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Water Domain

You are at home in the waves, and with a gesture of your hand they heed your call.

Primus - Gone Fishing (Ex)

You have a peculiar ability to find forgotten things in the water, when it normally wouldn't be possible. You may gather crafting materials from a lake-sized body of water or greater - this effectively allows you to always utilize Profession (Angler) or similar skills to gather materials in place of Survival (WIS) or Craft (INT). You may gather most any material in this manner, though anything which does not normally come from such a place is harder to get, and thus its Access level is increased by one step (see Gathering Materials).

Enlightenment - Child of Waves (Su)

You don't fear the water - it's how your god holds you in their arms. When in the water, you may move freely at your movement speed, as if you were moving on land (albeit in three dimensions within a body of water), and you take no penalties to your actions or attacks whilst underwater. You need only make an Athletics check if the water has been acted upon by an outside force such as inclement weather or hostile magic. Additionally, you may freely breathe water and air alike.

Zenith - Waterbend (Su)

You move water across the earth like paint on a canvas. As a Half Action, spend 5 MP to move one 5 ft cube of water or snow per Caster Level to a location you can see within Medium range. You may manipulate half this amount in solid ice, and you may create Walls of Ice from such material. You may move all such cubes you are capable of manipulating with a single Half Action. Water moved in this manner falls and flows as normal at the beginning of your next turn, unless you choose to sustain it by using this Talent again.

Additionally, you gain tremorsense for any creature within Medium range, as long as you are both touching the same contiguous body of water - this only functions across water, not Earth. You become aware of all water, snow, and ice within this Talent's range, and may manipulate it even without line of sight, as long as it is within range.

Manipulating the water in a creature is frowned upon, but typically manifests as Hold Monster. You must spend a number of squares equal to the creature's size to create this effect (minimum one square).

Favored Spells

You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner):

Water Subdomains