Tesserex's page

Goblin Squad Member. Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I've decided to take the plunge into PFS and I will begin GMing PFS at Highlander Games and Comics in Boonton NJ. Since my regular group will be also doing PFS for the first time, we are starting the introductory scenario, In Service to Lore: Part I. This event will be at 1 PM on Sunday, September 8th 2013.

At the moment, it looks like we might have a deficient table size. We also have a backup GM in case we get enough people to split into two groups.

Event Link

$5 per head charge for use of the very nice gaming space.


Jusomagna wrote:


A list of magical items he's crafted for himself:
+1 keen katana, a +2 elven chainmail, a +2 belt of giant strength, and a +4 headband of vast intelligence

unfortunately, three of those he crafted before we started the campaign, and the headband he was able to craft because there was a planned time skip.

As a DM, if a player takes a craft feat, I don't let them craft the item before the camapaign. Here's why. The Gold amounts that characters start with is a reflection of the gear they have attained while traveling, not necessarily how much gold they have earned while traveling. The distinction is small, but important. For instance, a level 1 fighter who was a farm hand certainly wouldn't have the 100+ gold a typical fighter starts with, so maybe he found the sword, the armor was from when his father fought in the war, the shield is a plank of wood on straps he crudely made, and the other random gear he has he could have bought.

It doesn't change at higher levels. Imagine a level 7 wizard. He found a few pearls of power in his travels, he's scribed several scrolls, but he also has used many. He's sought out books with spells, and maybe he bought a metamagic rod or two. Yes, his gold might be more optimized than an organic character of equal level, but that's just one sacrafice that needs to made during character creation.

TL;DR, just because you take a crafting feat at character creation doesn't mean items of that make are half off.


9 people marked this as FAQ candidate. Staff response: no reply required. 4 people marked this as a favorite.

This might not be the right place, but I was looking at the price of a mithril shield while building a character with my friend - I said 1,500 GP and he said 1,000. We realized we were looking at different tables, both on the PRD. Ultimate Equipment says 1,500, while Core Rulebook says 1,000. Which one is right?


Shadowborn wrote:
Apparently, we've completely overlooked the increase in speed when you're holding arrows in your hand instead of keeping them in the quiver. (Warning: the computer-generated commentary is really, really annoying. Still, the video is fairly impressive.)

I came in this thread to find this video. Thank you for posting it.

And yeah, the commentary is annoying, but the archer is amazing.


Siliquai, thank you for that info. If it was any other campaign, I think they probably would have said we don't have time and just killed it, but I think Kingmaker is the perfect campaign for them to do this in. After all, I've decided 5-7 years until Mod 5.


Hi there...

So in the break between Mod 4 and 5 of Kingmaker... a lot of stuff happened. I'm not going to get into specifics, but a kobold tribe hatched a red dragon, my players found out, and they decided to go see the red dragon for themselves and without permission of the kobolds, teleported the red dragon hatchling to a desolate area. This had about a billion ramifications, but now I'm faced with a problem.

I'm not really good at role-playing Evil. The red dragon began by being generally unpleasant - though just a hatchling, he knows he can't kill the PCs since they are level 13 (and while he can't guess their level, he can tell that they can kill him). The dragon was hatched in a cage, and he is unable to escape his kobold worshipers until the PCs teleport him out.

Now the PCs are baby sitting this red dragon until they come up with an idea on how to deal with it. For now, I've been role=playing the red dragon as fairly pleasant but reveling in occasional violence (because he knows that the sooner he acts "good" the sooner the PCs will leave him be). He hasn't tried to run away yet because he knows that a PC will just kill him, and he's not stupid.

The party had a long discussion about it, and they have decided that one of them is going to leave the party and try to raise the red dragon lawful good. Fat chance in hell, but if there was ever a party to do it, this is the one.

Anyway...I just need some help playing up the evil part while being survivalist. What kind of things would a red dragon hatchling do to escape, or maybe what kind of things could make a red dragon ignore the call to do evil?

Needless to say, this has been one heck of a session, and when the kobolds found out the treachery, they raised arms against the PCs kingdom and proceeded to die against the paladin army. This has torn not only the kingdom, but the party in half, so it's been a really great plot twist.


It is a dead end product, but there is a team hard at work to bring android to it.

Also, for anyone who wants to get their hands on it... Good luck. However, the hp site is the only place left really selling it, but you still have to be lucky. If you really want it, try http://www.nowinstock.net/computers/tablets/hp/ I heard about it first on Team Liquid, so I guess I was just fortunate I browse their tech forums often.

Also, I had no clue this message board had a technology forum. I originally placed this in general off-topic, wish I knew better when I posted


So this... it's kind of old news, it sold out across the country. but apparently HP is getting thousands more in stock as the week goes on.

hp touchpad

I managed to get a hold of one, and I'm wondering, what uses can a tablet device like an ipad or this Touchpad serve while playing these games? I am using a google docs based character sheet for starts for when I play, but I think I'm going to use it for the pdfs of the Kingmaker Adventure path I'm running in addition to the book. Of course I didn't get it just for this, but, well, at $99, who wouldn't get it?

Discuss :P


We have a very interesting Kingmaker Party. Also, I find it funny that most parties on this thread are level 7. Mine is too XD

The rulers of Auchsland!

General Sol D'Carnag: Teifling Fighter 6/Bard 1 - He's a member of the order of the Dragon, and wanted to establish a stronghold for them. He came from slavery in Cheliax, but excaped when Order of the Dragon raided the slave auction. He also is a bastard of the Ruler of Cheliax, and is technically, next in line, but he has no idea.

Warden Emil Marko: Variasian Gunslinger 7 - He used to be a bandit, but an encounter with an elven patrol in Kyonin made things worse. He came into the game addicted to drugs, but apparently, it's really easy to kick addictions.

Magistar Ghulzar Revias: Half-orc Monk 7 - And amazingly polite and good natured half orc, he writes to her mother in Absalom often and enjoys drinking tea.

Baron Chafira Pendragon: Half-elf Bard 6/Dragon Disciple 1 - A remarkably bland character despite having the crown. He really wants the unicorn in the Narlmarches

Spymaster Thorand: Human Rogue 7 - He had left his father in Restov, an upstanding politician, because he was sick of Brevoy politics. He was a member of the Warden, but when the previous spymaster (Lillith) was murdered (by his previous character), he rose up to take the role. He shares some qualities with his predesscor (aside from rogue levels), preferring to end things with violence. Currently, he is in a strange relationship with a woman named Oriana, however, what he doesn't know (yet) is that his father hired her because he thought he was incapable of ever getting into a relationship. Can't WAIT for next session, har har. It should be noted that his previous character was executed (I told him out of game, there would be tastier targets to qualify for assassin, namely, Gregori, but he didn't want to wait.)

Diplomat Kima: Quadiran Cleric of Sarenrae 7 - He just joined the council, and has proven his worth in the battle against trolls and the scythe tree. He is caring and full of fury at the same time. He is still discovering his own self.


Some call me Tim wrote:
Tesserex wrote:

Time to add them up. Pick ANY number from Column 1, column 2 and them column three. When you picked a number, it is no longer usable.

Score 1: 6+6+5=17
Score 2: 6+2+4=12
Score 3: 6+3+6=15
Score 4: 6+1+1=8
Score 5: 6+3+4=13
Score 6: 6+2+5=13

Total Modifier = +7

This is really just a modified point buy:

(pick any score from 8 to 18)
18 5 points
17 4
16 3
15 2
14 1
13 0
12 -1
11 -2
10 -3
9 -4
8 -5

Score 1: 17 4 points
Score 2: 12 -1 point
Score 3: 15 2 points
Score 4: 8 -5 points
Score 5: 13 0 points
Score 6: 13 0 points
Total: 0 points

Of course, since after all, no matter how you assign numbers, you always have 78 ability points. Sure, you can take all the fun out of it and just pick numbers, or you can have some fun and roll for once.


Some call me Tim wrote:

Seems like an awful lot of work.

With flipping the die for every six you have in column B there is a one in column C and vice versa. Each row will add up to 13--always. (If I understand your system correctly).

Wouldn't just be easier to say: write down six 13's for each +1 you add to that you have to subtract 1 from another stat.

Anyway, I just go for point buy. I never liked the fact that someone could get lucky on the first six dice rolls of a campaign (that might stretch for years) and their character will always have better abilities better than mine.

No, you get to pick any number from a column.

Example

C1 C2 C3
6 2 5
6 3 4
6 6 1
6 5 2
6 1 6
6 3 4

Time to add them up. Pick ANY number from Column 1, column 2 and them column three. When you picked a number, it is no longer usable.
Score 1: 6+6+5=17
Score 2: 6+2+4=12
Score 3: 6+3+6=15
Score 4: 6+1+1=8
Score 5: 6+3+4=13
Score 6: 6+2+5=13

Total Modifier = +7


Hello everyone,

Thought I'd share with you some interesting things our group has been up to regarding ability score generation.

First off, when we played 3.5 to begin, we used 4d6 drop the lowest. This was fine, except that the rogue had all of his modifiers add up to a +4 while the paladin had a +9. After this campaign, we stopped using this method, because everyone basically just rolled until they got something which they liked. This isn't bad, but it kind of defeats the purpose.

From that point on, we used 28 point buy, occasionally with 28 point buy +1 adjustment.

Recently, we decided we wanted to make a method that involves rolling, yet makes everyone in the party somewhat equal. Some people like rolling and combining point buy - while good in theory, it still leads to disparity.

Eventually, we came across this little gem

Flip method:

First, write 6 6's in a column.
Next, roll 6d6. Record each result in the column next to it. Do not worry about the order.
Next, take the dice you originally rolled. Flip the dice so the opposite side is now facing up. This is also the inverse of the number you originally rolled. Record this in a third column

Finally, take one number from each column, and assign them to ability scores. Reroll if either
a) you roll all of the same number
b) you roll three of one number and three of another.
c) through any combination of numbers, you cannot get a 16 or higher. (this doesn't mean you need to take the 16 though.)
d) if you feel like it.

When assigning numbers (to keep things more in line with adventure path balance), you cannot have more than a +8 total modifier before racials, or lower than a +7.

When you do this, you will find that almost any roll can get a +9, if you match numbers to make even pairs. Essentially, you lower your modifier by picking some stats to be odd. If you pick two stats to be odd, you will have a +8. If you pick 4 stats to be odd, you will have a +7. If you pick 6 stats to be odd (add up straight across), you will have a +6, and 13s in every ability.

So I ask you, how do you generate ability scores?


Grick wrote:


If you do stick with cleave, remember that not only must both targets be within your reach, they must also be adjacent to each other. If your enemies are flanking you, or have a 5' square between them, you can't cleave them.

I just talked to my DM, and he says fey foundling is fine with LoH. So Cleave is out anyway. Cleave is kind of sub par anyway, I like this feat much better


Hello everyone! I am soon to be playing a paladin, and came across this feat:

PSRD wrote:


Fey Foundling
Prerequisites: You may only select this feat at 1st level.

Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

and in combination with this....

Lay On Hands (Su)

PSRD wrote:


Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

I searched the forum, and did not come across any references to the two abilities used together, save for one post where it was mentioned in passing, and was agreed that it would be a good feat choice for a paladin.

If I'm correct, lay on hands is not magical healing, and this wouldn't let you get 2 extra hp per die of LoH (and with greater Mercy, this could skyrocket.)

If i'm wrong, I'm changing out Cleave to Fey Foundling because I intend on buffing LoH as much as I can without taking Extra Lay oh Hands.

Thanks for any input


I assume you guys are talking about the week each month spent tending to your leadership duties?

In my campaign, we hit leadership stuff once every 3 sessions give or take. We have a slight issue... no one seems to role play doing their roles. Warden says, I go do my wardeny things. General says, I train my army. Magister says, I hang out in the temple. This got me thinking, what if we made it more interactive? I then made this.

Leader Special Actions

It's not complete, but maybe there are some ideas in here you could use? I know there are a lot of ways to get higher bonuses than usual using this, but if things get out of hand, you can always through more negative events at them.

Note the mass combat thing might be off..... It's 3 AM over here. I'll fix it in time for my campaign (only on Rivers Run Red)


So I've been running Kingmaker and LOVING it.

I'm sure everyone has their own thing they do to facilitate running it, but I'd like to share what we are doing.

First, I printed out calendar pages, and the PCs are carefully counting days, writing events in the squares for each day, and it's turning out great.

The other thing we have been doing is this...

http://auchsland.pbworks.com

I've been awarding players who contribute traits related to ruling, or special gifts (our magistar just got an elk mount, for instance.)

WARNING: If you haven't played up to Rivers run red, you might want to hold off a little reading this.

If you have a dedicated enough party, this so far, has been a really great resource. I'd reccomend it to anyone.


One of my players loves the tome of battle to death. His most recent character is a warblade/crusader/swordsage, aiming to get into the mast of the nine (just one level of swordsage and crusader, the rest warblade.) So far, it hasn'r been too much of a problem. We replaced Concentration with Autohypnosis from the XPH. The biggest problem is that 4 schools now belong to the Acrobatics skill. However, I threw an equal level fighter at him. Although the fighter is still weak when compared to the spell casting classes, Paizo did a damn good job fixing it, and it's power is on par with a warblade, as long as you remove the save or die effects. The new power attack really helps, and some of the new options in the Advanced players handbook are incredible.

To sum it up, use it as is, but what we did was this

1) Concentration replaced by sutohypnosis
2) Change save or die effects into effects like finger of death (10 damage per initiator level on a failed save).

Thats all.


Good day,

RAW, can a barbarian with raging drunk down two potions a round since it is a move action?

I could see this not necessarily being abused, since they are consumables, but imagine a barbarian raging, who quaffed a potion of bulls strength, bears endurance in the course of one round. stacks with rage, and for the low cost of 600 GP and a single round, you can kick some serious tail. Plus any other fun things.

Just wondering.


fixed. I added some abilities at level 17 and 18 that add some spontaneity. I'm trying to figure out a way to give the Dragon Shaman access to some spell like abilities like Dragons have, but it's proving difficult.

Normal Dragon Shamans can already do pretty well for themselves in 3.5, especially if they dip into Barbarian. In PF, its a little more difficult to dip into barbarian effectively because rage doesn't last as long.


I made a conversion myself, for use in my campaign.

here's a link. it's really inconvenient if I posted it.

http://hackettstowndnd.pbworks.com/Dragon-Shaman


I really love the Dragon Shaman, mostly because I'm a DM and really enjoy these guys as DMPCs. I recently got the Pathfinder rules, and decided that it deserves an overhaul. So here is my new dragon shaman. Class Features that are identical to the WOTC PHBII are not listed in the description. I drew alot from the Soul knife and the Summoner. Sorry for the goofy formatting

EDIT I cant get the BAB, Fort REflex and will coloums up right. 3/4 BAB, good fort, poor reflex, Good will, Same aura progression as normal dragon shaman, Adapt points = level minus 1.

Pathfinder Dragon Shaman
Hit Die: d8
Skills: (2 + Int Modifier): Climb, Craft, Intimidate, Knowledge Nature, Search, Perception (plus others, depending on totem dragon)
Weapon and Armor Proficiencies: A dragon Shaman is proficient with simple weapons, with light and medium armor, and shields (except for tower shields)
lvl BAB Fort Ref Will Aura Adapt Special
1 0 2 0 2 3 0
Draconic Aura +1, Totem Dragon
2 1 3 0 3 3 1
Draconic Adaptation (1)
3 2 3 1 3 4 2
Skill Focus
4 3 4 1 4 4 3
Draconic Resolve, Draconic Adaptation (2)
5 3 4 1 4 5 4
Draconic Aura +2
6 4 5 2 5 5 5
Touch of vitality (heal wounds)
7 5 5 2 5 6 6
Dragon Style 1
8 6 6 2 6 6 7
Skill Focus, Draconic Adaptation (3)
9 6 6 3 6 7 8
Energy Immunity
10 7 7 3 7 7 9
Draconic Aura +3
11 8 7 3 7 7 10
Touch of vitality (remove conditions)
12 9 8 4 8 7 11
Share Draconic Adaptation, Draconic Adaptation (4)
13 9 8 4 8 7 12
Dragon style 2
14 10 9 4 9 7 13
Commune with Dragon Spirit
15 11 9 5 9 7 14
Draconic Aura +4
16 12 10 5 10 7 15
Skill Focus
17 12 10 5 10 7 16
18 13 11 6 11 7 17
19 14 11 6 11 7 18
Dragon style 3
20 15 12 6 12 7 19
Draconic Aura +5
Draconic Adaptation: The Dragon Shaman receives a pool of points that he may spend to take on aspects of a dragon. He can reallocate these points every level, or spend 8 hours in meditation to change up to 4 points. Points not spent remain in the pool, but require 8 hours of meditation to reallocate. Some adaptations have prerequisites. If a draconic adaptation allows a progression of points to be spent, a dragon shaman can only spend up to half of his dragon shaman level on the adaptation. This means if you want to gain a breath weapon that deals 7d6 points of damage, you must be at least level 14, for instance. Some have different advancement. At level 4, a dragon shaman may select 2 point adaptations. At level 8, the dragon shaman may select 3 point adaptations, and at level 12, the dragon shaman may select 4 point adaptations.

Adaptations are special in the fact that although they are technically temporary and changeable, they will qualify you for feats which you may not have qualified for. If you remove the adaptation that allows you to qualify for a feat, you lose benefit of that feat until you add the adaptation back.

1 point Adaptations (Level 2)
Dual Claws (Ex): (Augmentable): The dragon shaman grows claws that deal 1d4 damage (if medium). For every extra point spent, the damage die increases by a step (1d6, 1d8, 1d10, 2d6, 2d8). A dragon shaman can gain 1d6 at level 4, 1d8 at level 7, 1d10 at level 10, 2d6 at level 13, and 2d8 at level 16. A claw gains the full Strength bonus on attack, unless the Dragon Shaman uses both, in which case, he designates one as an off hand weapon, and it gains only ½ str bonus.
Single Claw (Ex): Augmentable): The Dragon Shaman gains a single claw attack that deals 1d6+ Str. Modifier. At level 4, an extra point may be spent to increase the die size to 1d8. This progression may continue with the expenditure of extra points, 1d10 at level 7, 2d6 at level 10, 2d8 at level 13, and 2d10 at level 16. He cannot take the Dual Claws adaptation.
Basic Draconic Adaptation (Su or Ex): The Dragon Shaman gains the ability granted by his totem dragon. This adaptation costs the same amount when it is shared with an ally.
Energy Resistance (Ex): The Dragon Shaman is the target of a Resist Energy spell. The element is chosen at the time of the meditation or level up, and cannot be changed.
Skill Bonus (Ex): The Dragon Shaman gains 4 ranks in a skill that belong to his totem dragon. For every extra point spent, the Dragon shaman gains another 4 ranks. The ranks in this skill cannot exceed the Dragon Shamans maximum ranks.
Natural Armor (Ex): (Augmentable): The Dragon Shaman grows shimmering scales. These scales add a +1 natural armor bonus. At level 7, the dragon shaman may spend an additional point to increase it to a +2 bonus. At level 12, the dragon shaman may spend an additional point to increase it to a +3 bonus, and at level 16, the dragon shaman may spend an additional point to increase it to a +4 bonus.
Bite (Ex): (Augmentable): The Dragon Shaman gains a bite attack that deals 1d6+1½ Str. Modifier. At level 4, an extra point may be spent to increase the die size to 1d8. This progression may continue with the expenditure of extra points, 1d10 at level 7, 2d6 at level 10, 2d8 at level 13, and 2d10 at level 16. Unless the Dragon Shaman also takes the multi-attack adaptation, he takes a -5 penalty on this attack if he attacks with anything else in the turn. Despite having a high enough BAB, a dragon shaman may attack only once per round with this bite attack.
Draconic Combat (Ex): (Augmentable): The Dragon Shaman who selects this adaptation may lower the Dexterity requirement for any two weapon fighting feat for which he otherwise qualifies for by 1 per point spent. If the Dragon Shaman loses this adaptation or changes it and selected a Two Weapon Fighting Feat, he no longer gains the benefit of the feat. A Dragon Shaman may spend 1 point per level of Dragon Shaman on this Adaptation, and opposed to 1 point for every two levels.
Draconic Toughness (Ex): The Dragon Shaman gains 1 hit point per level.
2 point Adaptations (Level 4)
Breath Weapon (Ex): (Augmentable): The Dragon Shaman gains a breath weapon, which matches his totem dragons breath weapon. This is a true dragons breath weapon, and it recharges every 1d4 rounds. The Save DC for this breath weapon is 10+½ level+Con, reflex half. The initial damage of this adaptation is 2d6. For every additional point spent, the damage increases by an additional d6.
Ability Bonus (Ex): The Dragon Shaman gains a +2 bonus to any one ability score
Two Weapon Fighting (Ex): The Dragon Shaman receives the feat Two-Weapon fighting, but only for use with his claws. The Dragon Shaman may qualify for improved Two-Weapon fighting, however, if he does not have this adaptation as well as the claws adaptation, he does not gain the benefit of any other Two Weapon fighting feat. A Dragon Shaman using his claws as weapons cannot use Two Weapon Defense.
Draconic Aura Extension (Su): The Aura a Dragon Shaman projects extends by 15 feet.
Tail Attack (Ex): The Dragon Sham grows a powerful tail. The Dragon Shaman may lash out with this tail as a secondary weapon with a -5 penalty. The tail deals only 1d6+1½ Str. It can only increase in damage die through Improved Natural Weapon or through Size increase.
Magic Fang (Su): The Dragon Shamans natural weapons become more powerful. The Dragon shamans chooses a natural weapon gain a +1 magic bonus to damage At level 8, 12, 16 and 20 he may spend an additional point to gain another point of bonus. If he selects dual claws, he may spend an additional point at level 9, 14, and 19 instead, however, they apply to both claws. This may be selected more than once, each time; it applies to a different natural weapon
Powerful Breath (Ex): The Dragon Shaman may increase the die size of his breath weapon. It increases to d8. By spending an additional 2 points, it increases to d10s. The Dragon Shaman must be at least level 8 to increase the damage to d8s, and at least level 16 to increase the damage to d10s.
3 Point Adaptation (Level 8)
Draconic Aura Boost (Su): As a standard action, the Dragon Shaman may increase the effect of his aura by 1. This lasts for 1 minute per level. A Dragon Shaman may use this ability 3 + Cha mod. times per day.
Free Aura (Su): 3 times per day, the Dragon Shaman may change an aura without any action, even on an opponents turn.
Magic Fang ability (Su): To select this ability, the Dragon Shaman must have the Magic Fang ability. The Dragon Shaman gains 1 point of bonus that he may spend on his natural weapons to grant abilities that weapons gain. For instance, he may spend this point on his bite attack granting it the flaming quality. If he chooses dual claws, he must select one claw to gain this benefit. At level 12, 16, and 20 he may spend an additional point to gain another point of bonus. This may be selected more than once, each time it applies to a different natural weapon
Multiattack: The Dragon Shaman may attack with three of his natural attacks. All of his attacks receive a -2 penalty. By spending two additional points, he may attack with all four of his natural attacks. Multiattack does not count as Two weapon fighting. He cannot attack more than once with any one natural weapon.
Ability Focus (Breath Weapon): The Dragon Shaman receives the feat, Ability Focus, for his breath weapon.
Swimming (Ex): The character gains a 30-foot swim speed. This does not confer the ability to breath water.
Dragon Speed (Ex): The character gains a +5 bonus to his land speed. For every extra point, his speed increases by 5, to a maximum of +20
4 point adaptation (Level 12)
Double Draconic Aura (Su): The Dragon Shaman may project two draconic Auras
Ability Boost (Ex): The Dragon Shaman gains an additional +2 bonus to the ability score selected with Ability Bonus
Size Increase (Ex): The Dragon Shaman grows in size. He receives a +2 to Strength and a -2 to dexterity and gains a size category(Which may disqualify him for some feats). His natural weapons increase in size, however, all other equipment does not (except for magic items, excluding armor and weapons.) He also gains +1 to natural armor. This may qualify the Dragon Shaman for a feat, which he did not qualify for before (such as Awesome Blow). If he becomes his original size, he loses the benefits of that feat. He may change his size by meditating for a full minute.
Improved Skill Bonus (Ex): The Dragon Shaman, channeling the knowledge of Dragons may gain 4 ranks in any skill. For every additional point spent, he gains another 4 ranks. His ranks cannot exceed his level.
Flight (Ex): The Dragon Shaman grows a pair of leathery dragon wings. He gains a flight speed of 60 (good) as well a +4 bonus to Fly. By spending an additional point at level 16, this flight speed increases to 90 (good).
Aligned Weapons (Su): All attacks the Dragon Shaman uses are considered the alignment of his Totem Dragon.
Greater Healing Touch (Su): For every 10 points the dragon shaman spends on his touch of vitality, the target gains 2 temporary hit points, which cannot exceed 10.
Energy Weapon (Ex): As a swift action, the Dragon Shaman transfers his energy from his breath weapon to all of his attacks, including manufactured ones. He deals an additional 1 energy damage per die of the breath weapon. This bonus lasts for one round
Frightening Strike (Su): If the Dragon Shaman makes a full attack against a foe and strikes with every attack, he may make a free intimidate check against that foe.

Share Draconic Adaptation (Su): The Dragon Shaman may share his draconic adaptation with his allies. In order to benefit from this, the ally must spend 1 hour in meditation with the dragon shaman. When the ritual is complete, the Dragon Shaman may allocate some or all of his draconic adaptation to his ally instead from his pool of unspent adaptation points. Most costs for his ally are doubled. The benefits of this Adaptation vanish after 24 hours, and the spent points return to the Dragon Shamans pool. Unlike Draconic Adaptation, which can be used to qualify for feats, an ally of a Dragon Shaman cannot qualify for feats in the same manner
Dragon Style: (I'm iffy on this, but the dragon shaman needs a little power boost). upon gaining this class feature, the Dragon Shaman may select one of the following; he either gains a combat feat for which he meets all the prerequisites, or he may gain 2 adaptation points.