Shaman Militant (3.5e Alternate Class Feature)

 : A Shaman Militant must choose 2 aura when she take her first level in dragon shaman, she may only call upon these two auras and none other. At each level she may change which aura she has access to, but is always only limited to two.

 : A militant shaman is capable of drawing upon dragon power much better than her more spiritual breather. She gain 2 draconic surge at second level and gain 1 dragonic power surge at every even level beyond 2nd.
 * Channel the Totem: The dragon may imbue her unarmed and natural weapon with raw energy by expending her breath weapon as immediate action. She deal her half her breath weapon (rounded up) -1d6 damage (minimum of 1d6) to all her unarmed and natural weapon attack until the end of the round. Different energy totems grant different benefits:
 * Acid: Force a fortitude save or sicken the struck creature.
 * Cold: Deal +1 damage per die.
 * Electricity: You gain a +2 bonus to attack and damage rolls against creature wearing metal armor.
 * Fire: +1 damage per die, does not suffer the -1d6 dice penalty.
 * Sonic -1 damage per die.
 * Draconic Recovery: As a full-round action you may immediately recover your breath weapon. If it wasn't expended you instead gain 2 temporary hit points per levels that does not stack and vanish after 1 minute.
 * Totemic Rage: You can expand your breath weapon in order to gain extraordinary power based on your totem, the rage last for 1 round per character level plus the number of dragon shaman class level you have you have.
 * Acid: You gain +4 constitution. Additionally your blood become acid, any creature stinking you in melee with a nonreach weapon must make a reflex save or take half of your breath weapon damage in acid damage. Creature striking you with natural attacks and natural weapons take a -4 penalty to this save.
 * Cold: You gain +2 strength and constitution. Additionally all hostile creature within 20 feet of you take 1 cold damage each round per class level you have unless they succeed a fortitude save.
 * Electricity: You gain +2 strength and dexterity. Additionally you benefits from heightened reflex, she gain the benefits of evasion and all attacks have a 20% miss chance against her.
 * Fire: You gain +4 strength. Additionally fire make her even stronger, all her attacks gain flaming burst.
 * Sonic: You gain +4 dexterity. Additionally you can move at incredible speed, increase all your movement speed by 20'.
 * Totemic Whip: You can turn your breath weapon in a whip of pure energy, by expanding your breath weapon you gain a whip that deal 2d6 damage of you totemic energy. The whip always cause lethal damage, you do not take suffer from attack of opportunity from attacking and you can perform sweep attack with your whip. Calling the whip is a standard action and remain at your side for 1 minute.

 : A 6th dragon shaman may now select draconic power surge from the mature list, as seen below.
 * Draconic Fury: As a swift action the dragon shaman may use her breath weapon as an attack action, allowing it to be used as a part of a full-attack action.. Using Draconic Fury increase the recovery time by 1 round.
 * Draconic Grace: A dragon shaman may expend her breath weapon as a immediate action, if she does she gain her class level or charisma modifier (whichever is higher) to all her saving throw.
 * Reflective Scale: As an immediate action, the dragon shaman may expend her breath weapon as she is targeted by a spell. The spell gain 80% chance of being reflected back to it user, the odds decrease by 10% for each spell level the spell has (thus a level 8 spell cannot be reflected back at all).
 * Totemic Enhancement: A dragon shaman may expend her breath weapon in order to gain a powerful enhancement for 3 rounds based on her totem energy:
 * Acid: You are under the effect of endure elements, unlike other enhancement this one last for 24 hours.
 * Cold: At the beginning or your turn all creatures within your natural reach must make a fortitude save or be slowed for 1d4+1 round.
 * Electricity: You are hasted
 * Fire: You are under the effect of fire shield.
 * Sonic You gain a +4 bonus to AC and deflect all incoming ranged attacks.

 : A 12th dragon shaman may now select draconic power surge from the wyrm list, as seen below.
 * Buyback Breath: As a immediate action when rolling to see how long it take to recover your breath weapon, you may have the d4 be 1. Other breath weapon modifier, such as metabreath feat and the like still applies normally.
 * Improved Channel Totem: As channel totem but permanent. Notes: require channel totem Draconic Power Surge.
 * Wall of Energy: You may use your breath weapon to make a wall of fire, except it deal your totem energy damage instead of fire damage.
 * Wyrmblast: The dragon shaman may decide to use a special dragon shape base on her energy totem, using one of those shape increase the recovery time by 2 rounds. Wyrmblast deal twice as much damage dice as normal breath weapon and must be used as full-round actions.
 * Airborne Effluvia (Acid): Your breath weapon leaves lingering acidic vapor in its wake that deals 3 damage per class level damages to everyone that breathes it, additionally any creature that start it turn in the vapor must make a fortitude save or be nauseated for 1 round.
 * Comet Tail (Cold): Your breath weapon cause creature to be encased in ice alive. All creature hit by your breath weapon must make a fortitude save or start to freeze, becoming staggered for 3 rounds. Creature who failed their save must make another fortitude save or be permanently encased in ice, replicating the effect of temporal stasis.
 * Thundermaw Blast (Electricity): Instead of a line or cone you may target all flying creatures at medium range (using your character levels as caster levels). You may exclude your allies from the blast. All creatures that took damage from the blast must make a fortitude save or be stunned for one round (and probably fall).
 * Infernal Furnace: Instead of a line or a cone, you spit 3 fireballs, except each deal normal breath weapon damage unlike other wyrmblast.
 * Sonic Boom: Double the radius of your breath weapon, all creature hit by your breath weapon must make a fortitude save or be deafened for 5 minutes.

 : A 16th dragon shaman may now select draconic power surge from the wyrm list, as seen below.
 * Dragon Barrage: Your breath weapon is now an attack action to use. Assuming you manage to set the recovery time to 0 round, it can be used for a full-attack action. Require Draconic Fury.
 * Dragonwarp: By expending her breath weapon, the dragon shaman can now replicate the effect of time stop. Dragonwarp can only be used once per hours.
 * Mirror-Scale: As reflective scale, except the base reflection chance is now 120%. Require reflective scale.
 * Novablast: Wyrmblast now ignore resistances and immunities. Require wyrmblast.