Domination

A Thrane shaman that selects the domination spirit has a commanding presence about her. The shaman always appears confident and projects an air absolute control. When she calls upon one of this spirit’s abilities, she radiates an overbearing sense of power and domination. 

Spirit Magic Spells

charm person (2nd), enthrall (4th), suggestion (6th), charm monster (8th), dominate person (10th), vengeful outrage (12th), insanity (14th), charm monster (mass) (16th), dominate monster (18th). 

Hexes

A shaman who chooses the domination spirit can select from the following hexes. 

Brain Drain (Su): As a standard action, the shaman can violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, and take 1d4 points of damage per shaman level she possesses. After successfully using this hex, the shaman can use a full-round action to sort through the jumble of stolen thoughts and memories and then attempt a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Charisma modifier. Treat the knowledge gained as if the shaman had used detect thoughts. This is a mind-affecting effect. The shaman can use this hex once per day at 1st level, plus 1 use per day at 5th level, and 1 use for every 5 levels beyond 5th. 

Chain of Eyes (Su): A shaman can share her senses with the target of this hex. Once the hex is used, the shaman can trigger its effect by closing her eyes and concentrating on the target. This allows the shaman to see and hear everything the target experiences with her own senses of sight and hearing (including any special senses or magical effects). Once triggered, the hex lasts for 1 minute per shaman level or until the shaman shifts her field of vision back to herself as a free action. While viewing events from the target’s perspective, the shaman is flat-footed, even if she can see herself from another perspective. 

Gift of Will (Su): A shaman can sue a small portion of her vast mental power to buttress her ally’s mind. The effects of this hex are triggered when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize him. For a saving throw, the subject uses the shaman’s Will saving throw bonus instead of his own. For a Sense Motive check or Intimidate check, he adds the shaman’s Charisma bonus as a morale bonus on the check or to the DC. The shaman can’t use this hex on herself.