Waterlord

jasin

Explorer
Another elemental lord.


Wet and wild flavour text goes here.

Hit die: d8

Requirements
Base Attack Bonus: +5
Skills: speak language (Aquan), swim 8 ranks
Feats: Toughness
Special: an arduous ritual involving being long fasting periods,
extended periods of immersion into water and a sacrifice worth 1000 gp,
thrown into the sea or a river.

Class skills: craft (Int), balance (Str), heal (Wis), knowledge (planes)
(Int), sense motive (Wis), survival (Wis).
Skill points: 2 + Int modifier

1 +1 +0 +0 +2 Healing waters
2 +2 +0 +0 +3 Water power
3 +3 +1 +1 +3 Control water
4 +4 +1 +1 +4 Water power
5 +5 +1 +1 +4 Water breathing
6 +6 +2 +2 +5 Water power
7 +7 +2 +2 +5 Scrying
8 +8 +2 +2 +6 Water power
9 +9 +3 +3 +6 Horrid wilting
10 +10 +3 +3 +7 Water power

Healing waters (Su): Once per day as a standard action (which provokes
attacks of opportunity), the windlord can douse herself with water and
heal a number of hp equal to 1d8 + class level.

Water power: at every even-numbered level, a waterlord chooses one of
the following abilities. No ability can be chosen more than once. Unless
otherwise noted, the windlord uses her class level as the caster level,
and the DCs are Wis based.
Freezing Spray (Sp): Once per day, a waterlord with this ability
can use a cone of cold effect (as the spell). The caster level equals
the waterlord's character level.
Water Magic (Su): Once per day, a windlord with this ability can
cast the spell as if it were modified by the Persisten Spell[*] feat.
The level of the spell cannot be higher than the class level of the
windlord.
Water's Endurance (Sp): Once per day, the waterlord can grant
herself a +4 enhancement bonus to constitution, which lasts for 1 hour.
Water's Calm (Sp): Once per day, the windlord can grant herself a
+4 enhancement bonus to wisdom, which lasts for 1 hour.
Force of the Current (Su): Once per day, a waterlord can make a
bull rush, trip, or overrun imbued with the power of a rushing stream.
This ability grants a +10 bonus on the check.
Deceptive Flow (Su): The waterlord can designate any adjacent
sqare as the square from which flanking aganst an ally is determined
(including her square, as normal). She can designate the square at the
beginning of her turn or at any time during her turn. The square remains
her effective square for flanking until she is no longer adjacent to it
or until she chooses a different square. She can even choose a square
that is impassable or occupied.
Cleansing Waters (Sp): Once per day, the waterlord can douse
herself or another creature with water and produce one of the following
effects: remove disease, neutralize poison.
Unhindered Flow (Sp): Once per day, the waterlord can give
herself the benefits of a freedom of movement spell.
Summon Water Elemental (Sp): Once per day, the waterlord can
summon a water elemental. The size depends on class level: 1st-3rd,
Small; 4th-6th, Medium; 7th-9th, Large; 10th, Huge.

Control water (Sp): Once per day, a waterlord can use a control water
effect (caster level equals half the waterlord's class level).

Water breathing (Sp): Once per day per class level, a waterlord grant
himself the ability to breathe water, as water breathing spell (caster
level equals class level).

Scrying (Sp): Once per day, a waterlord can use a scrying effect. She
must gaze in a pool of water (whether natural or otherwise) to be able
to use this ability.

Horrid wilting (Sp): Once per day, a waterlord can use a horrid wilting
effect (caster level equals character level).


[*] IMC, Persistent Spell is +4 level, works on any spell and increases
the duration by one category: 1 round -> 1 minute -> 10 minutes -> 1
hour.
 
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hong

WotC's bitch
Jasin, your command of thesaurus-fu is impressive.

Good thing you mentioned your house rule to Persistent Spell.

Looks okay, not overpowered, some nice flavoursome powers. It might be a bit weak if the campaign doesn't feature lots of bodies of water, but I don't think you can get away from that.


Hong "music playing: A Gun for Ringo, by Ennio Morricone" Ooi
 

monboesen

Explorer
Yeah looks good.

I would up the Force of the current to 1/day for every 3 levels of waterlord.

And might I suggest Swim as a class skill ;)
 

jasin

Explorer
hong said:
Jasin, your command of thesaurus-fu is impressive.
I'm not sure I understand what you mean...?

hong said:
Looks okay, not overpowered, some nice flavoursome powers. It might be a bit weak if the campaign doesn't feature lots of bodies of water, but I don't think you can get away from that.
You think? Only control water and water breathing require siginificant amounts of water to be useful, and they're not really where the money's at, IMO. Healing waters and cleansing waters are supposed to use water as flavour... the waterlord shouldn't need more than, say, a travelling canteen of water to use those.

BTW, swim should definitely be a class skill, yes.

BTW2, what, no comments on the windlord? That one's my favourite. Not that I think it's the best one, mechanically, but I just like air-elementalism.
 
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hong

WotC's bitch
jasin said:
I'm not sure I understand what you mean...?

Don't worry. ;)

BTW2, what, no comments on the windlord? That one's my favourite. Not that I think it's the best one, mechanically, but I just like air-elementalism.

I'm trying to cut down on my postcount.


Hong "and failing, it would seem" Ooi
 

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