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*Pathfinder & Starfinder
The Pathfinder Dragon Shaman: A Conversion by Master Arminas
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<blockquote data-quote="Rampant" data-source="post: 5758921" data-attributes="member: 52859"><p>Check math on enhancement bonus to claws.</p><p>Check damage on claws because you've got the upgraded damage for medium as 1d6.</p><p></p><p></p><p>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.</p><p></p><p>The totem dragon abilities need some tweaking: Green's stealth trick is OP at level 1, and why do they get swim.</p><p></p><p>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.</p><p></p><p>Honestly they're kinda lame. Why not cut them entirely?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Also consider: </p><p>Spreading out the dragon totem abilities, cut back on the number of powers offered at level one but toss on stronger ones later.</p><p>Tweaking the damage on the breath weapon, consider aiming for 10d10 + charisma modifier at level 20.</p></blockquote><p></p>
[QUOTE="Rampant, post: 5758921, member: 52859"] 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. [/QUOTE]
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The Pathfinder Dragon Shaman: A Conversion by Master Arminas
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