The Amazing Dingo
First Post
I posted a week or two about looking for a water-based PrC or such. The most I could find in my wanderings was the Aquian Template in Future d20. As such, I decided to try to fiddle a bit with my own in hopes of coming up with something feasible.
I've tried to base it off advancement as a Dedicated Hero since many of the class skills seem to mimic it, but that is very tentative as you'll read below.
(My own internal thoughts on the areas are covered in italics below).
Water Touched Advancement Levels
Requirements
BAB: +2
Skills: Swim 6, Listen 3
Special: The Hero must have had the blessing of a powerful, magical being of the water or have the blood of a mythic water-based creature or godling within her veins.
I'm not very happy with those skills, especially the Listen part. I think, in terms of an underwater creature, Listen is more important then Spot for things such as detecting enemies, but I've incorporated Blindsense into the advancement also while underwater. Any other ideas on this?
Also, I'm not sure of the +2 BAB requirement is good. Should this class be easily accessible to a Smart Hero? I don't see why it couldn't (indeed, the HD and benefits are more akin to a less physical hero), but it wouldn't be until 5th level when a Smart Hero could access it - a point in advancement that I think might be a little too late.
The last requirement is simply a flavor requirement so the abilities and levels make some type of sense.
Class Information
Hit Dice: 1d6
Action Points: Action Points: 6 + one-half character level, rounded down, every time the Water-Touched creature gains a level of this class.
Class Skills: Hide, Knowledge (earth and life sciences), Listen, Move Silently, Navigate, Profession, Read/Write Language, Search, Speak Language, Spot, Survival, Swim
Skill Points: 6 + Int. Modifier per Level
I don't mind the HD and Action Points too much, but the class skills are definately a sticking point. The obvious is Swim. The rest I feel are just kinda iffy. I'd also considered Concentration but I'm not convinced on it. Also, Handle Animal is possible, especially in consideration of any water-based animals, but I don't want to qualify that, especially up here. Perhaps allow is as a cross-class skill for sea based creatures only, including an Animal Empathy ability as a Class ability at first level?
There are a few others I'm debatable about even in the list, including Speak Language and Read/Write Language. Being based off a creature, I don't see them perhaps as class skills, but I could be wrong.
Defense: Advances as Dedicated.
Reputation: Advances as Dedicated.
I didn't include Defense and Reputation in the chart since it is a pain in the butt to do the Code once you get off the right side of the screen. Sorry if this inconveniences anyone.
Class Features
Quick Healing I
With this ability, the character is able to heal twice as fast as normal rest when she is emerged in mineral water. The Water-Touched's body is able to absorb the natural minerals in the water and use them to heal her own wounds at a surprising rate.
Tap water, ocean water, and lake water as well as any type of salt water are not sufficient to use this ability. The character must be immersed at least as high as her neck. This ability does not confer any ability to breath underwater. However, this healing does also apply to ability point loss as well as hit points.
Eight hours of rest in a tub of mineral water drains the mineral waters of its water, leaving the water as distilled water. To gain a "complete day" of rest, the character would have to go through three total "baths" for the ability to fully function.
Hold Breath I
A Water-Touched character is able to hold her breath for a number of rounds equal to twice her Constitution score. In addition, she recieves a +2 bonus to Constitution checks once the initial time period is up.
Swim
Swimming is natural to the Water-touched. As such, they recieve a +2 bonus to all Swim checks at 1st level.
Fast Swimmer I
The character is able to swim faster then other characters. A successful Swim check allows a character to swim at half her speed as a move action or three-quarters the character’s speed as a full-round action.
Listen I
The Water-Touched recieves a +2 to her Listen skill checks. In addition, the character suffers no penalties with her Listen checks due to bad conditions caused by water (i.e. - fast flowing water, dripping water, splashing water, etc.).
Distance Swimmer
The character gains a +4 bonus on hourly Swim checks to avoid becoming fatigued.
Blind-Sight (30 ft.)
The character gains Blind-Sightout to 30 ft. This effect works while underwater or in contact with water, though it still only effects the body of water within thirty feet that she is in contact with.
I'm not crazy about that latter description in terms of being in contact with the water. Does anyone else feel confused when they read it? Could someone suggest a better wording?
Hold Breath II
As Hold Breath I, however the character can hold her breath for three times her Constitution score.
Move Silently
Blessed with water running through her blood, the Water-Touched is able to move into, out of, and through water with no penalty.
I like this ability, swiped from the Template, and I wouldn't mind making Move Silently a class skill. However I'm not totally sure it fits with the idea of the Water-Touched. Perhaps I should bump it to first level and do to it what I had menetioned with the Handle Animal skill above.
Water Healing II
As Water Healing I, though the character regains three times the normal number of hit points.
Fast Swimmer II
The Water-touched may add five feet to her swim skill after adjusting it by Fast Swimmer I.
Swim +4
The character may add a racially-based +4 bonus to her Swim skill. This bonus does not stack with Swim +2 but replaces it.
Listen II
The character may hear and use her Listen skill underwater as if she were in the air. She still adds the +2 bonus from Listen I.
Blind-Sight (60 ft.)
The Water-touched has Blind-Sense out to 60 feet while underwater.
Quick Healing III
As Quick Healing I, though the character can heal at a rate of four-times better then normal.
Swim +6
As Swim +4, however the +6 bonus replaces and does not stack with Swim +4 or Swim +2.
Hold Breath III
The character is now considered to be able to hold her breath indefinately. In truth, the character is now able to diffuse oxygen through her skin while in water. If she is contained in a waterproof suit in the water she will not be able to use this ability since her skin is not in touch with the water. Also, if the water is too polluted to sustain natural aquatic life, this ability will not function.
Back to my ranting/thoughts...
Too weak? Too strong?
Several things occured to me while writing this up. Firstly, I do believe it is perhaps too water based. I know the character my player is creating to try to apply this too and the world we will be playing in...I am not sure if she is truly *that* interested in really adventuring or exploring underwater. I'm thinking I might want to try to adjust the abilities to a character to function aboveland. I am certainly not against incorporating some outright magical abilities into the class (i.e. - Speak with Animals (sea creatures only) or Create Water) but I would like to keep it both limited and not make the magic blatant).
Another thought that crossed my mind is the notion of only making it a 5 level class. I know that the Modern d20 PrC's are normally kept to five classes, but I don't see why it couldn't occur with an Advanced Class. I've also considered making it an ordinary base "class" since a lot of the abilities are very similar to feats and you can see the talent progression trees there already too.
Any thoughts are welcome. I don't plan to keep the Trait-like naming format of Hold Breath I, etc. I will change those but I'm not in the mindset quite to do that yet. Would rather get all the abilities/numbers finalized before doing the flavor stuff.
In truth I'm trying to get the class for a character who is going to be most likely playing a Smart Hero graduate college student. She mentioned the notion of some type of connection to water and so I thought I'd create a class for her of it and keep the abilities as surprises while letting her know the skills, skill points, etc.
In the end, I don't think its too weak or too strong. In fact, I like it, but I don't think it is quite what I'm looking for. I wouldn't mind basing it a little more off something land-based with connections to the sea (for instance, cutting out all those II abilities and replacing them with different abilities like the Fast Healing (which I really like since its very flavorful towards the idea behind the class)).
As I've said, any help is appreciated. Thanks for putting up through this long post.
I've tried to base it off advancement as a Dedicated Hero since many of the class skills seem to mimic it, but that is very tentative as you'll read below.
(My own internal thoughts on the areas are covered in italics below).
Water Touched Advancement Levels
Requirements
BAB: +2
Skills: Swim 6, Listen 3
Special: The Hero must have had the blessing of a powerful, magical being of the water or have the blood of a mythic water-based creature or godling within her veins.
I'm not very happy with those skills, especially the Listen part. I think, in terms of an underwater creature, Listen is more important then Spot for things such as detecting enemies, but I've incorporated Blindsense into the advancement also while underwater. Any other ideas on this?
Also, I'm not sure of the +2 BAB requirement is good. Should this class be easily accessible to a Smart Hero? I don't see why it couldn't (indeed, the HD and benefits are more akin to a less physical hero), but it wouldn't be until 5th level when a Smart Hero could access it - a point in advancement that I think might be a little too late.
The last requirement is simply a flavor requirement so the abilities and levels make some type of sense.
Class Information
Hit Dice: 1d6
Action Points: Action Points: 6 + one-half character level, rounded down, every time the Water-Touched creature gains a level of this class.
Class Skills: Hide, Knowledge (earth and life sciences), Listen, Move Silently, Navigate, Profession, Read/Write Language, Search, Speak Language, Spot, Survival, Swim
Skill Points: 6 + Int. Modifier per Level
I don't mind the HD and Action Points too much, but the class skills are definately a sticking point. The obvious is Swim. The rest I feel are just kinda iffy. I'd also considered Concentration but I'm not convinced on it. Also, Handle Animal is possible, especially in consideration of any water-based animals, but I don't want to qualify that, especially up here. Perhaps allow is as a cross-class skill for sea based creatures only, including an Animal Empathy ability as a Class ability at first level?
There are a few others I'm debatable about even in the list, including Speak Language and Read/Write Language. Being based off a creature, I don't see them perhaps as class skills, but I could be wrong.
Code:
Level BAB Fort Ref Wis Ability
1 +0 +0 +1 +1 Water Healing I, Swim +2, Hold Breath I
2 +1 +0 +2 +2 Fast Swimmer I, Listen I
3 +2 +1 +2 +2 Distance Swimmer, Blind-sight (30 ft.)
4 +3 +1 +2 +2 Hold Breath II, Move Silently
5 +3 +1 +3 +3 Water Healing II
6 +4 +2 +3 +3 Fast Swimmer II, Swim +4
7 +5 +2 +4 +4 Listen II
8 +6 +2 +4 +4 Blind-sight (60 ft.)
9 +6 +3 +4 +4 Quick Healing III, Swim +6
10 +7 +3 +5 +5 Hold Breath III
Defense: Advances as Dedicated.
Reputation: Advances as Dedicated.
I didn't include Defense and Reputation in the chart since it is a pain in the butt to do the Code once you get off the right side of the screen. Sorry if this inconveniences anyone.
Class Features
Quick Healing I
With this ability, the character is able to heal twice as fast as normal rest when she is emerged in mineral water. The Water-Touched's body is able to absorb the natural minerals in the water and use them to heal her own wounds at a surprising rate.
Tap water, ocean water, and lake water as well as any type of salt water are not sufficient to use this ability. The character must be immersed at least as high as her neck. This ability does not confer any ability to breath underwater. However, this healing does also apply to ability point loss as well as hit points.
Eight hours of rest in a tub of mineral water drains the mineral waters of its water, leaving the water as distilled water. To gain a "complete day" of rest, the character would have to go through three total "baths" for the ability to fully function.
Hold Breath I
A Water-Touched character is able to hold her breath for a number of rounds equal to twice her Constitution score. In addition, she recieves a +2 bonus to Constitution checks once the initial time period is up.
Swim
Swimming is natural to the Water-touched. As such, they recieve a +2 bonus to all Swim checks at 1st level.
Fast Swimmer I
The character is able to swim faster then other characters. A successful Swim check allows a character to swim at half her speed as a move action or three-quarters the character’s speed as a full-round action.
Listen I
The Water-Touched recieves a +2 to her Listen skill checks. In addition, the character suffers no penalties with her Listen checks due to bad conditions caused by water (i.e. - fast flowing water, dripping water, splashing water, etc.).
Distance Swimmer
The character gains a +4 bonus on hourly Swim checks to avoid becoming fatigued.
Blind-Sight (30 ft.)
The character gains Blind-Sightout to 30 ft. This effect works while underwater or in contact with water, though it still only effects the body of water within thirty feet that she is in contact with.
I'm not crazy about that latter description in terms of being in contact with the water. Does anyone else feel confused when they read it? Could someone suggest a better wording?
Hold Breath II
As Hold Breath I, however the character can hold her breath for three times her Constitution score.
Move Silently
Blessed with water running through her blood, the Water-Touched is able to move into, out of, and through water with no penalty.
I like this ability, swiped from the Template, and I wouldn't mind making Move Silently a class skill. However I'm not totally sure it fits with the idea of the Water-Touched. Perhaps I should bump it to first level and do to it what I had menetioned with the Handle Animal skill above.
Water Healing II
As Water Healing I, though the character regains three times the normal number of hit points.
Fast Swimmer II
The Water-touched may add five feet to her swim skill after adjusting it by Fast Swimmer I.
Swim +4
The character may add a racially-based +4 bonus to her Swim skill. This bonus does not stack with Swim +2 but replaces it.
Listen II
The character may hear and use her Listen skill underwater as if she were in the air. She still adds the +2 bonus from Listen I.
Blind-Sight (60 ft.)
The Water-touched has Blind-Sense out to 60 feet while underwater.
Quick Healing III
As Quick Healing I, though the character can heal at a rate of four-times better then normal.
Swim +6
As Swim +4, however the +6 bonus replaces and does not stack with Swim +4 or Swim +2.
Hold Breath III
The character is now considered to be able to hold her breath indefinately. In truth, the character is now able to diffuse oxygen through her skin while in water. If she is contained in a waterproof suit in the water she will not be able to use this ability since her skin is not in touch with the water. Also, if the water is too polluted to sustain natural aquatic life, this ability will not function.
Back to my ranting/thoughts...
Too weak? Too strong?
Several things occured to me while writing this up. Firstly, I do believe it is perhaps too water based. I know the character my player is creating to try to apply this too and the world we will be playing in...I am not sure if she is truly *that* interested in really adventuring or exploring underwater. I'm thinking I might want to try to adjust the abilities to a character to function aboveland. I am certainly not against incorporating some outright magical abilities into the class (i.e. - Speak with Animals (sea creatures only) or Create Water) but I would like to keep it both limited and not make the magic blatant).
Another thought that crossed my mind is the notion of only making it a 5 level class. I know that the Modern d20 PrC's are normally kept to five classes, but I don't see why it couldn't occur with an Advanced Class. I've also considered making it an ordinary base "class" since a lot of the abilities are very similar to feats and you can see the talent progression trees there already too.
Any thoughts are welcome. I don't plan to keep the Trait-like naming format of Hold Breath I, etc. I will change those but I'm not in the mindset quite to do that yet. Would rather get all the abilities/numbers finalized before doing the flavor stuff.
In truth I'm trying to get the class for a character who is going to be most likely playing a Smart Hero graduate college student. She mentioned the notion of some type of connection to water and so I thought I'd create a class for her of it and keep the abilities as surprises while letting her know the skills, skill points, etc.
In the end, I don't think its too weak or too strong. In fact, I like it, but I don't think it is quite what I'm looking for. I wouldn't mind basing it a little more off something land-based with connections to the sea (for instance, cutting out all those II abilities and replacing them with different abilities like the Fast Healing (which I really like since its very flavorful towards the idea behind the class)).
As I've said, any help is appreciated. Thanks for putting up through this long post.
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