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<blockquote data-quote="Obly99" data-source="post: 9638320" data-attributes="member: 7035194"><p>Inspired by the wonderful song of an <a href="https://www.youtube.com/watch?v=Iqtaf7zTy_o" target="_blank">evil Ariel</a> by <a href="https://www.youtube.com/channel/UCTGWWvmseOlcSqfDM3dXdaw" target="_blank">Lydia the Bard</a>. Images by the artist <a href="https://www.instagram.com/luck.buggy" target="_blank">luck.buggy</a>.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Melusine CR 13</span></strong></p><p></p><p><em>This scaly, finned female humanoid has an athletic build and blue-green coloration. In place of legs she has a long massive fish’s tail.</em></p><p></p><p><strong>XP 25,600</strong></p><p></p><p>CN Large monstrous humanoid (water)</p><p></p><p><strong>Init</strong> +10; <strong>Senses</strong> blindsense 30 ft., darkvision 180 ft., keen scent; Perception +26</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 28, touch 23, flat-footed 23 (+8 deflection, +6 Dex, +5 natural, –1 size)</p><p></p><p><strong>hp</strong> 187 (15d10+105) regeneration 5 (cold iron)</p><p></p><p><strong>Fort</strong> +20, <strong>Ref</strong> +23, <strong>Will</strong> +21; +8 vs. against bardic performance, sonic, and language-dependent effects</p><p></p><p><strong>Defensive Abilities</strong> deep dweller, evasion, <em>freedom of movement</em>, unearthly grace; <strong>DR</strong> 10/cold iron and magic; <strong>Immune</strong> cold; <strong>Resistance</strong> fire 20, electricity 30; <strong>SR</strong> 24</p><p></p><p><strong>Weakness</strong> clumsy moves, sea longing</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 5 ft., swim 90 ft., <em>sky swim</em></p><p></p><p><strong>Melee</strong> +3 shock trident +22/+17/+12 (1d8+10 plus 1d6 electricity), bite +14 (1d6+3 plus bleed), or bite +19 (1d6+5 plus bleed), 2 claws +19 (1d4+5)</p><p></p><p><strong>Ranged</strong> kinetic blast +20 (6d6+13)</p><p></p><p><strong>Special Attacks</strong> bardic performance 40 rounds/day (DC 25; countersong, frightened tune, dirge of doom, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion), bleed (1d6), captivating song, shipwrecker, stunning glance</p><p></p><p><strong>Space</strong> 10; <strong>Reach</strong> 5 ft.</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 13th, concentration +21)</p><p></p><p><strong>Constant</strong><em>—freedom of movement</em>, <em>glibness</em>, <em>sky swim</em>, <em>speak with animals</em> (aquatic animals only)</p><p></p><p><strong>At will</strong>—<em>charm animal</em> (DC 19, aquatic only), <em>charm person</em> (DC 19), <em>control water</em> (DC 22), <em>water breathing</em></p><p></p><p><strong>3/day</strong>—<em>dispel magic</em>, <em>dominate person</em> (DC 23), <em>geyser</em> (DC 22), <em>globe of tranquil water</em>, <em>hypnotic pattern</em> (DC 20)</p><p></p><p><strong>1/day</strong>—<em>control weather</em> (as a druid), <em>greater dispel magic</em>, <em>heroic finale</em>, <em>song of healing</em>, <em>submerge ship</em>, <em>track ship</em> (DC 20), <em>vortex</em> (DC 25)</p><p></p><p><strong>1/year</strong>—<em>limited wish</em>, <em>salvage</em>, <em>seamantle</em>, <em>tsunami</em> (DC 27, +29)</p><p></p><p><strong>Druid Spells Prepared</strong> (CL 11th; concentration +19)</p><p></p><p><strong>6th</strong>—<em>find the path</em>, <em>primal regression</em> (DC 24)</p><p></p><p><strong>5th</strong>—<em>baleful polymorph</em> (DC 23), <em>old salt’s curse</em> (DC 23), <em>shadowbard</em></p><p></p><p><strong>4th</strong>—<em>animal ambassador</em>, <em>communal protection from energy</em>, <em>grand destiny</em>, <em>heavy water</em> (DC 22), <em>virtuoso performance</em></p><p></p><p><strong>3rd</strong>—<em>air breathing</em>, aquatic <em>cloud of seasickness</em>, <em>communal resist energy</em>, <em>hydraulic torrent</em>, <em>hydrophobia</em> (DC 21), <em>tail current</em></p><p></p><p><strong>2nd</strong>—<em>aboleth’s lung</em> (DC 20), <em>allegro</em>, <em>frigid touch</em>, <em>divine trident</em>, <em>flotsman vessel</em>, <em>share language</em>, <em>slipstream</em></p><p></p><p><strong>1st</strong>—<em>bristle</em>, <em>call animal</em>, <em>hydraulic push</em> (+19), <em>marid’s mastery</em>, <em>saving finale</em>, <em>wave shield</em></p><p></p><p><strong>0 (at will)</strong>—<em>detect magic</em>, <em>detect poison</em>, <em>light</em>, <em>read magic</em></p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>21, <strong>Dex</strong> 22, <strong>Con</strong> 25, <strong>Int</strong> 21, <strong>Wis</strong> 18, <strong>Cha</strong> 26</p><p></p><p><strong>Base Atk</strong> +15; <strong>CMB</strong> +21; <strong>CMD</strong> 45 (cannot be tripped)</p><p></p><p><strong>Feats</strong> Alertness, Aquatic SpellB, Charming Performance, Eschew Materials, Improved Initiative, Kinetic Counter, Lingering Performance, Persuasive, SpellsongB</p><p></p><p><strong>Skills</strong> Bluff +23 (+43 to convince another of the truth of her words), Diplomacy +27, Intimidate +30, Knowledge (nature) +20, Perform (sing) +46, Perception +26, Sense Motive +23, Stealth +20, Swim +31; <strong>Racial Modifiers</strong> +20 Perform (sing)</p><p></p><p><strong>Languages</strong> Aquan, Common; <em>speak with animals</em> (aquatic animals only)</p><p></p><p><strong>SQ</strong> amphibious, aquatic empathy +23, inspiration, singer, undersized weapons, walk on the earth</p><p></p><p>ECOLOGY</p><p></p><p><strong>Environment</strong> Any cost</p><p></p><p><strong>Organization</strong> solitary, colony (1 plus 1d6+4 sirens), or kingdom (1 plus 6d6+20 sirens)</p><p></p><p><strong>Treasure</strong> double standards (+3 shock trident, other treasures)</p><p></p><p><strong>Aquatic Empathy (Ex)</strong></p><p>This works like the druid’s wild empathy class feature, except that only apply to creatures with a swim speed. The melusine’s effective druid level is equal to her HD for determining her total modifier to the check.</p><p></p><p><strong>Captivating Song (Su)</strong></p><p>A melusine’s song has the power to infect the minds of those that hear it, calling them to the melusine’s side. A melusine can start sing as a standard action and all creatures aside from other melusines or sirens capable of hearing her must succeed on a DC 25 Will saving throw or become captivated. A creature that successfully saves is not subject to the same melusine’s song for 24 hours. A victim under the effects of the captivating song moves toward the melusine using the most direct means available as long the melusine continues to sing as a standard action. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the melusine simply stands and offers no resistance to the melusine’s attacks. This effect continues for as long as the melusine sings and for 1 round thereafter. This is a charm, mind-affecting, sonic effect. The save DC is Charisma-based.</p><p></p><p><strong>Clumsy Moves (Ex)</strong></p><p>While the melusine is not swimming, she is automatically flat-footed, lose her racial evasion and <em>freedom of movement</em>, and suffer a –4 penalty to attack rolls.</p><p></p><p><strong>Deep Dweller (Ex)</strong></p><p>A melusine is immune to damage from water pressure; her bodies is capable of instantly adjusting to different water depths or even the surface with ease.</p><p></p><p><strong>Inspiration (Su)</strong></p><p>A melusine can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the melusine retains her favor for this creature and as long as the creature carries the melusine’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a melusine for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his melusine muse’s Charisma modifier. The melusine retains a link to her token and its carrier as if she had cast a <em>status</em> spell on the carrier. The melusine can end this effect at any time as a free action. A single melusine may inspire a number of creatures at a time in this manner equal to her Charisma modifier.</p><p></p><p><strong>Singer (Ex/Sp/Su)</strong></p><p>A melusine gains a +20 racial bonus to Perform (sing) and Perform is always a class skill for her. Also, a melusine gains the bardic performance class feature as a bard, using her racial HD as her bard level. Unlike a normal bard, a melusine can only use Perform (sing) for her racial bardic performance (so she cannot use distraction). If the melusine takes level in bard, the bard level stack with her racial HD and can use any Perform, not only sing.</p><p></p><p><strong>Sea Longing (Ex)</strong></p><p>Every 24 hours a melusine spends in an area more than 3 miles from the sea, she must succeed at a DC 30 Fortitude save or take 1d3 points of Constitution and Charisma drain. This Constitution and Charisma drain are both healed at a rate of 1 point each for each full day immersed underwater in the sea.</p><p></p><p><strong>Spells</strong></p><p>A melusine casts spells as an 11th-level druid, using her Charisma as her spellcasting modifier, except that she can select bard spells as well as druid spells and cannot swap out prepared spells to cast summon spells. She count her druid spell as bard spell for the purpose of Spellsong.</p><p></p><p><strong><strong>Shipwrecker (Ex/Su)</strong></strong></p><p>A melusine’s attacks, spells, and spell-like abilities (like kinetic blast) deal double damage when damaging water vehicles. In addition, if she concentrate as a full-round action on a water vehicles standing on water, she can make a combat maneuver check (using her Charisma in place of her Strength; +24 for a normal melusine) opposed by the ship’s captain’s Profession (sailor) check. If the check succeeds, the water surge and the target ship is unable to move for 1 round and it heels over. All creatures on board are knocked prone (DC 20 Reflex negates), and all of the ship’s decks become steep slopes. If the melusine’s check exceeds the DC by 5, the target ship is capsized instead, with all creatures on deck or in the rigging knocked into the water. If her check exceeds the DC by 10, the target ship’s hull is snapped in two and the ship immediately begins sinking.</p><p></p><p><strong>Unearthly Grace (Su)</strong></p><p>A melusine adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.</p><p></p><p><strong>Walk the Earth (Su)</strong></p><p>A melusine can transform her fish-like lower half into human legs or back as a full-round action. Her size change to Medium, she lose her swim speed, evasion, clumsy moves, immunity to trip, and undersized weapon, but she gains a land speed of 30 ft. This is a polymorph effect.</p><p></p><p><strong>Water Mastery (Sp)</strong></p><p>A melusine gains the Water Blast as an 11th-level kineticist. She does not gains any other kineticist ability.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9638320, member: 7035194"] Inspired by the wonderful song of an [URL='https://www.youtube.com/watch?v=Iqtaf7zTy_o']evil Ariel[/URL] by [URL='https://www.youtube.com/channel/UCTGWWvmseOlcSqfDM3dXdaw']Lydia the Bard[/URL]. Images by the artist [URL='https://www.instagram.com/luck.buggy']luck.buggy[/URL]. [CENTER][B][SIZE=7]Melusine CR 13[/SIZE][/B][/CENTER] [I]This scaly, finned female humanoid has an athletic build and blue-green coloration. In place of legs she has a long massive fish’s tail.[/I] [B]XP 25,600[/B] CN Large monstrous humanoid (water) [B]Init[/B] +10; [B]Senses[/B] blindsense 30 ft., darkvision 180 ft., keen scent; Perception +26 DEFENSE [B]AC[/B] 28, touch 23, flat-footed 23 (+8 deflection, +6 Dex, +5 natural, –1 size) [B]hp[/B] 187 (15d10+105) regeneration 5 (cold iron) [B]Fort[/B] +20, [B]Ref[/B] +23, [B]Will[/B] +21; +8 vs. against bardic performance, sonic, and language-dependent effects [B]Defensive Abilities[/B] deep dweller, evasion, [I]freedom of movement[/I], unearthly grace; [B]DR[/B] 10/cold iron and magic; [B]Immune[/B] cold; [B]Resistance[/B] fire 20, electricity 30; [B]SR[/B] 24 [B]Weakness[/B] clumsy moves, sea longing OFFENSE [B]Speed[/B] 5 ft., swim 90 ft., [I]sky swim[/I] [B]Melee[/B] +3 shock trident +22/+17/+12 (1d8+10 plus 1d6 electricity), bite +14 (1d6+3 plus bleed), or bite +19 (1d6+5 plus bleed), 2 claws +19 (1d4+5) [B]Ranged[/B] kinetic blast +20 (6d6+13) [B]Special Attacks[/B] bardic performance 40 rounds/day (DC 25; countersong, frightened tune, dirge of doom, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion), bleed (1d6), captivating song, shipwrecker, stunning glance [B]Space[/B] 10; [B]Reach[/B] 5 ft. [B]Spell-Like Abilities[/B] (CL 13th, concentration +21) [B]Constant[/B][I]—freedom of movement[/I], [I]glibness[/I], [I]sky swim[/I], [I]speak with animals[/I] (aquatic animals only) [B]At will[/B]—[I]charm animal[/I] (DC 19, aquatic only), [I]charm person[/I] (DC 19), [I]control water[/I] (DC 22), [I]water breathing[/I] [B]3/day[/B]—[I]dispel magic[/I], [I]dominate person[/I] (DC 23), [I]geyser[/I] (DC 22), [I]globe of tranquil water[/I], [I]hypnotic pattern[/I] (DC 20) [B]1/day[/B]—[I]control weather[/I] (as a druid), [I]greater dispel magic[/I], [I]heroic finale[/I], [I]song of healing[/I], [I]submerge ship[/I], [I]track ship[/I] (DC 20), [I]vortex[/I] (DC 25) [B]1/year[/B]—[I]limited wish[/I], [I]salvage[/I], [I]seamantle[/I], [I]tsunami[/I] (DC 27, +29) [B]Druid Spells Prepared[/B] (CL 11th; concentration +19) [B]6th[/B]—[I]find the path[/I], [I]primal regression[/I] (DC 24) [B]5th[/B]—[I]baleful polymorph[/I] (DC 23), [I]old salt’s curse[/I] (DC 23), [I]shadowbard[/I] [B]4th[/B]—[I]animal ambassador[/I], [I]communal protection from energy[/I], [I]grand destiny[/I], [I]heavy water[/I] (DC 22), [I]virtuoso performance[/I] [B]3rd[/B]—[I]air breathing[/I], aquatic [I]cloud of seasickness[/I], [I]communal resist energy[/I], [I]hydraulic torrent[/I], [I]hydrophobia[/I] (DC 21), [I]tail current[/I] [B]2nd[/B]—[I]aboleth’s lung[/I] (DC 20), [I]allegro[/I], [I]frigid touch[/I], [I]divine trident[/I], [I]flotsman vessel[/I], [I]share language[/I], [I]slipstream[/I] [B]1st[/B]—[I]bristle[/I], [I]call animal[/I], [I]hydraulic push[/I] (+19), [I]marid’s mastery[/I], [I]saving finale[/I], [I]wave shield[/I] [B]0 (at will)[/B]—[I]detect magic[/I], [I]detect poison[/I], [I]light[/I], [I]read magic[/I] STATISTICS [B]Str [/B]21, [B]Dex[/B] 22, [B]Con[/B] 25, [B]Int[/B] 21, [B]Wis[/B] 18, [B]Cha[/B] 26 [B]Base Atk[/B] +15; [B]CMB[/B] +21; [B]CMD[/B] 45 (cannot be tripped) [B]Feats[/B] Alertness, Aquatic SpellB, Charming Performance, Eschew Materials, Improved Initiative, Kinetic Counter, Lingering Performance, Persuasive, SpellsongB [B]Skills[/B] Bluff +23 (+43 to convince another of the truth of her words), Diplomacy +27, Intimidate +30, Knowledge (nature) +20, Perform (sing) +46, Perception +26, Sense Motive +23, Stealth +20, Swim +31; [B]Racial Modifiers[/B] +20 Perform (sing) [B]Languages[/B] Aquan, Common; [I]speak with animals[/I] (aquatic animals only) [B]SQ[/B] amphibious, aquatic empathy +23, inspiration, singer, undersized weapons, walk on the earth ECOLOGY [B]Environment[/B] Any cost [B]Organization[/B] solitary, colony (1 plus 1d6+4 sirens), or kingdom (1 plus 6d6+20 sirens) [B]Treasure[/B] double standards (+3 shock trident, other treasures) [B]Aquatic Empathy (Ex)[/B] This works like the druid’s wild empathy class feature, except that only apply to creatures with a swim speed. The melusine’s effective druid level is equal to her HD for determining her total modifier to the check. [B]Captivating Song (Su)[/B] A melusine’s song has the power to infect the minds of those that hear it, calling them to the melusine’s side. A melusine can start sing as a standard action and all creatures aside from other melusines or sirens capable of hearing her must succeed on a DC 25 Will saving throw or become captivated. A creature that successfully saves is not subject to the same melusine’s song for 24 hours. A victim under the effects of the captivating song moves toward the melusine using the most direct means available as long the melusine continues to sing as a standard action. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the melusine simply stands and offers no resistance to the melusine’s attacks. This effect continues for as long as the melusine sings and for 1 round thereafter. This is a charm, mind-affecting, sonic effect. The save DC is Charisma-based. [B]Clumsy Moves (Ex)[/B] While the melusine is not swimming, she is automatically flat-footed, lose her racial evasion and [I]freedom of movement[/I], and suffer a –4 penalty to attack rolls. [B]Deep Dweller (Ex)[/B] A melusine is immune to damage from water pressure; her bodies is capable of instantly adjusting to different water depths or even the surface with ease. [B]Inspiration (Su)[/B] A melusine can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the melusine retains her favor for this creature and as long as the creature carries the melusine’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a melusine for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his melusine muse’s Charisma modifier. The melusine retains a link to her token and its carrier as if she had cast a [I]status[/I] spell on the carrier. The melusine can end this effect at any time as a free action. A single melusine may inspire a number of creatures at a time in this manner equal to her Charisma modifier. [B]Singer (Ex/Sp/Su)[/B] A melusine gains a +20 racial bonus to Perform (sing) and Perform is always a class skill for her. Also, a melusine gains the bardic performance class feature as a bard, using her racial HD as her bard level. Unlike a normal bard, a melusine can only use Perform (sing) for her racial bardic performance (so she cannot use distraction). If the melusine takes level in bard, the bard level stack with her racial HD and can use any Perform, not only sing. [B]Sea Longing (Ex)[/B] Every 24 hours a melusine spends in an area more than 3 miles from the sea, she must succeed at a DC 30 Fortitude save or take 1d3 points of Constitution and Charisma drain. This Constitution and Charisma drain are both healed at a rate of 1 point each for each full day immersed underwater in the sea. [B]Spells[/B] A melusine casts spells as an 11th-level druid, using her Charisma as her spellcasting modifier, except that she can select bard spells as well as druid spells and cannot swap out prepared spells to cast summon spells. She count her druid spell as bard spell for the purpose of Spellsong. [B][B]Shipwrecker (Ex/Su)[/B][/B] A melusine’s attacks, spells, and spell-like abilities (like kinetic blast) deal double damage when damaging water vehicles. In addition, if she concentrate as a full-round action on a water vehicles standing on water, she can make a combat maneuver check (using her Charisma in place of her Strength; +24 for a normal melusine) opposed by the ship’s captain’s Profession (sailor) check. If the check succeeds, the water surge and the target ship is unable to move for 1 round and it heels over. All creatures on board are knocked prone (DC 20 Reflex negates), and all of the ship’s decks become steep slopes. If the melusine’s check exceeds the DC by 5, the target ship is capsized instead, with all creatures on deck or in the rigging knocked into the water. If her check exceeds the DC by 10, the target ship’s hull is snapped in two and the ship immediately begins sinking. [B]Unearthly Grace (Su)[/B] A melusine adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. [B]Walk the Earth (Su)[/B] A melusine can transform her fish-like lower half into human legs or back as a full-round action. Her size change to Medium, she lose her swim speed, evasion, clumsy moves, immunity to trip, and undersized weapon, but she gains a land speed of 30 ft. This is a polymorph effect. [B]Water Mastery (Sp)[/B] A melusine gains the Water Blast as an 11th-level kineticist. She does not gains any other kineticist ability. [/QUOTE]
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