| Viktyr Korimir |
I know, I know, this has been done to death and nobody's interested in it anymore. But I'm late to the party and I love these classes, flavor-wise. My only complaint is that they are essentially identical, with the Dragonfire Adept receiving better versions of almost all of the Dragon Shaman's class abilities.
As usual, when converting 3.5 classes into Pathfinder classes, I try to combine similarly themed classes whenever possible. In this case, I've combined the Dragon Shaman with the Dragonfire Adept; the class receives all of the abilities common to both classes and the main features of each.
The Dragonfire Adept loses Damage Reduction and Dragonkin, which it can regain with the appropriate draconic auras.
The Dragon Shaman loses its bonus Skill Focus feats, Draconic Adaptation, Touch of Vitality, Energy Immunity, and Commune with Dragon Spirit, most of which can be replaced with invocations.
Dragonfire Adept
HD: d8
BAB: Medium
Saves: Good Fort and Will
Proficiencies: Simple weapons, no armor or shield.
Skill Points: 4 + Int mod
Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Intimidate, Jump, Knowledge, Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Use Magic Device.
Breath Weapon: As Dragonfire Adept, damage increases by +1d6 every odd level. Length of the breath weapon doubles at 10th level and 20th level.
Invocations: As Dragonfire Adept.
Draconic Aura: As Dragon Shaman, except the Dragonfire Adept starts with only 1 Draconic Aura and learns 1 additional aura at 4th level and every 4th level thereafter.
Dragontouched: As the feat.
Natural Armor: At 2nd level, the Dragonfire Adept's natural armor improves by +1, and another +1 at 6th level and every four levels thereafter.
Bonus Feat: At 4th level and every 4th level thereafter, Dragonfire Adepts may pick a bonus feat from the following list: Any Draconic feat, Draconic Aura, Extra Breath Effect, Extra Invocation, Ability Focus (breath weapon or individual invocation), Skill Focus (any class skill).
Draconic Resolve: At 4th level, Dragonfire Adepts gain a +1 bonus to saving throws versus sleep and paralysis effects.
Apotheosis: At 20th level, the Dragonfire Adept's type changes to dragon. He becomes immune to sleep and paralysis effects. He gains low-light vision and darkvision 60 feet if he does not already possess them.
| Distant Scholar |
Maybe someone reading this thread can explain something to me: Why do people say the Dragon Shaman and the Dragonfire Adept are similar to each other? The point of the Dragon Shaman is to buff your allies (like a bard), and the point of the Dragonfire Adept is to attack your enemies at range (like a 3e warlock). How are these the same thing?
I've only ever been interested in the Dragon Shaman because of its ability to buff allies (even if its ability to do that is perhaps not that great). Lessening its ability to buff allies (even more) means that this class doesn't take the place of the Dragon Shaman, at least in my mind.
[Well, OK; maybe the Dragon Shaman's ability to take breath weapon feats also makes me think about the class. This class takes that away, too.]
| Viktyr Korimir |
Add a new caster class, you need to add new multicaster Prestige Classes.
The Dragonheart Mage from Races of the Dragon seems like a good place to start, since no Pathfinder Sorcerer in his right mind would give up two caster levels and ten levels of his bloodline abilities to take it.
Dragonheart Mage:
- Add breath weapon 2d6 and spontaneous 2nd level arcane spells to the prerequisite list; if character has a bloodline it must be Draconic.
- The Dragonheart Mage loses Draconic Breath and bonus Draconic feats.
- At every level except 1st and 6th, Dragonheart Mage grants +1 caster level in an arcane class and an invocation class.
- Dragonfire Adept and Dragonheart Mage levels stack for breath effect prerequisites and Dragonheart Mage grants a breath effect at 3rd, 6th, and 9th level.
- Apotheosis at 10th.
- Like the Dragon Disciple, levels in Dragonheart Mage stack with levels of Sorcerer for Draconic bloodline abilities.
And, on the divine side... let's keep the name Dragon Shaman.
Dragon Shaman:
- Prerequisites: breath weapon, least invocations, 1st level divine, 6 ranks in Knowledge (religion) and Knowledge (arcana), speak Draconic.
- 3/4 BAB
- Grants +1 caster level to divine and invocation class each level.
- Touch of Vitality: Lay on Hands as Paladin of class level, has no effect on Undead; stacks with Paladin level if any.
- Mercy every even level.
- Dragonfire Adept and Dragon Shaman levels stack to determine aura effects.
- Commune as spell-like with no material component 1/week at 10th.
I like this breakdown; the Dragonheart Mage focuses on his breath weapon while the Dragon Shaman focuses on his auras and gains additional healing.
| Viktyr Korimir |
Maybe someone reading this thread can explain something to me: Why do people say the Dragon Shaman and the Dragonfire Adept are similar to each other? The point of the Dragon Shaman is to buff your allies (like a bard), and the point of the Dragonfire Adept is to attack your enemies at range (like a 3e warlock). How are these the same thing?
Dragonfire Adept gets Dragontouched as a bonus feat, which allows him to take Draconic Aura as a feat and grant bonuses only slightly smaller than the Dragon Shaman's. The only other buff that the Dragon Shaman offers is Touch of Vitality, which was more powerful than Lay on Hands in 3.5 but in Pathfinder is a bit rubbish.
Other than that, almost everything the Dragon Shaman can do, the Dragonfire Adept can do better. I don't think there's enough conceptual space to have two firebreathing dragon worshiping base classes. I considered keeping Touch of Vitality, or even adding Lay on Hands instead, but I was concerned that people would find it overpowered.
I could add it back in, say at the expense of Poor BAB and being unable to breathe every round.
[Well, OK; maybe the Dragon Shaman's ability to take breath weapon feats also makes me think about the class. This class takes that away, too.]
That's something I've been considering. There are already breath effects based on several of the metabreath feats, and it would be trivial to add the rest. On the other hand, it would also be trivial to limit the breath weapon to once every 1d4 rounds, to make it eligible for metabreath feats. As long as the number of rounds of delay was limited to the Adept's Constitution bonus, I think that would be fine.
| Distant Scholar |
Dragonfire Adept gets Dragontouched as a bonus feat, which allows him to take Draconic Aura as a feat and grant bonuses only slightly smaller than the Dragon Shaman's.
Once I found the "Special" clause on the Draconic Aura feat, your post made more sense to me. However, do you regularly spend 3 to 7 feats on Draconic Aura to get the same number of auras as the Dragon Shaman does?
I'm not saying your class is a bad one, but for me it doesn't replace the Dragon Shaman. I see the breath weapon as almost superfluous for the Dragon Shaman (a breath weapon that usually only comes up once per fight? OK, but not central to the character); the auras and healing are the main points for me.
Maybe I can reflavor the bard ...
[Edit: I found the "Special" clause in the Draconic Aura feat.]
DJL
| SmiloDan RPG Superstar 2012 Top 32 |
Here's my take on the dragon shaman.
They're tough front-line buffers. They lack a bit of offensive power, but make up for it with being both hard to hit and able to take a lot of damage. They're designed for long, drawn out combats, not short and quick skirmishes.
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, Eyes of the Dragon (low-light vision)
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, Eyes of the Dragon (darkvision 60 ft)
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, Eyes of the Dragon (blindsense 60 ft)
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, Eyes of the Dragon (blindsight 30 ft)
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: +1 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 Vitality: negative energy resistance 5 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 Perception 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 Acrobatics checks (always active).
At 13th level, you can choose as a swift action 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.
Eyes of the Dragon (Su). At 5th level, you gain low-light vision; if you already have low-light vision, you gain superior low-light vision. At 10th level, you gain darkvision with a range of 60 feet; if you already have darkvision, your range increases by 60 feet. At 15th level, you gain blindsense with a range of 60 feet. At 20th level, you gain blindsight with a range of 30 feet.
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.
| Viktyr Korimir |
Once I found the "Special" clause on the Draconic Aura feat, your post made more sense to me. However, do you regularly spend 3 to 7 feats on Draconic Aura to get the same number of auras as the Dragon Shaman does?
Not more than three, but very rarely less. At the very least, I have Vigor and I usually shell out for Senses. When I'm actually playing a Dragonfire Adept, I always take Swiftness as soon as I'm capable of flight.
I'm not saying your class is a bad one, but for me it doesn't replace the Dragon Shaman.
Yeah. I'm not taking your complaint for more than it is, but making it replace the Dragon Shaman (without being unbalanced) is one of my design goals.
I see the breath weapon as almost superfluous for the Dragon Shaman (a breath weapon that usually only comes up once per fight? OK, but not central to the character); the auras and healing are the main points for me.
I always thought the the auras were the important part. The healing is nice, but there isn't enough of it to make a difference; even the 3.5 Paladin surpassed him, once he gained spellcasting.
I don't know. Perhaps with the healing capacities of the Paladin and the Cleric, and even the Bard, Touch of Vitality wouldn't be out of line for the Dragonfire Adept. Lower the BAB back to Poor, take out the bonus feats, and then give him Lay on Hands and Mercy as a Paladin minus the ability to affect Undead.