Under weapon proficiency it states that inquisitors receive repeating crossbow proficiency, does this cover the 'heavy' version of that weapon, or only the base repeating crossbow?
In Equipment - Projectile Weapons: "Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, halfling sling staves, hand crossbows, and repeating crossbows are projectile weapons."
It lists light and heavy crossbows individually, but repeating crossbows as one. Further down in weapon descriptions, there is only one entry for Crossbow, Repeating (whether heavy or light).
I would rule that the Inq has both.
jetwolfprime wrote:
In order to use a wand or scroll, must you have the spell on your list of 'known' spells in order to use them without a use magic device check? Or does your class simply need to have access to the spell?
Wands are Spell Trigger items. "Spell trigger items can be used by anyone whose class can cast the corresponding spell."
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
* The spell must be of the correct type (arcane or divine).
* The user must have the spell on her class list.
* The user must have the requisite ability score.
Once those are met, if your Caster level is high enough, you can activate the scroll, otherwise you make a caster level check and risk a mishap.
Thank you both for the clarification. For the last poster, I believe that repeating crossbows are listed under 'exotic' weapons not simple.
1. Play a ranger;
2. Ask to trade your pet or companion bond for access to the Travel domain (there's precedent for that, since Druids can swap a pet for a domain).
So far in our mini game he seems to be doing fairly well with his magus, had a few save issues versus some baddies, but were getting him back on track. He had expressed an interest in playing 2handed dwarf ranger with the dorn derger, as he saw another player use it at the end of our last game.
The travel domain fix would be perfect for him. I'd suggest he take trapper ranger instead of spells as well. This would make for a very interesting mobile (because of domain abilities not 10ft' increase on dwarf) ranger with some fun tricks.
Under weapon proficiency it states that inquisitors receive repeating crossbow proficiency, does this cover the 'heavy' version of that weapon, or only the base repeating crossbow?
Something less class specific but related...
In order to use a wand or scroll, must you have the spell on your list of 'known' spells in order to use them without a use magic device check? Or does your class simply need to have access to the spell?
Unfortunately the rules forum is also the place for "this ability sucks because of x" and "why would you want to do that? This completely different thing is so much better!" Since I started playing Pathfinder half a year ago, the number of Paizo employees posting on the rules forum has dwindled to Sean and James, with the frequency steadily declining. And now it looks like no more James.
So how about that optimization forum? Maybe we can get some more interaction with devs in the rules forum, and give those who love to compare various builds a place to call home.
Here is how I see it,
People need things to focus on. Pathfinder, like all other things of this nature, has found it's base market which is comprised of a dynamic group of people with each and every one of them having a different opinion about an equally dynamic and nuanced subject mater. Eventually this will hit a precipice point where the appeal of that subject mater becomes something else.
Since the inception of 3x d&d this invariably comes down to two schools of interest, with a few weary souls walking the hazardous line in between, and those schools of interest are: 'role playing', and 'optimization'.
At this point a character optimization thread seems entirely reasonable for providing certain information to certain players, as long as two caveats are provided:
1) That this is not the only way to enjoy the game.
and...
2) That in many instances 'x' feat or ability or spell is not the only way to get 'y' job done effectively at the table.
*As this is the case, arguing the validity of your opinion about something being superior or inferior, while occasionally productive if the parties involved in the discussion remain civil; instead, often leads to a futile thread war, deleted posts, and banned posting privileges.*
Put these suggestion at the top of thread and let these certain fans have their cake. Yes it might eat up some moderator time regulating petty behavior from a few bad posters, but the rest of these 'optimizers' are a significant part of the paying fan-base.
You finish We Be Goblins, your players want more, where/what next?
With some imagination, would you link a few modules together or perhaps an AP? Would you create it all yourself... ideas?
What would you do to continue the insanely crazy and overly stupid fun?
You play the "Save the Goblin Princess" home-brew campaign I'm posting later this week at the behest of my players who have read the introductory adventure and think it's great.
The focus is largely on the sheer ridiculousness of common adventure tropes as they would be experienced by a party of player character goblins instead of the more traditional player character races.
this thread is for all things monk from the sweet sound of nun chucks hitting goblin skull to not having to wear armor and being able to punch red dragons in the eyes. drop a line and say why you think the monk is sweet
Many great jabs and praises for the greatest class of all time. But I feel I should weigh in as a veteran of the 3.0 monk (which I made a little less than a month before 3.5 came out and I lost 'leap of clouds'...)
Fallacy 1) Monks are MAD.
This is laughable. There is only one relevant stat that any monk needs...which ever one they want. Focus on it, ignore all others just as you would for any specialist class. A few points in the others won't help the class that much any way.
This allows a monk to be customized more so than any other class, because a wizard needs int, a monk doesn't need wis, just some of their abilities which a monk can choose not to focus on. With the other amazing defenses a monk gets...the ac buff from the wisdom (unless you focus on it. Is negligible)
Monks aren't MAD...they are MAI, Multi-Ability-Irrelevant. Meaning spreading all your points to be sub-par everywhere will leave you feeling exactly so.
Fallacy 2) Monks don't do 'good' damage.
If the only means a player has found to do damage with a monk is 'flurry' and 'unarmed strike', and believes this to be the pinnacle of the monk classes damage, I honestly feel bad for them. Someone far better at optimization than I wrote a guide. His name contains the word 'monk', check it out.
Fallacy 3) That monks aren't fun.
This one is simply a shocker. Go to Youtube and watch the myriad of videos on 'Parkour', than head over to 'Netflix' and watch 'Enter the Dragon'. Finally go to your game table with a bit of inspiration and try your monk and tell me your opinion of the classes 'fun factor' hasn't changed.
Which leads me to why monks are 'rad' other than the aforementioned 'greatest class of all time' bit. More so than any other class a monk has abilities which are not affected by stat scores and can be customized to make them truly unique. The monk's various styles are so much greater than the 2h, range, or twf templates that almost all fighters employ.
Wow...thank you brreitz! I think a large part of just about every question I wanted answered was handled in that post. Details aside, this actually helps me conceptualize the inter-workings of the species and races in Golarion far better than I previously had. As a new dm who only played a bit in 3.5, this was immensely helpful.
good points, be aware that giants at one point where the empire in golarion and the rune lords enslaved them with epic magic
That is exactly the kind of history I am looking for thank you.
One thing of interest to me is the survival of the giants post Thassilon. A player in our group has suggested that magical restrictions may have been placed within the race so that only a few could breed successfully and thus their fewer numbers might be explained.
A few things occurred to me while looking at some of the planned races in the 'Advanced Race Guide' being released in the spring of 2012. First, I am very happy to see some of the races I read about in 3.5 making a reappearance as well as some new additions. Second, the point system for designing races will be fantastic, this will allow my players a whole new level of design for their characters. I may even go as far as to let them design the flavor of the race and it's presence in Golarion, including their history, deities, common social practices etc...
This however led me to the only real problem I have with some of these additional races as well as some of the more intelligent 'monsters' in the bestiary. With clearly superior traits, in many cases, to those of the 'core' humanoid races how is it that these beings have not become much more prolific?
I am certain that this would be answered in different ways depending on the creature being discussed; however, I think more detail is needed than:
(paraphrasing) 'dhampir's are rare due to a fearful reaction by the members of the community that they are born into and thus often meet with an early demise at the hands of said community'.
If a vampire can in fact impregnate a human, I would think by the very nature of this type of intelligent undead that this would occur more frequently. With a greater success for that particular race to be more present than the description states.
Another example might be why a race like the giants haven't bred to the point that the vast resources in Golarion would allow and than simply conquered the more diminutive races. Same for dragons and so on.
Perhaps this information is found somewhere within a Pathfinder splat book on the races and monsters of Golarion, if anyone might know where I can find that information within a purchasable Paizo resource, or might have a link to a general guide or discussion about the history and presence of races, I would appreciate the help.
Question 1. The 'lifedrinker' ability for a magus blackblade states that the monster slain must be one half hit die of the magus level. Does this mean that at level 19 when the ability becomes available that it only works on 8 hd creatures or anything 8 hd and up?
Question 2. There is a racial ability for half-elves that lets them use a spell trigger or completion device as though they were one class level higher, what does this mean and how does it affect the use of those items?
Question 3. Does the summoner eidolon receive a d10 hit die at every level including 1st?
Magus might be good, if you could contrive some good low level short range teleportation spells!
This was a great suggestion, probably more than I could have known! After showing my player this class he found the 'Blackblade' archetype and I haven't stopped hearing about the character he is making since. :)
He is totally unfamiliar with how combat and spells work in Pathfinder so we will have to come up with a good list for his desire to teleport and be mobile, but I think he is going to enjoy this regardless of it's similarities or differences to the 'Avenger' in 4.0
Thanks to everyone for the suggestions, I think I have some ideas for some fun baddies that I might add to 'Jade Reagent' with these builds.
I have a request from a player that wishes to play a mobile teleporting class that has some decent combat ability in the upcoming Jade Reagent module. He is converting to Pathinder from 4.0 D&D so I want to allow him to play something he will really enjoy. His inspiration is the 'Avenger' class from 4.0 and he is hoping to find something like that.
*Of note he has read the monk and while he likes some of the abilities it is not what he is looking for, which is unfortunate as this was my initial suggestion.*
Maneuverability and full bab while in no armor or light armor seems to be what he is after.
Any suggestions for builds or information on converting certain 4.0 class flavors to Pathfinder would be appreciated. All current standard Pathfinder content is allowed (core, apg, UM, beastairy 1, 2). No 3.5 resources.
Sooo the Five Storms make an appearance in Chapter One..why am I thinking "Big Trouble in Little Sandpoint"
Heh... it's true that the name of the oni was originally inspired by "Big Trouble in Little China," but the group works very differently. It's a whole huge organization, actually, that doesn't have 5 specific specialists in it. It's only got one real leader, but a lot of various sub leaders of various power levels. The "Five Storms" in question actually corresponds to the five elements in Minkani culture.
Honestly...I'm new to fairly new to Pathfinder, but you just assured my continued business for as long as you guys print content. "Big Trouble in Little China" is the greatest movie of all time...thank you :)
I thought I would follow up this thread with some feedback from the campaign I have now run up to level 16. Using the Dragon Shaman from the 3.5 phb II with a few changes, and how the class operated as used by the player.
Changes:
1)full BAB.
2)Touch of vitality as written, except can remove conditions at level 6. Lay on hands given at level made for far too many abilities at certain levels.
3)Fledgling wings at level 11 fly speed of 40 feet average maneuverability. (to replace remove conditions, which came far too late to be effective as a source for the removal of conditions)
4)Draconic Wings at 19. Fly speed of 60 feet good maneuverability. (as written)
5) added skills Diplomacy and Sense Motive and Knowledge Arcana to the class skill list.
(Knowledge Arcana for knowledge checks pertaining to dragons. The player had a great idea for a 'Draconic Lore' ability that allowed Dragon Shamans to use Knowledge Nature to make checks for information about dragons)
With the above changes the characters played 'Rise of the Runelords' updated to current rules from level 1-16 (additional adventures increased their finishing level). The Dragon Shaman class performed very well and I had no issues with balance at any point in time. The party lacked a main healer and as such the DS had to focus more on support at times than combat, but he made a great and flavorful addition to the group.
Of note:
The breath weapon at 1d4 cool down rounds was not broken in any way. It gave the DS an interesting option in combat but it in no way dominated the game in terms of damage or utility. Often times this resulted in the breath weapon only being used twice in a combat, except for a couple of instances where he rolled three 1's in a row. However his damage was between 3d6 and 5d6 at levels 7 and 10.
Touch of Vitality was great. Dependable healing, and really gave the party selective support for diseases and level drain without being too powerful.
Wings at 11 was almost too late in my opinion, however the player was so happy to not have to wait until level 19, which he assumed we wouldn't get to in this campaign, so it went over very well.
All in all, the auras were almost too 'balanced', maybe even a tad weak, the skill points could have used a boost as I see dragons as being fairly skillful creatures as should someone that emulates them.
The player used a copper dragon as his totem, for the 'hide' skill I replaced it with 'stealth'. This combined with at will spider climb and skill focus bluff and stealth was alot of fun for him. He had several goblins in caves convinced he was a stone spirit by hiding behind a large stalactite and using bluff to convince them the rock was speaking.
Lastly, the 'commune with dragons' ability was great fun from a DM's perspective, it was wonderful tool to help the players along without holding their hands, and gave me a great resource to add some mystery to the adventure.
Thanks for all the suggestions above, the player and his party mates had a great time with the class.
-JWP
I am running a max hit point campaign for my players, their preference, where they receive maximum hit points per level, but, so do all of the monsters and npcs. I've read recently in a summoner guide that eidolons do not receive maximum hit points at first level and are only supposed to receive 'average' hit points per level. is this accurate, do they not roll a d10 for hit points in a normal game?
I have recently started a Rise of the Runelords campaign as a lead in to the 'we be goblins' module and 'Jade Reagent' that are coming out and have a few questions for anyone that has run this module before.
1. There is a wealth of information in the module that doesn't seem to be italicized and I am wondering how to impart this history and story to my players who are, like myself, new to Pathfinder and Golarion?
2. Is there a conversion for the encounters and npc's that has been done and if so where might I find them?
3. With Sandpoint being so large, having something like 57 different visitable locations each with it's own npcs, how do you manage all of that information without bogging the game down? I don't have access to a Sanpoint map big enough for my party to see as I use the pdf on my laptop, so it is hard for them to really see the options available.
4. Are the background feats in the players guide free at level one? Also, are players allowed 2 traits in the new pathfinder system and do the traits presented in the players guide still work for the conversion?
*minor spoiler alert below*
The story is unfolding rather well so far. The sorceress in the party used her knowledge of goblins and their fear of horses to use her first level illusion spell to cast a figment of a goblin on her horse and swatted the animal on the behind so that it rode through town. This was a startling sight to the little trouble makers who are dreadfully fearful of the animals, which allowed the party assassin to catch many of them unaware due to the distraction. She also used ghost sound to imitate the sound of hoof beats rapidly approaching from behind the goblins while they were in combat...very tricky! She had read the 10 fun facts about goblins and really used that to her advantage.
(I allowed the party to read the goblin info as it didn't seem to reveal anything that they wouldn't be learning quickly about the little devils and I loved what pathfinder did with the race. I also asked that she spend one point to learn the goblin language as I wasn't sure what skill check she would need to know about the little creatures ways. This skill point represented her characters interest in them as well as knowledge)
Later in the game, the parties charismatic characters couldn't be bothered with killing rats...so the charisma deficient dwarf ranger wound up in the general store cellar with the local girl and that made for a wonderful bit of role playing so I would hate to have the party miss out on the really great content and writing in this module.
Any help from experienced dam's or players that have used this material would be greatly appreciated.
Had a player come to the table with a two-handed fighting ranger using a dwarven dorn derger, and I'm wondering about the squares that he threatens for opportunity attacks, does he threaten squares that are 10 feet away if the weapon hasn't been hafted? As in does he have threatening reach with the weapon?
If it hasn't been hafted, its lust like any other reach weapon
These message boards are great! thank you for the quick answer.
Had a player come to the table with a two-handed fighting ranger using a dwarven dorn derger, and I'm wondering about the squares that he threatens for opportunity attacks, does he threaten squares that are 10 feet away if the weapon hasn't been hafted? As in does he have threatening reach with the weapon?
I think that some of the "at will" abilities, most specifically the totem Dragon spirit, and the Breath Weapon, should be a "per day" sort of thing.
Possibly CHA Bonus plus Lvl/2 (Minimum 1)
Otherwise, this looks awfully powerful for a character class.
As far as the breath weapon goes, that is straight from the PHB II 3.5 edition. The Gift of the dragon spirit I have modified from that classes 'Touch of Vitality' ability. My remove condition abilities occur sooner in levels than that classes, however, the level they originally occurred at made them far less effective as the party would need a main healer to remove conditions. As it is this class is meant to be able to play effective healing/party support.
This is probably going to sound a little snarkier than intend it to be, but just converting from any of the WOTC splat books (including PH II and any of the "complete") can be a recipie for unbalance right off the bat. So many of those new classes and rules were very munchkinny.
I just think the breath weapon is usable too often for what it can do.
No snark taken :) I actually came to an agreement with the player that chose to try the dragon shaman, that we would try it out of the book and if the abilities, particularly the breath weapon, became unbalancing that we would amend it to so many times per combat or day. Having gone through and reviewed his copy of PHB II, as I do not have my own copy, I think I can agree to some of the balance issues you speak of. For instance the 'Beguiler' class seems very powerful, with it's only real weakness being monsters that are immune to compulsions or mind effecting spells. As there are quite a few of them in the monster manual, I am wondering if this is why they chose to make this class; in addition, I found the 'duskblade' to be a more powerful version of the 'magus' if only slightly so.
I think that 'Smilodan' has done some pretty extensive research on this class, based on his conversion, so I think we may try his breath weapon chart if there are issues, than we will scale back from that. Luckily, the player is very easy going so I'm looking forward to working with him and seeing this class play out.
Thanks again for the feedback from everyone. The game starts next week, all other classes and content are straight from pathfinder so I hope to have a final post on how it went, or what modifications we might come up with to keep the flavor of the class but keep it's power within reason.
Thank you all so far for the input. In response to a few of the questions or comments.
The class is supposed to have its original 3/4 BAB not full.
The 'Gift of the Spirit Dragon' ability is almost unchanged from the 'Touch of Vitality' class feature except that the ability to remove conditions comes earlier to be comparable to the paladins 'Lay on Hands' ability and the subsequent 'Mercy' features. The reason I have not simply given the draconic shaman the 'Lay on Hands' ability is that the class needed a more effective healing resource to be a competent main healer/support.
The paladin receives a slew of other benefits that are far more powerful than anything the draconic shaman receives, therefore I feel that the 'Gift' ability is more than reasonable.
(the ability to remove diseases at level 9 is far later than the divine casting classes ability to do this at levels 3 or 5 but still on par with the paladin's mercy)
The 'Reincarnation' feature was added so that in the unfortunate event that a party member dies, the draconic shaman may bring that member back, with many conditions, and the party will still more than likely have to have help returning the PC to normal, via a quest or npc caster.
I realize that the draconic shamans healing ability is far less variable than the other divine casters, but when compared at level to any of those casters, save maybe the druid in terms of healing, he will be far out matched in terms of total healing and spell utility.
I think that some of the "at will" abilities, most specifically the totem Dragon spirit, and the Breath Weapon, should be a "per day" sort of thing.
Possibly CHA Bonus plus Lvl/2 (Minimum 1)
Otherwise, this looks awfully powerful for a character class.
As far as the breath weapon goes, that is straight from the PHB II 3.5 edition. The Gift of the dragon spirit I have modified from that classes 'Touch of Vitality' ability. My remove condition abilities occur sooner in levels than that classes, however, the level they originally occurred at made them far less effective as the party would need a main healer to remove conditions. As it is this class is meant to be able to play effective healing/party support.
Thank you both for the input. I'm not entirely familiar with the class, however, I have attempted a conversion which I have posted in the 'conversions' message-board that takes into account your input Davidknott242. The mention of the Paladin's 'lay on hands' was an excellent suggestion. I felt that the dragon shaman should have a bit more healing utility because it isn't nearly the high defense, front rank, damage dealing machine that a paladin can be.
Also the input about the bard was something I hadn't considered, thank you for that Maerimydra. The many buffs on the eidolon, let alone the party could become an issue, thankfully none of the party in my game have realized this. Though several of my characters have a high charisma score and will be getting near the 'leadership' feat level soon. Hopefully they haven't realized that 'Pathfinder' hasn't done away with that yet...
A player asked me to update the dragon shaman class out of the 3.5 phb II, this is what I came up with. The biggest changes are in the 'touch of vitality' feature, skill points and class skills, and the capstone abilities for the class. Any input in terms of balance of features would be greatly appreciated as I've never had this class in a group. I apologize for the formatting, I'm not entirely certain how to clean that up.
Thanks -JWP.
Draconic Shaman
Role: Draonic Shamans act as diplomats, keepers of tribal or local lore, healers, warriors and combat support. Their dragon auras and gifts make them effective at supporting their allies while still being competent combatants in their own right.
Alignment: Within one-step of totem dragon spirit.
Class Features: Weapon and Armor Proficiency: Dragon Shamans are proficient with all simple weapons, with medium and light armor, and with shields (except tower shields).
Bonus Languages: A dragon shaman’s bonus language options include Draconic.
Dragon Aura (Su):
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A dragon shaman can channel the powers of dragons to project an aura that grants him and his nearby allies a special benefit.
Projecting this aura is a swift action and only one aura can be projected at one time. An aura remains in effect until the dragon shaman uses a free action to dismiss it or he activates another aura in its place. He can have a dragon aura active continually, thus, an aura can be in effect at the start of an encounter even before he takes his first turn.
Unless noted, a dragon aura affects all allies within 30 feet, (including the draconic shaman) with line of effect to the shaman. The aura is dismissed if the draconic shaman becomes unconscious or is slain, but will remain in effect even if he is incapable of acting.
The bonus granted by the draconic shamans aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. At 1st level a draconic shaman knows how to project 3 auras, at every odd numbered level after that he learns on additional dragon aura, until all seven are known at level 9. Each time he activates a dragon aura, a draconic shaman may choose from any of the auras that he knows.
Totem Dragon Spirit:
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A draconic shaman must choose a totem dragon sprit from among the true dragons appearing in the Bestiary (black, blue, brass, bronze, copper, gold, green, red, silver, or white). He must choose a dragon spirit whose alignment is within one-step of his own. The following table describes alignment for the dragon spirits as well as the additional class skill that the draconic shaman receives and the particular breath weapon based on the dragon spirit type.
Black NE, CE, CN, Stealth, Line of acid
Blue NE, LE, LN, Stealth, Line of electricity
Brass NG, CG, CN, Linguistics, 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, Stealth, 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
Draconic Lore:
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A dragon shaman adds half his class level (minimum 1) to all knowledge arcana checks when used to discern information about dragons or creatures of the dragon sub-type.
Gift of the Dragon Spirit: At 2nd level a draconic shaman may heal the wounds of living creatures (including his own or those of others) by touch. Once per day, a draconic shaman can heal a number of points of damage equal to twice his class level x his charisma bonus. For example, if a 6th level draconic shaman with a charisma score of 14 (+2 bonus) can heal 24 points of damage. He may chose to divide his healing among multiple recipients, and he does not have to use it all at once. Using gift of the dragon spirit is a standard action, it has no effect on undead.
*At 11th level the draconic shaman treats his charisma score as if it were 2 higher than it is for the purposes of calculating the amount points of damage he can heal. At level 19 the dragon shamans charisma score is treated as 4 higher than it is for determining the amount of points of damage he can heal, this ability replaces the level 11 ability.
Starting at level 5 a dragon shaman’s Gift of the Dragon Spirit ability begins to become more powerful. He may spend 5 points of healing from the Gift of the Dragon Spirit ability to remove the dazed, fatigued, or sickened condition from one individual.
At level 7, for every 10 points of healing spent from the Gift of the Dragon Spirit ability he can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
At level 9, for every 20 points of healing spent from the Gift of the Dragon Spirit ability he can remove a negative level, or the blinded, deafened or diseased condition from one individual.
At level 11, the draconic shaman may use his Gift of the Dragon Spirit ability to create the effect of a ‘Reincarnate’ spell on a fallen creature. In order to use this ability the dragon shaman must spend 40 points of healing from the Gift of the Dragon spirit ability. Using this aspect of Gift of the Dragon Spirit also requires a tithe made to the totem dragon of the dragon shaman. This tithe must be 1000 gold pieces worth of precious coins or gems that are placed next to the body to be reincarnated during this ritual. As the subject is reincarnated the precious coins or gems are used just as the material components of the ‘Reincarnate’ spell. This ability functions just like the spell listed on pg. 331 of Core Rulebook. If this ability is attempted without a tithe, or if the tithe is lost, stolen, or removed during the ritual, the ritual fails.
This particular use of the Gift of the Dragon Spirit ability is strenuous, as such, the draconic shaman may only use this gift a number of times per day equal to ¼ levels in the draconic shaman class the character posses, to a maximum of 5 times/day at level 20. (draconic shaman levels only)
*This particular use of the ‘Gift of the Dragon Spirit’ ability counts as a spell, instead of a supernatural ability, because the draconic shaman’s totem dragon spirit is casting the spell not the draconic shaman, who is only channeling it. Therefore, this use of ‘Gift of the Dragon Spirit’ is subject to anything that can affect a spell. The effective caster level for the totem dragon spirit is equal to the draconic shamans caster level (equal to a druid of the same level), with the dc for the spell being equal to 10 + spell level + the draconic shamans cha modifier. The draconic shaman must concentrate on this ritual. If a concentration check is required, the base check is d20 + the caster level of the draconic shaman (equal to a druid of the same level) + the draconic shamans cha mod, for all other concentration checks reference table 9-1 on pg. 207 of the Core Rulebook.
Dragon Spirit Adaptation: At 3rd level the draconic shaman takes on an aspect of his totem dragon spirit. Some adaptations are extraordinary abilities while others are always active; others are spell-like abilities that 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).
Breath Weapon: At 4th level, you gain a breath weapon corresponding to your totem spirit 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.
Dragons Resolve: At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
Natural Armor: (Ex) +1 to natural armor at levels 7, 12, 17
Energy Immunity: (Ex) At 9th level, the dragon shaman gains immunity to the energy type of the breath weapon he gained at 4th level.
Commune with Draconic Spirit: (Sp) At 14 level, the draconic shaman gains the ability to contact his dragon totem spirit directly to ask questions of it. This is 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, the draconic shaman cannot use it again for seven days.
Dragon Wings: (Ex) At 15th level the draconic shaman grows a pair of wings that resemble those of his totem dragon spirits. They allow flight at a speed of 60 (good maneuverability). The draconic shaman can even fly while carrying a medium load, though his fly speed drops to 40 feet in this case. If the dragon shaman already has wings, he can choose whether these wings replace his own.
Draconic Spirit Ascension (Ex): At 20th level the draconic shaman’s journey into the realm of dragons is complete. He gains several abilities and attributes similar to those of his dragon patron spirit. This amounts to and increase in his aura bonus to +5, and increase in breath weapon dmg equal to 10d6; and an increase to a 60-ft. cone or 120-ft. line, as well as immunity to paralysis and dark vision out to 60 ft.
In addition the Draconic shaman may choose between any one of the following gifts, representing a unique blessing from the draconic shamans totem dragon spirit.
Gift of the Dragon Scale: +4 to natural armor
Boon of the Dragon Body: +2 to two of the following stats: Str, Con, Int, Cha
*these +2 bonuses must be used on different stats, the bonuses cannot be used on the same stat twice.
Roar of the Dragon: Increased breath weapon hit die to d8
Gift of the Sky Dragon: Increased fly speed to 90 feet (good maneuverability)
Senses of the Dragon: Your dark vision range increases to 90 ft and you also receive blind sense out to 20 ft. in addition you may cast Truesight as a spell like ability 1/day with your caster level being equal to your class level.
A player has requested to play a Dragon Shaman in the RotRL campaign I am running. He will be playing the role of the healer/support within the group which so far has: a dwarf fighter spec'd for defense and battle field control, a half-orc ninja based on the play-test for ultimate combat, and a half-elf summoner. He is wondering if this class can make a competent healing/status removal contribution to the party as he does not like the flavor of the cleric, druid, or oracle. If not, is there another option for healing and party support beyond the aforementioned?
Lastly, I have just read a player made conversion of this class by 'Smilodan' and I found some of the aura feats that he had created to be extremely powerful for the level you could take them. Does anyone have any experience running one of his converted Dragon Shamans or have any thoughts on the conversion itself? Overall I liked it, but being able to fast heal and augment damage at the level you could with his improved aura feats seemed like it could be an issue.
Thank you for the swift answer Lamplighter :) That ability just seemed too powerful when a player in the group I DM presented it to me and they believed they still might receive the hit point or skill point on off levels.
Does the half-elf summoner alternate racial trait on pg. 17 of the APG, allow the pc to receive the extra hit point or skill point on levels where an extra evolution point is not given? I am assuming that the summoner only receives an extra 'evo' point on levels 4,8,12,16,and 20. Do they not receive anything on levels 1-3,5-7,9-11,13-15, and 17-19?
I see that the swift climb and slow fall abilities have been implemented in this build. I think those are good abilities to keep from 3.5.
Though I have stated my piece on 'mystical ninjas' and my desire to play them in D&D, I will say that your build is solid if your into that lore. Looking at those 'jutsu' techniques that I was quick to dismiss, I now think that if you could implement this class without the spells or 'Ki' I'd actually enjoy it.
Now from what I know of 'Jutsu' Im wondering if you could implement special attacks or 'ways/methods' for using traditional Ninja/Feudal Japanese weaponry. I'd like to see bonuses for sneaking shuriukens, Jitte sword disarm tactics, wakizashi flank attacks, maybe even climbing claw melee attacks.
In my mind the Ninja was the ultimate planner/opportunist, the idea of utility tools being used as killing implements, due to their discreet nature and ability to be concealed is a very cool way to approach a combat situation.
Just to add to the list, possible smoke grenade maneuvers, seated combat and CQC attacks (I believe that is why they made their swords smaller than the traditional katana...indoor combat and close quarters viability.
Lastly, I'm very surprised to see that 'Disguise' was not listed as a class skill. Blending into to common peasants or dignitaries is a famous or rather infamous tactic of Ninjas. Often times Ninjas would dress in common clothing or as part of the lower castes and would conceal their weapons and implements in the folds of the baggy garb so they could approach their intended victims without attracting attention.
As a new user to these forums and the Pathfinder game system, I have been amazed to see the depth and quality of some of the player contributed content for class conversions from 3.5 as well as home brew classes.
I've actually purchased the players guide and campaign setting for this game for these reasons alone. I am very interested in contributing some of the builds and conversions that I have made for my various 3.5 play groups and am wondering where I might be able to find some of the text sheets that I have seen on these message boards. I'd rather not just cut and paste a text document as they never seem to work correctly. If anyone could help me find these character template sheets for posting original classes it would be much appreciated.
Drop the 'jutsu' nonsense, I have no desire to play a ninja or ancient martial/Japanese themed character. Frankly the notorious Western European/Middle Eastern assassins have always been far more interesting to me; furthermore, one of the few good things Paizo did in this D&D power-creep fiasco was take that terrible spell casting away from assassins, replacing it with a bunch of 'ghost magic' or just more spells is a step backwards. (I'm already not too happy about some of the pseudo-magic death abilities)
My advice, try and give some non magical abilities for infiltration and escape. Something akin to a fast climb ability (up to characters base speed) and a slow descent ability (2x distance of base speed at max and the assassin must use a rope or a solid structure, i.e, a wall to assist in the rapid descent) nothing as extreme as a 3.0 monk, just something that might reflect the assassins specialized training but is still heroic enough to be proper for a fantasy character. Maybe a couple of abilities to mimic or throw voices or something as well.
UMD for gadgets, 6 + int skill points, as 4 has always been wrong, and of course the other abilities the class currently comes with.
The beauty of the proposed fix to the class is how clever you can be with it because it's simple, you won't be bogged down with strange modifiers and saves etc, aside from certain complex skill checks of course, and it retains it's distinction from a normal rogue! ;)