Alignment: Any non-lawful
Hit Die: d8
Class Skills (4 + Int)
Level BAB Saves Special 1 +0 +0/+2/+2 Schocking Blast 1d6, Electricity Resistance 10, Wild Talent 2 +1 +0/+3/+3 Endure Elements, Static Field 3 +2 +1/+3/+3 Shocking Blast 2d6, Evasion 4 +3 +1/+4/+4 Stored Charge, Thunder Bolt 30 ft 5 +3 +1/+4/+4 Shocking Blast 3d6, Electricity Resistance 30 6 +4 +2/+5/+5 Magnetic Shell, Shockwave 20 ft 7 +5 +2/+5/+5 Shocking Blast 4d6, Magnetic Levitation 30 ft (Good) 8 +6 +2/+6/+6 Paralytic Jolt, Lightning Strike 20 ft 9 +6 +3/+6/+6 Shocking Blast 5d6, Thunder Bolt 60 ft 10 +7 +3/+7/+7 Electricity Immunity, Charged Aura, Chain Lightning 11 +8 +3/+7/+7 Shocking Blast 6d6, Shockwave 40 ft 12 +9 +4/+8/+8 Stormcalling, Magnetic Levitation 60 ft (Perfect) 13 +9 +4/+8/+8 Shocking Blast 7d6, Ball Lightning, Improved Evasion 14 +10 +4/+9/+9 Ride the Lightning, Thunder Bolt 90 ft 15 +11 +5/+9/+9 Shocking Blast 8d6, Lightning Strike 40 ft 16 +12 +5/+10/+10 Electricity Adaptation, Shockwave 60 ft 17 +12 +5/+10/+10 Shocking Blast 9d6, Magnetic Levitation 90 ft (Perfect) 18 +13 +6/+11/+11 Energy Transcendence, Electrical Overload 19 +14 +6/+11/+11 Shocking Blast 10d6, Thunder Bolt 120 ft 20 +15 +6/+12/+12 Energy Apoyheosis
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Infornation, Jump, Knowledge (Geography), Knowledge (Nature), Knowledge (Psionics), Peform, Profession, Psicraft, Ride, Sense Motive, Sleight of Hand, Speak Language, Spot, Survival, Tumble, Use Psionic Device
Weapon and Armor Proficiency: All simple weapons and one martial weapon and light and medium armor.
Shocking Blast (Ps): A Stormchild harnesses her own bio-electric energy and releases it as a concentrated blast of lightning. This is a ranged touch attack with a range of 60 feet that does 1d6/2 levels electricity damage. In stormy weather, she can absorb the electricity in the atmosphere to increase her power, causing Shocking Blast's damage dice to increase to d10s. This ability is subject to Power Resistance and is the equivalent of a first level power. A Stormchild has a manifester level equal to her class level. The save DC for any of her class features that allow saves is 10 + 1/2 level + Charisma modifier. Shocking Blast can be used at will.
Electricity Resistance (Su): A Stormchild can use her powers to partially ground electrical attacks aimed at her. She gains 10 points of electricity resistance. At level five, this increases to 30 points. At level ten, she can fully deflect the electricity and gains immunity.
Wild Talent: A Stormchild gains Wild Talent as a bonus feat, allowing her to manifest her latent psionic powers to control electricity.
Endure Elements (Su): At second level, a Stormchild can survive the harshness of the weather and permanently acts as if under the effects of an Endure Elements spell.
Static Field (Ps): A level two Stormchild can magnetically charge the ground to slow and hinder opponents. She creates a charged area with a 20 foot radius anywhere within 100 feet of her. Creatures within the area must make a Fortitude save or become stunned for as long as they remain in the field. At the beginning of each of the affected creatures' turns, they are allowed a new save to break free. Creatures who make their save move at half speed, and if they start their turn still within the area, must make a new save or become stunned. All creatures within the area also suffer a penalty to attack rolls with metal weapons equal to the Stormchild's Charisma modifier and become vulnerable to electricity. The field lasts for 1 round/level + Charisma modifier, but she can dismiss it as a free action. She can create multiple fields up to a maximum of her Charisma modifier. Overlapping fields only affect creatures once per round. A Stormchild is immune to her own Static Fields.
Stored Charge (Ps): A fourth level Stormchild can electrically charge metal objects or weapons with her power. She can charge any number of objects up to a maximum of her Charisma modifier. Each object gains a charge that lasts for a number of rounds equal to her Charisma modifier or until discharged. Objects charged in such a manner automatically discharge the next time it touches a creature and deal damage equal to her Shocking Blast. If a creature is holding the object when it is charged (such as an ally's weapon), it does not harm the creature holding it. This ability is subject to Power Resistance and is the equivalent of a second level power.
Thunder Bolt (Ps): At level four, a Stormchild can make her blasts of electricity into larger bolts. She can fire a 30 foot line that damages all creatures within the area with Shocking Blast damage, Reflex half. At ninth level and every five levels after, the Rage of the line increases by 30 feet. This ability is subject to Power Resistance and is the equivalent of a second level power.
Magnetic Shell (Ps): By level six, a Stormchild can surround herself with an impenetrable magnetic barrier that deflects all physical objects and creatures. Magic, psionics, and Incoporeal creatures are unaffected. The shell also does not extend into the Ethereal Plane. The shell does not block line of sight or line of effect but does confer partial cover to both sides. The shell can be any size up to a radius of 10 feet wide. This ability takes a full-round action to use, and she perform no other actions while maintaining the shell. It lasts a number of rounds equal to however long she chooses to maintain it up to a maximum of her Charisma modifier.
Shockwave (Ps): A Stormchild who has reached level six can expel her electrical energy into a quick burst around her. This affects all creatures in a 20 foot burst and deals damage equal to her Shocking Blast, Reflex half. At level eleven and every five levels after, the range increases by 20 feet. This ability is subject to Power Resistance and is the equivalent of a third level power.
Magnetic Levitation (Su): By level seven, a Stormchild has enough fine control over the force of magnetism that she can safely propel herself through the air. She gains a fly speed of 30 feet with good maneuverability. At twelfth level and every five levels after, her speed increases by 30 feet. Also, at level twelve, her maneuverability increases to perfect.
Paralytic Jolt (Ps): At eighth level, Stormchild can disrupt the electrical signals within a creature's body to paralyze her foes. A target creature within 60 feet must make a Fortitude save or become paralyzed as by a Hold Monster spell with a caster level equal to the Stormchild's manifester level. A creature who succeeds becomes dazed for one round. This ability is subject to Power Resistance and is the equivalent of a fouth level power.
Lighting Strike (Ps): By level eight, a Stormchild has learned how to call down a massive bolt of electricity from the sky. She picks a location within 200 feet for the bolt to strike. All creatures within a 20 foot burst take Shocking Blast damage, Reflex half. Every creature within twice that area must also make a Fortitude save or become defend by the thunder clap for a number of rounds equal to the Stormchild's Charisma modifier. At fifteenth level and every seven levels after, the damaging area increases by 20 feet. The deafening area remains at double the damaging area. This ability is subject to Power Resistance and is the equivalent of a fifth level power.
Charged Aura (Su): By level ten, a Stormchild has become so charged with electricity that she is constantly surrounded by a cackling aura of energy. This aura gives off light like a torch and imposes a -20 circumstance penalty to Move Silently checks. It grants a 20% miss chance, and any creature who comes within 5 feet takes 2d4 electricity damage (2d8 in stormy weather). This ability can be suppressed or resumed as a free action, but it can only safely remain suppressed for a number of rounds equal to her Charisma modifier. After that she must begin making Will saves against her own save DC. If she fails, she takes 1d8 psychic damage, and the aura resumes. She must then wait a number of rounds equal to the amount of damage she took before she can suppress the aura again.
Chain Lightning (Ps): At tenth level, a Stormchild has learned how to magnetically charge her Shocking Blast so that it attracts itself towards other enemies and hops from creature to creature. By lowering her damage by two dice, she can make her Shocking Blast into a Chain Lightning attack. If she successfully hits a target, it automatically jumps to the nearest other creature within 30 feet and attacks with the same attack roll. The second attack deals two dice less damage. The blast then jumps again to the closest creature within 30 feet (possibly even the first target), and attacks again at two dice less damage. The blast continues chaining until it runs out of damage dice. This ability is subject to Power Resistance and is the equivalent of a fifth level power.
Stormcalling (Ps): At level twelve, the Stormchild can call forth the raw power of nature and command it to do her bidding. This ability functions like the Control Weather spell with a caster level equal to her manifester level. Regardless of the season, she can always call down a thunderstorm. She can use Stormcalling a number of times per day equal to her Charisma modifier. This ability is subject to Power Resistance and is the equivalent of a sixth level power.
Ball Lightning (Ps): At thirteenth level, a Stormchild can form her electricity into a sphere of electrically-charged plasma. She releases it in a chosen direction, but afterwards it bounces around at random until it eventually explodes. She can create a number of lightning balls up to one fifth her level. They move,at a speed of 60 feet per round at the end of the Stormchild's turn. Whenever they hit a creature or obstacle or at the beginning of each movement, they changes direction. Roll a d8 to determine their new heading. When one enters the same space as a creature or obstacle, it deals Shocking Blast damage with half of it being typeless, Reflex half. The balls exist for 1d4+1 rounds before becoming unstable and detonating. Every creature and object within 20 feet of a ball takes double Shocking Burst damage with half of it being typeless, Reflex half. If a creature or object is within range of more than one ball, it takes damage from each one and rolls separate Reflex saves for each. The Stormchild's Charged Aura automatically repels the balls without damaging her if they enter her space. It does not, however, block the explosion. This ability is subject to Power Resistance and is the equivalent of a seventh level power.
Ride the Lightning (Ps): By level thirteen, a Stormchild has learned to quickly move about the land by hopping onto bolts of lightning. This ability works like the spell Teleport with a caster level equal to her manifester level. Traveling in such a manner is destructive, however. When the Stormchild and any passengers she takes with arrive at their destination, the lightning disperses violently around them. Act as if the Stormchild used her Lightning Strike ability centered on herself. She and her passengers are immune to this attack. This ability can be used a number of times per day equal to her Charisma modifier.
Electricity Adaptation (Su): Upon reaching level sixteen, a Stormchild has started to transcend her physical body and becomes partially composed of electricity. Whenever a Stormchild is targeted by electricity damage, she instead heals by that amount. She cannot heal by hitting herself with her own powers, however. While her Charged Aura is active, she gains Fast Healing of an amount equal to her Charisma modifier.
Energy Transcendence (Ps): By level eighteen, a Stormchild's body is composed of enough energy that she can temporarily become completely a being if pure electricity. She and all her equipment become Incoporeal for a number of rounds up to her level. While incoporeal, she gains an incoporeal touch attack that deals the same damage as her Shocking Blast, and she adds her Charisma modifier as a deflection bonus to her AC. In addition, her Charged Aura now deals double damage. Using this ability is a full-round action, and it can be used a number of times per day equal to her Charisma modifier.
Electrical Overload (Su): At level eighteen, a Stormchild can overcharge her powers to devastating effect, both to others and to herself. Whenever she uses one of her abilities, she can maximize its damage, increase its save DC by her Charisma modifier (effectively applying it twice), and allow it to ignore Power Resistance. However, doing so inflicts psychic damage to herself equal to 1d4/2 levels + her Charisma modifier. She also becomes exhausted for the remainder of the encounter.
Energy Apotheosis (Su): By level twenty, a Stormchild has mastered her power and becomes a being of pure energy. She permanently becomes incoporeal as by Energy Transcendence. Her Charisma increases by +4, and her Shocking Blast damage dice increase to d8s (d12s in stormy weather). She can temporarily reform her physical body and become coporeal for a number of minutes up to her level. She can do this a number of times per day equal to her Charisma modifier.
Explosive Blast [General]:
Prerequisites: Schocking Blast
Your Shocking Blast can, at will, do typeless damage by decreasing all damage dice to d4s, even in stormy weather.
Magnetic Lift [General]:
Prerequisites: Magnetic Levitation
You gain a psi-like ability that functions like the spell Telekinesis with a caster level equal to your HD. This ability is usable at will.
Thundering Blast [General]:
Prerequisites: Shocking Blast, Lightning Strike
Your Shocking Blast and all abilities that key their damage off of it (except for Ball Lightning) now do half electricity damage and half sonic damage.