quality.
Frightful Presence (Ex): At 14th level, the dragon shaman can, as a free action, activate this ability as a standard action or as part of a charge or an attack. Creatures within 30 feet who witness the action may become shaken. This ability only affects creatures with fewer Hit Dice or levels than the dragon shaman’s class levels. An affected creature can resist the effects with a successful Will save (DC 10 + one-half the dragon shaman’s class level + the dragon shaman’s Cha modifier). A creature that succeeds on the saving throw is immune to the dragon shaman’s frightful presence for 24 hours. This ability is a mind-affecting fear effect.

Draconic Wings (Su): At 15th level, the dragon shaman can grow leathery dragon wings from his back as a standard action. He can fly at a speed of 60 feet with average maneuverability. The dragon shaman can dismiss the wings as a standard action. If the dragon shaman is wearing armor when he grows the wings, his armor magically reforms to accommodate them. Wearing medium or heavy armor, or carrying a medium or heavy load reduces the dragon shaman’s flying speed to 40 feet.

Draconic Longevity (Su): At 17th level, the dragon shaman gains a measure of the long life-spans of a true dragon. His age categories and maximum age are increased by 50%. He no longer takes penalties to his physical ability scores for aging and any penalties previously accrued are removed.

Form of the Dragon (Sp): At 19th level, the dragon shaman can assume the form of his totem dragon as if using Form of the Dragon I or II, as per the spells. The dragon shaman gains all of the abilities listed in the spells, except that he uses his own breath weapon instead of the version presented in the spell. The dragon shaman may remain in dragon form for up to one minute per dragon shaman class level each day. He may enter dragon form as a standard action and can use this ability multiple times per day, so long as he does not exceed his total allocated duration. Resuming his standard form is a free action.
Each use of this ability consumes a minimum of one minute of the total allocated duration, even if the dragon shaman remains in dragon form for a shorter amount of time. For example, a dragon shaman assumes form of the dragon for two rounds and then becomes humanoid again. He has used one minute of the nineteen he can spend in dragon form. Two rounds later, he assumes dragon form again and remains in dragon form for eleven more rounds before he reverts to his natural state. He has now used a total of three minutes (one from the first transformation and two more from the second) and has sixteen minutes remaining that he can spend in dragon form that day.

Power of Wyrms (Su): At 20th level, the dragon shaman's desire to become one with dragons becomes manifest. He gains immunity to paralysis, sleep, and the energy damage associated with his totem dragon. He also gains blindsense 60 feet. When using his form of the dragon ability, a Dragon Shaman may now become a Huge Dragon, as per the spell form of the dragon III, using the ability score modifiers presented in that spell description. His breath weapon while in dragon form inflicts 12d8 damage instead of his normal 11d8. He may remain in dragon from for up to 10 minutes per dragon shaman level each day. He may have three of his draconic auras active at the same time. If the dragon shaman activates a fourth aura, he must choose which of the three currently active is dismissed. Finally, the dragon shaman’s age categories and maximum age are doubled from their original values (this replaces the ability draconic longevity).


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Some Random Thoughts

What I picture here is the totem dragon spirit whispering almost constantly to the dragon shaman, advising him and cajoling him to do things the dragon way! This is a literally a character class that hears voices in his head. Which can make for so much fun if played correctly.

Imagine playing a Lawful Good dragon shaman with a red dragon totem spirit. You know what is right and wrong, and you try to hold up law and justice, but all the while your spirit is whispering. "Come on, this guy really deserves it! Look at what he did; and if you hand him over to the watch, are they really going to punish him? Better for everyone if you go ahead and end him now; it's a mercy really."

It can present a very fun option at the gaming table--especially if the character decides to talk back to his totem dragon. As the party is slowly walking down the corridor, when out of nowhere the dragon shaman frowns and blurts out. "No, I don't care how good halflings taste, I'm not going to roast him if he dies!"

Talk about stopping the game as everyone simply stares!

The hoarding aspect is also an element that can really played up to the hilt! By the time a dragon shaman hits 20th level, he should have probably twice his wealth-by-level, but that's okay because he doesn't use it; he is a pack-rat! He doesn't ever throw anything away, he doesn't sell it. He still has his first suit of chain mail (nonmagical), that old +1 dagger the party found back at 2nd level, an (empty) wand of cure light wounds, etc., etc. He hoards! And he is loathe to share it or to give it away or to sell it.

See, it all has meaning to the dragon shaman. Sure, to the rest of the party it is just a +1 dagger worth a thousand gold, but to the dragon shaman it is a trophy of his past accomplishments. He remembers every foe he killed with it and that time that he used it as piton to save himself from falling to his death, and the other time it was a spike in the door to hold back the werewolves. It is an heirloom and one doesn't loan or sell heirlooms. At least dragons don't.

I can also see the character as very miserly, and more than willing to let other characters in game pay their way, for things like food and lodging--when they can convince the other players, that is. But this aspect of the class should be roleplayed out and (in most groups) will make for a memorable time.

"Look, Mac, we need that potion of cure disease you've been hauling around for the past six levels!"

"NOOOO! I've only got two, if I let you have it, you'll use it and then it will be gone. I've had it since we fought that necromancer in the Tombs of Carrolton Bay--remember, when the diseased zombie gave you that infection of filth fever. Get the paladin to heal him!"

"He's out of mercies, Mac! We've got to have that potion!"

"But, but . . . "

"And wait a minute? You had the potion then? I was sick for a week before we got to a cleric!"

You get the idea.

Just some random thoughts.

MA


I like what I see. You shold try including the Primal and Imperial Dragons from the other Bestiaries as Totem Dragons! It'd be a nice change of pace from the usual Chromatic-Metallic.


This is totally a awesome idea. I do hope you can make imperial and a primal(maybe some linormians) Me and my friends were trying to think of some way to make a dragon like class, this is totally helpful :). Hopefully there is more :P


I really like this conversion. Fair and balanced. I enjoyed the Dragon Shaman class of 3.5 almost as much as I did the Warlock. I used Draconic Bloodline Sorcerer and Dragon Disciple to make my Pathfinder Dragon Shaman. I feat treed the armor profs & arcane armor to attain that level of protection.


I loved the idea of, and was utterly disappointed with the execution of, the 3.5 Dragon Shaman. This is wonderful and makes me want to play one again.
:3
Also, I second coming up with material to cover the Primal and Imperial dragons as well. :D


A nice Google doc would also be appreciated.


Great job! Couple tweaks if I may: 1d6 breath weapon at first and every two lvls thereafter to a max of 10d6 at 19th lvl. 11d8 is a bit too much, and an awkward progression. SA and channel set a decent precedent. With that in play, you have enough room to either bump your BaB up to full or your HD to 12's, but not both... Just a thought.


Bump to full BAB, d6 for breath weapon and a limitation per day similar to Alchemist Bombs.


Yeah, I think that balances well against other full BaB classes like ranger and Barbie.


What abilitys would an Ethereal dragon give to it's Totem? I have just started playing a Dragon Shamon in a campain and wanted your thoughts. Currently I am using the Silver dragon totem with the cold breath swiched out for the Ethereals force breath attack.

Dark Archive

Shadow dragon thank you evry much they want love too...

Shadow Lodge

*pst* make a linorm version, please and thank you


Please excuse the necromancy, but it seems that I'm in good company. :)

I took Byrdology and Craig Frankum's suggestions, but I also made Draconic Resolve and Draconic Consciousness the same ability (so that all three gain the escalating bonus), moved the breath weapon range extensions each one level earlier and then added in the ability to use their two cantrips at will at 12th-level and commune with totem dragon at 16th-level, mostly to bulk out those two levels a bit.

This is what the class table looks like now:

Dragon Shaman:

BAB: Full. Good Saves: Fort and Will.

1st: Breath weapon (1d6 damage), draconic aura +1, 3 draconic auras
2nd: Claws (1d4/1d3 damage), draconic magic (0-level)
3rd: Breath weapon (2d6), draconic resistance I, draconic resolve +2 (fear)
4th: Claws (penetrate DR/magic, +1 enhancement), low-light vision, 4 auras
5th: Breath weapon (3d6), draconic aura +2, draconic resolve (paralysis & sleep), draconic magic (1st-level)
6th: Breath weapon 30 ft./60 ft., draconic stamina
7th: Breath weapon (4d6), darkvision (30 ft.), 5 auras
8th: Claws (+2), draconic resistance II, draconic magic (2nd-level)
9th: Breath weapon (5d6), draconic aura +3
10th: Claws (1d6/1d4), draconic resolve +4, 6 auras (use 2 at once)
11th: Breath weapon (6d6), scent, draconic magic (3rd-level)
12th: Breath weapon 45 ft./90 ft., claws (+3), dragon magic (cantrips at will)
13th: Breath weapon (7d6), draconic aura +4, draconic resistance III, 7 auras
14th: Frightful presence, draconic magic (4th-level)
15th: Breath weapon (8d6), draconic wings, draconic resolve +6
16th: Claws (+4), darkvision (60 ft.), totemic communion
17th: Breath weapon (9d6), draconic aura +5, draconic longevity, draconic magic (5th-level)
18th: Breath weapon 60 ft./120 ft., draconic resistance IV
19th: Breath weapon (10d6), form of the dragon
20th: Claws (+5), draconic magic (6th-level), power of the wyrm

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