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| paths:sorcerer_path:aquatic_bloodline [2024/05/19 08:49] – elfinlocks | paths:sorcerer_path:aquatic_bloodline [2025/11/06 16:27] (current) – elfinlocks |
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| //Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.// | //Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.// |
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| **Bloodline Skill:** Athletics | **Bloodline Skill:** [[priority:skills:athletics|Athletics]] |
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| ===== Tread the Deep (Ex) ===== | ===== Tread the Deep (Ex) ===== |
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| **Requirements:** BaB or CL 1, Athletics 3, 10 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:athletics|Athletics]] 3, 10 EXP |
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| You run across the depths like a child in a flower field - you may step on mundane or magical bodies of water like solid ground, as if under the effects of a constant [[priority:magic:spells:tier3:water_walk|]]. This has no effect on your coordination beneath the surface. | You run across the depths like a child in a flower field - you may step on mundane or magical bodies of liquid like solid ground, as if under the effects of a constant [[priority:magic:spells:tier3:water_walk|]]. You likewise ignore the adverse affects of magical liquids on any surface, such as [[priority:magic:spells:tier1:grease|Grease]]. This has no effect on your coordination beneath the surface. |
| </WRAP> | </WRAP> |
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| ===== See in Water (Sp) ===== | ===== Water Nymph (Su) ===== |
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| **Requirements:** Tread the Deep, BaB or CL 3, Athletics 5, 15 EXP | **Requirements:** Tread the Deep, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:athletics|Athletics]] 7, 15 EXP |
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| | You gain a swim speed equal to your land speed. You may spend 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to double this speed for a number of minutes equal to your [[chargen:common_terms#core_stats|CST]]. |
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| Once per day, you may peer into a 1-foot diameter pool of water and cast [[priority:magic:spells:tier4:scrying|]] through it as a spell-like ability. Use your CL or BaB to determine the Caster Level for this effect, whichever is higher. Additionally, at [[priority:magic|CL]]/[[priority:prowess|BaB]] 12, treat this Talent as a [[priority:magic:spells:tier7:scrying_greater|Greater Scrying]] effect instead. | |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Aquatic Adaptation (Ex) ===== | ===== Sea in Water (Sp) ===== |
| **Requirements:** See in Water, BaB or CL 5, Athletics 7, 20 EXP | **Requirements:** Aquatic Adaptation, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:athletics|Athletics]] 12, 20 EXP |
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| You gain a swim speed of 30 feet. You may spend 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to double this speed for a number of minutes equal to your [[priority:magic|CL]]/[[priority:prowess|BaB]]. | As a Full Action, you may spend 3 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] when peering into a 1-foot diameter pool of water and cast [[priority:magic:spells:tier7:scrying_greater|Greater Scrying]] through it as a spell-like ability. |
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| | Furthermore, you ignore concealment for any creature within a body of water. |
| </WRAP> | </WRAP> |
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| ===== Aquatic Telepathy (Su) ===== | ===== Aquatic Telepathy (Su) ===== |
| **Requirements:** Aquatic Adaptation, BaB or CL 9, Athletics 10, 25 EXP | **Requirements:** Sea in Water, [[chargen:common_terms#core_stats|CST]] 15, [[priority:skills:athletics|Athletics]] 15, 25 EXP |
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| You gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. This ability is telepathic, and does not require audible or visual components. At [[priority:magic|CL]]/[[priority:prowess|BaB]] 15, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using [[priority:magic:spells:tier8:demand|]] or [[priority:magic:spells:tier8:planar_ally_greater|Greater Planar Ally]]. | You gain Medium range telepathy, and can freely communicate with creatures which possess a swim speed or the [aquatic]/[water] types, regardless of intelligence. This ability does not require audible or visual components. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Raise the Deep (Sp) ===== | ===== Raise the Deep (Sp) ===== |
| **Requirements:** Aquatic Telepathy, BaB or CL 15, Athletics 15, 35 EXP | **Requirements:** Aquatic Telepathy, [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:athletics|Athletics]] 20, 35 EXP |
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| You raise water as per [[priority:magic:spells:tier5:control_water|]], but no water needs to be present. This created water is stationary, and does not flow out of the area where you create it; it lasts 1 round per [[priority:magic|CL]]/[[priority:prowess|BaB]] and then disappears. You may use this ability once per day. | You may raise water as per [[priority:magic:spells:tier5:control_water|]] by spending 5 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]], but no water needs to be present. This created water disappears upon the spell's duration ending. |
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| ===== Deep One (Ex) ===== | |
| **Requirements:** Raise the Deep, BaB or CL 20, Athletics 20, 50 EXP | |
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| You gain blindsense 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing, resist cold 20, and continuous [[priority:magic:spells:tier4:freedom_of_movement|]]. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water. | Additionally, you may take on liquid form as a Swift Action for a number of rounds per day equal to your [[chargen:common_terms#core_stats|CST]]. Whilst in this form, you may move and act normally, though all of your attacks gain the [[equipment:weapons:weapontraits#reach|Reach II Weapon Trait]] (this stacks with any existing reach you may possess), you gain DR equal to half your CST, and you may freely move through any crack or hole, no matter how small, without impeding your movement. Returning to physical form is a Free Action. |
| </WRAP> | </WRAP> |
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