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*Pathfinder & Starfinder
The Pathfinder Dragon Shaman: A Conversion by Master Arminas
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<blockquote data-quote="Ahnehnois" data-source="post: 5759009" data-attributes="member: 17106"><p>I'll do some quick copy editing here.</p><p>These numbers are off; suggested corrections in italics.</p><p></p><p></p><p>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).</p><p></p><p>***</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Maybe to ameliorate this HD/BAB divide, the class should have d8 and get toughness as a bonus feat?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5759009, member: 17106"] I'll do some quick copy editing here. These numbers are off; suggested corrections in italics. 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? 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. [/QUOTE]
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The Pathfinder Dragon Shaman: A Conversion by Master Arminas
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