Oh, to be a Dragon!It will come as no surprise that dragons are an important part of
Dungeons and Dragons. How many parties have found themselves moving stealthily through a dragon's lair, hoping to be able to strike while it slumbers? How many cities have been razed to the ground by a fiery red, or tyrannized by a power-hungry green? Too many to count.
The idea of the draconic character is a tempting one, and one that has been explored many times. However, while the dragonfire adept managed to capture some of the dragon's flame and the dragon shaman managed to capture some of its strength, neither class is complete. While those playing in gestalt games might experiment with advancement in both classes, such means are still far from satisfactory.
With the advent of spellshaping, a new door has been opened. By using arcane formulae to mimic the devastating power of a dragon's breath and martial maneuvers (as first presented in
Tome of Battle: The Book of Nine Swords) to emulate its raw physical power, the dragonheart adept blends breath and claw in a show of undeniable force. Moreover, just as a dragon possesses an innate knack for sorcery, the dragonheart adept gains the ability to use several draconic invocations (as first introduced in
Dragon Magic), granting him an additional level of utility.
Like all spellshapers, the dragonheart adept qualifies for the
Idiosyncratic Shaper alternative class feature.
Dragonheart Adept"I wield the strength of a gold dragon and command the flames it breathes. You cannot comprehend the threat that you face."--Darasheim, dragonheart adept
Just as the elemental adept calls upon the elements for her power, the dragonheart adept is a spellshaper who draws his power from a bond with a powerful entity. However, his power comes from the primal font of dragonkind, and he gains more than arcane formulae alone: embracing both the physical and mystical aspects of the dragon, a dragonheart adept uses both arcane formulae and martial maneuvers.
A dragonheart adept's path is a long one, but his passion often drives him to excel. Shortly after he begins on his journey, he begins manifesting the physical attributes of a dragon. It does not take long for these physical changes to complete, but a full physical transformation marks only the halfway point. The dragonheart adept must still master the abilities of his new form, learning through experience what dragons know by nature.
Above all else, a dragonheart adept is a student of the draconic. He seeks primarily to further his understanding of and connection to dragons. All dragons, even those of the opposing alignment, are worthy of his respect and awe. The chance to speak with and learn from a dragon is the highest honor that a dragonheart adept can hope to receive.
Making a Dragonheart AdeptAs a dragonheart adept, you are skilled in both melee and ranged combat. Your spellshape breath weapon and natural attacks are both formidable forces, and your ability to use both arcane formulae and martial maneuvers is a rare gift. As you grow in power, you gain new attacks and abilities, as well as slowly gaining mystical abilities through your draconic invocations. A skilled dragonheart adept must know how to use these abilities in concert, and such knowledge is gained only through experience.
Abilities: As a martial adept and a spellshaper, you need to keep your Strength and Charisma scores high, as you must ensure that your attacks land and that your breath weapon is difficult to endure. Moreover, Charisma governs how difficult your arcane formulae and invocations are to resist, as well as what arcane formulae you can learn.
A high Constitution score is also useful, as you will often find yourself targeted by foe's attacks. In addition, as you can only wear light armor, a high Dexterity score can be important.
Races: Dragonheart adepts can be found among nearly all races, though the majority of them are humans or half-elves. While the study of dragonkind is not uncommon among elves, the physical side of the training regimen is considered too brutish by many elves, and the transformations undergone by a dragonheart adept are seen as a denial of one's heritage.
Alignment: A dragonheart adept can be of any alignment, though his worldview has a strong impact on which dragons he can associated with. Dragonheart adepts often act similarly to dragons of the same alignment: for example, chaotic evil adepts are often rapacious hunters of treasure and power, while lawful good adepts are noble defenders of a selected group or territory.
Starting Gold: 4d4x10 gp (100 gp)
Starting Age: As druid (
PH 109)
Hit Die: d12
Level | Base Attack Bonus | Fort | Ref | Will | Special | Draconic Invocations Known | Form. and Man. Known | Form. and Man. Prepared |
1st | +1 | +2 | +0 | +2 | Claws, dragonblooded, least invocations, spellshape breath weapon, totem dragon | 1 | 6 | 4 |
2nd | +2 | +3 | +0 | +3 | Darkvision, scales (natural armor), totem aura | 1 | 7 | 4 |
3rd | +3 | +3 | +1 | +3 | | 2 | 8 | 5 |
4th | +4 | +4 | +1 | +4 | Draconic empowerment, Improved Natural Attack (claws), scales (DR 5/magic) | 2 | 9 | 5 |
5th | +5 | +4 | +1 | +4 | Empowered breath | 2 | 10 | 5 |
6th | +6/+1 | +5 | +2 | +5 | Bite attack, lesser invocations, wings | 3 | 11 | 6 |
7th | +7/+2 | +5 | +2 | +5 | Blindsense, Multiattack | 3 | 12 | 6 |
8th | +8/+3 | +6 | +2 | +6 | Improved Natural Attack (bite) | 4 | 13 | 7 |
9th | +9/+4 | +6 | +3 | +6 | | 4 | 14 | 7 |
10th | +10/+5 | +7 | +3 | +7 | Lesser apotheosis, range of breath weapon doubles, scales (DR 10/magic) | 4 | 15 | 8 |
11th | +11/+6/+1 | +7 | +3 | +7 | Greater invocations, tail slap | 5 | 16 | 8 |
12th | +12/+7/+2 | +8 | +4 | +8 | Improved Natural Attack (tail slap) | 5 | 17 | 8 |
13th | +13/+8/+3 | +8 | +4 | +8 | | 6 | 18 | 9 |
14th | +14/+9/+4 | +9 | +4 | +9 | Frightful presence, Improved Multiattack | 6 | 19 | 9 |
15th | +15/+10/+5 | +9 | +5 | +9 | Scales (DR 15/magic), spell resistance | 6 | 20 | 9 |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Dark invocations, Improved Natural Attack (wing slams), wing slams | 7 | 21 | 10 |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Timeless body | 7 | 22 | 10 |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | | 8 | 23 | 11 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Immunities | 8 | 24 | 11 |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Dragonform, greater apotheosis, scales (DR 20/magic) | 8 | 25 | 12 |
Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)
Class Features:All the following are class features of the dragonheart adept.
Weapon and Armor Proficiency: As a dragonheart adept, you are proficient with simple weapons and light armor, but not with shields.
Because you gain your powers from a connection to draconic power, you can shape formulae and cast invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, you incur a chance of arcane spell failure when wearing medium or heavy armor or when using a shield. This only applies to the formulae and invocations you know as a dragonheart adept, and you incur the normal arcane spell failure chance for formulae and invocations received from other classes.
Formulae: You begin your career with knowledge of some arcane formulae. You have access to one circle that is determined by your totem dragon, as well as an additional circle of your choice.
Once you know a formula, you must prepare it before you can use it (see Formulae and Maneuvers Prepared, below). A formula usable by a dragonheart adept is considered a spell-like ability unless otherwise noted in its description. Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance, as described in Weapon and Armor Proficiency above. The save DC for a formula that allows a save is 10 + formula level + your Charisma modifier.
You learn additional formulae at higher levels, as described below in Formulae and Maneuvers Known. To learn or shape a formula, you must have a Charisma score equal to at least 10 + the formula level, as well as meeting the formula's prerequisite.
Maneuvers: You begin your career with knowledge of some martial maneuvers. You have access to the Tiger Claw discipline, as well as one other discipline of your choice. This second discipline must be chosen from the Desert Wind, Setting Sun, Shadow Hand, Stone Dragon, and White Raven disciplines. If you choose the Desert Wind or Shadow Hand discipline, you use your Charisma modifier in place of your Wisdom modifier for the purpose of calculating save DCs.
Once you know a maneuver, you must ready it before you can use it (see Formulae and Maneuvers Prepared, below). A maneuver usable by a dragonheart adept is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as described below in Formulae and Maneuvers Known. You must meet a maneuver's prerequisite to learn it.
Unlike most martial adepts, you do not learn stances as you advance as a dragonheart adept.
Formulae and Maneuvers Known: Unlike most spellshapers and martial adepts, you draw your magical and martial powers from the same source: your connection to dragonkind. As such, you access and learn formulae and maneuvers in the same way, drawing on them as though they were the same type of ability. You begin your career with knowledge of six abilities, and you can choose to distribute these six abilities between formulae and maneuvers as you see fit. For example, you might choose to know three formulae and three maneuvers, four formulae and two maneuvers, two formulae and four maneuvers, and so on.
You learn additional formulae and maneuvers at higher levels, as shown on the class table. Whenever you gain a new ability known, you can choose whether to learn an arcane formula or a martial maneuver.
Upon reaching 4th level, and at every even-numbered dragonheart adept level after that (6th, 8th, 10th, and so on), you can choose to learn a new formula or maneuver in place of one you already know. In effect, you lose the old ability in exchange for the new one. You can choose a new formula or maneuver of any level you like, as long as you observe your restriction on the highest-level formulae and maneuvers you know; you need not replace the old ability with an ability of the same level. Moreover, you need not replace an ability with another of the same type: you can choose to exchange a maneuver for a formula or vice versa. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver or formula for a maneuver or formula (either) of 5th level or lower, as long as you meet the prerequisites of the new ability. You can swap only a single ability at any given level.
Formulae and Maneuvers Prepared: You can prepare four of your six formulae and maneuvers known at 1st level, and as you advance in level and learn more formulae and maneuvers, you are able to prepare more, but you must still choose with formulae and maneuvers to prepare. You ready your maneuvers and prepare your formulae by meditating and exercising for 5 minutes. The formulae and maneuvers that you choose remain prepared until you decide to meditate again and change them. You need not sleep or rest for any long period of time to prepare your abilities: any time you spend 5 minutes in meditation, you can change your prepared formulae and abilities.
You are not restricted in whether you prepare formulae or maneuvers, nor must you restrict yourself to one type of ability. You can divide up your prepared abilities between formulae and maneuvers as you see fit. For example, at 1st level, you could prepare two formulae and two maneuvers, three formulae and one maneuver, one formula and three maneuvers, and so on.
You begin an encounter with all your prepared formulae and maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you shape a formula or initiate a maneuver, you expend it for the current encounter, so each of your prepared abilities can be used once per encounter (unless you recover them, as described below).
Whenever you initiate a maneuver, you can choose one expended formula to recover, which is then available for use in a subsequent round. Similarly, whenever you shape a formula, you can choose one expended maneuver to recover. You can recover only one ability per round in this way. However, whenever you make a full attack, you may choose two expended abilities to recover.
In addition, once per encounter, you can change your prepared formulae and maneuvers as a swift action. However, changing your prepared abilities in this way leaves all of your formulae and maneuvers expended--even those that had already been prepared.
Invocations: As a dragonheart adept, you have access to a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow you to focus the draconic energy that suffuses your soul. You can use any invocation you know at will.
Your invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, you can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If you are hit by a spell while invoking, you are entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Your invocations are subject to spell resistance unless an invocation's description specifically states otherwise. Your caster level with your invocations is equal to your class level. You can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + your Charisma modifier. Since spell-like abilities are not spells, you cannot benefit from the Spell Focus feat or from draconic feats that let you convert or spend an arcane spell slot to produce some other effect. You can, however, benefit from the Ability Focus feat, as well as as from feats that emulate metamagic effects for spell-like abilities.
The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. You learn your first invocation at 1st level, gaining access to more invocations and higher grades as you attain levels. At any level when you learn a new invocation, you can also replace an invocation you already know with another invocation of the same or lower grade. You learn invocations from the dragonfire adept invocation list (see
Dragon Magic).
Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor proficiency, above.
Bonus Languages: You learn Draconic as an automatic language at 1st level.
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 shown in the following table. The breath weapon that you gain and the circle of formulae to which you gain access are dependent on the dragon you select as your totem.
Unlike a dragon shaman, you do not lose your class abilities if your alignment changes to one that is inappropriate to your totem dragon.
Totem Dragon | Acceptable Alignment | Associated Circle |
Black | NE, CE, CN | Deteriorating Corrosion |
Blue | NE, LE, LN | Shocking Current |
Brass | NG, CG, CN | Searing Flame |
Bronze | NG, LG, LN | Shocking Current |
Copper | NG, CG, CN | Deteriorating Corrosion |
Gold | NG, LG, LN | Searing Flame |
Green | NE, LE, LN | Deteriorating Corrosion |
Red | NE, CE, CN | Searing Flame |
Silver | NG, LG, LN | Perfect Freeze |
White | NE, CE, CN | Perfect Freeze |
Claws (Ex): When you become a dragonheart adept, you grow draconic claws on each hand. You gain a pair of primary claw attacks that deal 1d4 points of damage each. (The damage dice given are for Medium dragonheart adepts; smaller or larger dragonheart adepts should adjust those values according to the table on page 28 of the
Dungeon Master's Guide.) If you already possessed claw attacks, use this value or the damage value of your existing claws, whichever is greater.
Dragonblooded (Ex): Upon choosing the path of the dragonheart adept, you commit yourself irrevocably to the power of dragons. At 1st level, you gain the dragonblood subtype.
Spellshape Breath Weapon (Su): As a dragonheart adept, you gain the ability to shape arcane formulae through a breath weapon like that of a dragon. This breath weapon takes the place of the spellshape attacks used by most spellshapers, but it is a supernatural ability, rather than a spell-like ability. As such, your spellshape breath weapon and arcane formulae shaped with it do not provoke attacks of opportunity, nor are they subject to spell resistance.
A spellshape breath weapon deals damage and is affected by feats and other abilities as though it were the spellshape attack associated with your totem dragon's granted circle. However, a spellshape breath weapon affects an area, rather than a single target. Whenever you use your spellshape breath weapon, you can choose whether it affects a 15-foot cone or a 30-foot line. Like a dragon, you must wait 1d4 rounds after using your spellshape breath weapon before you can use it again.
Creatures within the area of your spellshape breath weapon take the same amount of damage that would normally dealt by the spellshape attack it mimics, including extra damage from formulae, with a Reflex save (10 + 1/2 shaper level + your Charisma modifier) for half damage. Creatures that fail this saving throw are treated as having been hit by the spellshape attack for the purpose of being affected by any major or minor formulae associated with it.
Shaping formulae with a spellshape breath weapon allows you to have multiple instances of the same major formula in effect at once, as it can cause your attack to affect multiple creatures at once. However, each individual target can be affected by the formula only once, and any subsequent shaping of that formula will replace any instances of that formula that you have active, as usual.
For example, if a 5th-level dragonheart adept used his spellshape breath weapon to shape the Blistering Flames formula, he could breathe a 15-foot cone of fire that dealt 3d6 points of damage to creatures within the area (2d6 from the breath weapon, which functions as a
fireblast attack, plus 1d6 extra damage from the formula). Creatures in this area that succeeded on their Reflex saves for half damage would suffer no additional effects, while creatures that failed their saves would then be affected by the formula's normal effect.
You cannot alter the area of your spellshape breath weapon through the Sculpt Spellshape feat. However, you qualify for feats as though you possessed the Sculpt Spellshape feat, and your spellshape breath weapon is treated as having been sculpted for the purpose of all metashaping feats that affect sculpted spellshapes.
For the purpose of learning new formulae, qualifying for feats and prestige classes, and all other purposes, your spellshape breath weapon counts as the spellshape attack associated with your totem dragon's associated circle. However, unlike a spellshape champion, you cannot take the Spellshape Study feat in order to shape the spellshape attack normally. You can only use it as a breath weapon.
Your spellshape breath weapon mimics only the spellshape attack associated with the circle granted to you by your totem dragon. When shaping formulae from your secondary circle, you shape those formulae as though they had been altered by the Reshape Formula feat, treating them as though they belonged to the circle associated with your totem dragon. For the purpose of learning formulae from your secondary circle, you are treated as knowing the spellshape attack associated with that circle.
If you possess the Spellshape Focus feat, the DC of the Reflex save against your spellshape breath weapon increases by 1. If you possess the Greater Spellshape Focus feat, the DC instead increases by 2. In addition, you can use your Charisma score in place of your Constitution score for the purpose of qualifying for metabreath feats with your spellshape breath weapon.
When you reach 5th level, your growing mastery of draconic magic empowers your breath weapon. Your spellshape breath weapon (and any arcane formulae shaped with it) ignores the energy resistance of creatures in its area, and creatures with immunity to your breath weapon's energy type still take half damage from it.
At 10th level, your range with your spellshape breath weapon increases. You can now shape it as a 30-foot cone or a 60-foot line.
Darkvision (Ex): At 2nd level, you gain darkvision out to 60 feet.
Scales (Ex): Starting at 2nd level, your skin begins to develop scales matching those of your totem dragon. You gain natural armor equal to 1/2 your class level (rounded down).
In addition, starting at 4th level, you gain damage reduction 5/magic, and your natural weapons are treated as being magic for the purpose of overcoming damage reduction. Your damage reduction increases to 10/magic at 10th level, 15/magic at 15th level, and 20/magic at 20th level.
Totem Aura (Su): When you reach 2nd level, you gain the ability to project the spellshape aura of your totem dragon's associated circle (see the Anchorite for more information on spellshape auras). If you later gain the ability to project spellshape auras from another source, you may still only project one aura at a time (unless you gain the ability to have multiple auras active at once). It takes a full-round action to project a spellshape aura, but you can maintain the effect indefinitely.
Draconic Empowerment (Su): When you reach 4th level, you gain the ability to channel the might of your totem dragon through your attacks. This ability functions like a
spellshape champion's spellshape channeling ability, except that it is a supernatural ability, not a spell-like ability, and attacks that you make with your channeled spellshape attack are therefore not subject to spell resistance. You can channel only the spellshape attack granted to you by your totem dragon, but you can shape formulae from your secondary circle in the same way that you would with your normal spellshape breath weapon. You may use this ability only while you are unable to use your normal spellshape breath weapon (such as while waiting between uses).
In addition, you gain a +1 enhancement bonus on all attack and damage rolls that you make with your natural attacks. This bonus increases by an additional +1 for every four initiator levels that you gain beyond 4th, to a maximum of +5 at 20th level.
Improved Natural Attack: You gain Improved Natural Attack (claws) as a bonus feat at 4th level. You also gain Improved Natural Attack (bite) at 8th level, Improved Natural Attack (tail slap) at 12th level, and Improved Natural Attack (wing slams) at 16th level.
Bite Attack (Ex): When you reach 6th level, your teeth are replaced by the razor-sharp teeth of a dragon. You gain a secondary bite attack that deals 1d8 points of damage. (The damage dice given are for Medium dragonheart adepts; smaller or larger dragonheart adepts should adjust those values according to the table on page 28 of the
Dungeon Master's Guide.) If you already possessed a bite attack, use this value or the damage value of your existing bite, whichever is greater.
Wings (Ex): At 6th level, you grow fully-formed dragon wings. You can use these wings to aid your jumps (granting you a +10 bonus on Jump checks), to glide, and to fly.
Gliding: You can use your wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load.
If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend slowly in a tight corkscrew and take only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: In addition to gliding, you can use your wings for flight, gaining a fly speed of 30 feet with average maneuverability. You can't fly while carrying a medium or heavy load or while fatigued or exhausted. You can't fly while carrying a medium or heavy load or while fatigued or exhausted.
You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight, but are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued.
When you reach 12th level, you have enough stamina and prowess to fly without tiring. You can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
Since you can fly, you can make a dive attack. A dive attack works like a charge, but you must move a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only with a piercing weapon. If the dive attack hits, it deals double damage.
You can use the run action while flying, provided you fly in a straight line.
Blindsense (Ex): Starting at 7th level, you can use your senses to operate in conditions in which you could not normally see. You gain blindsense out to 30 feet.
Multiattack: You gain Multiattack as a bonus feat at 7th level.
Lesser Apotheosis: When you reach 10th level, your body completes its initial transformations, and you now appear as a draconic version of your former self. Scales cover your entire body, wings spread from your back, you have grown a draconic tail, and you proudly bear the horns and cranial features of your totem dragon.
You gain the elemental subtype belonging to your totem dragon (see Monster Manual). In addition, you gain a +4 competence bonus on Diplomacy checks made to influence the attitude of dragons or creatures of the dragonblood subtype. Furthermore, you are treated as a dragon for the purpose of determining whether or not a frightful presence can affect you. In addition, your newly-grown tail grants you a +2 bonus on Balance checks and Swim checks.
Tail Slap (Ex): At 11th level, your tail thickens to the point at which you can slam foes with it. You gain a secondary tail slap attack that deals 1d6 points of damage. (The damage dice given are for Medium dragonheart adepts; smaller or larger dragonheart adepts should adjust those values according to the table on page 28 of the
Dungeon Master's Guide.) If you already possessed a tail slap attack, use this value or the damage value of your existing tail slap, whichever is greater.
Frightful Presence (Ex): Starting at 14th level, you gain the frightful presence of a dragon. Whenever you attack or charge, you can choose to activate your frightful presence, striking fear into your enemies. Any living nondragon enemy within 30 feet becomes panicked for 1 round if it has fewer Hit Dice than you, while creatures with HD equal to or greater than yours are shaken for 1 round instead. A successful Will save (DC 10 + 1/2 shaper level + your Charisma modifier) negates this effect and renders the creature immune to your frightful presence for 24 hours.
This is a mind-affecting ability. Creatures that are immune to a dragon's frightful presence are also immune to this ability.
Improved Multiattack: You gain Improved Multiattack as a bonus feat at 14th level.
Spell Resistance (Ex): At 15th level, you gain spell resistance equal to 10 + your class level.
Wing Slams (Ex): When you reach 16th level, your wings have become sturdy enough that you can use them as a form of attack. You gain a pair of secondary wing slam attacks that deal 1d4 points of damage each. (The damage dice given are for Medium dragonheart adepts; smaller or larger dragonheart adepts should adjust those values according to the table on page 28 of the
Dungeon Master's Guide.) If you already possessed wing slam attacks, use this value or the damage value of your existing wing slams, whichever is greater.
Timeless Body (Ex): Upon attaining 17th level, you no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.
Immunities (Ex): At 19th level, you gain immunity to paralysis and sleep.
Dragonform (Su): At 20th level, your connection with your totem dragon allows you to take its form at will. It requires only a swift action to take on your totem dragon’s form, and there’s no limit to the number of times per day you can change forms, nor to the amount of time you can spend in dragonform.
You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though being in dragonform grants you a +4 enhancement bonus to Strength and a +3 enhancement bonus on Fortitude and Will saves.
You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part that a dragon does not have. In addition, your natural armor bonus improves by 6.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. Your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. However, you can still speak while in dragonform and can perform the somatic components necessary to use your arcane formulae and invocations.
Upon entering dragonform, your size increases by two categories (to a maximum of Colossal), and you have the reach of a long creature of your size (10 feet for Large, 15 feet for Huge). Your base land speed changes to 60 feet, and your flight speed changes to 80 feet, with clumsy maneuverability.
Greater Apotheosis: When you reach 20th level, your connection to dragonkind causes you to transform into a draconic creature. You gain the half-dragon template and all of its benefits, with the exception of the half-dragon's breath weapon and natural attacks.