(adapted from the Player's Handbook II)
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.
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).
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.
- 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).
- 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.
- 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.
- 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).
- 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).
- 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.
- 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.
- 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.
- 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.
- 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).
Level | Special |
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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