StormwrackFeats |
Feat | Prerequisite | Benefit |
---|---|---|
Aquatic Shot* | Point Blank Shot | Use ranged weapons underwater more accurately |
Blackwater Invocation | Ability to channel negative energy | Make water within 30 ft. radius bitterly cold |
Breathing Link | Aquatic elf or water genasi, base Will save +2 | Share your breathe water ability with another |
Clever Wrestling | Small or Medium size, Improved Unarmed Strike | Gain bonus to escape being grappled by larger creatures |
Curling Wave Strike* | Dex 13, Improved Trip | Gain a trip attack |
Expert Swimmer | Swim 4 ranks, Endurance | Hold your breath longer, swim faster |
Flying Fish Leap | Jump 8 ranks, Swim 4 ranks | Leap out of water without penalty |
Great Captain | Profession (sailor) 7 ranks, Knowledge (geography) 7 ranks, Leadership | Use aid another to assist everyone aboard your ship |
Landwalker | Aquatic elf | Triple how long you can stay out of water |
Old Salt | Profession (sailor) 5 ranks | +1 bonus on Balance, Profession (sailor), Use Rope; predict weather |
Rapid Swimming | Natural swim speed, base Fortitude save +2 | Swim speed improves by 20 ft. |
Sahuagin Flip* | Swim speed, Dex 13, Dodge | Attack then withdraw in the same round |
Sailor?s Balance | Profession (sailor) 4 ranks | +5 bonus on shipboard Balance checks |
Sanctify Water | Cha 13+, ability to channel positive energy | Convert water within 20 ft. radius into holy water |
Scourge of the Seas | Cha 15, Intimidate 5 ranks | Intimidate other ships with your sinister reputation |
Sea Legs | ? | +2 bonus on shipboard Balance and Tumble checks, +1 initiative |
Ship?s Mage | Profession (sailor) 2 ranks, Spellcraft 4 ranks | Spells you cast aboard your ship gain +1 caster level |
Steam Magic | Spellcraft 4 ranks | Cast fire spells into water without Spellcraft check |
Storm Magic | ? | Spells you cast that affect storms gain +1 caster level |
Sunken Song | Bardic music, Perform (sing) 4 ranks | Produce bardic music effects underwater |
Swim-By Attack | Swim speed | Attack as you swim past your opponent |
Toothed Blow | Str 13, Improved Unarmed Strike | Your unarmed strikes avoid the usual underwater penalties |
Water Adaptation | Aquatic half-elf | Breathe water and air equally well, gain swim speed 20 ft. |
Windsinger | Bardic music, Perform (sing or wind instruments) 5 ranks | Use bardic music to alter the wind?s direction or intensity |
* A fighter can select this feat as one of his bonus feats.
BARD SPELLS1ST LEVELQuickswim: Your swim speed increases by 10 ft. 2ND LEVELJig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement. 3RD LEVELDetect Ship: Detect and identify ships. Roar of the Waves: Make one target/2 levels deafened and shaken. Siren’s Call: Compel one creature/2 levels to submerse itself. 4TH LEVELFlowsight: You can scry creatures in contact with a body of water. 6TH LEVELRapture of the Deep: Target becomes comatose. CLERIC SPELLS3RD LEVELAir Breathing: Subject breathes air as easily as water. DOMAINSBLACKWATER DOMAINGranted Powers: You are immune to pressure damage from descending into even the greatest of oceanic depths. Domain Spells
OCEAN DOMAINGranted Powers: You have the supernatural ability to breathe water as if under the effect of a water breathing spell, for up to 10 rounds per level. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effect is no longer needed. This duration need not be consecutive; it can be used in increments as small as 1 round. Domain Spells
* Water elementals only. SEAFOLK DOMAINGranted Powers: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat. Domain Spells
STORM DOMAINGranted Powers: You gain resistance to electricity 5. Domain Spells
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DRUID SPELLS1ST LEVELKuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Quickswim: Your swim speed increases by 10 ft. Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. 2ND LEVELFins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. Jaws of the Moray: Subject gains a bite attack. Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. Swim: Subject gains swim speed and +8 bonus on Swim checks. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Tojanida Sight: Gain all-around vision. Urchin’s Spines: Target grows spines that damage opponents. 3RD LEVELAir Breathing: Subject breathes air as easily as water. Favorable Wind: Produces a strong wind that lasts 10 min./level. Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. 4TH LEVELControl Currents: Changes current direction and speed. Thalassemia: Turns blood to seawater, dealing 1d6/level damage. Wake Trailing: You can track a ship across the sea. 5TH LEVELBlackwater Tentacle: Create blackwater tentacle that attacks your foe. Flowsight: You can scry creatures in contact with a body of water. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. 6TH LEVELMudslide: Landslide buries, mires creatures within a 40-ft. radius. Stormwalk: Teleport yourself and one creature/2 levels from a storm. 7TH LEVELWaterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. 8TH LEVELDepthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level. Red Tide: Creates a surge of tainted water that sickens, weakens, and nauseates. 9TH LEVELDoom of the Seas: Summons a fiendish kraken under your command. PALADIN SPELLS2ND LEVELSteed of the Seas: Make your special mount amphibious. RANGER SPELLS1ST LEVELKuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Quickswim: Your swim speed increases by 10 ft. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Urchin’s Spines: Target grows spines that damage opponents. Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. 2ND LEVELTojanida Sight: Gain all-around vision. 3RD LEVELScales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft; add natural armor bonus +1/3 levels. Wake Trailing: You can track a ship across the sea. SORCERER/WIZARD SPELLS1ST LEVELTransQuickswim: Your swim speed increases by 10 ft. Wave Blessing. Keeps one creature/level from sinking. 2ND LEVELAbjurStormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms. Turbidity: Water surrounding you becomes cloudy, granting concealment. EvocPressure Sphere: Water pressure deals 4d6 damage to submerged targets. TransFins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. Jaws of the Moray: Subject gains a bite attack. Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Sink: Subject loses buoyancy. Swim: Subject gains swim speed and +8 bonus on Swim checks. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Urchin’s Spines: Target grows spines that damage opponents. 3RD LEVELDivDetect Ship: Detect and identify ships. EvocFavorable Wind: Produces a strong wind that lasts 10 min./level. TransAir Breathing: Subject breathes air as easily as water. Water to Acid: Transforms 1 cu. ft./level of water into acid. 4TH LEVELEnchSiren’s Call: Compel one creature/2 levels to submerse itself. IllusDisguise Ship: Disguises a ship. NecroAboleth Curse: Subject’s skin undergoes a horrible transformaton. 5TH LEVELConjBlackwater Tentacle: Create blackwater tentacle that attacks your foe. DivFlowsight: You can scry creatures in contact with a body of water. NecroThalassemia: Turns blood to seawater, dealing 1d6/level damage. TransAiry Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. 6TH LEVELConjMudslide: Landslide buries, mires creatures within a 40-ft. radius. NecroBlackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. 7TH LEVELConjWaterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. 8TH LEVELConjMordenkainen’s Capable Caravel: Creates magical ship with extradimensional staterooms. Stormwalk: Teleport yourself and one creature/2 levels from a storm. EvocDepthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. 9TH LEVELConjPlanar Navigation: Send a whole ship to another plane. |
PSION/WILDER POWERS4th levelBlackwater Mind: Those attempting to telepathically contact you are incapacitated. |
PSYCHIC WARRIOR POWERS3rd levelWaterborn: Gain the aquatic subtype and a swim speed. |