
Anguish |

First of all, I'm posting this as a sort of open beta of my own. I'm more than happy to accept input.
The goal: this is an interpretation of WotC's Dragon Shaman class. It can be considered Open content as I haven't reproduced any closed content. This is also not a "conversion" in a few ways. I personally think that 3.5 and PFRPG are so similar that the term isn't appropriate. Further, this class is meant to be somewhat different from WotC's version. The core concept of radiating auras remains in place but I've always been bothered by a} the breath weapon and b} the lack of draconic involvement. The breath weapon moves to - get this - the dragon. This class is intended to encourage something relatively unique... have the player think of his character as a fusion of two bodies. My hope is to have the two bodies complement each other such that there is both balance and synergy. Beyond a mere animal companion or familiar, the player should be thinking of how to use his two bodies together to aid the party best.
The two main areas I need serious input on are a} the precise "tithe" (currently 50%) that should be assigned to the hoard feature and b} if the levels at which various dragons become available need tweaking. Those levels are ultimately derived from a couple sources and are deliberately conservative. I expect if adjustment is required, it'll be downward.
Without further ado, I bring you the Dragon Totemist.
DRAGON TOTEMIST
Alignment: Any
Hit Die: D8
Class Skills
The dragon totemist’s class skills are Appraise(Int), Craft(Int), Diplomacy(Cha), Fly(Dex), Knowledge(nature)(Int), Knowledge(arcana)(Int), Perception(Wis), Spellcraft(Int), Use Magic Device(Cha).
Skill Ranks per Level: 4 + Int modifier
Table 1 – The Dragon Totemist
_______Base________Fort___Ref__Will________________________________________ Auras
Level__Attack Bonus__Save__Save_Save____Special_____________________________Known
1st____+0___________+2____+0___+2___Dragonbond(egg), dragon aura +1, hoard_____2
2nd____+1___________+3____+0___+3___Dragonblooded_________________________2
3rd____+2___________+3____+1___+3_________________________________________3
4th____+3___________+4____+1___+4___Draconic resistance 5_____________________3
5th____+3___________+4____+1___+4___Dragon aura +2_________________________4
6th____+4___________+5____+2___+5___Skin of the reptile________________________4
7th____+5___________+5____+2___+5_________________________________________5
8th____+6/+1________+6____+2___+6___Draconic resistance 10, greater aura__________5
9th____+6/+1________+6____+3___+6___Extended aura (45ft)______________________6
10th___+7/+2________+7____+3___+7___Dragon aura +3__________________________6
11th___+8/+3________+7____+3___+7___Least dragonform_________________________7
12th___+9/+4________+8____+4___+8___Draconic resistance 15_____________________7
13th___+9/+4________+8____+4___+8___Dragonform_____________________________ 8
14th___+10/+5_______+9____+4___+9___Greater skin of the reptile__________________8
15th___+11/+6/+1____+9____+5___+9___Dragon aura +4, greater dragonform__________9
16th___+12/+7/+2____+10___+5___+10___Draconic resistance 20, twin aura___________9
17th___+12/+7/+2____+10___+5___+10________________________________________1 0
18th___+13/+8/+3____+11___+6___+11___Extended aura (60 ft)____________________10
19th___+14/+9/+4____+11___+6___+11___Draconic immunity_______________________11
20th___+15/+10/+5___+12___+6___+12___Dragon aura +5, union___________________11
Class Features
All of the following are class features of the Dragon Totemist.
Weapon and Armor Proficiency:
Bonus Languages:
Dragonbond (Ex):
A multiclass dragon totemist adds one half of their levels gained from classes other than dragon totemist to their effective level for purposes of attracting a bonded dragon. A dragon totemist may never be bound to any creature other than his dragon. A dragon totemist with druid levels may never have an animal companion but is permitted to use their Nature Bond to select a domain. Similarly a wizard may not have a familiar but is permitted to use Arcane Bond. In this case, their bonded dragon functions as the object of their bond. While their bonded dragon is within range of the dragon totemist’s aura it is considered in hand to cast spells unimpeded. Creatures summoned temporarily by use of spells do not interfere with the dragonbond. A paladin’s mount cannot be called but they may instead use the divine bond feature to enhance their chosen weapon.
If a bonded dragon (or egg) dies, the dragon totemist immediately acquires two permanent negative levels. These negative levels cannot be removed by restoration or similar magics until the dragon is returned to life by use of a raise dead spell or similar. A dragon returned to life suffers no negative levels as they are borne by the dragon totemist instead.
Table 2 – Dragons acquired by level
Bronze (LG): 9th – wyrmling, 12th – very young, 17th – young
Silver (LG): 10th – wyrmling, 13th – very young, 17th - young
Gold (LG): 11th – wyrmling, 15th – very young, 19th – young
Brass (CG): 5th – wyrmling, 9th – very young, 13th – young, 16th – juvenile
Copper (CG): 6th – wyrmling, 10th – very young, 14th – young, 15th – juvenile
Blue (LE): 9th – wyrmling, 12th – very young, 16th – young
Green (LE): 9th – wyrmling, 12th – very young, 15th – young, 19th – juvenile
White (CE): 4th – wyrmling, 8th – very young, 11th – young, 16th – juvenile
Black (CE): 6th – wyrmling, 9th – very young, 12th – young, 16th – juvenile
Red (CE): 10th – wyrmling, 14th – very young, 18th – young
Dragon Aura(Su):
The bonus granted by this aura starts at +1 and increases by +1 at 5th, 10th, 15th and 20th levels. A 1st-level dragon totemist knows three different aura types of their choice and learns an additional type at odd levels. Normally a dragon totemist may only project a single aura type at once but they may shift to a different type as a swift (mental) action.
Deftness: This aura grants its bonus to all Acrobatics, Climb, Fly, and Swim checks.
Durability: This aura grants DR1/– per point of the dragon totemist’s aura bonus.
Grace: This aura grants its bonus to Escape Artist and Stealth checks.
Health: This aura grants fast healing 1 per point of the dragon totemist’s aura bonus while the affected creature is at or below one half of their normal hit point total.
Influence: This aura grants its bonus to all Bluff and Diplomacy checks.
Might: This aura grants its bonus to all melee damage rolls.
Observation: This aura grants its bonus to all Perception and initiative checks.
Precision: This aura grants its bonus to all attack rolls (including ranged attacks against enemies outside of the aura’s range).
Resistance: This aura grants resistance 5 per point of the dragon totemist’s aura bonus against their dragon’s energy type.
Retaliation: Each time an ally is struck by a natural or non-reach manufactured weapon, their body channels the energy of the dragon totemist’s dragon type. The attacker takes 1 point of damage of that energy type per point of the aura’s bonus.
Slither: This aura grants the ability to squeeze into spaces one half your size without penalty as a move action. Affected creatures may move through a number of squares equal to the aura’s bonus but must end their round in a space appropriate for their size or standard squeezing penalties apply until the start of their next turn.
Swiftness: This aura grants a +5 enhancement bonus to all movement types per two points of aura bonus, rounded down (min. 1).
Hoard:
For instance, a dragon totemist may earn 4,000gp during a particular adventure. They are permitted to spend 2,000gp on themselves however they wish. The remaining amount could be simply carried in a bag in the form of precious pearls. The dragon totemist could instead purchase a ring of protection +1 for his bonded dragon.
In any case, this wealth belongs to the bonded dragon and is kept by the dragon when it departs. In the case of a dragon totemist being entrusted with a new (and older) bonded dragon, this dragon comes without any material wealth. The dragon certainly has a hoard established elsewhere but it is the dragon totemist’s duty to help the dragon grow its wealth. A dragon totemist may not spend his dragon’s wealth for any other purpose but the direct benefit of the dragon. In the event of needing to purchase materials and service to raise a dead dragon, the dragon totemist must fund this through his own means, not the dragon’s hoard. Further, any treasure gained while the dragon remains dead must still be split.
A dragon will never lend its wealth or equipment though it may be willing to barter and trade equipment and items of appropriate value. Thus the example dragon above may release its ring of protection +1 along with 6,000gp of its material wealth in return for a ring of protection +2.
A dragon totemist responsible for a dragon egg will often spend a portion of its wealth on increasingly safe containers for it. Boxes crafted from precious metals, bespeckled with jewels and lined with fine silks are sometimes found amongst elder dragon hoards, tangible evidence this dragon was once bonded to a human while it was most vulnerable.
Dragonblooded (Ex):
Draconic Resistance (Ex):
Skin of the Reptile:
Greater Aura:
Community: This aura allows allied creatures to communicate telepathically amongst themselves. The bonded dragon may not use this ability to communicate with anyone other than the dragon totemist.
Defense: This aura grants a dodge bonus to AC equal to one half of the dragon totemist’s aura bonus, rounded down (min. 1).
Energy: This aura grants its bonus to all melee or ranged weapon damage rolls. This bonus damage is of the energy type appropriate to the dragon totemist’s dragon. This damage may be in addition to the untyped damage bonus from the might aura if that aura is also being projected (melee weapons only).
Flexibility: This aura grants its bonus to Dexterity saving throws.
Intuition: This aura grants allied creatures a blindsense ability that is limited to the area encompassed by the aura.
Resolve: This aura grants its bonus to all Will saves. Double this bonus for saving throws against draconic frightful presence.
Stamina: This aura grants its bonus to all Fortitude saves.
Extended Aura:
Least Dragonform(Sp):
Dragonform (Sp):
Greater skin of the reptile:
Greater Dragonform (Sp):
Twin Aura:
For example, if a dragon totemist falls unconscious both of their aura types cease. Once restored to consciousness, the dragon totemist must consume two actions (one swift and one standard) to resume projecting two aura types.
Draconic Immunity (Ex):
Union (Sp):
FEATS
REACHING AURA [Draconic]
Your dragon aura has additional range
Prerequisite: Dragon aura, dragon totemist 5th
Benefit: Your aura projects an additional 5 feat. This extension stacks with the extended aura feature. You may select this feat more than once.
DRAGON DEVOTEE [Draconic]
While acquiring other talents, you are careful to remain dedicated to your draconic partnership.
Prerequisite: Dragonbond
Benefit: You may treat your effective level as four higher for purposes of determining your bonded dragon, up to your total class levels. This benefits multiclass dragon totemists.
DRACONIC DABBLER [Draconic]
Impatience has its rewards
Prerequisite: Dragon totemist 4th
Benefit: You are entrusted with a pseudodragon cohort. This cohort in all ways acts as would a full-blooded dragon including functioning as your focus for aura projection. You must provide the pseudodragon a hoard as you would a full-blooded dragon. This early companion departs when you gain access to a full-blooded dragon. As an additional benefit, you gain access to your full-blooded dragon companions one level earlier than if you did not take this feat.
EXTRA AURA TYPE [Draconic]
You are learning from your bonded dragon faster than expected.
Prerequisite: Dragon aura
Benefit: You know one additional aura type. You may take this feat more than once.
EARLY TRANSFORMATION [Draconic]
Imitation is the sincerest form of flattery.
Prerequisite: Dragon totemist 9th
Benefit: You gain access to your dragonform abilities two levels earlier than usual.
EXTRA TRANFORMATION [Draconic]
Power is addictive.
Prerequisite: Dragonform ability.
Benefit: You may use one of your dragonform spell-like abilities one extra time per day. If you have access to more than one dragonform ability you may choose which one to apply this extra use on at the time of casting.
SPOILED ROTTEN [Draconic]
Some dragons simply refuse to leave all their flashy toys at home. You attract these high-maintenance creatures.
Prerequisite: Dragonbond
Benefit: When a new dragon bonds with you, they arrive wearing or carrying wealth equal to 1,000gp per dragon totemist level you possess. This amount usually exists in the form of magical equipment. This gear is considered part of the dragon’s hoard and does not reduce your responsibility to provide it a healthy income.
TAKE ONE FOR THE TEAM [Draconic]
The depth of your devotion reaches deeper than imagined by outsiders.
Prerequisite: Dragonbond
Benefit: When your bonded dragon is required to make a saving throw, you may use your bonus in its place. Doing so may grant your dragon an improved likelihood of success but at a cost – the effect requiring a saving throw is transferred to you immediately, without a saving throw. Immunity and resistances apply as usual to effects you assume on behalf of your dragon. You must choose to activate this feat before rolling for the saving throw.
For example if you and your dragon are subjected to a fireball spell you are both required to make a saving throw to take half damage. You may use your Reflex saving throw bonus in place of your dragon’s. If this save succeeds, the dragon takes half damage from the fireball. Regardless of success or failure you take full damage from the fireball (in addition to result from your own save).

Tordak |

Hey, I design 2 feats for dragon shaman a while back, so here they are, you can use them if you like.
Persistent Aura [general]
Your auras still function under adverse conditions.
Prerequisites : Cha 13, Ability to project an aura as a class feature.
Benefit : First, the aura still function when you are unconscious (it still cease to fuction if your dead). You still need a swift action to activate the aura, so you can’t activate it while unconscious (it must be active before you fall unconscious). As always, the aura cease functionning if you die.
Second, the aura can still work in area where magic does not normally function (such as in an antimagic field). The character can maintain an active aura in such place by making a successfull Will save against DC 20 or the DC of the caster for that type of spell (6th level abjuration spell for an antimagic field for exemple), whichever is higher, as a swift action. The aura remains active for a number of round equals to his character level, at which time he needs to make the check again. If he fails the save or if he tries to activate a new aura, he must spend a move action and make a Will save against the same DC. Only one attempt can be made each round.
MIGHTY Aura [draconic]
You channel the might of your ancestor into your auras.
Prerequisites : Cha 15, Draconic aura class feature, dragontouched (or dragonblood subtype), aura bonus +3.
Benefit : Choose one aura you know. You gain additionnal benefit when you project that aura.
Energy shield: Half the damage of the energy shield becomes untyped, not subject to any kind energy resistance or immunities.
Power: The damage bonus from the power aura increases by +2 and anyone who benefits from this aura treats his weapon as magic for purpose of overcoming damage reduction.
Presence: The aura grant frigthful presence (as the feat), but only the character who initiate the aura gains the benefit.
Resistance : The aura grant a bonus to saving throws against attack of the type it grants resistance to equals to the aura bonus, as well as the benefit of a endure element spell.
Sense: The aura also grant blind-fight (as the feat), and an additionnal +2 on search check to find secret doors.
Toughness: Choose an alignement opposed to one of the component of your alignement (for example, a lawful evil character could choose chaotic or good); the damage reduction granted by this aura becomes 1/magic and (type chosen). (For example, a lawful evil character who choses good grant damage reduction 1/magic and good to all target.) The damage reduction granted by the aura increases to 2+(aura bonus).
Vigor: The fast healing continues working even if the character as more than half is normal maximum hit point, but only for the character that generates the aura. Other target affected by the aura still benefit from fast helaing if there below or at half their full normal hit point.
Special : This feat can be taken multiple time. Each time, chose a different aura to which the benefits apply. The secondary feats granted by this aura cannot be used to qualify for other feat or prestige class.
I had other versions for the vigor also, in case it was found to be too strong. One was to give one of your affected ally temporary hit points equal to your level that last for 1 round, once per round. Another was to grant benefit of the diehard feat to all affected by the aura.