Dragon Shaman
Hit Die: d10Alignment: Any; however, a Dragon Shaman's alignment tends to be within one step of their totem dragon. Thus, an evil Dragon Shaman is more likely to devote himself to the ferocious might and cunning of the Red Dragon, though all Dragon Shamans hold respect and admiration for the power of all of the true dragons.
Lvl BAB Fort Ref Will Special
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1 +0 +2 +0 +2 Draconic Weapons (Claws), Totem Dragon, Draconic Aura +1
2 +1 +3 +0 +3 Breath Weapon (15-ft cone or 30-ft. line)
3 +2 +3 +1 +3 Natural Armor +1, Draconic Adaptation
4 +3 +4 +1 +4 Draconic Weapons (Bite), Draconic Resolve
5 +3 +4 +1 +4 Dragon Wings (Limited), Draconic Aura +2
6 +4 +5 +2 +5 Touch of Vitality (heal wounds)
7 +5 +5 +2 +5 Natural Armor +2
8 +6/+1 +6 +2 +6 Draconic Weapons (Tail)
9 +6/+1 +6 +3 +6 Energy Immunity, Breath Weapon (30-ft. cone or 60-ft. line)
10 +7/+2 +7 +3 +7 Dragon Wings (Full), Draconic Aura +3
11 +8/+3 +7 +3 +7 Touch of Vitality (remove conditions)
12 +9/+4 +8 +4 +8 Natural Armor +3
13 +9/+4 +8 +4 +8 Draconic Adaptation (share with allies)
14 +10/+5 +9 +4 +9 Frightful Presence
15 +11/+6/+1 +9 +5 +9 Dragon Wings (Improved), Draconic Aura +4
16 +12/+7/+2 +10 +5 +10 Breath Weapon (60-ft. cone or 120-ft. line)
17 +12/+7/+2 +10 +5 +10 Totem Dragon (Skill bonus)
18 +13/+8/+3 +11 +6 +11 Natural Armor +4
19 +14/+9/+4 +11 +6 +11 Dragon Wings (Perfect)
20 +15/+10/+5 +12 +6 +12 Dragon Apotheosis, Draconic Aura +5
Class Skills (2 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Climb, Craft, Disguise, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Move Silently, Search, Spellcraft, Survival, Swim
Class Features:(Any not described below but listed in the table above have been left unchanged from the original class)Totem Dragon:Your dedication to dragonkind leads you to emulate True Dragons in all aspects, physically and mentally. You gain the Dragonblood subtype, Draconic as a bonus language, and 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). You gain a +2 bonus to skills designated as class skills for your totem dragon, which improves to a +4 bonus at 17th level.
Draconic Weapons (Ex): At 1st level, you begin showing signs of your connection to the mighty race of Dragons. The muscles in your hands grow stronger, and thick, sharp talons grow at the tips of your fingers, giving you a pair of natural Claw attacks which deal damage according to your size (1d3 damage for a Small-sized creature, 1d4 damage for a Medium-sized creature, and so on).
At 4th level, your teeth grow longer and sharper, giving you a bite attack at 1d6 damage. This natural weapon becomes primary for you, while all others can be made as secondary attacks at a -5 penalty (or -2 if you have the multiattack feat).
At 8th level, you grow a muscular tail which can be used to make a tailslap attack, dealing damage appropriate for your size (1d4 for small, 1d6 for medium, etc.).
At 12th level, your natural weapons improve by one die step, bringing them in line with the damage of true dragons.
Your natural weapons improve as magic weapons at a rate equaling 1/4 your total Dragon Shaman levels (+1 at level 4, +2 at level 8, etc.).
Breath Weapon (Su): You have gained the most feared weapon in the Dragon's arsenal, its breath weapon, usable as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. Your breath weapon deals a number of dice worth of damage equal to your class level. The length of effect also increases with level, expanding to a 30-foot cone or 60-foot line at 9th level, and to a 60-foot cone or 120-foot line at 16th level. Enemies may attempt to halve the damage from this breath weapon by making a successful Reflex save (DC 10 + 1/2 your class 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.
Your breath weapon's damage type relates to your totem dragon by default (see the table on page 13 of Player's Handbook II). You may temporarily change this energy to that of a different totem as a move action, lasting for one minute or until you change it again, after which time your breath weapon reverts to the default.
Natural Armor (Ex): Your skin toughens and grows faint scales, which grow thicker and more pronounced over time. Your Natural Armor bonus improves by one step each at levels 3, 7, 12, and 18. If you do not have a natural armor bonus, treat it as 0 and improve from there.
Dragon Wings (Ex): At 5th level, you grow the wings of a Dragon, gaining a flyspeed equal to your base land speed (average maneuverability). Your wings aid your jumps, giving you a +10 racial bonus on Jump checks.
You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but you then become fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying.
When you reach 10th level, you have enough stamina and prowess to fly for longer periods. You can fly at your base landspeed +10 (good maneuverability), and flying requires no more exertion than walking or running.
When you reach 15th level, your flight improves again, allowing you to fly at a speed equal to twice your base landspeed, and while carrying a medium or heavy load (including heavy armor).
Upon reaching 19th level, flying is as natural to you as walking. Your maneuverability while flying improves to perfect.
Your wings allow you to make a dive attack. A dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.
You can use the run action while flying, provided you fly in a straight line.
Frightful Presence (Ex): Starting at 14th level, your draconic form alone is enough to strike terror into the hearts of the weak. Whenever you attack or charge (including a dive), all opponents with fewer levels or HD than your Dragon Shaman levels that are within 30 feet are subject to this effect. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your Dragon Shaman class levels + your Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, affected creatures become shaken for a number of rounds equal to 1d6 + your Cha modifier (minimum 1 round). If the creature has 4 or fewer HD, it instead is panicked for the same amount of time. This ability does not stack on subsequent rounds, but affected creatures are subject to a new Will save after you attack or charge them following the end of this effect. This ability can't affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.
Dragon Apotheosis: Upon reaching 20th level, your transformation into the powerful creatures you are devoted to is complete. You lose the Dragonblood subtype and your creature type changes to Dragon; for all intents and purposes, you are considered a True Dragon. In addition, your size increases by one category (to a maximum of Huge), thereby altering your ability scores and increasing your natural armor, damage, etc.