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Dragon Speaker

Dragon speakers live near dragon flights, acting as allies and brood guardians while their patrons are hunting or otherwise away. Their reverence of draconic forces manifests gifts in the dragon speakers over time, allowing them to become more dragon-like in both appearance and ability.

Role: Dragon speakers can be dangerous, up front warriors, or combat-ready leaders who guide allies through natural practices and skill.

Alignment: A dragon speaker’s alignment must be within one step of her dragon flight’s, along either the law/chaos axis or the good/evil axis.

Hit Die: d8 (see dragon speaker path).

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The dragon speaker’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (ChaKnowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).

Skill Ranks Per Level: 2 + Int modifier.

Table: dragon speaker
Level Base Attack Bonus Fort Save Ref Save Will Save Special Draconic
Auras
1st +0 +2 +0 +2 Draconic aura +1, dragon flight, dragon speak, dragon speaker path 3
2nd +1 +3 +0 +3 Invigoration 3
3rd +2 +3 +1 +3 Draconic adaptation, mercy 4
4th +3 +4 +1 +4 Breath weapon (2d6, 1/day), draconic resolve 4
5th +3 +4 +1 +4 Draconic aura +2 5
6th +4 +5 +2 +5 Breath weapon (3d6, 2/day), mercy 5
7th +5 +5 +2 +5 Natural armor +1 6
8th +6/+1 +6 +2 +6 Breath weapon (4d6, 3/day) 6
9th +6/+1 +6 +3 +6 Energy immunity, mercy 7
10th +7/+2 +7 +3 +7 Breath weapon (5d6, 4/day), draconic aura +3 7
11th +8/+3 +7 +3 +7 Commune with dragon spirit 7
12th +9/+4 +8 +4 +8 Breath weapon (6d6, 5/day), mercy, natural armor +2 7
13th +9/+4 +8 +4 +8 Shared adaptation 7
14th +10/+5 +9 +4 +9 Breath weapon (7d6, 6/day) 7
15th +11/+6/+1 +9 +5 +9 Draconic aura +4, mercy 7
16th +12/+7/+2 +10 +5 +10 Breath weapon (8d6, 7/day) 7
17th +12/+7/+2 +10 +5 +10 Natural armor +3 7
18th +13/+8/+3 +11 +6 +11 Breath weapon (9d6, 8/day), mercy 7
19th +14/+9/+4 +11 +6 +11 Dragon wings 7
20th +15/+10/+5 +12 +6 +12 Breath weapon (10d6, at will), draconic aura +5 7

Class Features

All of the following are class features of the dragon speaker.

Weapon and Armor Proficiency

Dragon speakers are proficient with all simple weapons, light and medium armor, and shields (except tower shields).

Dragon Speak (Ex)

All dragon speakers learn draconic when they are first accepted by their dragon flight.

Dragon Flight

Each dragon speaker is inducted into a dragon flight which acts collectively as the dragon speaker’s patron, increasing their natural toughness and granting them draconic power. At 1st level, the dragon speaker chooses a dragon flight to which they are bound. This grants the dragon speaker additional class skills and defines the damage they deal with their breath weapon (see below). A dragon speaker can spend 1 month during downtime to change their flight if they are accepted by a new flight and they meet its requirements for alignment.

Dragon Flight Accepted Alignment Class Skills Energy Type Breath Weapon Adaptation
Black NE, CE, CN Stealth (Dex), Swim (Str) Acid 30-foot line Water breathing (Ex)
Blue NE, LE, LN Stealth (Dex), Spellcraft (Int) Electricity 30-foot line Shield (Sp)
Brass NG, CG, CN Diplomacy (Cha), Survival (Wis) Fire 30-foot line Shield (Sp)
Bronze NG, LG, LN Spellcraft (Int), Swim (Str) Electricity 30-foot line Water breathing (Ex)
Copper NG, CG, CN Acrobatics (Dex), Stealth (Dex) Acid 30-foot line Spider climb (Sp, self only)
Gold NG, LG, LN Appraise (Int), Diplomacy (Cha) Fire 15-foot cone Locate object (Sp, gems only)
Green NE, LE, LN Stealth (Dex), Survival (Wis) Acid 15-foot cone Spider climb (Sp, self only)
Red NE, CE, CN Acrobatics (Dex), Appraise (Int) Fire 15-foot cone Locate object (Sp, gems only)
Silver NG, LG, LN Acrobatics (Dex), Disguise (Cha) Cold 15-foot cone Icewalking* (Ex)
White NE, CE, CN Stealth (Dex), Swim (Str) Cold 15-foot cone Icewalking* (Ex)
This ability works like the spider climb spell, but the surfaces the dragon speaker climbs must be icy. The dragon speaker can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Dragon Speaker Path

After deciding on their flight, a dragon speaker also chooses a path to walk. Once this choice is made, it cannot be changed. The full description of these paths can be found here.

Draconic Aura (Sp)

A dragon speaker’s flight teaches them how to create different auras that can help allies or hamper enemies. The dragon speaker gains access to 3 of these auras at 1st level, plus an additional aura at every odd level thereafter, to a maximum of 7 auras at 9th level.

As a standard action that does not draw attacks of opportunity, a dragon speaker can create one of their auras, which extends out to affect each ally (including the dragon speaker) or enemy in a 30 foot radius, centered on the dragon speaker. The dragon speaker can concentrate on up to 1 aura at a time as a free action, which also prevents them from using other effects that require concentration or a free action to maintain.

Draconic auras grant a bonus or penalty beginning at 1 and increase by 1 at 5th, 10th, 15th, and 20th level (to a maximum of a +5 bonus or a –5 penalty). Energy damage dealt by an aura is determined by the dragon speaker’s flight. Draconic auras with the same name do not stack, even when created by different dragon speakers.

Draconic Presence: A creature benefiting from this aura adds the bonus it grants as a circumstance bonus on Bluff, Diplomacy, and Intimidate checks.

Draconic Resilience: A creature benefiting from this aura adds the bonus it grants as Damage Reduction /magic.

Draconic Senses: A creature benefiting from this aura adds the bonus it grants as a circumstance bonus on Perception checks and initiative checks.

Draconic Vigor: A creature benefiting from this aura gains 1/2 the bonus it grants (rounded up) as fast healing while at or below one-half their total hit points.

Energy Conduit: A creature benefiting from this aura deals the bonus it grants as additional energy damage with successful attacks. This additional damage is not multiplied on a critical hit.

Energy Resistance: A creature benefiting from this aura adds 5x the bonus it grants as energy resistance.

Energy Shield: A creature benefiting from this aura deals 2x the bonus it grants as energy damage when struck by a melee weapon, unarmed strike, or natural attack.

Invigoration (Su)

Beginning at 2nd level, a dragon speaker can heal wounds (their own or those of others) by touch. Each day this ability can be used a number of times equal to 1/2 the dragon speaker’s level plus their Charisma modifier. With one use of this ability, a dragon speaker can heal 1d6 hit points of damage for every two dragon speaker levels they possess. Using this ability is a standard action, unless the dragon speaker targets themselves, in which case it is a swift action..

Draconic Adaptation (Ex or Sp)

At 3rd level, a dragon speaker takes on traits representative of their flight. Some of these traits are extraordinary abilities that are always active. Others are spell-like abilities the dragon speaker can use at will with a caster level equal to their dragon speaker level and a saving throw DC equal to 10 + the spell level + the dragon speaker’s Wisdom or Charisma modifier (whichever is higher).

Mercy (Su)

At 3rd level, and every three levels thereafter, a dragon speaker can select one mercy. Each mercy adds an effect to the dragon speaker’s invigoration ability. Whenever the dragon speaker uses invigoration to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the dragon speaker. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the dragon speaker can select from the following initial mercies.

  • Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
  • Fatigued: The target is no longer fatigued.
  • Riled: The dragon speaker’s invigoration also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the dragon speaker’s level as the caster levelSource PPC:HH
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.

At 6th level, a dragon speaker adds the following mercies to the list of those that can be selected.

  • Dazed: The target is no longer dazed.
  • Diseased: The dragon speaker’s invigoration ability also acts as remove disease, using the dragon speaker’s level as the caster level.
  • Enfeebled: The dragon speaker dispels any magical effects that are reducing one of the target’s ability scores (dragon speaker’s choice). Source PPC:HH
  • Haunted: The dragon speaker’s invigoration also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the dragon speaker’s level as the caster levelSource PPC:HH
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
  • Targeted: The dragon speaker’s invigoration also acts as sanctuary, using the dragon speaker’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the dragon speaker’s level + their Charisma modifier. Source PPC:HH

At 9th level, a dragon speaker adds the following mercies to the list of those that can be selected.

  • Confused: The target is no longer confusedSource PPC:HH
  • Cursed: The dragon speaker’s invigoration ability also acts as remove curse, using the dragon speaker’s level as the caster level.
  • Exhausted: The target is no longer exhausted. The dragon speaker must have the fatigue mercy before selecting this mercy.
  • Frightened: The target is no longer frightened. The dragon speaker must have the shaken mercy before selecting this mercy.
  • Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the dragon speaker’s level. Source PPC:HH
  • Nauseated: The target is no longer nauseated. The dragon speaker must have the sickened mercy before selecting this mercy.
  • Poisoned: The dragon speaker’s invigoration ability also acts as neutralize poison, using the dragon speaker’s level as the caster level.
  • Restorative: The target heals 1d4 points of ability damage from a single ability score of the dragon speaker’s choosing. The dragon speaker must have the enfeebled mercy before selecting this mercy. Source PPC:HH

At 12th level, a dragon speaker adds the following mercies to the list of those that can be selected.

  • Amputated: The dragon speaker’s invigoration also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The dragon speaker must have the injured mercy before she can select this mercy. Source PPC:HH
  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Ensorcelled: The dragon speaker’s invigoration also acts as dispel magic, using the dragon speaker’s level as her caster level (maximum 20). Source PPC:HH
  • Paralyzed: The target is no longer paralyzed.
  • Petrified: The dragon speaker’s invigoration ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. Source PPC:HH
  • Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level dragon speaker’s invigoration ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Breath Weapon (Su)

At 4th level, a dragon speaker can use a standard acton to call upon internal power to create a powerful breath weapon once per day plus one additional time per day for every even level gained beyond 4th. At 20th level, the dragon speaker can use their breath weapon at will.

A dragon speaker’s breath weapon deals 1d6 damage for every 2 dragon speaker levels they possess. After using their breath weapon, a dragon speaker rolls 1d4 to determine the number of rounds they must wait to use it again, up to their limit.

A creature caught in the dragon speaker’s breath weapon can attempt a Reflex saving throw (DC 10 + 1/2 the dragon speaker’s level + their Constitution modifier) for half damage.

Draconic Resolve (Ex)

At 4th level, a dragon speaker becomes immune to sleep effects, paralysis, and the frightful presence of dragons.

Natural Armor (Ex)

At 7th level, a dragon speaker’s skin hardens and takes on a semblance of scales, granting them a +1 natural armor bonus. This bonus increases to +2 at 12th level, and +3 at 17th level.

Energy Immunity (Ex)

At 9th level, a dragon speaker’s body has fully adapted to their flight’s energy, granting them immunity to that type of damage.

Commune with Dragon Spirit (Sp)

At 11th level, a dragon speaker can cast commune once per day, reaching out to the ancient wyrm spirits of their flight for guidance and answers.

Shared Adaptation (Sp)

At 13th level, a dragon speaker grants each of their allies within 30 feet the benefits of their draconic adaptation. Unlike the dragon speaker’s effect, this adaptation is always considered a spell-like ability for their allies.

Dragon Wings (Ex)

At 19th level, a dragon speaker grows a pair of draconic wings much like those possessed by other members of their flight. These wings grant the dragon speaker a fly speed of 60 feet with good maneuverability. The dragon speaker also qualifies for feats that require a fly speed, such as Flyby Attack and Hover.

Ex-Dragon Speakers

A dragon speaker whose alignment does not fall within 1 step of their flight loses all class features except proficiencies and cannot progress as a dragon speaker until they atone (as the atonement spell) or change devote themselves to another flight.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have dragon speaker as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
 
Dwarf Add +1/2 hit points to invigoration. BoMT v3
Human Choose one draconic aura and add +1/6 to the bonus granted by that aura when created. If the chosen aura is draconic vigor, add +1/4 to the bonus instead. BoMT v3
Lizardfolk Add +1/2 hit points to the dragon speaker’s invigoration ability. BoMT v3
Kobold Add +1 to the dragon speaker’s energy resistance to one kind of energy (maximum +10). BoMT v3
Orc Add +1/3 on critical hit confirmation rolls made while using their dragon warrior weapon, energy strike, or dragon’s claws (maximum bonus of +5). This bonus does not stack with Critical Focus. BoMT v3
Xendauni Add +1 to the dragon speaker’s energy resistance to one kind of energy (maximum +10). BoMT v3

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a dragon speaker could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A dragon speaker could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. The dragon speaker class has several sub-categories of archetypes.

Section 15: Copyright Notice

The Book of Many Things Volume 3: Realms of Magic. © 2019-2021, Samurai Sheepdog; Author: Kevin Glusing.