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:

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.

At 4th level, she gains one of the following bond abilities according to her dragon patron’s terrain.

At 10th level, a wyrmkin shaman gains the one of following bond abilities according to her dragon patron’s terrain.

At 16th level, a wyrmkin shaman gains one of the following bond powers according to her dragon patron’s terrain.

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