ngilop
2014-02-11, 03:57 PM
Dragon Shaman
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[tr]
Level
BAB
Fort
Ref
Will
Special
Auras Known
[td]1st
+0
+2
+0
+2
Draconic Aura, Totem Dragon
3
2nd
+1
+3
+0
+3
Skill Focus, Energy Resistance
4
3rd
+2
+3
+1
+3
Lesser Draconic Adaptation
4
4th
+3
+4
+1
+4
Breath weapon (15-ft. cone or 30-ft. line), draconic resolve, Draconic Resolve
5
5th
+3
+4
+1
+4
Dragon Touched
5
6th
+4
+5
+2
+5
Draconic Magic
5
7th
+5
+5
+2
+5
Natural Armor+1
6
8th
+6/+1
+6
+2
+6
Skill Focus
6
9th
+6/+1
+6
+3
+6
Energy Immunity, Draconic Wings
6
10th
+7/+2
+7
+3
+7
Draconic Adaptation
6
11th
+8/+3
+7
+3
+7
Frightful Presence
7
12th
+9/+4
+8
+4
+8
Breath weapon (30-ft. cone or 60-ft. line), Natural Armor +2
7
13th
+9/+4
+8
+4
+8
Draconic Ascension
7
14th
+10/+5
+9
+4
+9
Commune With Dragon Spirit
7
15th
+11/+6/+1
+9
+5
+9
Greater Draconic Adaptation
8
16th
+12/+7/+2
+10
+5
+10
Skill Focus
8
17th
+12/+7/+2
+10
+5
+10
Spell Resistance, Natural Armor +3
8
18th
+13/+8/+3
+11
+6
+11
Dual Aura
8
19th
+14/+9/+4
+11
+6
+11
9
20th
+15/+10/+5
+12
+6
+12
Breath weapon (60-ft. cone or 120-ft. line), Dragon Form
9
Alignment: Any; A Dragon Shaman must have an alignment at most one step away from his chosen totem dragon
Hit Die: 1d8
Class Skills:
Climb (Str), Craft (Int), Intimidate (Cha), Knowledge(nature) (Int), Knowledge(arcana) (Int), Search (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Dragon Shamans are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).
Bonus Languages: A Dragon Shaman's bonus language options include Draconic.
Class Abilities
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 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 1st-level dragon shaman, you know how to project three auras chosen from the list below, the number of auras known increases as per above table. Each time you activate a draconic aura, you can choose from any of the auras that you know.
Courage:The aura of courage allows the Dragon Shaman and her allies a bonus to saving throws against fear effects equal to aura bonus.
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach 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 (see below).
Focus: Bonus to Concentration checks and on saves against charm, compulsion, paralysis, and sleep effects equal to aura bonus.
Insight: Bonus to Knowledge, Decipher Script, and Spellcraft checks equalto aura bonus.
Power: Bonus on melee damage rolls equal to twice 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 5 × your aura bonus.
Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.
Stamina: Bonus to Constitution checks and Fortitude checks equal to your aura bonus.
Swiftness: Bonus to Climb, Jump, and Swim checks equal to your aura bonus. In addition 5 times the aura bonus feet to all movement speeds. This does not give you a movement speed if you do not already have it.
Toughness: DR 2/magic for each point of your aura bonus (up to 10/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.
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 as your totem.
{table=head]Totem Dragon |Acceptable Alignment |Class Skills| Breath Weapon Energy Type
Black| LE, NE, CE, CN, CG |Hide, Move Silently, Swim |Line of acid
Blue| NE, LE, CE, LG,LN |Bluff, Hide, Spellcraft| Line of electricity
Brass| NG, CG, LG, CE, CN| Bluff, Gather Information, Survival| Line of fire
Bronze| NG, LG, CG, LE, LN| Disguise, Survival, Swim |Line of electricity
Copper |NG, CG, LG, CE, CN| Bluff, Hide, Jump| Line of acid
Gold| NG, LG, CG, LE, LN| Disguise, Heal, Swim| Cone of fire
Green| NE, LE, LN, CE, LG |Bluff, Hide, Move Silently |Cone of acid
Red |NE, CE, LE, CG, CN |Appraise, Bluff, Jump| Cone of fire
Silver| NG, LG, CG, LE,LN |Bluff, Disguise, Jump |Cone of cold
White |NE, CE, CG, LE, CN |Hide, Move Silently, Swim| Cone of cold
[/table]
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. For example, a blue dragon shaman can select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Spellcraft).
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.
Energy Resistance: The Dragon Shaman gains energy Resistance 10 to the energy type assiciated with her totem dragon. This increases to energy resistance 20 at lvl 6
Lesser 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.
Black—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue— Ventriloquism {Sp}: As the spell (at will).
Brass— Endure Elements {Sp}: As the spell, except you can only target yourself (at will).
Bronze—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper— Spider Climb {Sp}: As the spell, except you can only target yourself (at will).
Gold—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—Treasure Seeker {Ex}: You gain a +5 competence bonus on Appraise and Search checks (always active).
Silver— Feather Fall {Sp}: As the spell, except you can only target yourself (at will).
White—Icewalker {Ex}: You can walk across icy surfaces without reducing your speed or making Balance checks (always active).
At 13th level, you can choose as a swift action to share the effect of your lesser draconic 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 a 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 affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. A Dragon Shaman must wait 2 minutes before she can use her breath weapon again.
Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.
Draconic Resolve {Ex}: At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
Dragon Touched: At 5th level the Dragon Shaman gains Dragontouhced as a bonus feat.
Draconic Magic {Su}: At 6th level a Dragon Shaman is capable of using very limited form of draconic magic. She may as a full-round action, cast any of the following spells as supernatural abilities 3 times per day plus a number of times equal to Charisma modifier with a caster level equal to her dragon shaman class levels: detect poison, detect magic, read magic, dancing lights, flare, light, ghost sound, mending, message, prestidigitation. At 9th Level she gains the ability to cast a 1st level spell 3 times per day, at 12th a 2nd level spell three time per day, at 15th a 3rd level spell three times per day, and at 18th a 4th level spell three times per day. A Dragon Shaman must select spells from the Cleric of Wizard spell list. These spells are considered arcane.
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.
Draconic Wings {Ex}: At 9th level, you grow a pair of wings that resemble those of your totem dragon. They allow 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.
Energy Immunity {Ex}: At 9th level, you gain immunity to the energy type of the breath weapon of your totem dragon.
Draconic Adaptation {Ex or Sp}: At 10th level, you take on an additional aspect of your totem dragon. These adaptations 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.
Black—Darkness {SP}: As the spell (at will).
Blue— Destroy/create Water {Sp}: As the spell (at will).
Brass— Speak with Animals {Sp}: As the spell, except you can only target yourself (at will).
Bronze—Alter Self {Sp}: As the spell (at will).
Copper— Stone Shape {Sp}: As the spell, (at will).
Gold—Alter Self {Sp}: As the spell (at will).
Green—Suggestion {Sp}: As the spell (at will).
Red—Locate Object{Sp}: As the spell (at will).
Silver— Alter Self {Sp}: As the spell (at will).
White—Fog Cloud {Sp}: As the spell (at will).
Frightful Presence {Ex}: At 12th Level 3 times per day plus a number of times equal to Consititution modifer a Dragon Shaman can project a Frightful Presence in a 60 foot radius that lasts 6 rounds. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 Dragon Shaman levels + Dragon Shaman's Cha modifier) remains immune to frightful presence for 24 hours. On a failure, creatures become panicked for 1d6 rounds and those with 5 or more HD than the Dragon Shaman become shaken for 2d6 rounds. If the Dragon Shaman is in her Dragonform, the DC of Frightful Presence increases by 2.
Draconic Ascension {Ex}: At 13th level the Dragon Shaman takes on the half-dragon template. She gains +4 to Strength and +2 to Charisma. Her natural armor bonus increases by +4, and she acquires low-light vision, and 60-foot darkvision.
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.
Greater Draconic Adaptation {Ex or Sp}: At 15th level, you take on an aspect of your totem dragon. These adaptations 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.
Black—Plant Growth {Sp}: As the spell (at will).
Blue— Ventriloquism {Sp}: As the spell (at will).
Brass— Suggestion {Sp}: As the spell (at will).
Bronze—Fog Cloud {Sp}: As the spell (at will).
Copper— Transmute rock to mud/Transmute mud to rock {Sp}: As the spell, (at will).
Gold—Aid {Sp}: As the spell (at will).
Green—Plant Growth {Sp}: As the spell (at will).
Red—Suggestion{Sp}: As the spell (at will).
Silver— Cloud Walking {Sp}: As the spell (at will).
White—Freezing Wind {Sp}: As the spell Gust of wind but also deals 20 cold damage, Fortitude save for half. (at will).
Spell Resistance {Ex}: Beginning at 17th level a Dragon Shaman gains spell resistance to detrimental spells and effects. The SR is equal to 10 + the Dragon Shaman’s level, plus her widsom modifier.
Dual Aura {Su}: At 18th level the Dragon Shaman may project 2 different Auras simultaneously.
Dragonform {Su}: At 20th level the bond between a Dragon Shaman and her totem dragon is so strong, she can actually take the form of a dragon. The Dragon Shaman becomes a dragon of her totem dragon type, increasing her size my one category. Gaining the following abilities: a +8 size bonus to Strength, a +6 size bonus to Constitution, a +6 natural armor bonus, blindsense 60 feet, she also gains one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). This ability last for 1 minute for every 2 Dragon Shaman levels, and must be used in 1 minute increments.
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
Auras Known
[td]1st
+0
+2
+0
+2
Draconic Aura, Totem Dragon
3
2nd
+1
+3
+0
+3
Skill Focus, Energy Resistance
4
3rd
+2
+3
+1
+3
Lesser Draconic Adaptation
4
4th
+3
+4
+1
+4
Breath weapon (15-ft. cone or 30-ft. line), draconic resolve, Draconic Resolve
5
5th
+3
+4
+1
+4
Dragon Touched
5
6th
+4
+5
+2
+5
Draconic Magic
5
7th
+5
+5
+2
+5
Natural Armor+1
6
8th
+6/+1
+6
+2
+6
Skill Focus
6
9th
+6/+1
+6
+3
+6
Energy Immunity, Draconic Wings
6
10th
+7/+2
+7
+3
+7
Draconic Adaptation
6
11th
+8/+3
+7
+3
+7
Frightful Presence
7
12th
+9/+4
+8
+4
+8
Breath weapon (30-ft. cone or 60-ft. line), Natural Armor +2
7
13th
+9/+4
+8
+4
+8
Draconic Ascension
7
14th
+10/+5
+9
+4
+9
Commune With Dragon Spirit
7
15th
+11/+6/+1
+9
+5
+9
Greater Draconic Adaptation
8
16th
+12/+7/+2
+10
+5
+10
Skill Focus
8
17th
+12/+7/+2
+10
+5
+10
Spell Resistance, Natural Armor +3
8
18th
+13/+8/+3
+11
+6
+11
Dual Aura
8
19th
+14/+9/+4
+11
+6
+11
9
20th
+15/+10/+5
+12
+6
+12
Breath weapon (60-ft. cone or 120-ft. line), Dragon Form
9
Alignment: Any; A Dragon Shaman must have an alignment at most one step away from his chosen totem dragon
Hit Die: 1d8
Class Skills:
Climb (Str), Craft (Int), Intimidate (Cha), Knowledge(nature) (Int), Knowledge(arcana) (Int), Search (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Dragon Shamans are proficient with simple weapons, with light and medium armor, and with shields (except tower shields).
Bonus Languages: A Dragon Shaman's bonus language options include Draconic.
Class Abilities
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 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 1st-level dragon shaman, you know how to project three auras chosen from the list below, the number of auras known increases as per above table. Each time you activate a draconic aura, you can choose from any of the auras that you know.
Courage:The aura of courage allows the Dragon Shaman and her allies a bonus to saving throws against fear effects equal to aura bonus.
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach 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 (see below).
Focus: Bonus to Concentration checks and on saves against charm, compulsion, paralysis, and sleep effects equal to aura bonus.
Insight: Bonus to Knowledge, Decipher Script, and Spellcraft checks equalto aura bonus.
Power: Bonus on melee damage rolls equal to twice 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 5 × your aura bonus.
Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.
Stamina: Bonus to Constitution checks and Fortitude checks equal to your aura bonus.
Swiftness: Bonus to Climb, Jump, and Swim checks equal to your aura bonus. In addition 5 times the aura bonus feet to all movement speeds. This does not give you a movement speed if you do not already have it.
Toughness: DR 2/magic for each point of your aura bonus (up to 10/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.
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 as your totem.
{table=head]Totem Dragon |Acceptable Alignment |Class Skills| Breath Weapon Energy Type
Black| LE, NE, CE, CN, CG |Hide, Move Silently, Swim |Line of acid
Blue| NE, LE, CE, LG,LN |Bluff, Hide, Spellcraft| Line of electricity
Brass| NG, CG, LG, CE, CN| Bluff, Gather Information, Survival| Line of fire
Bronze| NG, LG, CG, LE, LN| Disguise, Survival, Swim |Line of electricity
Copper |NG, CG, LG, CE, CN| Bluff, Hide, Jump| Line of acid
Gold| NG, LG, CG, LE, LN| Disguise, Heal, Swim| Cone of fire
Green| NE, LE, LN, CE, LG |Bluff, Hide, Move Silently |Cone of acid
Red |NE, CE, LE, CG, CN |Appraise, Bluff, Jump| Cone of fire
Silver| NG, LG, CG, LE,LN |Bluff, Disguise, Jump |Cone of cold
White |NE, CE, CG, LE, CN |Hide, Move Silently, Swim| Cone of cold
[/table]
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. For example, a blue dragon shaman can select Skill Focus (Bluff), Skill Focus (Hide), or Skill Focus (Spellcraft).
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.
Energy Resistance: The Dragon Shaman gains energy Resistance 10 to the energy type assiciated with her totem dragon. This increases to energy resistance 20 at lvl 6
Lesser 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.
Black—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue— Ventriloquism {Sp}: As the spell (at will).
Brass— Endure Elements {Sp}: As the spell, except you can only target yourself (at will).
Bronze—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper— Spider Climb {Sp}: As the spell, except you can only target yourself (at will).
Gold—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—Water Breathing {Ex}: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—Treasure Seeker {Ex}: You gain a +5 competence bonus on Appraise and Search checks (always active).
Silver— Feather Fall {Sp}: As the spell, except you can only target yourself (at will).
White—Icewalker {Ex}: You can walk across icy surfaces without reducing your speed or making Balance checks (always active).
At 13th level, you can choose as a swift action to share the effect of your lesser draconic 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 a 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 affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. A Dragon Shaman must wait 2 minutes before she can use her breath weapon again.
Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.
Draconic Resolve {Ex}: At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.
Dragon Touched: At 5th level the Dragon Shaman gains Dragontouhced as a bonus feat.
Draconic Magic {Su}: At 6th level a Dragon Shaman is capable of using very limited form of draconic magic. She may as a full-round action, cast any of the following spells as supernatural abilities 3 times per day plus a number of times equal to Charisma modifier with a caster level equal to her dragon shaman class levels: detect poison, detect magic, read magic, dancing lights, flare, light, ghost sound, mending, message, prestidigitation. At 9th Level she gains the ability to cast a 1st level spell 3 times per day, at 12th a 2nd level spell three time per day, at 15th a 3rd level spell three times per day, and at 18th a 4th level spell three times per day. A Dragon Shaman must select spells from the Cleric of Wizard spell list. These spells are considered arcane.
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.
Draconic Wings {Ex}: At 9th level, you grow a pair of wings that resemble those of your totem dragon. They allow 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.
Energy Immunity {Ex}: At 9th level, you gain immunity to the energy type of the breath weapon of your totem dragon.
Draconic Adaptation {Ex or Sp}: At 10th level, you take on an additional aspect of your totem dragon. These adaptations 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.
Black—Darkness {SP}: As the spell (at will).
Blue— Destroy/create Water {Sp}: As the spell (at will).
Brass— Speak with Animals {Sp}: As the spell, except you can only target yourself (at will).
Bronze—Alter Self {Sp}: As the spell (at will).
Copper— Stone Shape {Sp}: As the spell, (at will).
Gold—Alter Self {Sp}: As the spell (at will).
Green—Suggestion {Sp}: As the spell (at will).
Red—Locate Object{Sp}: As the spell (at will).
Silver— Alter Self {Sp}: As the spell (at will).
White—Fog Cloud {Sp}: As the spell (at will).
Frightful Presence {Ex}: At 12th Level 3 times per day plus a number of times equal to Consititution modifer a Dragon Shaman can project a Frightful Presence in a 60 foot radius that lasts 6 rounds. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 Dragon Shaman levels + Dragon Shaman's Cha modifier) remains immune to frightful presence for 24 hours. On a failure, creatures become panicked for 1d6 rounds and those with 5 or more HD than the Dragon Shaman become shaken for 2d6 rounds. If the Dragon Shaman is in her Dragonform, the DC of Frightful Presence increases by 2.
Draconic Ascension {Ex}: At 13th level the Dragon Shaman takes on the half-dragon template. She gains +4 to Strength and +2 to Charisma. Her natural armor bonus increases by +4, and she acquires low-light vision, and 60-foot darkvision.
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.
Greater Draconic Adaptation {Ex or Sp}: At 15th level, you take on an aspect of your totem dragon. These adaptations 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.
Black—Plant Growth {Sp}: As the spell (at will).
Blue— Ventriloquism {Sp}: As the spell (at will).
Brass— Suggestion {Sp}: As the spell (at will).
Bronze—Fog Cloud {Sp}: As the spell (at will).
Copper— Transmute rock to mud/Transmute mud to rock {Sp}: As the spell, (at will).
Gold—Aid {Sp}: As the spell (at will).
Green—Plant Growth {Sp}: As the spell (at will).
Red—Suggestion{Sp}: As the spell (at will).
Silver— Cloud Walking {Sp}: As the spell (at will).
White—Freezing Wind {Sp}: As the spell Gust of wind but also deals 20 cold damage, Fortitude save for half. (at will).
Spell Resistance {Ex}: Beginning at 17th level a Dragon Shaman gains spell resistance to detrimental spells and effects. The SR is equal to 10 + the Dragon Shaman’s level, plus her widsom modifier.
Dual Aura {Su}: At 18th level the Dragon Shaman may project 2 different Auras simultaneously.
Dragonform {Su}: At 20th level the bond between a Dragon Shaman and her totem dragon is so strong, she can actually take the form of a dragon. The Dragon Shaman becomes a dragon of her totem dragon type, increasing her size my one category. Gaining the following abilities: a +8 size bonus to Strength, a +6 size bonus to Constitution, a +6 natural armor bonus, blindsense 60 feet, she also gains one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). This ability last for 1 minute for every 2 Dragon Shaman levels, and must be used in 1 minute increments.