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gooddragon1
2016-10-26, 11:10 PM
Dragon Shaman (Cleric Archetype)

Preface: I know there's already one for the druid.

Dragon shamans desire to emulate the power of true dragons. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the essence of a dragon, a dragon shaman seeks to emulate that might and embody that power within herself.

===

Spells:

A dragon shaman casts divine spells drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time. Her alignment, however, may restrict her from casting or learning certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. To learn or cast a spell, a dragon shaman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dragon shaman's spell is 10 + the spell level + the dragon shaman's Charisma modifier.

Like other spellcasters, a dragon shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Dragon Shaman Spell Slots. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A dragon shaman's selection of spells is extremely limited. A dragon shaman begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new dragon shaman level, she gains one or more new spells, as indicated on Table: Dragon Shaman Spells Known. (Unlike spells per day, the number of spells a dragon shaman knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells are chosen from the cleric spell list. If a dragon shaman would have a spell slot with no spells known they may prepare a lower level spell in that slot, use metamagic on a lower level spell to bring it up to that slot, or use it to activate their breath weapon as described later.

Dragon shamans meditate or pray for their spells. Each dragon shaman must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a dragon shaman can regain spell energy.

Upon reaching 4th level, and at every even-numbered dragon shaman level after that (6th, 8th, and so on), a dragon shaman can choose to learn a new spell in place of one she already knows. In effect, the dragon shaman loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A dragon shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a dragon shaman need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons:

Dragon shamans can learn a number of orisons, or 0-level spells, each day, as noted on Table: Dragon Shaman Spells Known under ďSpells Known.Ē These spells are treated like any other spell, but they are not expended when cast and may be used again.

Domain:

A dragon shaman selects only one domain. The dragon shaman adds the spells from that domain to her spells known.

This ability modifies the cleric's Spellcasting ability. It also reduces the number of domains the cleric has access to by 1 (effectively being a dragon shaman uses one of these domain slots along with the other changes to accomodate it).

Table: Dragon Shaman Spell Slots


Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
2
-
-
-
-
-
-
-
-


2nd
3
-
-
-
-
-
-
-
-


3rd
3
2
-
-
-
-
-
-
-


4th
4
3
-
-
-
-
-
-
-


5th
4
3
2
-
-
-
-
-
-


6th
4
4
3
-
-
-
-
-
-


7th
5
4
3
2
-
-
-
-
-


8th
5
4
4
3
-
-
-
-
-


9th
5
5
4
3
2
-
-
-
-


10th
5
5
4
4
3
-
-
-
-


11th
5
5
5
4
3
2
-
-
-


12th
5
5
5
4
4
3
-
-
-


13th
5
5
5
5
4
3
2
-
-


14th
5
5
5
5
4
4
3
-
-


15th
5
5
5
5
5
4
3
2
-


16th
5
5
5
5
5
4
4
3
-


17th
5
5
5
5
5
5
4
3
2


18th
5
5
5
5
5
5
4
4
3


19th
5
5
5
5
5
5
5
4
4


20th
5
5
5
5
5
5
5
5
5



Table: Dragon Shaman Spells Known


Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
4
2
-
-
-
-
-
-
-
-


2nd
5
2
-
-
-
-
-
-
-
-


3rd
5
3
-
-
-
-
-
-
-
-


4th
5
3
1
-
-
-
-
-
-
-


5th
5
4
2
-
-
-
-
-
-
-


6th
5
4
2
1
-
-
-
-
-
-


7th
5
5
3
2
-
-
-
-
-
-


8th
5
5
3
2
1
-
-
-
-
-


9th
5
5
4
3
2
-
-
-
-
-


10th
5
5
4
3
2
1
-
-
-
-


11th
5
5
5
4
3
2
-
-
-
-


12th
5
5
5
4
3
2
1
-
-
-


13th
5
5
5
4
4
3
2
-
-
-


14th
5
5
5
4
4
3
2
1
-
-


15th
5
5
5
4
4
4
3
2
-
-


16th
5
5
5
4
4
4
3
2
1
-


17th
5
5
5
4
4
4
3
3
2
-


18th
5
5
5
4
4
4
3
3
2
1


19th
5
5
5
4
4
4
3
3
3
2


20th
5
5
5
4
4
4
3
3
3
3



===

Touch of Vitality (Su):

At 1st 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 your class level ◊ your Charisma bonus. For example, a 3rd-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 6 points of damage. You can choose to divide your healing among multiple recipients, and you donít have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.

At 6th level, your healing pool becomes twice your class level x your Charisma bonus.

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).

For every instance of the Extra Channel Feat, you may increase your effective charisma bonus for the purpose of this ability by 4.

This ability replaces the cleric's Channel Energy ability.

===

Draconic Aura (Su and Ex):

A dragon shaman 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 the dragon shaman can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or the dragon shaman activates another aura in its place. A dragon shaman can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before she takes her first turn.

Unless otherwise noted, a dragon shaman's draconic aura affects all allies within 30 feet (including herself) with line of effect to her. Even while the aura is inactive, a dragon shaman receives a sacred bonus to will saves equal to the amount of the aura bonus (this is an extraordinary ability). A dragon shaman's aura is dismissed if she becomes unconscious or is slain, but otherwise it remains in effect even if she is incapable of acting.

The bonus granted by a dragon shaman's aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. A 1st-level dragon shaman knows how to project three auras chosen from the list below. At every oddnumbered level after that, a dragon shaman learns one additional draconic aura of her choice, until all seven auras are known at 9th level. Each time a dragon shaman activates a draconic aura, she can choose from any of the auras that she knows.

Energy Shield: Any creature striking the dragon shaman or her ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of her aura bonus. The energy type is that of the dragon shaman's totem dragonís damage-dealing breath weapon (see below).
Power: Bonus on melee damage rolls equal to the dragon shaman's aura bonus.
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to the dragon shaman's aura bonus.
Resistance: Resistance to the dragon shaman's totem dragonís energy type equal to 5 ◊ her aura bonus.
Senses: Bonus on Perception checks, as well as on initiative checks, equal to the dragon shaman's aura bonus.
Toughness: DR 1/magic for each point of the dragon shaman's aura bonus (up to 5/magic at 20th level).
Vigor: Fast healing 1 for each point of the dragon shaman's aura bonus, but only affects characters at or below one-half their full normal hit points.

This ability replaces the cleric's Aura.

===

Totem Dragon:

A dragon shaman must choose a totem dragon from among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, or white).

A dragon shaman must choose a dragon whose alignment is within one step of her own, as described in the Table: Dragon Shaman Totem Dragons. The dragon shaman gains additional class skills (or a +1 bonus to skills already on their base cleric skill list or from a domain) and a particular sort of breath weapon based on the dragon she selects as her totem.

Table: Dragon Shaman Totem Dragons


Totem Dragon
Acceptable Alignment
Class Skills
Breath Weapon Energy Type


Black
NE, CE, CN
Perception, Stealth, Swim
Acid


Blue
NE, LE, LN
Bluff, Stealth, Spellcraft
Electricity


Brass
NG, CG, CN
Bluff, Diplomacy, Survival
Fire


Bronze
NG, LG, LN
Disguise, Survival, Swim
Electricity


Copper
NG, CG, CN
Acrobatics, Bluff, Stealth
Acid


Gold
NG, LG, LN
Disguise, Heal, Swim
Fire


Green
NE, LE, LN
Bluff, Diplomacy, Stealth
Acid


Red
NE, CE, CN
Acrobatics, Appraise, Bluff
Fire


Silver
NG, LG, LN
Acrobatics, Bluff, Disguise
Cold


White
NE, CE, CN
Perception, Stealth, Swim
Cold



===

Breath Weapon (Su):

At 1st level, the dragon shaman gains a breath weapon corresponding to her totem dragon. Unlike a true breath weapon, the dragon shaman must expend a spell slot of at least 1st level as a standard action to use this ability. The dragon shaman's breath weapon deals 1d6 damage per level of the spell slot expended. A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 the dragon shaman's class level + her Cha modifier. Unlike a true dragon, once a dragon shaman breathes she must only wait 1 round before she can use her breath weapon again. When activating this ability, the dragon shaman may choose to breathe out either a cone of energy or a line of energy.

Cone-shaped breath weapon usage extends out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapon usage is 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.

At 5th level, half of the damage dealt by the dragon shaman's breath weapon results directly from divine power and is therefore not subject to being reduced by energy resistance or prevented by energy immunity. Reflex saves that would halve damage dealt are treated as blocking only the elemental energy portion of the dragon shaman's breath weapon (thus the remaining half of the damage is all untyped).

At 10th level and every 2 levels thereafter, add 1d6 damage to the damage dealt by the dragon shaman's breath weapon.

At 11th level, the dragon shaman may choose what targets to affect with which parts (elemental energy, untyped, or both) her breath weapon.

At 15th level, the dragon shaman's breath weapon is treated as both supernatural and extraordinary (whichever would be beneficial on a case by case basis, Example: extraordinary to ignore an antimagic field she is in while supernatural to have a chance at hitting an incorporeal target on the outside of it).

This ability replaces the cleric's Spontaneous Casting.

Lichtenstein
2016-10-27, 08:46 AM
I like it! I'm not sure why you picked a Cleric instead of an Oracle as the base, since you change so much about it and it's a spontaneous caster, but whatever. Point by point:

Cleric Casting -> Oracle Casting, Neutral

2 Domains -> 1 Domain, -9 spells, -2 abilities. Negative

Channel Energy -> Touch of Vitality, a big downgrade, becomes Lay on Hands at best with expensive status curing abilities. This ability does however much more complement the spontaneous caster with limited spell selection, with those status curing abilities not needing to be taken as spells. Good feel for a shaman. Neutral overall - Consider perhaps directly using Paladin Lay on Hands and Mercies

Cleric Aura -> Draconic Aura: Cleric aura isn't even an ability, so this is a positive. Abilities mature just before 10th level; when the player stops getting these their breath weapon picks up the slack with extra damage

Spontaneous Cure -> Breath Weapon
I can't find an action listed for this ability. If this is a standard action to use, I'm pretty sure it's useless. 1d6/spell level is worse than any spell will be, and no one will ever use their breath weapon. In that case it would be better to give the player a set of 9 spells that go with their totem. If this is a free action or swift action or move action, so it becomes extra damage like sneak attack, then that's pretty cool and makes a pretty even replacement for being able to convert spells into cures.

gooddragon1
2016-10-27, 12:21 PM
I like it! I'm not sure why you picked a Cleric instead of an Oracle as the base, since you change so much about it and it's a spontaneous caster, but whatever. Point by point:

Cleric Casting -> Oracle Casting, Neutral

2 Domains -> 1 Domain, -9 spells, -2 abilities. Negative

Channel Energy -> Touch of Vitality, a big downgrade, becomes Lay on Hands at best with expensive status curing abilities. This ability does however much more complement the spontaneous caster with limited spell selection, with those status curing abilities not needing to be taken as spells. Good feel for a shaman. Neutral overall - Consider perhaps directly using Paladin Lay on Hands and Mercies

Cleric Aura -> Draconic Aura: Cleric aura isn't even an ability, so this is a positive. Abilities mature just before 10th level; when the player stops getting these their breath weapon picks up the slack with extra damage

Spontaneous Cure -> Breath Weapon
I can't find an action listed for this ability. If this is a standard action to use, I'm pretty sure it's useless. 1d6/spell level is worse than any spell will be, and no one will ever use their breath weapon. In that case it would be better to give the player a set of 9 spells that go with their totem. If this is a free action or swift action or move action, so it becomes extra damage like sneak attack, then that's pretty cool and makes a pretty even replacement for being able to convert spells into cures.

Thanks for reviewing mine, I'll try to review one of yours, but as you can see from this class being based of the cleric vs the oracle (which I didn't know was a spontaneous caster) my knowledge of pathfinder is not complete.

What damage amount would make the breath weapon worthwhile? It is a standard action to use it though.

How about 1d6 at 1st level, 2nd level, and every 2 levels thereafter?
That puts it at 20d6 by level 20 if you use a 9th level slot.

Lichtenstein
2016-10-28, 08:54 AM
It's not that 1d6/2 levels is too low; it's a perfectly fine base for a move like the alchemist's bomb, and it's better than that in a lot of ways because it affects multiple targets. The problem is that before 10th level, spell levels aren't something that people want to spend on something like that. Perhaps a couple of alchemist bomb discoveries (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries) or something else to make it more than a low damage area effect spell. See fireball (http://www.d20pfsrd.com/magic/all-spells/f/fireball) for reference

1d6 / spell level
+ 1d6 at 2nd level and every 2 levels thereafter, and also at 19th level
Question: can you use 0 level spell slots? Could be a neat baseline to breath half damage breath all day