Campaign of the Month: January 2015
Skies of Glass
Dragon Shaman
Level | BAB | Fort | Ref | Will | Special | Mana Points |
1st | +0 | +2 | +0 | +2 | Patron, Dragontouched, Breath weapon 1d6, Least Invocation | 1 Point |
2nd | +1 | +3 | +0 | +3 | Touch of Vitality 1d6, Least Invocation | 1 Point |
3rd | +2 | +3 | +1 | +3 | Draconic Boon, Breath weapon 2d6 | 2 Points |
4th | +3 | +4 | +1 | +4 | Draconic aura +1, Touch of Vitality 2d6, Least Invocation | 2 Points |
5th | +3 | +4 | +1 | +4 | Dragonkin, Breath weapon 3d6 | 3 Points |
6th | +4 | +5 | +2 | +5 | Scales +1, Draconic Boon, Touch of Vitality 3d6, Lesser Invocation | 3 Points |
7th | +5 | +5 | +2 | +5 | Breath weapon 4d6 | 4 Points |
8th | +6 | +6 | +2 | +6 | Draconic aura +2, Touch of Vitality 4d6, Lesser Invocation | 4 Points |
9th | +6 | +6 | +3 | +6 | Improved Exhalation, Draconic Boon, Breath weapon 5d6 | 5 Points |
10th | +7 | +7 | +3 | +7 | Touch of Vitality 5d6, Lesser Invocation | 5 Points |
11th | +8 | +7 | +3 | +7 | Patron’s blessing, Breath weapon 6d6 | 6 Points |
12th | +9 | +8 | +4 | +8 | Draconic aura +3, Draconic Boon, Touch of Vitality 6d6, Scales +2, Greater Invocation | 6 Points |
13th | +9 | +8 | +4 | +8 | Breath weapon 7d6 | 7 Points |
14th | +10 | +9 | +4 | +9 | Touch of Vitality 7d6, Greater Invocation | 7 Points |
15th | +11 | +9 | +5 | +9 | Draconic Boon, Breath weapon 8d6 | 8 Points |
16th | +12 | +10 | +5 | +10 | Draconic aura +4, Touch of Vitality 8d6, Grand Invocation | 8 Points |
17th | +12 | +10 | +5 | +10 | Breath weapon 9d6 | 9 Points |
18th | +13 | +11 | +6 | +11 | Scales +3, Draconic Boon, Touch of Vitality 9d6, Grand Invocation | 9 Points |
19th | +14 | +11 | +6 | +11 | Great Exhalation, Breath weapon 10d6 | 10 Points |
20th | +15 | +12 | +6 | +12 | Elder Invocation, Draconic aura +5, Touch of Vitality 10d6 | 10 Points |
Hit Die: d8
Class Skills: The dragon shaman’s class skills are: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Skill Ranks per Level: 6 + Int modifier.
All of the following are Class Features of the dragon shaman class.
Weapon and Armor Proficiency: A dragon shaman is proficient with all simple weapons. They are also proficient with light and medium armor. Heavy armor and shields interfere with a dragon shaman’s gestures, which can cause their spells with somatic components to fail (see Arcane Spell Failure Chance).
Spellcasting: A dragon shaman is capable of tapping their mana to learn and cast spells. Like other spellcasters, a shaman gains additional Mana Points as they level that may be allocated to any Pool the shaman has access to (see Mana Pools for more information).
Bonus Language: If a character’s first class level is dragon shaman, they begin play knowing Low Draconic as a bonus language, which represents a basic understanding of the dragon’s ancient language. A character who takes dragon shaman at a later level may attempt to learn Low Draconic from their patron or another dragon shaman as if learning a normal language. Dragon shaman are forbidden to teach this ancient language to nonshaman, unless given explicit permission from their patron. Low Draconic uses the unique Draconic alphabet, though is similar to a more complex version of Virras.
Patron: To become a dragon shaman a person must strike a bargain with a powerful dragon, beseeching the dragon to become their patron. The would-be dragon shaman’s essence must match at least one of the dragon’s colors in order for it to become the dragon shaman’s patron. While the dragon shaman’s alignment does not need to match their patron’s, it is rare for a dragon to forge a pact with anyone more than one step away from their alignment. Should a pact be forged then the dragon gains control over much of the supplicant’s soul, allowing their draconic power to flow into the new dragon shaman.
The dragon shaman may choose to base their class abilities that rely on a chosen mental modifier off of their Intelligence if their patron has a Blue essence, Wisdom if their patron has a Green or White essence, or Charisma if their patron has a Red or Black essence. Once made, this decision can never be changed.
Invocations: A dragon shaman has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow them to focus the draconic energy that flows from their draconic patron. A dragon shaman can use any invocation they know at will. Using an invocation is a standard action unless otherwise specified.
A dragon shaman’s invocations are spell-like abilities; using an invocation therefore provokes attacks of opportunity. To avoid provoking such attacks, a dragon shaman can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a dragon shaman is hit by an attack while invoking, they are entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. A dragon shaman uses their chosen mental modifier for all concentration checks made for their invocations. Their invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A dragon shaman’s caster level with their invocations is equal to their class level.
If an invocation allows a saving throw, its DC is 10+the equivalent spell level+the dragon shaman’s chosen mental modifier. Since spell-like abilities are not spells, a dragon shaman cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and grand. A 1st-level dragon shaman begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. Any invocation gained may be of the noted grade or lower. A dragon shaman may abandon an invocation at-will and, after one week, learns a new invocation in its place. See Draconic Invocations for a list of available invocations.
Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
Breath Weapon (Su): At 1st level, the dragon shaman gains a breath weapon that they can use once every 1d4 rounds as a standard action. Each time they use their breath weapon, they can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10+1/2 dragon shaman level+their Con modifier) halves the damage. The dragon shaman is immune to the effect of their own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragon shamen).
At 3rd level and every two levels thereafter, the dragon shaman’s breath weapon damage increases by 1d6, to a maximum of 10d6 at 19th level.
Dragontouched: At 1st level, you gain Dragontouched as a bonus feat.
Touch of Vitality (Su): Beginning at 2nd level, a dragon shaman learns to channel draconic life energy to heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their dragon shaman level plus their chosen mental modifier (see Patron above). With one use of this ability, a dragon shaman can heal 1d6 hit points of damage for every two dragon shaman levels they possess. Creatures with draconic blood heal an extra 2 points of damage per die rolled for this ability. Using this ability is a standard action and a dragon shaman needs one free hand to use this ability.
This ability does not channel positive energy, as many healing spells do, but rather causes the body to rapidly mend. This means the spell functions the same for undead as it does for the living, but leaves large scars.
Draconic Boon (Sp): At 3rd level, and every three levels thereafter, a dragon shaman can select one boon. Each boon adds an effect to the dragon shaman’s touch of vitality ability. Whenever the dragon shaman uses their touch of vitality to heal damage to one target, the target also receives the additional effects from all of the boons possessed by the dragon shaman.
At 3rd level, the dragon shaman can select from the following initial boons.
Speed: The target gains a 10 foot enhancement bonus to all of their movement speeds for 1 minute.
Scales: The target gains a +2 enhancement bonus to their natural armor for 1 minute.
Resilience: The target increases their DR/Magic by 2 for 1 minute.
Guile: The target gains the benefits of Guidance.
At 6th level, a dragon shaman adds the following boons to the list of those that can be selected.
Might: The target gains a +2 morale bonus to an ability score of their choice for 1 minute.
Elemental Touch: The target deals an additional 1d4 points of damage with weapon damage rolls for 1 minute. This damage is of the same elemental type that your breath weapon currently deals.
Dragon Breath: Your target (which cannot be yourself) gains 1 use of your dragon breath ability that they must use within the next minute. Your dragon breath must be available for use to grant this boon and begins recharging as-if you’d expended it when you grant it.
Protection: The target gains the benefits of Shield Other out to a range of 60 feet for 1 minute.
At 9th level, a dragon shaman adds the following boons to the list of those that can be selected.
Alacrity: The target gains a 30 foot enhancement bonus to all of their movement speeds for 1 minute. The dragon shaman must have the speed boon before selecting this boon. The effects of this boon replace the effect of the speed boon.
Fortitude: The target increases their DR/Magic by 4 and gains 2d8 temporary bolstered hit points for 1 minute. The dragon shaman must have the resilience boon before selecting this boon. The effects of this boon replace the effect of the resilience boon.
Knowledge: Once in the next minute as a free action the target can gain a +4 competence bonus on any attack roll, caster level check, saving throw, or skill check, but only before the result of the roll is known.
Flight: The target gains the benefits of Flight for 1 minute.
At 12th level, a dragon shaman adds the following boons to the list of those that can be selected.
Ironscales: The target increases their natural armor bonus by +2 for 1 minute. The dragon shaman must have the scales boon before selecting this boon.
Perfection: The target gains a +2 morale bonus to three of its ability scores for 1 minute. The dragon shaman must have the might boon before selecting this boon. The effects of this boon replace the effect of the might boon.
Elemental Fury: The target deals an additional 1d12 points of damage with weapon damage rolls for 1 minute. This damage is of the same elemental type that your breath weapon currently deals. The dragon shaman must have the elemental touch boon before selecting this boon. The effects of this boon replace the effect of the elemental touch boon.
Senses: The target gains a +5 insight bonus on Perception checks, and gains the benefits of Blindsense and the ability to sense magic (as-per Arcane Sight) out to 20 feet for 1 minute.
These abilities are cumulative.
Draconic Aura (Su): Starting at 4th level, the dragon shaman learns to channel the mighty powers of dragonkind to bolster themself and their allies within 30 feet of them. The dragon shaman can learn to produce different effects, or auras, as they grow in power. The dragon shaman may project one aura at a time. Projecting an aura is a swift action, 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, a dragon shaman’s aura affects themself and a number of allies up to their chosen mental modifier (see Patron above) with line of effect to the dragon shaman. The dragon shaman’s aura is dismissed if they become unconscious or are slain, but otherwise it remains in effect even if they are incapable of acting.
The bonus granted by the dragon shaman’s aura begins at +1 and increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level. At 4th level the dragon shaman learns two auras chosen from the list below. Every three levels after that they learn one additional draconic aura of their choice (up to a maximum of 6 at 19th level). Each time the dragon shaman activates a draconic aura, they can choose from any of the auras that they know.
All bonuses granted by a dragon shaman’s auras are morale bonuses that do not stack with each other or other morale bonuses.
Table: Draconic AurasAura | Effect |
Energy | Bonus on fire, electricity, acid, or cold damage rolls equal to your aura bonus. This bonus applies to spells, spell-like abilities, supernatural abilities, or any other ability that deals damage of the chosen type, but otherwise functions as a Chasuble of Power. |
---|---|
Might | Bonus on weapon damage rolls equal to your aura bonus. |
Power | Bonus on rolls to overcome spell resistance. |
Resolve | Bonus on Concentration checks and on saves against fear, paralysis, and sleep effects. |
Senses | Bonus on Perception checks, as well as on initiative checks, equal to your aura bonus. |
Stamina | Bonus on Constitution checks and Fortitude saves. |
Toughness | Increases DR/Magic by 2 for each point of your aura bonus (up to 10/magic at 20th level). |
Vigor | Bonus on healing rolls equal to your two times your aura bonus. This bonus applies to spells, spell-like abilities, supernatural abilities, or any other ability that heals hit point damage (including the Treat Deadly Wounds use of the Heal skill), but otherwise functions as a Chasuble of Power. |
Dragonkin (Ex): At 5th level, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype. You are treated as a dragon for the purpose of determining whether a dragon’s frightful presence can affect you.
Scales (Ex): At 6th level, you begin growing small patches of dragonscale, increasing your natural armor by +1. The scales match those of your patron, though are more akin to those of a wyrmling. This bonus improves to +2 at 12th level, and to +3 at 18th level.
Improved Exhalation: Starting at 9th level, your cone-shaped breath weapon’s range increases to 30 feet, and your line-shaped breath weapon’s range increases to 60 feet.
Patron’s Blessing: At 11th, the dragon shaman is bestowed a gift of power from their draconic patron. The dragon shaman gains Recover Breath as a bonus feat, even if they do not meet the prerequisites. Additionally, the dragon shaman gains 2 artificial mana points per dragon shaman level they possess. These mana points are allocated to the dragon shaman’s essence Pool, but these artificial mana points can only be used to cast spells and cannot be dedicated to learn spells. These artificial mana points should be tracked separately from normal mana points dedicated to a Pool.
Draconic Immunities (Ex): At 15th level, the dragon shaman gains immunity to paralysis and sleep.
Great Exhalation: Starting at 19th level, your cone-shaped breath weapon’s range increases to 60 feet, and your line-shaped breath weapon’s range increases to 120 feet.
Elder Invocation: At 20th level, the dragon shaman gains the ability to channel the power of an elder dragon. The dragon shaman gains one Elder Invocation. Unlike normal invocations, this power is not drawn through the dragon shaman’s patron, but rather from the legendary power of their chosen elder dragon.