Lightning Shaping
Lightning shapers master electrical energies, using them to smite foes with precision and force, or to manipulate metal objects. More powerful lightning shapers can control weather and travel along lightning bolts.
Lightning Shaping
At 1st level, the lightning shaper's can unleash a bolt of lightning in Close range as a standard action, dealing 1d6+Con mod damage. This is a ranged touch attack that provokes attacks of opportunity. The damage of this attack increases by 1d6 at 3rd level and every 2 levels thereafter.
The shaman can spend a point of shaping energy as a swift action to electromagnetically manipulate nearby objects. For one minute after using this ability, the shaman can, once per turn, cause an unattended metal object in Close range to move up to 10 feet as a move action. This has no visible manifestation other than the object's motion. He can also use this ability to make power connect between broken cables, force electricity to leap from a battery into an object, or otherwise manipulate electrical circuits. This effect lasts for the one-minute duration, then ends. Due to the low energy involved in this ability, it has no direct offensive applications. At 6th level, this ability can be used at-will with no cost.
Additionally, by spending a point of shaping energy as a standard action, the shaman can attempt to magnetically disarm a creature wielding a metallic weapon within 10 feet. He makes a Disarm CMB attempt as normal, using Wisdom in place of Strength, and Shaman level in place of BAB. If he succeeds, the weapon is yanked out of the target's grasp, and it flies into the shaman's square. At 12th level, this ability can be used at-will with no cost.
Electrostatic Barrier
At 2nd level, the lightning shaper can manifest a barrier of crackling electricity, forming the shape of a sphere around himself. This barrier repulses incoming attacks, granting the lightning shaper DR 5/rubber slug and Resist Electricity 5 (this resistance stacks with other resistance). Once the barrier has absorbed 5 damage per shaman level, it dissipates.
Searing Bolt
At 4th level, the lightning shaper can spend a point of shaping energy as a standard action to amplify the effects of his lightning bolt. A searing bolt deals 1d6/shaman level + Con mod and can hit a target in Medium range.
Utilities Adept
At 6th level, the lightning shaper chooses one of the following abilities. This choice is permanent and cannot be changed.
Magnetic Defense: By spending a point of shaping energy as a move action, the shaman can create an arrow magnet out of an ordinary piece of iron or steel, without paying the cost in sy. This item persists until used or until 24 hours have passed. The shaman can only have one arrow magnet created with this ability at a time.
Living Capacitor: By spending a point of shaping energy as a swift action, the shaman can gain the effects of a body capacitance spell. This spell has a duration of one hour per shaman level, instead of the usual duration. Once the lightning shaper discharges this electricity damage via a touch attack, he must take electricity damage again before he can discharge it again.
Thunderbolt
At 8th level, the lightning shaper can spend a point of shaping energy when he fires a lightning bolt to create a peal of thunder, deafening the target for 1 minute and staggering them for 1d4 rounds. If they succeed on a Fortitude save, they are deafened for 1d4+1 rounds and not staggered.
Arc Lightning
At 10th level, the lightning shaper can spend a point of shaping energy to cause his lightning bolt to leap from target to target. When you hit a target with your bolt, you can attempt a ranged touch attack against an additional target that is within 30 feet of the first. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1d6 less damage than the last (for example, 5d6 becomes 4d6), and you can’t chain the bolt back to a previous target.
You can continue chaining your bolts until a bolt misses or fails to deal damage, or until your bolt is reduced to a single damage die.
Synaptic Capacitance
At 12th level, the lightning shaper can manipulate the flow of energy is his allies' bodies. He learns one of the following abilities. The choice is permanent and cannot be changed.
Celerity: The lightning shaper can amplify signals to his allies' motor neurons, granting them the effects of a haste spell. This ability is a move action, affecting one target plus one per 5 shaman levels. It costs one point of shaping energy.
Static Overload: As a standard action, the lightning shaper can target an ally in Close range that is suffering from an effect that allows a Will save. The shaman makes a Will save against the effect. On a success, the effect is suppressed for 1 round per 2 shaman levels. On a failure, the effect is transferred to the lightning shaper. The lightning shaper can spend a point of shaping energy when he uses this ability. If he does so, then the effect is dismissed on a success, and suppressed on a failure.
Piercing Bolts
At 14th level, a lightning shaper ignores 10 points of electricity resistance on anyone he targets with a magical or supernatural electrical effect. Additionally, when he deals electric damage through such an effect to a target that would normally be immune, he treats the target as having resist energy 30/electric.
Ride the Lightning
At 16th level, whenever the lightning shaper fires a lightning bolt or searing bolt, he can travel with the blast to any point along its path. This movement does not provoke attacks of opportunity. By expending a point of shaping energy when using this ability, the lightning shaper can make a melee touch attack against any creature in the path of his travel, dealing his normal lightning bolt damage to them on a hit.
Storm Control
At 18th level, the lightning shaper can cast control weather by expending two points of shaping energy.
Storm Lord
At 20th level, the lightning shaper can instantly conjure up an electrical storm centered on himself. This storm lasts for one minute. Each round, the shaman can designate up to six targets in Long range as a standard action, or up to two targets as a move action. A lightning bolt strikes each target, dealing 10d6+Con mod damage to each (Reflex 1/2). Additionally, while the storm lasts, when a creature in range makes an attack against him he can direct a lightning bolt against it as an immediate action. This action is resolved simultaneously with the incoming attack (therefore, the lightning shaper and the attacker could both be knocked unconscious).