Water Shaping
Water shapers manipulate water and moisture in their environment to manifest a variety of effects. They can strike foes, and can learn to manipulate water in bodies for either healing or harm.
Water Shaping
At 1st level, the water shaper can manifest a tendril of water in one hand. This acts like a whip, except that it is fully effective against armored foes. The water shaper threatens all foes within reach of his water whip. The water whip can be used in conjunction with any feat or ability that normally works with a whip. It is a move action to summon the whip. At 8th level, it becomes a swift action.
By spending a point of shaping energy as a swift action, the shaman can gain the ability to manipulate water in Close range. As a move action he can move up to a 5-foot cube of water or snow 20 feet. At 6th level, this ability can be used at-will with no cost. At 10th level, this ability can also affect ice. Material moved in this way typically doesn't have enough energy to be dangerous to a non-helpless creature.
Additionally, the shaman can spend a point of shaping energy as a standard action to fire a torrent of water at a creature in 15 feet. This acts as a bull rush attempt, using the shaman's class level in place of BAB and Wisdom instead of Strength. At 12th level, this ability can be used at-will with no cost
Hydrokinetic Barrier
At 2nd level, the water shaper can manifest a shell of swirling water, forming the shape of a sphere around himself. This shell grants a +4 armor bonus to AC, increasing by +1 at 4th level and every 4 levels thereafter. This doesn't stack with normal armor.
Ice Shard
At 4th level, the water shaper can spend a point of shaping energy as a standard action to freeze and launch a shard of ice at a target within Medium range. This blast is a ranged attack that deals 1d6 cold damage and 1d6 piercing damage. At 7th level, and every 3 levels thereafter, these increase by 1d6 each. On a successful hit, the target must make a Fortitude save or be staggered for one round. At 10th level, this ability does not provoke attacks of opportunity.
Water Manipulation
At 6th level, the water shaper chooses one of the following abilities. This choice is permanent and cannot be changed.
Soothing Infusion: The shaman can spend a point of shaping energy as a standard action to heal a touched creature for 3d6+3 hit points, increasing by 1d6+1 every 2 levels beyond 6th. This has no effect on creatures not partially comprised of water, such as constructs and inevitables. At 12th level, the water shaper can spend an additional point of shaping energy when using this ability to also gain the effects of restoration (100 sy version).
Body Control: By spending two points of shaping energy as a standard action, the water shaper can attempt to hijack the body of a foe in Close range. The target must succeed a a Fortitude save or be completely subjected to the shaman's control for one minute. The shaman can take no actions during this time, but can make their target perform any action it could normally take. The target is staggered while under this effect. On a successful save, the subject is instead staggered for 1 round. This has no effect on creatures not partially comprised of water, such as constructs and inevitables. Creatures primarily composed of water, such as water elementals, take a -4 penalty on saving throws against this ability. At 12th level, the subject is not staggered by this effect.
Fog Bank
At 8th level, the water shaper can cast solid fog as a spell-like ability by spending a point of shaping energy.
Freak Wave
At 10th level, the water shaper can use a standard action to call forth a wave of water to bear down on his foes by spending a point of shaping energy. The shaman chooses a 20-foot by 60-foot area in Close range. A wave courses from one end to the other, the direction chosen by the shaman. Enemies in the area suffer 1d6 bludgeoning damage per 2 shaman levels and are swept to the end of the wave's path. If they make a Reflex save, the damage is halved and they are only swept back 10 feet.
Atmospheric Manipulation
At 12th level, a water shaper can spend a point of shaping energy to gain the ability to manipulate temperatures around his body in a 30-foot radius. This persists until the next time the shaman regains his shaping energy. The shaper can spend a move action to raise or lower the temperature by up to 5 °F per shaman level in the affected area. If the area becomes extremely hot or cold, the usual effects of such temperatures apply. Additionally, if the temperature drops to 20 °F, creatures in 5 feet of the water shaper supper a -4 Dex penalty. If the temperature rises above 110 °F, creatures in 5 feet of the water shaper instead suffer a -4 Str penalty. If a creature leaves the affected area, they cease suffering from its effects.
Penetrating Strikes
At 14th level, a water shaper's water whip ignores 5 points of DR.
Water Dominance
At 16th level, the water shaper learns one of the following abilities. This choice is permanent and cannot be changed.
Ice Detonation: When the water shaper fires an ice shard, they can spend an extra point of shaping energy to make it explode in a 20-foot radius centered on the target. This ability works regardless of whether the initial attack hits or misses. Creatures in the area suffer damage as though hit by an ice shard (Reflex 1/2).
Hydroanimation: The water shaper can spend two points of shaping energy as a full-round action to temporarily reanimate a creature in Close range that died in the last 7 days. The creature returns to life for 1 min/shaman level at half hit points and can act normally. The creature must be mostly intact - it could be missing a limb, but not its head, for instance. If a reincarnate spell is cast on the subject during this time, it fully returns to life without any negative levels.
Pleural Infusion
At 18th level, the water shaper can condense water in the lungs of his foes. He spends a point of shaping as a standard action, and selects a creature in Medium range. The subject must make a Fortitude save or be incapacitated (it is instead sickened for 1d4+1 rounds on a success). At the end of its next turn, it must make a Fortitude save or be reduced to -1 hit point and unconscious (it is staggered one round on a success). At the end of its next turn, after two failed saves, it must make a third Fortitude save or die. The shaper can spend additional points of shaping energy up to his Wis modifier to affect one additional target in 30 feet of the first per extra point spent. Creatures that do not need to breathe are immune to this ability.
Hydrotheosis
At 20th level, the water shaper can convert his entire body into water, gaining the effects of the elemental body IV spell, save that he can only become a water elemental. Additionally, the shaper's water whip deals 2d10 damage instead of 1d4, and he gains a free hydrokinetic barrier with an additional +2 bonus to AC.