Montgomery van der Kamp  

Details
Class: Race: Alignment: Deity:
Dragon Shaman Human Lawful Neutral generic
Level: Size: Age: Gender:
1 Medium 21 Male
Height: Weight: Eyes: Hair:
5'10" 175 blue silver

Abilities
STR 18 4
DEX 13 1
CON 14 2
INT 12 1
WSD 8 -1
CHA 16 3
 
Hit Points
TOTAL wounds subdual
12 0 0
Initiative
TOTAL dex other SPEED
1 1 0 20
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
17 10 4 2 1 0 0 25 -4

Battle Scores
MELEE = base + str + magic + other
4 0 4 0 0
RANGED = base + dex + magic + other
1 0 1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 4 2 2 0 0
REFL 1 0 1 0 0
WILL 1 2 -1 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Dagger 1d4 19-20/x2 10 1 Medium P/S
Javelin 1d6 x2 30 2 Medium P (carries three)
Longsword 1d8 19-20/x2 Melee 4 Medium S

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Scale Mail Medium 4 -4 3 25% 20 30
Heavy Steel Shield Shield 2 -2 15% 15

Feats & Special Abilities
Feat / Ability Description/Notes
Power Attack Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats.
Relentless (Trait) You don't know the meaning of the word "tired." You go all out until you simply can't continue. Benefit: You gain a +2 bonus on Constitution checks and similar checks made to continue tiring activities (see the Endurance feat, page 93 of the Player's Handbook for a mention of all the checks and saves to which this benefit applies). Drawback: Any effect of condition that would normally cause you to become fatigued instead causes you to become exhausted.
Weapon Group (Basic Weapons) You understand how to use a few basic weapons. Benefit: You make attack rolls with the following weapons normally: club, dagger, quarterstaff. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Weapon Group (Heavy Blades) You understand how to use large bladed weapons. Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use). Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Weapon Group (Spears) You understand how to use a spears and javelins. Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, trident. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Totem Dragon You must choose a totem dragon from among the true dragons appearing in the Monster Manual (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. You gain additional class skills and a particular sort of breath weapon based on the dragon you select for your totem. Silver Dragon totem: Acceptable alignments: LN, LG, NG Class Skills: Bluff, Disguise, Jump Breath Weapon Energy Type: Cone of Cold
Draconic Aura (Su) You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Unless otherwise noted your draconic aura affects all allies within 30 feet (including yourself) with a line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a first level dragon shaman you know how to project three auras chosen from the list below. At every odd-numbered level after that, you learn one additional draconic aura of your choice, until all seven auras are known at 9th level. Each time you activate a draconic aura, you can choose from any of the auras that you know. [[Energy Shield]]: Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon's damage-dealing breath weapon. [Power]: Bonus on melee damage rolls equal to your aura bonus. [[Presence]]: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus. [Resistance]: Resistance to your totem dragon's energy type equal to 5x your aura bonus. [Senses]: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus. [Toughness]: DR 1/magic for each point of your aura bonus (up to DR 5/magic at 20th level). [[Vigor]]: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Skill Focus At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem dragon. At 8th level, and again at 16th level, you gain Skill Focus in another of the class skills granted by your chosen totem dragon. If you already have Skill Focus in all three of the skills associated with your totem dragon, you gain Skill Focus in any other dragon shaman class skill.
Draconic Adaptation (Ex or Sp) At 3rd level you take on an aspect of your totem dragon. Some adaptations are extraordinary abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier. Silver - Feather Fall (Sp): As the spell except you can only target yourself (at will). At 13th level you may choose as a swift action to share the effect of your adaptation with any or all allies within 30 feet. In the case of spell-like abilities you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has limited duration) the effect ends, whichever comes first.
Breath Weapon (Su) At 4th level you gain a breath weapon corresponding to your totem dragon. Regardless of the area one effects, or the type of energy damage it deals, all breath weapons do 2d6 points of damage plus 1d6 points per every two additional class levels. A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman class level + your Con modifier. Just like a true dragon you must wait 1d4 rounds before you can use your breath weapon again. Cone shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level, and 60 feet at 20th level. Line shaped breath weapons have double the range.
Draconic Resolve (Ex) At 4th level you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
Touch of Vitality (Su) At 6th level you can heal the wound of living creatures (your own or those of others) by touch. Each day you an heal a number of points of damage equal to twice your class level x your Charisma bonus. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on the undead. Beginning at 11th level, you can choose to spend some of your points of healing to remove other harmful conditions affecting the target. For every 5 points of your healing ability you expend, you can cure one point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual. For every 20 points of your healing ability you expend, you can remove a negative level, or the blinded, deafened, or diseased condition from one individual.
Natural Armor (Ex) At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by +1. At 12th level this improvement increases to +2, and at 17th level to +3.
Energy Immunity (Ex) At 9th level you gain immunity to the energy type of the breath weapon you received at 4th level.
Commune with Dragon Spirit (Sp At 14th level you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a [commune] spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability you cannot use it again for seven days.
Draconic Wings (Ex) At 19th level, you grow a pair of wings that resemble those of your totem dragon. They allow you flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case. If you already have wings, you can choose whether these draconic wings replace your own.
Bloodline (General) A bloodline character must take levels in "bloodline" at regular intervals, or they cease to gain new bloodline traits and suffer a 20% penalty on future XP gains until they take "bloodline" levels necessary to satisfy the requirements. A "bloodline" level grants no increase in base attack bonus, base save bonus, hit points or skills points, and no class features. It counts as a normal class level for the purpose of determining maximum skill ranks and class abilities (e.g. caster level for spell effects), but not for the purposes of spells known, etc. Bloodline Level requirements (Major): 1 "bloodline" level before 3rd class level 2 "bloodline" levels before 6th class level 3 "bloodline" levels before 12th class level
Silver Dragon Bloodline (Lv 1) +2 on Sense Motive Checks
Silver Dragon Bloodline (Lv 2) Alertness
Silver Dragon Bloodline (Lv 3) Strength +1
Silver Dragon Bloodline (Lv 4) Resistance to Cold 5 (Ex)
Silver Dragon Bloodline (Lv 5) Silver Dragon Affinity +2 [You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with Silver Dragons.]
Silver Dragon Bloodline (Lv 6) +1 to natural armor
Silver Dragon Bloodline (Lv 7) +2 to Perform checks
Silver Dragon Bloodline (Lv 8) Resistance to Cold 10 (Ex)
Silver Dragon Bloodline (Lv 9) Constitution +1
Silver Dragon Bloodline (Lv 10 [Alter Self] 1/day (Sp)
Silver Dragon Bloodline (Lv 11 Silver Dragon Affinity +4
Silver Dragon Bloodline (Lv 12 +1 to natural armor
Silver Dragon Bloodline (Lv 13 +2 on Bluff checks
Silver Dragon Bloodline (Lv 14 Power Attack [If you already have Power Attack, take a different Feat.]
Silver Dragon Bloodline (Lv 15 Charisma +1
Silver Dragon Bloodline (Lv 16 Breath Weapon (Ex) [30 ft cone of cold; 6d8 damage; Reflex half (DC 10 + 1/2 HD + Con modifier).]
Silver Dragon Bloodline (Lv 17 Silver Dragon affinity +6
Silver Dragon Bloodline (Lv 18 +1 to natural armor
Silver Dragon Bloodline (Lv 19 +2 on Jump checks
Silver Dragon Bloodline (Lv 20 Immunity to cold (Ex)

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Appraise Int 1 1 0
Balance* Dex 1 1 0
Bluff [class skill] Cha 7 3 4
Climb* [class skill] Str 4 4 0
Concentration Con 2 2 0
Diplomacy Cha 3 3 0
Disguise [class skill] Cha 7 3 0
Escape Artist* Dex 1 1 0
Forgery Int 1 1 0
Gather Information Cha 3 3 0
Heal Wis -1 -1 0
Hide* Dex 1 1 0
Intimidate [class skill] Cha 7 3 4
Jump** [class skill] Str 7 4 3
Knowledge (nature) [class] Int 2 1 1
Listen Wis -1 -1 0
Move Silently* Dex 1 1 0
Ride Dex 1 1 0
Search [class skill] Int 1 1 0
Sense Motive Wis 1 -1 0 2
Spot Wis -1 -1 0
Survival Wis -1 -1 0
Swim** Str 4 4 0
Use Rope Dex 1 1 0
Craft X [class skill] Int 1 1 0
Perform X Cha 3 3 0

Spell List
No Spells Assigned.

Gear
No Gear Assigned.

Treasure/Money
No Treasure Assigned.

Experience
Current Next Level
0 1000

Description
No Description Assigned.

Personality
No Personality Assigned.

Background
No Background Assigned.