Dragon Shaman - Conversion Efforts


Conversions

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Verdant Wheel

Dragon Shaman is a odd class, as it have 3/4 base attack and use d10. What should be better ? Make him d8, full progression or stay as it is ?


I always thought that d8 for hit dice would fit better.

Verdant Wheel

Seldriss wrote:
I always thought that d8 for hit dice would fit better.

Except for the fact that Dragon Shaman is suposed to be a "tank" melee class.

Scarab Sages

I'd disagree that it is meant to be a tank (as a dragon class it could even have d12, but it doesn't). The class is meant as a nouveau-bard, a back-up melee character who can fill in for a warrior in most situations with the added benefit of auras that affect the whole party.

Bumping up to full BAB is a big change. In my games the Dragon Shaman was notorious for showing up the other core classes. Keeping it line with the cleric seems appropriate - it won't outshine the fighter, and it won't be more useful than a full cleric, but it fits nicely in the middle. In the long run, 1 hp per level on average is not as huge a change as a full BAB.


Having played a dragon shaman I agree with Jal Dorak's assessment of them as primarily a support class and secondary melee class. Medium BAB and no heavy armor proficiency seems to support that assessment. That's why I'm dropping them to d8 hit dice.


I always saw the d10 hit die as a conscious choice to add some durability to a melee support class. The 3.5 designers varied from the normal rules to make the class "stand out."

I think, given PFRPG's move to "Standardize" classes, the d8 hit die makes sense. It's certainly better than boosting the BAB.

I don't see a need to change much else for the class - it's been playing well in my games. Has anyone tweaked the class features?


comparing dragon shaman to paladin I think d10 + full bab could be OK, down to d8 would hurt the class in my opinion

Grand Lodge

The splatbook classes are not balanced using Pathfinder design. For the most part, they're simply better left as they are. If you're feeling generous, d4 and d6 classed can get a hit dice upgrade, but that should be about the most changes you should make.

Some classes will need to be adjusted to allow for skill and feat changes.

And quite frankly, some of those classes should be left by the curbside to die of obscurity.


LazarX wrote:

The splatbook classes are not balanced using Pathfinder design. For the most part, they're simply better left as they are. If you're feeling generous, d4 and d6 classed can get a hit dice upgrade, but that should be about the most changes you should make.

Some classes will need to be adjusted to allow for skill and feat changes.

And quite frankly, some of those classes should be left by the curbside to die of obscurity.

I would say you are right in general.

But I think the PHB2 classes like Dragon Shaman are on more or less the same power level as PFRPG classes.
They where a bit to versatile for 3.5 but good and fun classes, not like other splat books.

It would be a shame to lose them


aeglos wrote:

I would say you are right in general.

But I think the PHB2 classes like Dragon Shaman are on more or less the same power level as PFRPG classes.
They where a bit to versatile for 3.5 but good and fun classes, not like other splat books.

It would be a shame to lose them

While a few classes are better left long gone, most I think have value to add some engaging NPCs, useful cohorts, and the like to a PFRPG game. I think the PHBII Classes match up very well with the PFRPG upgrades.

Dark Archive

Played a Dragon Shaman to level 13, and I can say this with certainty, they don't need full BAB. Its better to just lower the hit dice as they cannot main tank. They are specifically an off tank build, and the fact they have no heavy armor reinforces this. (even is the heavy armor classes aren't interested in using the heavy armor.)

My DM felt they either needed better breath weapon progression (in more dice damage) or more bab, I took the bab and playing one to 13, higher bab doesn't fix their problems in combat. The only reason things stuck to me, was a role playing tick where I specifically made fun of enemies till it stopped being funny...

Keep in mind this guy slid to Chaotic evil and is now a Campaign villain. Course, not before he got in some good one liners...

"I love killing cultists, its like slaughtering orphans, but less people care!"

"Feh, they're just cultists, its not like they're people anyways..."

Yeah...Chaotic Evil for sure...

Verdant Wheel

Well, i took the Heavy Armor Proficiency feat from the start and along the damage resistance aura i am doing well as main tank. But if my HD diminish it just might be too much to me. Maybe i should just change class.

Grand Lodge

The BAB to HD rule of Pathfinder shouldn't neccessarily be taken as Holy Writ in regards to conversions. After all Pathfinder balanced it's classes by its Hit Die and technically, the Barbarian itself is a violation of this rule.

If you think of the Dragon Shamon as a divine analogue of the barbarian than you can ratioalise leaving it's HD alone.

I'd say just take the class as it is and make the skill changes neccessary, possibly but not neccessarily adding Fly as a class skill.


I'll probably spend some time thinking about the Dragon Shaman. I've had fun using it in a couple gestalt campaigns, but never as a standalone class because it just doesn't fill the usual niches.

I'd likely drop it to d8 hit die but give it something different ability-wise to "fix it", sort of what was done to the monk. Perhaps for a melee dragon shaman give it the ability to breathe on its weapon and deliver that energy during attacks for the next X rounds. So you could maybe have your weapon deliver ?d6 acid damage on successful hits. You still need to breathe every few rounds to vomit up fresh fluids, thereby consuming an action, but it gives a unique flavor (sorry for including "flavor" in a sentence that also has "vomit" and "fresh fluids"). Not terribly unlike a rogue and sneak attack.

Still, the breath-weapon has always been my least favorite component of the class. The auras are really cool though.

Another weird thought might be to give it some bonus feats like Spring Attack and perhaps some charge-related feats. Mimic the draconic attack model where they swoop in, hurt you, and leave... all before you can do anything. Fast Movement plus Spring Attack might be a reasonable pair.

Scarab Sages

Maybe you could look at giving the class more abilities from the form of the dragon spells at higher levels - maybe even a size increase.

Dark Archive

Draco Bahamut wrote:
Well, i took the Heavy Armor Proficiency feat from the start and along the damage resistance aura i am doing well as main tank. But if my HD diminish it just might be too much to me. Maybe i should just change class.

That works great for the first few levels of the game, then when you get to about level 5 the important creatures will have magical attacks and bypass your DR.

Grand Lodge

I'd say that raising the HD to d12 would better fit the whole "Dragon" aspect of it. As for other things, well it's already got something every level so that kind of makes things difficult. I've always thought that the Dragon Disciple kind of got it a little better than the Shamans did. I mean, they got bonuses to their abilities. Personally I think a Dragon Shaman should get the same treatment over the course of their 20 levels. Maybe every five or six levels they can gain bonuses like a half dragon or the Dragon Disciple (+2 Str, +2 Con, +2 Int, +2 Cha). Maybe with the new Pathfinder rules they could get access to the Sorcerer and Dragon Disciple's draconic bloodline feats every third level? There's lots of stuff we could do to "balance", but you'd have to be careful to not make it too powerful.

Other than that, I don't think they should have full BAB. 3/4 progression is fine.

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I'm playing one in a Pathfinder Beta game. All we changed was the skills. We're using the d10 Hit Dice, but the way I've been rolling, it's more like d4. Ugh. Also, mine is a chaos gnome, so he's Small and Slow. But I really like the combination of class features...I would definitely play one again, except Medium Sized.

EDIT:

Ideally, I see the Dragon Shaman as an "Almost but not quite as good as a dragon" class. A dragon has Full BAB, All Good Saves, and 1d12 Hit Dice, with 6 skill points per hit die. I think a Dragon Shaman should have 3/4 BAB, 2 Good Saves (F & W are fine), and 1d10 Hit Dice with 4 skill points per level. I also think their class skills should be the same as dragons, with the 3 bonus class skills based on their dragon totem.


For the record, I'm about 60% through coming up with an alternate to the Dragon Shaman. I've yanked the breath weapon entirely, added a bunch of additional aura types to choose from, lowered the hit die to d8, renovated skills entirely and... gave it a dragon.

Yup. A dragon. It's not exactly like a familiar and it's not exactly like an animal companion. It's a little more powerful than either but there are serious responsibilities involved. I'm working hard right now to jiggle the balancing mechanic since all the different colour dragons have different CRs at different ages but I'm confident something can be worked out.

The ultimate goal is a class where the player thinks of both of his/her bodies as equally important. The dragon supports the PC and vice versa. Individually they're weaker than as a whole. This all in the context of balance, not power-creep.

Probably about a week out, maybe two.

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Anguish wrote:

For the record, I'm about 60% through coming up with an alternate to the Dragon Shaman. I've yanked the breath weapon entirely, added a bunch of additional aura types to choose from, lowered the hit die to d8, renovated skills entirely and... gave it a dragon.

Yup. A dragon. It's not exactly like a familiar and it's not exactly like an animal companion. It's a little more powerful than either but there are serious responsibilities involved. I'm working hard right now to jiggle the balancing mechanic since all the different colour dragons have different CRs at different ages but I'm confident something can be worked out.

The ultimate goal is a class where the player thinks of both of his/her bodies as equally important. The dragon supports the PC and vice versa. Individually they're weaker than as a whole. This all in the context of balance, not power-creep.

Probably about a week out, maybe two.

WOW....that sounds a like a SERIOUS revision of the class.

Probably the best way to balance it is to NOT use the ACTUAL dragons, but come up with a modular dragon that can be any color or metal, with different modules added on to it for breath weapon and immunity, special abilities, etc.

Heck, you're probably coming up with a version of the "Summoner" that will be in the Advanced PH.


Honestly, Anguish, that sounds like exactly the opposite direction I would go, from a game design standpoint. Dragon Shamans are already teetering on the edge of having too few combat options as it is. Removing their breath weapon means all they have is full attack or charge. They need expanded options (not necessarily stronger options, just more options in general), not reduced ones. And no, full attacking twice a round isn't an expanded option over full attacking once a round.


Zurai wrote:
Honestly, Anguish, that sounds like exactly the opposite direction I would go, from a game design standpoint. Dragon Shamans are already teetering on the edge of having too few combat options as it is. Removing their breath weapon means all they have is full attack or charge. They need expanded options (not necessarily stronger options, just more options in general), not reduced ones. And no, full attacking twice a round isn't an expanded option over full attacking once a round.

I agree, I've been working on a conversion/rebuild myself. I kept the breath weapon, stripped out the color coded dragon part, and worked in the draconic invocations from the dragonfire adept. I changed their breath weapon to a line only that starts out fire but at higher levels they can change it to cold, lightning, and acid, and the range increases. Also gave them detect magic at will. Those are the major changes, there are also a few smaller tweaks but you get the general idea. I'm calling my rebuild the Dragon Mystic.

Dark Archive

Zurai wrote:
Honestly, Anguish, that sounds like exactly the opposite direction I would go, from a game design standpoint. Dragon Shamans are already teetering on the edge of having too few combat options as it is. Removing their breath weapon means all they have is full attack or charge. They need expanded options (not necessarily stronger options, just more options in general), not reduced ones. And no, full attacking twice a round isn't an expanded option over full attacking once a round.

Maybe giving them bonus feats for the breath weapon?

One of the biggest complaints about that thing is it takes too many feats to make viable. If you gave them a few of the bonus feats from Draconomicon, then you could easily make the breath weapon worth something, be it to shape your weapon, maximize, heighten, ect ect.


Bonus metabreath feats would be nice, yes. Wouldn't increase the power level much at all because the dragon shaman's breath doesn't do much damage even maximized, but it gives the players some decisions to make every few rounds at least.

However, it still falls into the cycle of "breathe, full attack until breath returns, breathe, repeat", with the occasional change of aura, which is boring.

No, I don't have a solution. If I did, I assure you I'd post it. I like dragon shamans and I'd love to play one, but every time I start to think about actually doing so, I run headfirst into the wall of "all I'm gonna do is full attack every round" and I head to some other class.

As an aside, Dragon Shamans make great gestalt second classes. In gestalt it doesn't matter if a class doesn't have many options, because you have two classes to draw abilities and options from. It's one of the reasons my usual group plays gestalt so much (and, in fact, we have a dragon shaman // sorcerer in my Curse of the Crimson Throne campaign).

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My dragon shaman has lots of options. Melee, ranged (javelin or x-bow), breathe, alchemical items. It's fun to throw regular oil on someone, and the next round set them on fire with your breath weapon. Now that I'm 6th level, I also have healing I can do, and more auras to choose from. Even moving into a flanking position can be really useful.

It would be nice if there was a way for the dragon shaman's weapon to do extra damage. Maybe 1/2 breath weapon damage for 1d4 rounds (the same as the breath weapon re-charge).

It would also be nice if they had some more skill points AND class skills. If they had the class skills dragons get in the Monster Manual, that would be really cool. They could be fonts of knowledge, and Use Magic Device would really open up some options for them. Now that Listen, Spot, and Search are all under Perception, that's nice, but it would have been nice to have in the 3.5 version.

Dark Archive

Zurai wrote:

Bonus metabreath feats would be nice, yes. Wouldn't increase the power level much at all because the dragon shaman's breath doesn't do much damage even maximized, but it gives the players some decisions to make every few rounds at least.

However, it still falls into the cycle of "breathe, full attack until breath returns, breathe, repeat", with the occasional change of aura, which is boring.

No, I don't have a solution. If I did, I assure you I'd post it. I like dragon shamans and I'd love to play one, but every time I start to think about actually doing so, I run headfirst into the wall of "all I'm gonna do is full attack every round" and I head to some other class.

As an aside, Dragon Shamans make great gestalt second classes. In gestalt it doesn't matter if a class doesn't have many options, because you have two classes to draw abilities and options from. It's one of the reasons my usual group plays gestalt so much (and, in fact, we have a dragon shaman // sorcerer in my Curse of the Crimson Throne campaign).

One thing I found was that in the Dragon Magic book, that Dragon Shamans got access to the Dragon Fire Adept lesser powers, by sacrificing some of the crummier auras. So you keep Power, Fast Healing and Energy shield, then turn around and give up some of the other's for lesser powers...

Maybe if we gutted some of the Dragonfire Adept stuff (since they're basically a draconic Warlock...and we don't really need another base class clone running about) we might be able to give options...


Yeah, combining Dragon Shaman and Dragonfire Adept has possibilities. You'd have to be cautious, though, because both classes are fairly balanced, power-wise, with the PF core classes (Shaman may be a little weak). Gotta be careful not to make it too strong.

Dark Archive

Zurai wrote:
Yeah, combining Dragon Shaman and Dragonfire Adept has possibilities. You'd have to be cautious, though, because both classes are fairly balanced, power-wise, with the PF core classes (Shaman may be a little weak). Gotta be careful not to make it too strong.

Well, instead of giving them all the invocations, you just set a progression of Invocations settled entirely on the totem they take. In tying it to the totem, you limit their options and keep them in line with what they're doing. Example being, I might have invocations that do acid damage and let me breath underwater, but I will lose out on anything that does fire damage or lightning damage.


Hmmm. I think I like that. Basically you replace the current dragon-color-related benefits with stuff drawn from Dragonfire Adept. Could be good. I may have to whip up something tomorrow to see how it could work out.

Dark Archive

Zurai wrote:
Hmmm. I think I like that. Basically you replace the current dragon-color-related benefits with stuff drawn from Dragonfire Adept. Could be good. I may have to whip up something tomorrow to see how it could work out.

Add in a few Metabreath feats, and call it a day.


Zurai wrote:
Honestly, Anguish, that sounds like exactly the opposite direction I would go, from a game design standpoint. Dragon Shamans are already teetering on the edge of having too few combat options as it is. Removing their breath weapon means all they have is full attack or charge. They need expanded options (not necessarily stronger options, just more options in general), not reduced ones. And no, full attacking twice a round isn't an expanded option over full attacking once a round.

Let's not ignore that the breath weapon has simply moved to the other body. You know... the dragon. The player gets a degree of flight, a bunch of physical attacks, and the other sundry dragon stuff. It's just the PC body that doesn't use those.

Basically in the version I'm working on, the player gets plenty of goodies. I'm not saying it'll be for everyone, but I'm just tired of a Dragon Shaman that barfs acid and never goes near anything draconic. I've a yearning for someone who actually has a relationship with dragon-kind that goes beyond the cleric/god pair where one half of the relationship stays firmly in absentia all the time.

Dark Archive

Anguish wrote:
Zurai wrote:
Honestly, Anguish, that sounds like exactly the opposite direction I would go, from a game design standpoint. Dragon Shamans are already teetering on the edge of having too few combat options as it is. Removing their breath weapon means all they have is full attack or charge. They need expanded options (not necessarily stronger options, just more options in general), not reduced ones. And no, full attacking twice a round isn't an expanded option over full attacking once a round.

Let's not ignore that the breath weapon has simply moved to the other body. You know... the dragon. The player gets a degree of flight, a bunch of physical attacks, and the other sundry dragon stuff. It's just the PC body that doesn't use those.

Basically in the version I'm working on, the player gets plenty of goodies. I'm not saying it'll be for everyone, but I'm just tired of a Dragon Shaman that barfs acid and never goes near anything draconic. I've a yearning for someone who actually has a relationship with dragon-kind that goes beyond the cleric/god pair where one half of the relationship stays firmly in absentia all the time.

Actually I'd rather be the guy that takes on draconic properties than the guy who buddies up to dragons...

Scarab Sages

Actually, a "dragon rider" class is not a bad idea. It's a fairly iconic niche that many players have at least thought about, if not wanted. I say go for it.

For a bit of class flavor, steal an idea from Suikoden that young dragons whose families abandon them or are killed are usually left to die. However, some kindlier dragons have created a foster-care organization leaving their kin in the hands of worthy humanoids to both care for them and learn from them. Those that fail face severe punishments, while those that succeed earn a life-long ally and the respect of similar dragons.

Grand Lodge

I like the idea of a Dragon Shaman getting +4 skill points per level, and that their totem gains them access to the skills of the dragon. You could base that off of the Half Dragon Paragon.

I also think that it'd be a good idea to combine features from Dragon Shaman and Dragon Adept. The first thing I'd change is the number of auras a Shaman gets. They start out big, but then the get 7 forever. Let's increase that to 8 at around 14th or 15th level, and add in a couple of the invocations. Or rather, let's leave it as 7, and have them also gain invocations at a later level. Kind of like the Marshal and their minor & major auras.

As for potential add-ons of special abilities, the one main thing I'd really like to add is the Dragon Adept's damage reduction 2-5/magic starting at 6th lvl. As for where we could put them, I don't really know a good place that we could start. Maybe 5th? Now while I'm not opposed to a Dragon Shaman having breath weapon feats as bonus feats, that might be a tad much. I mean, even the Dragon Disciple doesn't get that, and they're only at 2+INT per leve (which I don't really agree with but ability boosts kind of make me look the other way on that too). Maybe instead they could gain their breath weapon at 3/4 instead of 1/2 (for both damage and save DC). I mean, the Sorcerer gets full caster level as their level after all. Maybe add Blindsense, and increase their natural armour by an additional +1.

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I think it would be neat if the dragon shaman got Draconic Senses: Low Light Vision at 5th, Darkvision at 10th, Blindsense at 15th, and Blindsight at 20th (CAPSTONE!).

I also think there should be a way to rapidly recharge the breath weapon a limited number of times per day, maybe at the cost of losing access to an aura? Or reducing your aura bonus by 1 for the rest of the day?

More auras would be nice, too.

The Exchange

I had a PC in a Savage Tide game I ran that went with Dragon Shaman as his primary class, and he was highly effective. He dipped a few levels of barbarian, and took the dragon devotee PrC, so he wasn't pure Dragon Shaman. He was a human who also took the Vow of Poverty feat, so in truth, I can't say he was probably the best test subject for the class.

Nonetheless, I've played enough to know what came from where, and the core of his build was Dragon Shaman, and over 23 levels, he proved the class to be very respectable. His healing aura alone saved probably a dozen lives over the course of the campaign (some multiple times of course), and his other abilities were highly useful as well.

If I were to bring Dragon Shaman over, I'd say to leave it as is with some of the skills adjusted, and use that as a starting point. I doubt many further tweaks would be necessary.

As to the debate on whether he was a "tank" or not, I'd say he did fill that role to some degree. We have a straight barbarian / animal lord in the campaign, and he didn't QUITE keep up with him in terms of ability to dish out (and take) serious pain, but then who would? His side abilities and dragon stuff more than made up for that. In my estimation he was likely the party's MVP (out of 7 PCs).


Unlike the cleric, the dragon shaman do not have proficiencies with heavy armor. Also, the cleric has spellcasting, which is replace by auras, breath weapon and a few other abilities for the dragon shaman, which in my opinion does not quite compare. So I think d10 for hit dice his very reasonable, and I would not be against a d12, espacially if you think of the dragon shaman as sort of a 'barbarian' version of the cleric. Don't get me wrong, I love the class, but I think it might be missing a little something with the now improved and more balanced classes of Pathfinder RPG.

I would give the dragon shaman a little 'upgrade' (which I will do in my upcoming pathfinder game), espacially when considering the new Dragon Disciple, who orginally filled the role of the 'dragon' adept, now has d12 HD(according to the pathfinder reference document) and a better spellcasting. I did not yet decided what and how exactly, but it would (will) be along those lines:
- Give bonus to str, con, int and cha, the same as the dragon disciple, spread over its 20 levels, effectively becoming a half dragon, which is more in line with the character;
- Instead of doing this as an option, give access to invocations (from one of the spalt book), possibly 3 or 4, and 2-3 breath effect, possible at level 10, 15 and 20, considering the effective level for purpose of qualifying for invocations and/or breath effects to be 1/2 the dragon shaman level;
- A rage ability, fulled by draconic power, which gives additional strengh, hp, fort and will, and possibly makes his aura stronger or gives it an additionnal effect for the duration of the rage (through the use of rage points similar to the barbarian). Possibly add claws and bite while raging, and wing buffet when he gets is wing, giving an attack routine of claw/claw/bite/wings or something like that;
- Or even a combination of the above.

In the first and second case, I'd use d8 for hit dice, in the other case I'd leave it d10. No change to the BAB though. A few more skill points also, possibly 4+int, to be more along the lines of the powerful dragons. The dragon shaman definetly deserves to be brought over to Pathfinder. I guess It could be renamed to avoid copyright problems.


Tordak wrote:
Unlike the cleric, the dragon shaman do not have proficiencies with heavy armor.

Actually, that's exactly like the Pathfinder RPG's cleric (who doesn't get heavy armor proficiency either).

I agree with the other posters who think that the Dragon Shaman needs something. I've only ever seen it used for the healing aura, with every other class feature coming in a distant second place.


I did a fairly extensive re-write. It's not identical and "corrects" some things I didn't personally like about the DS but if it's the auras you like, there's a bunch of new ones in my version.

Here.


Thanks for sharing this. I hope if anybody else is working on conversions of the Dragon Shaman, they'll post them here.


Mairkurion {tm} wrote:
Thanks for sharing this. I hope if anybody else is working on conversions of the Dragon Shaman, they'll post them here.

My pleasure. Actually, now that I've got the PF Beastiary I'll be updating that to reflect the new dragon balance. No significant changes, but I'll have a better clue what levels to grant what dragons as a cohort.


Mairkurion {tm} wrote:
Thanks for sharing this. I hope if anybody else is working on conversions of the Dragon Shaman, they'll post them here.

I was recently helping a friend convert his dragon shaman character to PF. I found that 3 of the chromatic dragons ended up short a class skill as a result of the skill consolidation (didn't affect his character). Now that the Bestiary is out, I was able to fill in the missing class skills based on the updated dragons. I left everything else pretty much the same except on change to the Blue (dropped spellcraft for appraise). Here is the class skill list I went with by color:

Black - Handle Animal, Stealth, Swim
Blue - Appraise, Bluff, Stealth
Brass - Bluff, Diplomacy, Survival
Bronze - Disguise, Survival, Swim
Copper - Bluff, Stealth, Acrobatics
Gold - Disguise, Heal, Swim
Green - Bluff, Stealth, Use Magic Device
Red - Appraise, Bluff, Acrobatics
Silver - Bluff, Disguise, Acrobatics
White - Sense Motive, Stealth, Swim

The Exchange RPG Superstar 2010 Top 32

Just started working on my own version so I thought I'd throw it in there.

4+ skill points.
Ranger spell progression using the Bard spell list. They can use a 1st level slot for a 0 level spell.
Breath weapon becomes d8 at level 9 and d10 at level 18
Wings at level 9

That's about it off the top of my head.


Draco Bahamut wrote:
Dragon Shaman is a odd class, as it have 3/4 base attack and use d10. What should be better ? Make him d8, full progression or stay as it is ?

Actually that's the same as the Soulknife, general opinion was to update that one to full BAB.

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Dabbler wrote:
Draco Bahamut wrote:
Dragon Shaman is a odd class, as it have 3/4 base attack and use d10. What should be better ? Make him d8, full progression or stay as it is ?
Actually that's the same as the Soulknife, general opinion was to update that one to full BAB.

I think it would be neat to give the Dragon Shaman +3/4 BAB, Good Fort and Will Saves, 1d8 HD, and a 1st level class ability, maybe called Draconic Toughness, that allows him to add his Charisma bonus to his hit points in addition to his Constitution bonus, but only for Dragon Shaman hit dice, not any multi-class hit dice. The dragon shaman relies on Con and Cha a lot already, so this might be an interesting twist.

Also, I think it should get 4 skill points a level, with his list of class skills being identical to a true dragon's list of class skills. This would require updating the dragon totem skill choices, to eliminate redundancies. I would also widen the selection of bonus feats to include meta-breath feats.


I made a conversion myself, for use in my campaign.

here's a link. it's really inconvenient if I posted it.

http://hackettstowndnd.pbworks.com/Dragon-Shaman

Grand Lodge

Tesserex wrote:

I made a conversion myself, for use in my campaign.

here's a link. it's really inconvenient if I posted it.

http://hackettstowndnd.pbworks.com/Dragon-Shaman

With regular D&D, that's not bad, but for PF you're not supposed to have any dead levels.


fixed. I added some abilities at level 17 and 18 that add some spontaneity. I'm trying to figure out a way to give the Dragon Shaman access to some spell like abilities like Dragons have, but it's proving difficult.

Normal Dragon Shamans can already do pretty well for themselves in 3.5, especially if they dip into Barbarian. In PF, its a little more difficult to dip into barbarian effectively because rage doesn't last as long.


IMO, the Dragon Shaman should get full BAB progression and 1d10 hp/level to be as strong as the PATHFINDER's core class. All the other class features should remain unchanged because Dragon Shaman don't have dead level already (and because I don't like headaches).

Why ?

Look at the Ranger :

Ranger got 1d10hp/level, full BAB, medium armor, animal companion, spells, 6+INT skill points/level, combat style and favored enemy.

Now look at the *new* Dragon Shaman
Dragon Shaman got 1d10hp/level, full BAB, medium armor, aura instead of animal companion, breath weapon instead of spells, 2+INT skill points/level + skill focus a few times as a bonus feat, energy resistance instead of combat style and lay on hands instead of favored enemy.

Don't you think those 2 class are well balanced ?

I don't think that the Dragon Shaman become overpowered if you give him full BAB progression. In fact, I have always seen the Dragon Shaman as some kind of Paladin of Bahamut (or Anti-Paladin of Thiamat), so the full BAB progression and 1d10hp/level seems logical to me.

One of my player is going to play a Dwarven Red Dragon Shaman in my ongoing underdark campaing. He's gonna be level 5 so I'll be able to give you feedbacks about the balance of the class at that level soon. The other PCs are all core class : Hobgoblin Fighter 5, Drow Bard 4 and Drow Cleric 4 (houserule : hobgoblin got LA+0 and drow got LA+1).

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Dragon Shaman

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 per plus.
Draconic Celerity: +5 feet of speed 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 metabreath 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.

Draconic Feats:

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.
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