(Shark World) Paquan (Water Elemental)

Crothian

First Post
First, I'd like to apologize for posting this. THis is by far the most obscene thing come out of d20. This could be a lot stronger. I took the easy way out and aassigned skill points and feats without going for the true power. Again, I'm sorry.

Paquan

Paquan never felt at home in the Endless Blue (Elemental Plane of Water). He always felt he needed to be doing something other then just moving through the vast liquids. He felt something for the lesser creatures. He’s kind had always ruled the Great Ocean, but he felt they should be doing more. His views were not welcomed. The rest felt that they should rule but not interfere. Allow the other to live basically as they wanted, they said. Paquan did not agree, but on the plane of water he was just one voice among millions. He needed to go to a world that his voice was alone in the waves. A place he could guide the lesser races to harmony with the fluid.

He found a place that had recently lost many of their gods. The world was mostly water and much of it was changed by a cataclysm. The races looked for guidance, but there were to many dead, to much destruction. Paquan arrived and started to help. There was a small group of Sea Elves that were being conquered by some Sahuagin and a great shark. While on this world the shark was huge, Paquan had seen many his size and had dealt with them. So, Paquan did. The shark went into frenzy; he called in others. But Paquan was too much. It ended in a great battle. Paquan never let up, and the shark was killed.

Paquan then took the remaining sea elves under his wave. Over the years, many more swam to his banner.

Paragon Primal Water Elemental/Cleric 30
Colossal+ Elemental (Water)
Hit Dice: 288d8+ 30d8+6996+38106 (13306)
Initiative: +25 (+21 Dex, +4 Improved Initiative)
Speed: 60 Swim 270 ft.
AC: 194 (-8 size, +21 Dex, +144 natural, +12 Insight, +12 Luck)
Attacks: Slam +280/+275/+270/+265
Damage: Slam 4d10 + 57/ 19-20
Face/Reach: 40 ft. by 40 ft./"_30 ft.
Special Attacks: Water Mastery, drench, Vortex
Special Qualities: Elemental Traits, DR 35/+8 (plus 9/-), SR 91, Water Subtype, Fast Healing 20, Fire Resistance 10, Cold Resistance 50
Saves: Fort +192, Ref +134, Will +150
Abilities: Str 68, Dex 53, Con 54, Int 30, Wis 65, Cha_28
Skills: Listen +140, Spot +140, Knowledge Planes +40, Knowledge Religion +40, Knowledge History +40, Heal +70, Knowledge Herbalism +40, Knowledge Nature +40, Concentration +52, Knowledge Arcana +40, Spellcraft +40, Handle Animal +39, Search +42
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack, Sunder, Weapon Focus (Slam), Improved Initiative, Endurance
Epic Feats: Damage Reduction (x3), Devasting Critical (slam), Great Constitution (x4) Great Intelligence (x7) Great Strength (x3) Great Wisdom (x32), Overwhelming Critical (Slam), Bonus Domain (x2), Energy resistance Cold (x4), Dire Charge, Epic Endurance, Epic Weapon Focus (Slam), Spontaneous Domain Access (x4)
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 51
Treasure: None
Alignment: CG
Water Elemental
Water elementals speak Aquan but rarely choose to do so.
Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (1440 feet in length) and stop larger vessels (2880 feet in length). Even large ships (5760 feet in lenth) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer of 288 level.
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up 576 rounds. In vortex form, the elemental can move through the water or along the bottom at its swim speed.
The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and 80 tall. The elemental controls the exact height, but it must be at least 10 feet.
Creatures gargantuan or smaller might take damage when caught in the vortex (Reflex DC 81 or 4d10 damage) and may be swept up by it. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 81).

Cast as 45th level
Domains: Good, Protection, Water, Ocean
Spells DC 50+ Spell Level: 6/12+1/11+1/11+1/11+1/11+1/10+1/9+1/9+1/9+1
 
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If anyone has better ideas for feats and skills, I'm more then willing to change some of theis., For ease I just went with the easy stuff.
 



THis guy is the leader of the Sea elves. He mainly stays out of conflicts, but is continually pulled into them. He came here (Shark World) from the Elemental Plane of water eons ago and just slowing increased his power. Being the only primal water elemental on the planet helped.
 

It would be kewl if he were like one of the first water elementals to come into existance with the creation of the Inner Planes.

He could have been cast out from there (the elemental plane of water) eons ago when it became obvious that his personal intrests lie outside maintaining the balance (make his align CG) and that he showed favor to, and protected, lesser races that shared his view of the multiverse.

He was drawn specifically to SHARK-WORLD!!! because of the great evils he sensed there...
 

drowdude said:
It would be kewl if he were like one of the first water elementals to come into existance with the creation of the Inner Planes.

He could have been cast out from there (the elemental plane of water) eons ago when it became obvious that his personal intrests lie outside maintaining the balance (make his align CG) and that he showed favor to, and protected, lesser races that shared his view of the multiverse.

He was drawn specifically to SHARK-WORLD!!! because of the great evils he sensed there...

Nice. That would also give him a history with the Madrid. They might have been instrumental in him getting thrown out.
 

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