Wyrmkin Shaman (Druid/Sorcerer)
As masters of the nature druids hold a special connection to land and animals around them. Hover, some tribal druids focus their powers on the most powerful of creatures–dragons. Wyrmkin shaman are the epitome of giving homage to the great wyrms of the ages. These powerful druids are bonded to a tribal dragon patron and utilize a specially crafted mask that enhances this connect, which in turn grants her additional powers, including the ability to commune directly with her dragon patron. In additional to dragon spells, the wyrmkin shaman is imbued with draconic powers to the nature of the dragons they venerate. Held in high esteem within their individual tribes, wyrmkin shamans wield great power on behalf of their people and their patron. (Original Concept by Azten)
Primary: Druid.
Secondary: Sorcerer.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The wyrmkin shaman may select three sorcerer skills to add to her class skills in addition to the normal druid class skills. The wyrmkin shaman gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The wyrmkin shaman is proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. The wyrmkin shaman is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape (see below). The wyrmkin shaman is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A wyrmkin shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. The wyrmkin shaman is proficient with shields (except tower shields) but must use only wooden ones. A wyrmkin shaman who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spellcasting: The wyrmkin shaman casts spells drawn from the druid spell list and adds the following spells to that list at the indicated spell levels: 1st level–mage armor; 3rd level–fly; 4th level–fear; 5th level–spell resistance; 6th level–form of the dragon I; 7th level–form of the dragon II; 8th level–form of the dragon III; 9th level–wish. The wyrmkin shaman otherwise prepares and casts spells as a druid equal to her wyrmkin shaman level.
Dragon Bond (Su): At 1st level, a wyrmkin shaman forms a bond with a dragon patron within a specific terrain (see Table: Dragon Patron). This dragon serves as the wyrmkin shaman’s patron, granting her a number of abilities. A dragon patron’s alignment is always within one step of the wyrmkin shaman’s, along either the law/chaos axis or the good/evil axis. Thus, a good-aligned wyrmkin shaman could have a chaotic good red dragon, or a lawful evil wyrmkin shaman could have a neutral evil brass dragon as her dragon patron.
As part of this bond, a wyrmkin shaman begins play with a special dragon mask from her dragon patron at no cost. This mask is not made of any special materials, but is always masterwork quality and crafted in the image of the wyrmkin shaman’s dragon patron. A dragon mask is badge of honor and respect within the wyrmkin shaman’s culture. When the mask is worn, it magically bonds to the wyrmkin shaman’s face and can only be forcibly removed if a dispel magic spell is cast on the mask, or if she is unconscious or dead. The wyrmkin shaman can wear or remove her dragon mask as a move action that does not provoke attacks of opportunity. A dragon mask immediately becomes inert if it leaves the wyrmkin shaman’s possession, reactivating as soon as it returns to her keeping.
A non-wyrmkin shaman who attempts to wear or use a dragon mask must make a Will save (DC 10 + 1/2 the wyrmkin shamans level + the wyrmkin shaman’s Wisdom modifier modifier) or become fascinated by the mask’s powerful magic—a non-wyrmkin shaman can never gain the benefit of a dragon mask, but a wyrmkin shaman can gain the effects of another wyrmkin shaman's mask if she wears it. (Although, if the other wyrmkin shaman commands the mask to stop functioning, the effects of the “stolen” dragon mask immediately cease. At the GM’s discretion, the dragon patron of “stolen” mask’s may exact some form of retribution upon the perpetrating wyrmkin shaman for attempting use another wyrmkin shaman’s mask, though doing so should warrant good cause.)
While the dragon mask is worn, the wyrmkin shaman gains the following abilities:
Cast speak with animals (lizards only) at will.
Low-light vision
Darkvision 30 feet. If she already has darkvision, it increases by 30 feet.
Gains a +4 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in her dragon patron’s terrain.
Table: Dragon Patron
As the wyrmkin shaman gains levels, she gains the following mask powers. These powers can only be used while the dragon mask is worn.
Dragon Claws (Su): At 3rd level, a wyrmkin druid gains the dragon claws bloodline power from the sorcerer’s draconic bloodline.
Dragon Resistance (Ex): At 5th level, a wyrmkin druid gains the dragon resistance bloodline power from the sorcerer’s draconic bloodline.
Dragon Communion (Sp): At 8th level, a wyrmkin shaman can use her mask to contact her dragon patron and ask questions that can be answered by a simple yes or no. This functions as the commune spell and can be used once per week.
Dragon Breath (Su): At 11th level, a wyrmkin druid gains the breath weapon bloodline power from the sorcerer’s draconic bloodline.
Dragon Wings (Su): At 17th level, a wyrmkin druid gains the wings bloodline power from the sorcerer’s draconic bloodline.
Dragon Might (Su): At 20th level, a wyrmkin druid gains the power of wyrms bloodline power from the sorcerer’s draconic bloodline.
A wyrmkin shaman can add additional magic abilities to his dragon mask as if she has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties of a dragon mask, including any magic abilities added to the mask, only function for the wyrmkin shaman who owns it. If a dragon mask's owner dies, or the mask is replaced, the mask reverts to being an ordinary masterwork item of the appropriate type.
If a dragon mask is damaged, it is restored to full hit points the next time the wyrmkin shaman prepares her spells. If the dragon mask is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wyrmkin shaman level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Dragon masks replaced in this way do not possess any of the additional enchantments of the previous mask. A wyrmkin shaman can designate an existing mask as his dragon mask. This functions in the same way as replacing a lost or destroyed mask except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a dragon mask.
This ability replaces nature bond, trackless step, wild shape 1/day, wild shape 4/day, wild shape 7/day, and wild shape (at will).
Spontaneous Casting: This is exactly like the druid ability of the same name. In addition, whenever a wyrmkin shaman casts summon nature’s ally (either as a normal spell or through spontaneous casting) she can summon one of the alternative creatures of the dragon type instead (see Dragon Summoning Options below). The wyrmkin shaman may only summon a dragon of her patron’s type. *At GM’s discretion, the wyrmkin shaman may select a dragon of the primal or sovereign subtypes, as appropriate to her terrain (see Optional Dragon Patrons).
Table: Summon Nature’s Ally (Alternatives)
*B1 (Bestiary)
Bond Abilities: Starting at 2nd level, a wyrmkin shaman gains one of the following abilities according to her dragon patron’s terrain. These abilities are permanent, and are not dependant on whether the dragon mask is worn.
Aquatic Adaptation (Ex): The wyrmkin shaman of the water terrain gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Swim checks equal to 1/2 her wyrmkin shaman level in aquatic terrain, and she cannot be tracked such environments.
Icewalking (Ex): The wyrmkin shaman of the cold terrain suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
Marshwight (Ex): The wyrmkin shaman of the swap terrain gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Swim, and Stealth checks equal to 1/2 her druid level in swamp terrain, and she cannot be tracked in such an environment.
Mountaineer (Ex): The wyrmkin shamans of the mountain terrain gains a bonus on Initiative checks and Climb, Knowledge(geography), Perception, Stealth, and Survival checks equal to half her druid level in mountainous terrain, and she cannot be tracked in such an environment.
Plains Traveler (Ex): The wyrmkin shaman of the plains terrain gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her wyrmkin shaman level in plains terrain, and she cannot be tracked in such an environment.
Sandwalker (Ex): The wyrmkin shaman of the desert terrain suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.
Tree Leaper (Ex): The wyrmkin shaman can move easily from tree to tree so long as their branches are within reach. When the distance between trees exceeds twice the wyrmkin shaman’s reach, however, she must make a leap of faith. When climbing or using the Acrobatics skill, the wyrmkin shaman can make an Acrobatics check to leap to another location. If she can move at least 20 feet before leaping (without doubling back), set the DC as though she had a 20-foot running start (don’t double the DC). If the wyrmkin shaman fails her Acrobatics check by 5 or more, she falls as normal. If the wyrmkin shaman fails by less than 5, she can attempt a DC 15 Reflex save to grab a ledge, branch, or wall 5 feet below her target location, so long as some protrusion exists there. A wyrmkin shaman that succeeds on any Acrobatics check (not just a tree leap) must immediately attempt an Acrobatics or Climb check, as appropriate, to land in a climbing or balancing position. The DC for this check is +5 higher than normal. A failure gives the same results as a failure on the Acrobatics check.
Tunnelrunner (Ex): The wyrmkin shaman of the underground terrain can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty.
Woodland Stride (Ex): The wyrmkin shaman of the forest terrain may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
At 4th level, she gains one of the following bond abilities according to her dragon patron’s terrain.
Arctic Endurance (Ex): The wyrmkin shaman of the cold terrain ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled.
Desert Endurance (Ex): The wyrmkin shaman of the desert terrain ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required).
Forest Endurance (Ex): The wyrmkin shaman of the forest terrain gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Nature’s Oceans (Ex): The wyrmkin shaman of the water terrain gains a swim speed equal to half her land speed. In addition, the wyrmkin shaman of the water terrain gains a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype.
Savanna Ambush (Ex): The wyrmkin shaman of the plains terrain gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at –5 when crawling. A wyrmkin shaman of the plains terrain can stand up from prone as an immediate action during a surprise round.
Spire Walker (Ex): The wyrmkin shaman of the mountain terrain does not lose her Dexterity bonus when climbing. A wyrmkin shaman of the mountain terrain is immune to altitude sickness and ignores the effects of a cold climate as if under the effects of endure elements. She also suffers no penalty to speed or on Acrobatics or Stealth checks when walking across steep slopes, rubble, or scree.
Subterranean Endurance (Ex): The wyrmkin shaman of the underground terrain gains a +2 bonus on saves against extraordinary, supernatural, and spell-like abilities of oozes and aberrations. In addition, the wyrmkin shaman cannot be detected with tremorsense.
Swamp Rat (Ex): The wyrmkin shaman of the swap terrain suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth. In addition, the wyrmkin shaman of the swap terrain gains a +4 bonus on saves against disease and the exceptional, supernatural, and spell-like abilities of monstrous humanoids. A wyrmking druid of the swamp terrain also gains DR/— equal to half her wyrmkin shaman level against attacks by swarms. If this damage resistance prevents damage, the druid is unaffected by distraction or other special attacks of the swarm.
Torrid Endurance (Ex): The wyrmkin shaman of the jungle terrain ignores the effects of a hot climate as if under the effects of endure elements. She also gains a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts.
At 10th level, a wyrmkin shaman gains the one of following bond abilities according to her dragon patron’s terrain.
Camouflage (Ex): The wyrmkin shaman of the forest terrain can use the Stealth skill to hide in forest terrains, even if the terrain doesn't grant cover or concealment.
Canny Charger (Ex): The wyrmkin shaman of the plains terrain can charge through allies’ squares without difficulty (whether mounted or afoot) and can turn up to 90 degrees once during a charge, provided the last 10 feet toward the target are in a straight line. She also gains a +4 dodge bonus to AC against enemy charge attacks and a +4 bonus to damage with a readied action against a charging foe.
Mountain Stance (Ex): The wyrmkin shaman of the mountain terrain gains immunity to petrification and receives a +4 bonus on saving throws or to CMD to resist any attempt to push, pull, bull rush, or drag her, or to resist any other effect that would physically move her from her position (e.g., repel wood, reverse gravity, or being blown away by high winds). This does not protect her against being tripped, grappled, or overrun.
Photosynthesis (Ex): The wyrmkin shaman of the jungle terrain feeds upon nature’s raw essence. Her need to eat and sleep is reduced as if wearing a ring of sustenance, and she gains a +4 racial bonus on saving throws made against poison and sleep effects.
Seaborn (Ex): The wyrmkin shaman of the water terrain gains the aquatic subtype, the amphibious trait, and a swim speed equal to her land speed. She also can endure cold climate effects as if using endure elements.
Shaded Vision (Ex): The wyrmkin shaman of the desert terrain becomes immune to blinding and dazzling effects and gains a +2 bonus on saving throws against gaze attacks and illusions of the figment and pattern subschools.
Snowcaster (Su): The wyrmkin shaman of the cold terrain can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, she can prepare any druid spell with the fire subtype as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.
Tremorsense (Ex): The wyrmkin shaman of the underground terrain gains tremorsense 30 feet.
Venom immunity (Ex): The wyrmkin shaman of the swamp terrain gains immunity to all poisons.
At 16th level, a wyrmkin shaman gains one of the following bond powers according to her dragon patron’s terrain.
Deep Diver (Ex): The wyrmkin shaman of the water terrain gains DR/slashing or piercing equal to 1/2 her wyrmkin shaman level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). She never takes pressure damage from deep water.
Dunemeld (Ex): The wyrmkin shaman of the desert terrain can assume the form of a swirling mass of sand at will. This is equivalent to gaseous form, but the wyrmkin shaman gains a land and burrow speed of 10 feet rather than a fly speed. While in this form, the wyrmkin shaman gains a circumstance bonus on Stealth checks made in desert terrain equal to her wyrmkin shaman level.
Earth Glide (Ex): The wyrmkin shaman of the underground terrain gains the earth glide universal monster ability and can use it to travel at her full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, the wyrmkin shaman can even burrow through lava. The wyrmkin shaman can burrow through solid stone at 1/2 her base speed.
Evasion (Ex): The wyrmkin shaman of the plains terrain gains evasion when wearing light or no armor and carrying a light load. This functions as the rogue ability of the same name.
Flurry Form (Ex): The wyrmkin shaman of the cold terrain can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her wyrmkin shaman level.
Forest Walker (Ex): The wyrmkin shaman of the forest terrain can cast tree stride at will.
Mountain Stone (Ex): The wyrmkin shaman of the mountain terrain can transform her body into a weathered stone outcrop and back at will. This effect functions as statue.
Slippery (Ex): The wyrmkin shaman of the swamp terrain gains continuous freedom of movement.
Verdant Sentinel (Ex): The wyrmkin shaman of the jungle terrain can cast tree shape at will.
This ability replaces woodland stride, resist nature’s lure, venom immunity, and a thousand faces.
Wild Shape (Su): This is exactly like the druid ability of the same name except that the wyrmkin shaman gains this ability at 6th level. She can assume the form of a Tiny, Small, Medium, or Large animal. When taking the form of an animal, the wyrmkin shaman may only assume the form of a crocodilian, dinosaur, lizard, or snake creature or the animal type. A wyrmkin shaman cannot use wild shape to assume an elemental or plantform. A wyrmkin shaman can use this ability once per day at 6th level, plus an additional time per day at 8th, 12th, 14th, and 18th level, up to a maximum of five times per day.
In addition, at 10th level, the wyrmkin shaman can assume the form of a Medium dragon of her dragon patron’s type as if using form of the dragon I. At 12th level, she can assume the form of a Large dragon of her dragon patron’s type as if using form of the dragon II. At 14th level, she may assume the form of a Huge dragon of her dragon patron’s type as if using form of the dragon III.
Table: Wyrmkin Shaman