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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

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 water 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.


See in Water (Sp)

Requirements: Tread the Deep, CST 5, Athletics 5, 15 EXP

As a Full Action, you may spend 3 MP/TP when peering into a 1-foot diameter pool of water and cast Scrying through it as a spell-like ability. At CST 15, treat this Talent as a Greater Scrying effect instead.

Furthermore, you ignore concealment for any creature within a body of water.


Aquatic Adaptation (Ex)

Requirements: See in Water, CST 10, Athletics 7, 20 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 CL/BaB.


Aquatic Telepathy (Su)

Requirements: Aquatic Adaptation, CST 15, Athletics 10, 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 15, 35 EXP

You raise water as per Control Water by spending 5 MP/TP, but no water needs to be present. This created water is stationary, and does not flow out of the area where you create it, and disappears upon the spell's duration ending.

You may now spend 8 MP/TP once per day to telepathically call and request a service from an aquatic, water, or swimming creature as if using Demand or Greater Planar Ally.


Deep One (Ex)

Requirements: Raise the Deep, CST 25, Athletics 20, 50 EXP

You gain blindsight of 60 ft., and your body becomes covered with fine, slippery scales which grant DR/piercing equal to your Hit Dice, resist cold 20, and continuous Freedom of Movement. Underwater, you gain Improved Evasion, and your blindsight reaches to 120 feet, and you are immune to pressure damage from deep water.

Lastly, you may spend 10 MP/TP to cast Tsunami.