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Pathfinder 1E The Pathfinder Dragon Shaman: A Conversion by Master Arminas

I will agree that the samurai and kensei were both pretty bad from both a mechanics and fluff standpoint. I'm just saying that the whole book wasn't bad, and that aside from a few things, it had a lot of good stuff in it.
 

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Yeah, the Dragon Shaman always left a bad taste in my mouth, too. What the Hell did it have to do with dragons? It was just a name they slapped onto it and wrote some dodgy fluff text to support it. It would have been much better if they'd just called it the Elemental Shaman or something. Since when did revering/worshiping dragons give you powers like that, and how was it even possible? It was really the low point of a book that otherwise I loved to death (the Duskblade, the new high-level Fighter feats, and the combat focus feats were some of the best stuff for 3.5E, and even the Beguiler was rad.) From the very first time I read it it smelled like MMORPG game design philosophy; a collection of game mechanics slapped together to fill a role in a party, with flimsy flavor text to support it. There was never any literary or mythological basis for the class, which to me means it was doomed from conception. A solution looking for a problem. In retrospect I should have started worrying, and if I had known that 4th Edition was being developed by the same designers responsible for that class I would have.
talok55 said:
Bundles of mechanics with lame supporting flavor text is kinda one of the hallmarks of 4E in my eyes Mix that together with no literary or mythological basis and nothing to justify the class other than the purely game mechanics reason of being a support class to fill an open slot in a party makes the Dragon Shaman the lamest class they ever made for 3.5,
I happen to really like the Dragon Shaman. Then again, I don't entirely disagree with your point(s). My campaign setting always postulated dragons and deities as opposed forces, and I always wanted to represent that mechanically. I liked the "Dragon Magic" trend in general. I like classes that work within the d20 system but are significantly different from the core. I liked the auras for what they were, although in retrospect they do presage the disaster that was the 4e leader "role" and the "warlord" as well as the general idiocy of making Dragonborn a core race. I guess my feeling is that D&D is its own mythology, and that classes based on the second "D" are natural developments and I'm glad they did some.

That said, if I hadn't already created my own background for the dragon shaman I would have liked it less. The rules are merely a means to an end, not the end themselves, and I agree creating a class just to fill a rules niche is a bad thing.

I also agree that the CW samurai made no sense and sucked, although I found plenty of other flavorful useful material in that book.

And I think you're both being too kind to 4e.

Now, on to the OP...

***

I think you're taking a class that was underpowered to begin with and not bumping it up enough. The auras are nice, but this is a fighter who never hits anything, deals real damage, or has any *really* useful special powers (the breath weapon is for dealing with swarms or a few other things but not general combat use because of the low damage). What is this character's typical action during combat? It was a question before and it still is.

I see that the claws have been emphasized, but I don't think that's the answer, as noted, all they do is provide a mediocre alternative to normal weapon usage. Frankly, I'd rather see the character be able to take a normal weapon and use it well, possibly by adding supernatural effects to its attacks.

I'm also not really a big fan of the shapeshifting. It seems tacked on at the end. If you want to make a draconic druid, you have to match the wild shape progression and grant the ability much earlier. If not, I'd stick with making it better at granting supernatural benefits to itself (or allies).

Flight should also be earlier, although this is a problem with the original class.

Examples of supernatural benefits the class could be getting might be elemental damage on its attacks, dragon-like fear effects, or a spell-like abilities that a dragon might get. I'd really like to see a PC class with a strong, useful fear effect. I'd also advise adding divination-like abilities to reinforce the "shaman" concept (and because dragons do know a lot of things).

I do applaud the rationale for removing the healing ability and changing the aura to self only. Dragons don't get these things, so why should this shaman? I would add the area aura back in as a feat though.

Hit Die: d10.

BAB: Medium.
Aren't HD and BAB tied together in PF (such that you'd have to either reduce the former or increase the latter)?

All in all, an effort worth making, though I would change a number of things.
 

Ahnehnois,

Thanks for taking a look. I am working on a 'Take 2' version that I should have up within a day or so. I think that it will address many of the concerns that have voiced.

About the BAB/HD disconnect: in a way, I see the Dragon Shaman as being very similar to a barbarian (who has a full BAB and d12), and take 2 will highlight in a way that I didn't carry across in this version. Your suggestions about getting elemental damage on their weapons is a good one, and consider that incorporated. Like I said, I hope to have it up by Tuesday or Wednesday, and would love to have everyone's opinion.

When I do post it, I will not replace the first post of the thread, but leave that one up so that you can compare the two side-by-side.

Thanks again.

Master Arminas
 


Ok, I got rid of the spell-like abilities and the shape-shifting. Instead, I focused in on making the class into a more formidable melee threat. The breath weapon has gotten a big increase, but since it can only be used every 1d4 rounds, that shouldn’t make the class overpowered. In addition, when the dragon shaman uses his claws, he eventually gains 1d6 points of energy damage of his totem dragon.

Next, I added a new ability which I call draconic might. This is a limited duration boost that grants a competence bonus of +4 (and eventually +6) to the Dragon Shaman’s strength score. It isn’t quite full barbarian rage (and doesn’t carry the same negative penalties as rage), but it does emphasize the dragon shaman’s stance as a full-throated battler in the line of combat.

I have also rearranged things to move draconic wings down to 10th level, which allows the character to gain flight two levels after a Sorcerer could learn overland flight. You’ll have to decide for yourself if the character is too much now. I think it might be, but I would value your opinions.

Master Arminas

A Pathfinder Dragon Shaman, Take 2

There are many who covet the power and majesty of true dragons, but it is only the Dragon Shaman who has managed to unearth the ancient rites and rituals to manifest that power. Driven by the promise of becoming closely bound to ancient dragon spirits that yearn once more for the semblance of life, the Dragon Shaman bonds himself to a totem dragon spirit. Through this totem, the newly christened Dragon Shaman slowly gains many of the powers of a true dragon. Few understand these warriors and their ravenous quest for power, but none can deny the results which they have achieved.

Role: The dragon shaman is a powerful warrior who possesses an array of special abilities and attacks. His area of effect breath weapon allows him to wreak havoc among his opponents and his draconic auras and totem provide him with defensive and utility options. He is not a true spellcaster, but over time he gains a limited number of spell-like abilities that provide him with an array of options. And while he may not possess the raw combat ability of a fighter or barbarian, he is more than capable of holding his own in melee and assisting a party with his unique range of abilities.

Alignment: Any.

Hit Die: d10.

BAB: Medium.

Good Saves: Fort and Will.

Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Dragon shamans are proficient with simple and martial weapons, with their natural weapons (see below), with light and medium armor, and with shields (except tower shields).

Claws (Ex): A dragon shaman can grow claws as a free action. These claws are treated as natural weapons, allowing the character to make two claw attacks as a full attack action using his full base attack bonus. If the dragon shaman wields a light or one-handed weapon and has his second hand free, he may make a single claw attack in addition to his normal attacks when using the full attack action. This secondary claw attack is made at the dragon shaman’s highest base attack bonus -5. Each of these attacks deals 1d4 points of damage plus the dragon shaman's Strength modifier (1d3 points of damage if the dragon shaman is a Small character).
At 4th level, the dragon shaman gains a +1 enhancement bonus on attack and damage rolls with his claws and his claws are now considered to be magic weapons for the purpose of overcoming DR. At 8th level, and every four levels gained thereafter as a dragon shaman, the bonus on attack and damage rolls increases by +1 to a maximum bonus of +2 at 20th level.
At 7th level, the damage inflicted by the dragon shaman’s claws increases to 1d6 (1d4 for medium creatures).
At 11th level, these claws deal an additional 1d6 points of the energy damage associated with the dragon shaman’s totem dragon type (see below).

Draconic Aura (Su): A dragon shaman gains access to a variety of different powers that enhance his own abilities. A dragon shaman may activate an aura as a swift action; the aura then remains in effect until the dragon shaman dismisses the aura, activates a second aura, falls asleep, or is rendered unconscious. A draconic aura affects only the dragon shaman.
The bonus granted by these auras begins at +1. At 5th level, and every four dragon shaman levels gained thereafter, the bonus increases by +1, to a maximum of +5 at 17th level.
At 1st level, a dragon shaman knows three of the following auras. At fourth level, and every three levels gained thereafter as a dragon shaman, he learns one additional aura selected from the list below.

Agility: The dragon shaman receives a bonus on all Dexterity based ability checks (but not skill checks) and Reflex saves equal to his draconic aura bonus.
Energy: The dragon shaman gains a bonus equal to his draconic aura bonus on the DC of any spells, spell-like abilities, or supernatural abilities with the energy type of his totem dragon.
Insight: The dragon shaman receives a bonus on all Knowledge and Spellcraft skill checks equal to his draconic aura bonus.
Power: The dragon shaman receives a bonus on all melee damage rolls equal to twice his draconic aura bonus; this damage bonus is energy damage and is always of the type associated with his totem dragon.
Presence: The dragon shaman receives a bonus on all Bluff, Diplomacy, and Intimidate skill checks equal to his draconic aura bonus.
Prowess: The dragon shaman gains a bonus on all Acrobatics, Climb, or Swim skill checks equal to his draconic aura bonus.
Resistance: The dragon shaman gains energy resistance equal to 5 x his draconic aura bonus. The dragon shaman chooses one of the following energy types each time he activates this power: acid, cold, electricity, or fire. This resistance does not stack with the draconic resistance ability (see below).
Resolve: The dragon shaman receives a bonus on all Wisdom based ability checks (but not skill checks) and Will saves equal to his draconic aura bonus.
Senses: The dragon shaman receives a bonus on all Perception skill checks and Initiative rolls equal to his draconic aura bonus.
Shield: Any creature that strikes the dragon shaman with a natural attack or a non-reach melee weapon is dealt 2 points of energy damage for every point of the dragon shaman's draconic aura bonus. The energy type is that of the dragon shaman's totem dragon.
Stamina: The dragon shaman receives a bonus on all Constitution based ability checks (but not skill checks) and Fortitude saves equal to his draconic aura bonus.
Swiftness: The dragon shaman increases his base speed (including climb, fly, and swim speeds) by 5 feet for each point his draconic aura bonus. The aura does not grant a fly or swim speed, but provides a bonus if the dragon shaman otherwise has one.
Toughness: The dragon shaman gains DR 1/magic for each point of his draconic aura bonus.
Vigor: If the dragon shaman is currently below one-half his full normal hit points, he gains Fast Healing 1 for each point of his draconic aura bonus.

Totem Dragon: The dragon shaman must select a totem dragon from one of the following true dragons. The totem dragon determines the energy type of his draconic resistances and breath weapon and provides the dragon shaman with a special ability. The dragon shaman bonds for life with the spirit of his totem dragon. While the spirit cannot force the dragon shaman to perform an action, it does influence his personality and character over the passage of time. All dragon shamans eventually begin to reflect the personality and nature of their totem dragon spirit as they grow in power. The spirit urges them towards acts appropriate for the alignment of particular type of totem dragon, but the dragon shaman ultimately chooses his own alignment. For example, a red dragon shaman will often feel driven towards using chaotic or evil means to achieve his goals but it is up to the individual player if they give in to these supernatural urges. Over time, many dragon shamans will eventually change their alignment to meet that of their totem dragon spirit, but this is not mandatory.
Dragon shamans are also extremely loath to part their ‘hoard’ of accumulated treasure as they advance in levels. Each piece of acquired treasure brings a specific memory to the dragon shaman, and selling such heirlooms goes against every instinct of their totem dragon spirit.

Black: A black dragon shaman is resistant to acid and can breathe acid in a line. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. He may also move through bogs and quicksand without penalty at his normal speed. The dragon shaman gains a swim speed equal to his normal base movement.
Blue: A blue dragon shaman is resistant to electricity and can breathe electricity in a line. The dragon shaman may use ventriloquism as a spell-like ability at will. He is also under the constant effect of an endure elements spell.
Brass: A brass dragon shaman is resistant to fire and can breathe fire in a line. The dragon shaman can use jump as a spell-like ability at will. He is also under the constant effect of an endure elements spell.
Bronze: A bronze dragon shaman is resistant to electricity and can breathe electricity in a line. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. The dragon can also use disguise self as a spell-like ability at will. The dragon shaman gains a swim speed equal to his normal base movement.
Copper: A copper dragon shaman is resistant to acid and can breathe acid in a line. The dragon shaman may use spider climb as a spell-like ability at will. He also possess uncanny dodge as a rogue and cannot be caught flat-footed.
Gold: A gold dragon shaman is resistant to fire and can breathe fire in a cone. Once per day, the dragon shaman may choose to reroll a single attack roll, skill check, ability check, or saving throw. He must accept the second roll even if it is worse than the first roll. The dragon shaman gains a second daily use of this ability at 10th level and a third daily use of this ability at 20th level.
Green: A green dragon shaman is resistant to acid and can breathe acid in a cone. The dragon shaman can breathe underwater indefinitely and can freely use his breath weapon, spells, and other abilities while submerged. He may also use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. The dragon shaman gains a swim speed equal to his normal base movement
Red: A red dragon shaman is resistant to fire and can breathe fire in a cone. The dragon shaman can see perfectly in smoky conditions (such as that produced by pyrotechnics or the environment instead a volcano’s caldera) and does not suffer any penalties to Perception checks while in such conditions. He may use detect magic as a spell-like ability at will. The dragon shaman gains a bonus on all Appraise skill checks equal to one-half his dragon shaman level (minimum 1).
Silver: A silver dragon shaman is resistant to cold and can breathe cold in a cone. The dragon shaman can see perfectly in fog, clouds, and mist and does not suffer any penalties to Perception checks while in such conditions. He may use feather fall as a spell-like ability at will. Further, when the dragon shaman gains draconic wings (see below), his maneuverability class is step better than normal.
White: A white dragon shaman is resistant to cold and can breathe cold in a cone. The dragon shaman can see perfectly in snowy conditions and does not suffer any penalties to Perception checks while in such conditions. He may also move across icy surfaces without penalty and does not need to make acrobatics checks to run or charge on ice. He is also under the constant effects of a spider climb spell, but this only applies to icy surfaces. The dragon shaman is also under the constant effects of an endure elements spell.

Breath Weapon (Su): At 2nd level, a dragon shaman gains a breath weapon corresponding to his totem dragon (see above). Regardless of the totem dragon, type of energy, or shape of the breath weapon, the dragon shaman deals 2d6 points of damage each time he breathes. Creatures and objects caught in the area of effect can make a Reflex save to instead take half the damage rolled. The DC for this save is 10 + one-half the dragon shaman's level + the dragon shaman's Constitution modifier. At 3rd level, and every level gained thereafter, a dragon shaman's breath weapon increases by +1d6, to a maximum of 20d6 at 20th level. Like true dragons, the dragon shaman must wait 1d4 rounds before he can use his breath weapon again.
Cone shaped breath weapons have a range of 15 feet at 1st level. This extends to 30 feet at 7th level, 45 feet at 13th level, and 60 feet at 19th level.
Line shaped breath weapons have a range of 30 feet at 1st level. This extends to 60 feet at 7th level, 90 feet at 13th level, and 120 feet at 19th level.

Draconic Might (Str): At 3rd level, a dragon shaman may call upon his totem dragon to grant him supernatural strength and resilience. Activating this power is a swift action, and provides the dragon shaman with a +4 morale bonus to his Strength ability score for 2 rounds plus a number of rounds equal to the dragon shaman’s Constitution modifier.
The dragon shaman may use this ability once per day at 3rd level. At 6th level, and three dragon shaman levels gained thereafter, the character gains one additional daily use of this ability.

Draconic Resistance (Ex): At 4th level, the dragon shaman gains resistance 5 against the energy type associated with his totem dragon and a +1 bonus to his natural armor class. At 8th level, and every five levels gained thereafter as a dragon shaman, the energy resistance granted by this ability increases by 5 and the bonus on natural armor increases by +1, to a maximum energy resistance of 20 and +4 natural armor bonus at 19th level.

Draconic Resolve (Ex): At 5th level, the dragon shaman becomes immune to the frightful presence of dragons and gains a +2 bonus on all other saves against fear.

Draconic Senses (Low-light) (Ex): At 6th level, the dragon shaman gains low-light vision. If he already possesses low-light vision than the distance that he can see in low-light conditions doubles.

Draconic Consciousness (Ex): At 7th level, the dragon shaman gains a +2 bonus on all saves against paralysis and sleep effects. At 11th level, and again at 16th level, this bonus increases by +2, to a total bonus of +6 at 15th level.

Draconic Stamina (Ex): At 8th level, the dragon shaman gains Endurance as a bonus feat.

Draconic Senses (Darkvision) (Ex): At 9th level, the dragon shaman gains darkvision out to a distance of 30 feet. If he already possessed darkvision, his range extends by 30 feet.
At 14th level, the dragon shaman's darkvision extends by another 30 feet.

Draconic Wings (Su): At 10th level, the dragon shaman can grow leathery dragon wings from his back as a standard action. He can fly at a speed of 60 feet with average maneuverability. The dragon shaman can dismiss the wings as a standard action. If the dragon shaman is wearing armor when he grows the wings, his armor magically reforms to accommodate them. Wearing medium or heavy armor, or carrying a medium or heavy load reduces the dragon shaman’s flying speed to 40 feet.

Improved Draconic Aura (Su): At 11th level, the dragon shaman may have two of his draconic auras active at the same time. If the dragon shaman activates a third aura, he must choose which of the two currently active is dismissed.

Draconic Senses (Scent) (Ex): At 12th level, the dragon shaman gains the scent special quality.

Greater Draconic Might (Str): At 13th level, the dragon shaman gains a +6 competence bonus to his Strength score when he uses his draconic might ability.

Frightful Presence (Ex): At 14th level, the dragon shaman can, as a free action, activate this ability as a standard action or as part of a charge, an attack, or a full-attack. Creatures within 30 feet who witness the action may become shaken. This ability only affects creatures with fewer Hit Dice or levels than the dragon shaman’s class levels. An affected creature can resist the effects with a successful Will save (DC 10 + one-half the dragon shaman’s class level + the dragon shaman’s Cha modifier). A creature that succeeds on the saving throw is immune to the dragon shaman’s frightful presence for 24 hours. This ability is a mind-affecting fear effect.

Damage Reduction (Ex): At 15th level, the dragon shaman gains DR 5/magic. This stacks with the DR granted by the dragon shaman’s toughness aura.

Draconic Longevity (Su): At 16th level, the dragon shaman gains a measure of the long life-spans of a true dragon. His age categories and maximum age are increased by 50%. He no longer takes penalties to his physical ability scores for aging and any penalties previously accrued are removed.

Wing Buffet (Ex): At 17th level, the dragon shaman can use his wings as secondary natural weapons. If the dragon shaman is not flying, then he can make two secondary attacks (one with each wing) against a creature that is adjacent to him. These attacks deal 1d4 points of bludgeoning damage, plus one-half the dragon shaman’s Strength modifier. The dragon shaman makes these secondary attacks in combination with his claws or with his normal iterative attack routine. He may even make his normal weapon attacks, one claw, and both wings in a single melee round.
A dragon shaman’s wings are considered to be magic weapons and have the same enhancement bonus on attacks and damage as his claws (see above). His wings do not inflict energy damage, however.
The dragon shaman is unable to use his wings in this fashion if he is currently flying.

Hover (Ex): At 18th level, the dragon shaman gains Hover as a bonus feat.

Multiattack (Ex): At 19th level, the dragon shaman gains Multiattack as a bonus feat. His secondary natural weapon attacks suffer only a -2 penalty instead of a -5 penalty on to-hit rolls.

Power of Wyrms (Su): At 20th level, the dragon shaman's desire to become one with dragons becomes manifest. He gains immunity to paralysis, sleep, and the energy damage associated with his totem dragon. He also gains blindsense 60 feet. He may have three of his draconic auras active at the same time. If the dragon shaman activates a fourth aura, he must choose which of the three currently active is dismissed. The dragon shaman’s damage reduction increases to DR 10/magic (15/magic if the toughness aura is activated). Finally, the dragon shaman’s age categories and maximum age are doubled from their original values (this replaces the ability draconic longevity).
 
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About the BAB/HD disconnect: in a way, I see the Dragon Shaman as being very similar to a barbarian (who has a full BAB and d12)

Won't get the chance to have a proper look over tonight, but I did want to second that I find this disconnect a bit weird. While I get what you're saying about the barbarian, I don't think it's an accurate comparison: the barbarian's d12 just serves to next-level his hardiness, while your conscious divorce between BAB and hit dice is antithetical to the trend established by Paizo in Pathfinder.
 

Check math on enhancement bonus to claws.
Check damage on claws because you've got the upgraded damage for medium as 1d6.


Ok the problem with the claws is that to use them you gotta give up using martial weapons, which this class is proficient in. So you invest a bunch of class abilities improving claws to make them not quite as good as the martial weapons you can wield and enchant as a normal adventurer. Essentially, if the claws are gonna be a basic immutable part of the class they gotta be kick ass enough to replace martial weapons and shields.

The totem dragon abilities need some tweaking: Green's stealth trick is OP at level 1, and why do they get swim.

We really need a new name because an aura ability is defined as that which affects all creatures in an area centered on the projector of the aura. So if the ability only affects you then it's not really an aura.

Honestly they're kinda lame. Why not cut them entirely?

Ok next up this progression is five kinds of choppy. The primary ability that the class can sink the most feats into is probably the breath weapon and needs to be started at level 1. Are you familiar with the raptorans? if you are you can use them as a model to make a limited flight form available earlier. Also consider making a weaker aura of fear available at lower levels so it can be leveled up into.

The way I see it this class needs three scores, strength, constitution, and Charisma (claws, breath, and fear). You need to make those three scores relevant at low, high, and medium levels of play. Right now the charisma doesn't come into play until level 14 and only for a single ability, the strength is only relevant until level 12 when the shaman can take recover breath for the 4th time and begin breathing every round, leaving con as the only score of great overriding importance through the whole progression.

My advice would be to strip the claws, the 'auras', multi-attack, hover, and draconic might. Add a bonus feat progression (including hover, multi-attack, and meta-breath feats). Put in a series of abilities similar to the alchemist discoveries dealing with natural weapons, breath weapon tricks beyond meta-breath feat (ability to add BW damage to natural attacks for instance), maybe even size increases.

Also consider:
Spreading out the dragon totem abilities, cut back on the number of powers offered at level one but toss on stronger ones later.
Tweaking the damage on the breath weapon, consider aiming for 10d10 + charisma modifier at level 20.
 

I'll do some quick copy editing here.
Draconic Resistance (Ex): At 4th level, the dragon shaman gains resistance 5 against the energy type associated with his totem dragon and a +1 bonus to his natural armor class. At 8th level [9th level?], and every five levels gained thereafter as a dragon shaman, the energy resistance granted by this ability increases by 5 and the bonus on natural armor increases by +1, to a maximum energy resistance of 20 and +4 natural armor bonus at 19th level.

Draconic Consciousness (Ex): At 7th level, the dragon shaman gains a +2 bonus on all saves against paralysis and sleep effects. At 11th level, and again at 16th level [15th level?], this bonus increases by +2, to a total bonus of +6 at 15th level.
These numbers are off; suggested corrections in italics.


Draconic Might (Str): At 3rd level, a dragon shaman may call upon his totem dragon to grant him supernatural strength and resilience. Activating this power is a swift action, and provides the dragon shaman with a +4 morale bonus to his Strength ability score for 2 rounds plus a number of rounds equal to the dragon shaman’s Constitution modifier.

Greater Draconic Might (Str): At 13th level, the dragon shaman gains a +6 competence bonus to his Strength score when he uses his draconic might ability.
I think that's a supernatural (Su) ability. It also went from being a morale bonus to a competence bonus (I think the former was more appropriate). I like the concept though, and it could be expanded to include other temporary bonuses (to augment the always-on auras).

***

I think 10th level is a good place for flight (that's where raptorans get it), and I like the flight-related combat bonuses as high level benefits.

I liked the fear effect, but I think having a lesser fear effect (shaken) at lower levels and a better one (frightened, like real dragon fear) at high levels would be more appropriate. I also liked the DR but thought that it was a bit late to the party compared to, say the warlock (who gets better DR 1 point at a time starting at a fairly low level). To be fair, the aura DR is a mitigating factor there. Fear and DR are not ubiquitous, but are very common in the draconic world, so I think they are core abilities for the class and should be gotten earlier and better.

The breath weapon I think was better as a complementary piece. When you put that much damage (1d6/level every 1d4 rounds for an entire day) in a PC's hands, I begin to worry about the noncombat ramifications of being able to do that much damage in an area indefinitely (destroying towns and such). Also, the Dragonfire Adept was a separate class.

Maybe to ameliorate this HD/BAB divide, the class should have d8 and get toughness as a bonus feat?

He is not a true spellcaster, but over time he gains a limited number of spell-like abilities that provide him with an array of options.
I'm not sure I really see much in the rules that carried the concept through. I think a less dominant breath weapon and a few other supernatural powers are in order.
 

It looks okay so far. It seems that you are making something closer to a dragon samurai (miniatures handbook) than a dragon shaman, so you might want to poach some things from it.
 

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