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*Oceanrunner: You may walk over water as if it were solid ground, as well as dive below, gaining a swim speed equal to your land speed. You can breathe in water as well as on land, survive the effects of pressure, and gain blindsight to 60 ft and blindsense to 120 ft while underwater with keen echolocation. Once every 1d4 rounds, you may "Water Warp", an effect similar to [[SRD:Shadow Walk|Shadow Walk]], except it can only be done in water and transports you and those you bring to the Elemental Plane of Water, and you must pop out at another water source sufficient to hold your body. While bringing along others in your "Water Warp", you may grant one target per level a swim speed and the ability to breathe water, but only if they remain within 60 ft of you. Lastly, the effects of rain do not obscure your vision regardless of if they are magical or mundane in origin. While in water, your body may appear slightly translucent.
*Elemental Servant: A water elemental is bound into your soul, allowing you to call (or dismiss) an elemental cohort as a standard action. The elemental's size and level is based on your HD, and is the same elemental each time. This elemental is 1-3 HD (Small), 4-6 HD (Medium), 7-9 HD (Large), 10-12 HD (Huge), 13-15 HD (Greater), 16-18 HD (Elder), 19-20 HD (Elder +3 HD added). In addition, you learn the associated elemental language, Aquan. If your elemental dies, it cannot be returned until a [[SRD:Raise Dead|''raise dead'']] or similar spell is cast, which functions normally in spite of the [[elemental]] traits.
*Pool of Insight: You push your mind to the limits, entering a sort of "mental rage". Succeed on As a free action that can only be taken once per round, make a DC 15 [[SRD:Concentration Skill|concentration]] check DC 15. If you succeed, and you gain +4 to [[Int]] and [[Wis]], +2 on all knowledge and wisdom based skill checks as your mind flows into the memories of spirits around you, and -2 to Fortitude saves as your connection with the world around you also weakens your defenses against others affecting you. This rage lasts for 3+your newly modified [[wisdom]] modifier rounds, and is often accompanied by the thin ghostly mists and quiet droplet sounds. When it ends you are [[SRD:Shaken|shaken]] for 1 minute as your mind reels from the effort. You can only enter pool of insight 1/encounter, and while you may enter it any number of times per day each time you do, the DC on the concentration check to enter it rises by +5 for the rest of the day. This increase stacks with itself.
If the heart of water is held in hand, it grants its user several [[spell-like abilities]]. A heart of water has 20 charges and recovers them at 1 charge per day. Each spell level consumes that many charges (a 8th level spell is 8 charges, a 3rd level spell is 3 charges, a 0th level spell is 0 charges and thus can be used at will). It uses its current wielder's HD as its caster level and its wielder's primary casting score (default [[Cha]] for non-casters). A user can only use spells up to a level available as a [[wizard]] of his level. So, a 13 HD character can only cast up to 7th level spells.