Aquatic Bloodline
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.
Bloodline Skill: Athletics
Tread the Deep (Ex)
Requirements: CST 2, Athletics 3, 10 EXP
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 Water Walk. You likewise ignore the adverse affects of magical liquids on any surface, such as Grease. This has no effect on your coordination beneath the surface.
Water Nymph (Su)
Requirements: Tread the Deep, CST 5, Athletics 7, 15 EXP
You gain a swim speed equal to your land speed. You may spend 5 MP/TP to double this speed for a number of minutes equal to your CST.
Sea in Water (Sp)
Requirements: Aquatic Adaptation, CST 10, Athletics 12, 20 EXP
As a Full Action, you may spend 3 MP/TP when peering into a 1-foot diameter pool of water and cast Greater Scrying through it as a spell-like ability.
Furthermore, you ignore concealment for any creature within a body of water.
Aquatic Telepathy (Su)
Requirements: Sea in Water, CST 15, Athletics 15, 25 EXP
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.
Raise the Deep (Sp)
Requirements: Aquatic Telepathy, CST 20, Athletics 20, 35 EXP
You may raise water as per Control Water by spending 5 MP/TP, but no water needs to be present. This created water disappears upon the spell's duration ending.
Additionally, you may take on liquid form as a Swift Action for a number of rounds per day equal to your CST. Whilst in this form, you may move and act normally, though all of your attacks gain the 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.
