Saturday, May 18, 2019

Campaign Design - Base Classes: Dragon Shaman

Dragon Shaman
(adapted from the Player's Handbook II)

Empires have crumbled, eons have passed, and even divine beings have withered and died, but the true dragons remain. Mortal but eternal, the scions of the true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match the true dragons in their full fury, whether in combat at arms or a battle of wits. Dragon shamans claim heritage from these creatures and see true dragons as more than simply power ancestors. To a dragon shaman, the passing shadow of a dragon flying overhead isn't a sign that invokes fear, it is a blessing and reveals one to be in the presence of greatness.

Dragon shaman respect true dragons as power incarnate. Some worship the true dragons as members of the Cult of the Dragon, while many others are venerated by the Cult as emissaries of the true dragons themselves. Still others simply aspire to gain dragon powers for themselves. In assuming these abilities and the aspects of their Sûlic Heritage, a dragon shaman seeks to emulate their might and embody that power within himself.

Race: Sûl-Blooded (Amethyst, Arcane, Black, Blue, Brass, Bronze, Brown, Copper, Crystal, Deep, Emerald, Fang, Gold, Green, Molten, Red, Reef, Sand, Sapphire, Shadow, Silver, Song, Topaz, White, or Wild).
Alignment: Varies.
  • Amethyst: Chaotic Neutral, Lawful Neutral, Neutral, Neutral Evil, or Neutral Good.
  • Arcane: Chaotic Evil, Lawful Evil, Neutral, or Neutral Evil.
  • Black: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
  • Blue: Lawful Evil, Lawful Neutral, or Neutral Evil.
  • Brass: Chaotic Good, Chaotic Neutral, or Neutral Good.
  • Bronze: Lawful Good, Lawful Neutral, or Neutral Good.
  • Brown: Chaotic Evil, Lawful Evil, Neutral, Neutral Evil.
  • Copper: Chaotic Good, Chaotic Neutral, or Neutral Good.
  • Crystal: Chaotic Evil, Chaotic Good, Chaotic Neutral, or Neutral.
  • Deep: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
  • Emerald: Lawful Evil, Lawful Good, or Lawful Neutral, or Neutral.
  • Fang: Chaotic Evil, Chaotic Good, or Chaotic Neutral.
  • Gold: Lawful Good, Lawful Neutral, or Neutral Good.
  • Green: Lawful Evil, Lawful Neutral, or Neutral Evil.
  • Molten: Chaotic Evil, Chaotic Neutral, and Neutral Evil.
  • Red: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
  • Reef: Chaotic Good, Lawful Good, Neutral Good.
  • Sand: Chaotic Evil, Chaotic Good, Chaotic Neutral, or Neutral.
  • Sapphire: Lawful Evil, Lawful Good, Lawful Neutral, or Neutral.
  • Shadow: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
  • Silver: Lawful Good, Lawful Neutral, or Neutral Good.
  • Song: Chaotic Good, Chaotic Neutral, Neutral, Neutral Good.
  • Topaz: Lawful Evil, Lawful Good,, Lawful Neutral, Neutral.
  • White: Chaotic Evil, Chaotic Neutral, or Neutral Evil.
  • Wild: Chaotic Evil, Chaotic Good, Chaotic Neutral, or Neutral.
Hit Die: d10.
Luck Die: d4.

Class Skills
Skill List: The dragon shaman's class skills (and the key ability for each skill) are Climb (Str), Craft: Any (all skills taken individually)(Int), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Nature (Int), Search (Int). Dragon Shaman's get additional skills on their class skill list depending on their chosen Sûl Totem as follows:
  • Arcane: Balance (Dex), Diplomacy (Cha), and Sense Motive (Wis).
  • Arcane: Bluff (Cha), Hide (Dex), and Spellcraft (Int).
  • Black: Hide (Dex), Move Silently (Dex), and Swim (Str).
  • Blue: Bluff (Cha), Hide (Dex), and Spellcraft (Int).
  • Brass: Bluff (Cha), Gather information (Cha), and Survival (Wis).
  • Bronze: Disguise (Cha), Survival (Wis), and Swim (Str).
  • Brown: Hide (Dex), Move Silently (Dex), Survival (Wis).
  • Copper: Bluff (Cha), Hide (Dex), and Jump (Str).
  • Crystal: Bluff (Cha), Gather Information (Cha), and Jump (Str).
  • Deep: Bluff (Cha), Escape Artist (Dex), and Hide (Dex).
  • Emerald: Gather Information (Cha), and Knowledge (any two)(Int).
  • Fang: Bluff (Cha), Jump (Str), and Listen (Wis).
  • Gold: Disguise (Cha), Heal (Wis), and Swim (Str).
  • Green: Bluff (Cha), Hide (Dex), and Move Silently (Dex).
  • Molten: Jump (Str), Open Lock (Dex), and Sense Motive (Wis).
  • Red: Appraise (Int), Bluff (Cha), and Jump (Str).
  • Reef: Disguise (Cha), Hide (Dex), Swim (Str)
  • Sand: Hide (Dex), Spot (Wis), and Survival (Wis)
  • Sapphire: Jump (Str), Listen (Wis), and Move Silently (Dex)
  • Shadow: Hide (Dex), Jump (Str), and Move Silently (Dex).
  • Silver: Bluff (Cha), Disguise (Cha), and Jump (Str).
  • Song: Diplomacy (Cha), Jump (Str), and Perform (Cha).
  • Topaz: Jump (Str), Survival (Wis), and Swim (Str).
  • White: Hide (Dex), Move Silently (Dex), and Swim (Str).
  • Wild: Climb (Str), Hide (Dex), and Survival (Wis).
Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
Skill Points at Each Additional Class Level: 2 + Intelligence modifier.

Class Features
All of the following are class features of the dragon shaman:
  • Base Attack Bonus: Average. A dragon shaman gains +¾ base attack bonus per class level.

  • Fortitude Base Save Bonus: Good. A dragon shaman gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. A dragon shaman gains +⅓ base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. A dragon shaman gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Dragon shamans are proficient with all simple weapons, with light and medium armor, and with all shields (except tower shields).

  • Bonus Languages: A dragon shaman's bonus language options include Sûlic.

  • Sûl Totem: You must choose a totem from among the true dragons (as appearing in the Monster Manual): Amethyst, arcane, black, blue, brass, bronze, brown, copper, deep, fang, gold, green, molten, red, reef, sand, shadow, silver, song, white, or wild. You must choose a dragon who matches your Sûlic bloodline. You gain additional class skills as described above and a particular sort of breath weapon based upon your Sûlic Totem. The energy type associated with your Sûlic Totem is as follows:
    • Amethyst: Force.
    • Arcane: Cold.
    • Black: Acid.
    • Blue: Electricity.
    • Brass: Fire.
    • Bronze: Electricity.
    • Brown: Acid.
    • Copper: Acid.
    • Crystal: Cold.
    • Deep: Corrosive Gas.
    • Emerald: Sonic.
    • Fang: Ability Drain.
    • Gold: Fire.
    • Green: Acid.
    • Molten: Fire.
    • Red: Fire.
    • Reef: Grit.
    • Sand: Fire.
    • Sapphire: Electricity.
    • Shadow: Energy Drain.
    • Silver: Cold.
    • Song: Sonic.
    • Topaz: Cold.
    • White: Cold.
    • Wild: Ability Drain.

  • Sûlic Aura (Su): You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action, and you can only project one Sûlic 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 Sûlic Aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first action.

    Unless otherwise noted, your Sûlic 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 Sûlic Aura of your choice until all seven auras are known at 9th level. Each time you activate a Sûlic Aura, you can choose from any of the auras that you know.

    • Energy Shield: Any creature striking you or your allies with a natural attack or nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. This energy type is that of your Sûlic Totem's damage-dealing breath weapon (see below).

      If you are a Fang Dragon Totem bearer, anyone striking you or your allies suffers 1 point of Constitution damage for each point of your aura bonus unless they make a Fortitude save equal to 10 + your aura bonus + your Charisma modifier.

      If you are a Shadow Dragon Totem bearer, anyone striking you or your allies suffers 1 negative energy level for each point of your aura bonus unless they make a Fortitude save equal to 10 + your aura bonus + your Charisma modifier.

      If you are a Reef Dragon Totem bearer, anyone striking you or your allies must succeed at a Fortitude saving throw equal to 10 + ½ your Dragon Shaman level + your Charisma modifier or be blinded for 1d6 rounds.

      If you are a Wild Dragon Totem bearer, anyone striking you or your allies suffers 1 point of Intelligence damage for each point of your aura bonus unless they make a Fortitude save equal to 10 + your aura bonus + your Charisma modifier.
    • Power: You and your allies gain a power bonus on melee damage rolls equal to your aura bonus. This additional damage is of an energy type identical to your Sûlic Totem's damage-dealing breath weapon (see below).
    • Presence: You and your allies gain a bonus to Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.
    • Resistance: You and your allies gain resistance to your Sûlic Totem's energy type equal to 5 x your aura bonus.

      Amethyst Dragon Totem bearers using this ability can either grant their allies fire resistance equal to 5 x their aura bonus or grant their allies a saving throw bonus against all force effects equal to their aura bonus. This choice can be changed each time the aura is activated.

      Deep Dragon Totem bearers using this ability grant their allies a saving throw bonus against all charm effects and gas based attacks equal to their aura bonus.

      Fang Dragon Totem bearers using this ability grant their allies a saving throw bonus against all ability draining effects equal to their aura bonus.

      Shadow Dragon Totem bearers using this ability grant their allies a saving throw bonus against all energy draining effects equal to their aura bonus.

      Reef Dragon Totem bearers using this ability grant their allies the water breathing ability.

      Wild Dragon Totem bearers using this ability project an aura that makes it more difficult for with Intelligence scores below 3 (including those regressed by your breath weapon) to willingly attack you. Any such creature must make a Will save with a DC equal to 10 + your aura bonus + your Charisma modifier or be unable to attack. They can, however, be magically compelled to attack you or your allies, and the creatures can defend themselves if you or your allies attack them as usual.
    • Senses: You and your allies gain a bonus to Listen and Spot checks as well as on Initiative checks equal to your aura bonus.
    • Toughness: You can your allies gain DR 1/+1 for each point of your aura bonus (i.e. DR 2/+2 at 5th level, DR 3/+3 at 10th, DR 4/+4 at 15th, and finally DR 5/+5 at 20th level).
    • Vigor: You and your allies gain fast healing 1 for each point of your aura bonus, but this effect only affects characters at or below one-half their full normal hit points.

  • Skill Focus: At 2nd level, you gain Skill Focus as a bonus feat. You must apply this feat to one of the three class skills granted by your chosen Sûlic Totem. At 8th level and again at 16th level you gain Skill Focus in another of the class skills granted by your chosen Sûlic Totem. If you already have Skill Focus in all three of the skills associated with your Sûlic Totem, you gain Skill Focus in any other dragon shaman skill.

  • Sûlic Adaptation (Ex or Sp): At 3rd level, you take on an aspect of your Sûlic Totem. 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 + your Charisma modifier.
    • Amethyst: Body Equilibrium (Sp) You can adjust your body equilibrium to correspond with any solid or liquid. Thus, you can walk on water, quicksand, or even a spider's web without sinking or breaking through. This does not confer any resistance to particularly sticky webs. Movement is at normal speed, but running on a fragile, mushy, or liquid surface requires a Dexterity check (DC 10 or more, depending on the surface) to avoid breaking through. Falling damage is halved while this power is in effect. You can use body equilibrium for a number of rounds per day equal to your dragon shaman level; these rounds do not need to be consecutive.
    • Arcane: Arcane Talent (Sp) Choose one 0th level or 1st level arcane spell for every point of your Charisma modifier. You can cast each of these spells as a spell-like ability once per day as a sorcerer of a level equal to your dragon shaman level. You cannot share this ability with your allies.
    • 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).
    • Brown: Tremorsense (Ex) You gain tremorsense with a range of 60 feet.
    • Copper: Spider Climb (Sp) As the spell, except you can only target yourself (at will).
    • Crystal: Color Spray (Sp) Once per day per point of your Charisma bonus, you can use color spray as a spell-like ability as a sorcerer of a level equal to your dragon shaman level. You cannot share this ability with your allies.
    • Deep: Serpent Form (Sp) Once per day, can transform yourself into a serpent the same size as your normal form for a number of minutes equal to your Sûlic Aura. You move at 30 feet and swim at 30 feet in this form. You lose all attacks that rely upon limbs in this form but gain a bite attack that deals damage according to your size as follows: Small 1d4; Medium 1d6; and Large 1d8. If you bite an opponent, you can attempt to start a grapple as a free action without provoking an attack of opportunity, if you grapple an opponent, you can constrict them on subsequent rounds as long as you maintain a pin, dealing damage depending upon your size as follows: Small 1d6; Medium 1d8; and Large 2d6.
    • Emerald: Bardic Knowledge (Ex) You gain the bardic knowledge ability of a bard of a level equal to your dragon shaman level. You cannot share this ability with your allies.
    • Fang: Bite (Ex) You gain a bite attack that deals damage according to your size, as follows: Small 1d6; Medium 1d8; Large 2d6.
    • 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).
    • Molten: Melt Weapon (Su) Once per day you can heat your flesh for a number of minutes equal to your equal to your Sûlic Aura. During that time any weapons that strike you might melt. wielder must make a Reflex save (DC equal to your breath weapon save) or the weapon suffers 1d6 points of fire damage two dice of damage your breath weapon inflicts (rounded down, minimum 1d6), ignoring hardness. Anyone who makes an unarmed or touch attack against you while this power is active must make a Reflex save (DC equal to your breath weapon save) or suffer 1d6 points of fire damage for every two dice of damage your breath weapon inflicts (rounded down, minimum 1d6). Your own equipment is unaffected by this ability.
    • Red: Treasure Seeker (Ex) You gain a +5 competence bonus on Appraise and Search checks (always active).
    • Reef: Water Breathing (Ex) You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
    • Sand: Tremorsense (Ex) You gain tremorsense with a range of 60 feet.
    • Sapphire: Spider Climb (Sp) As the spell, except you can only target yourself (at will).
    • Shadow: Shadow Movement (Ex) You move at one and one-half times the normal speed for your race (always active). This affects all your movement types.
    • Silver: Feather Fall (Sp) As the spell, except you can only target yourself (at will).
    • Song: Bardic Music (Su or Sp): Once per day per point of aura bonus, you may use bardic music abilities as a bard of a level equal to your dragon shaman level. You cannot share this ability with your allies.
    • Topaz: Water Breathing (Ex) You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
    • White: Icewalker (Ex) You can walk across icy surfaces without reducing your speed or making Balance checks (always active).
    • Wild: Pass Without Trace (Sp) As the spell, except you can only target yourself (at will).
    At 13th level, you can choose as a swift action to share the effect of your Sûlic 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 Sûlic Totem. 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 on). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + ½ your dragon shaman level + your Constitution 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. The breath weapons associated with each Sûlic Totem are as follows:
    • Amethyst: Line of concussive force.
    • Arcane: Cone of disjunction.
    • Black: Line of acid.
    • Blue: Line of electricity.
    • Brass: Line of fire.
    • Bronze: Line of electricity.
    • Brown: Line of acid.
    • Copper: Line of acid.
    • Deep: Cone of flesh-corrosive gas.
    • Emerald: Cone of sonic.
    • Fang: None.
    • Gold: Cone of fire.
    • Green: Cone of acid.
    • Molten: Cone of lava (deals fire damage).
    • Red: Cone of fire.
    • Reef: Cone of grit.
    • Sand: Cone of flaywind.
    • Sapphire: Cone of sonic.
    • Shadow: Cone of smoky shadows.
    • Silver: Cone of cold.
    • Song: Cone of sonic.
    • Topaz: Cone of dehydration.
    • White: Cone of cold.
    • Wild: Cone of swirling luminous green vapor.
    Dragon Shamans bearing the Fang Dragon Totem do not gain a breath weapon. Instead, their bite attack becomes more effective, increasing its damage to the following: Small 1d8; Medium 2d6; Large 2d8. In addition, Fang Dragon Totem bearers permanently drain 1d2 points of Constitution with their bite attack. Their bite attack drains 1d3 points of Constitution at 6th level, 1d4 points of Constitution at 9th level, 1d6 points of Constitution at 15th level, and 1d8 points of Constitution at 20th level.

    Dragon Shamans bearing the Amethyst Dragon Totem can choose to inflict nonlethal damage with their breath weapon should they desire to do so. The choice to deal lethal or nonlethal damage with the line of concussive force can be changed each time the breath weapon is used.

    The breath weapon of Dragon Shamans bearing the Arcane Dragon Totem is a cone of disjunction that works exactly like the spell Woda's disjunction. All magical effects and magic items within the area of the breath weapon, except for those that the dragon shaman carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item; the save DC is equal to 10 + ½ your dragon shaman level + your Charisma modifier. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. The cone of disjunction also has a 1% chance per dragon shaman level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. The cone of disjunction has no effect on artifacts.

    The breath weapon of Dragon Shamans bearing the Crystal Dragon Totem is a cone of brilliant light. Those who fail the Reflex save take the listed damage and are also blinded for 1d3 rounds.

    The breath weapon of Dragon Shamans bearing the Emerald Dragon Totem is a cone of keening sonic energy. Those who fail the Reflex save take the listed damage and must make a Fortitude saving throw at the same DC or be deafened for 1d3 rounds.

    The breath weapon of Dragon Shamans bearing the Reef Dragon Totem has a blinding effect. In addition to dealing piercing damage, all those caught within the cone must make a Fortitude saving throw at the same DC or be blinded for 1d6 rounds as countless tiny particles tear into their eyes. Creatures that are wearing protective eye gear or who lack eyes automatically succeed at the Fortitude save. This breath weapon can be used both below and above water.

    The breath weapon of Dragon Shamans bearing the Sand Dragon Totem is a cone of flaywind. This deals damage to all creatures and object with a hardness of less than 5 within its area of effect. Substitute d4s in the place of the d6s to determine the damage inflicted by the flaywind. A successful Fortitude save halves the damage.

    The breath weapon of Dragon Shamans bearing the Sapphire Dragon Totem is a cone of almost inaudible sonic energy. Substitute d4s in the place of the d6s to determine the damage inflicted by the sonic energy. In addition to the Reflex save to halve the damage inflicted, all creatures within the are of the cone must make Will saves at the same DC or be panicked for 1d3 rounds.

    The breath weapon of Dragon Shamans bearing the Shadow Dragon Totem has an energy draining effect. Creatures within its area gain 1 negative level. At 13th, the breath weapon inflicts 2 negative levels and at 20th level the breath weapon inflicts 3 negative levels. A successful Reflex saving throw reduces the number of negative levels by half (round down). A Fortitude saving throw against the same DC is required to remove the negative levels.

    The breath weapon of Dragon Shamans bearing the Topaz Dragon is a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mostly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Creatures caught in the cone take the indicated damage with the usual Reflex saving throw for half damage.

    The breath weapon of Dragon Shamans bearing the Wild Dragon Totem has an Intelligence draining effect. Any aberration, animal, dragon giant, humanoid, magical beast, monstrous humanoid, shapechanger, or vermin caught in your breath weapon suffers the effective 1d2 points of Intelligence drain. Creatures caught in the area can attempt Reflex saves for half damage. For every 2 points (rounded down) of Intelligence the creature loses, it gains an effective increase of 1 point of Strength. At 8th level, the Intelligence drain increases to 1d3 points. The Intelligence drain rises to 1d4 points at 14th level, and finally to 1d6 points at 20th level. Multiple blasts of your breath weapon stack, but they cannot drop a creature's Intelligence or Dexterity scores below 1. The breath weapon cannot further affect subjects with an Intelligence score of 1. Intelligence and Strength scores return to normal at a rate of 1 point each day.

  • Sûlic 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 others) by touch. Each day you can heal a number of points of damage equal to twice your class level x your Charisma bonus. 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 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 of healing (12 hit points restored plus 20 points for blinded plus ten 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 associated with your Sûlic Totem.

    Amethyst Dragon Totem bearers do not gain immunity to force effects. Instead, they gain a +4 bonus to all saves against force effects (this stacks with the saving throw bonus provided by their sûlic aura). In addition, they gain Fire Resistance 10.

    Fang Dragon Totem bearers and Wild Dragon Totem bearers gain immunity to ability drain effects.

    Shadow Dragon Totem bearers gain immunity to energy drain effects.

    Reef Dragon Totem bearers gain immunity to all blinding effects.

  • Commune with Sûlic Spirit (Su): At 14th level, you gain the ability to contact your Sûlic 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 experience point cost and allows only one question per three class levels. After you use this ability, you cannot use it again for seven days.

  • Sûlic Wings (Ex): At 19th level, you grow a pair of wings that resemble those of your Sûlic Totem. They allow flight at a speed of 60 feet with good maneuverability. Shadow Dragon Totem bearers can fly at a speed of 90 feet. You can even fly when carrying a medium load, though your fly speed drops to 40 feet in that case (60 feet for Shadow Dragon Totem bearers).

    If you already have wings, you can choose whether these Sûlic Wings replace your own.

    Brown Dragon Totem bearers and Wild Dragon Totem bearers do not gain wings. Instead, they gain the ability to burrow with a speed of 20 feet. If they already have the ability to burrow from another source, their burrow speed increases by +10 feet.

    Reef Dragon Totem bearers do not gain wings. Instead, they gain a swim speed of 20 feet. If they already have a swim speed, their swim speed increases by +10 feet.
Dragon Shaman
LevelSpecial
1st
Sûlic Totem, Sûlic Aura +1
2nd
Skill Focus
3rd
Sûlic Adaptation
4th
Breath Weapon (2d6; 15-foot cone or 30-foot line), Sûlic Resolve
5th
Sûlic Aura +2
6th
Breath Weapon (3d6), Touch of Vitality (heal wounds)
7th
Natural Armor +1
8th
Breath Weapon (4d6), Skill Focus
9th
Energy Immunity
10th
Breath Weapon (5d6), Sûlic Aura +3
11th
Touch of Vitality (remove conditions)
12th
Breath Weapon (6d6; 30-foot cone or 60-foot line), Natural Armor +2
13th
Sûlic Adaptation (share with allies)
14th
Breath Weapon (7d6), Commune with Sûlic Spirit
15th
Sûlic Aura +4
16th
Breath Weapon (8d6), Skill Focus
17th
Natural Armor +3
18th
Breath Weapon (9d6)
19th
Sûlic Wings
20th
Breath Weapon (10d6; 60-foot cone or 120-foot line), Sûlic Aura +5

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