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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

Bloodline Arcana

Requirements: BaB or CL 1, Athletics 3, 5 EXP

You run across the depths like a child in a flower field - you may step on non magical bodies of water as if they were solid ground. This has no effect on your coordination beneath the surface.

Siphon Water (Sp)

Requirements: BaB or CL 3, Athletics 5, 9 EXP

You may spend a Standard action to force the water out of everything around you, instantly dehydrating the area. Spend Mana up to your CL - this ability inflicts 1d6 nonlethal damage per Mana expended in a 30 ft. radius around you, and sickens targets for one round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead.

Aquatic Adaptation (Ex)

Requirements: BaB or CL 5, Athletics 7, 15 EXP

You gain a swim speed of 30 feet. You may spend 5 Mana to double this speed for a number of minutes equal to your Caster Level.

Aquatic Telepathy (Su)

Requirements: BaB or CL 9, Athletics 10, 27 EXP

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 CL 15, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using Demand or Greater Planar Ally.

Raise the Deep (Sp)

Requirements: BaB or CL 15, Athletics 15, 45 EXP

You raise water as per 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 caster level and then disappears. You may use this ability once per day.

Deep One (Ex)

Requirements: BaB or CL 20, Athletics 20, 60 EXP

You gain blindsense 60 feet and your body is covered with fine, slippery scales granting DR 10/piercing, resist cold 20, and continuous Freedom of Movement. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.