Hoseki
2006-03-18, 03:13 PM
Hydrophobe
Hydrophobes are people who loathe water so thoroughly they can channel their hatred into coherent abilities. This hatred has become their defining force, something which, if taken away, leaves an empty shell of a person, a theoretically complete person without a purpose. Often does this translate into a seemingly unreasonable hostility towards people, who, by no fault of their own, contain vast amounts of water.
Hit Die D8
Prerequisites
Race: No races with the aquatic subtype may become hydrophobes.
Base Attack Bonus: +5
Skills: May not have any ranks in Swim or Profession (sailor)
Special: Must have favored enemy Outsider (water)
Class Skills
The hydrophobe’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points Per Level: 6+ Intelligence modifier
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Hater of its Allies
2 +1 +0 +0 +3 Detect Water
3 +2 +1 +1 +3 Arid Aura, Walk of the Dry
4 +3 +1 +1 +4 Banishment
5 +3 +1 +1 +4 Hater of its Allies
6 +4 +2 +2 +5 Rite of the Bloodless
7 +5 +2 +2 +5 Above It
8 +6 +2 +2 +6 Rite of Exorcism
9 +6 +3 +3 +6
10 +7 +3 +3 +7 Final Sacrifice
Hater of Its Allies: Beginning at first level, a hydrophobe is treated as a first level ranger with the Humanoid (aquatic) favored enemy. At fifth level he is treated as a fifth level ranger with favored enemies Humanoid (Aquatic) and Elemental (water only). Hydrophobes levels stack with ranger levels when determining Humanoid (aquatic), Elemental (water only), and Outsider (water) favored enemy bonuses.
Detect Water: This ability functions like a Detect Magic spell, only it detects water. People, except hydrophobes who have undergone the Rite of the Bloodless, show up, as do damp objects, underground bodies of water, and so on.
Arid Aura: At third level, a hydrophobe gains a dry aura around his person that repels water. No mundane water may penetrate it, and all creatures with a large percentage of water inside them take 2d6 points of damage per round in the aura. This effect is devastating for water elementals, which suffer 1d8 per hydrophobe level damage per round inside the aura and have a cumulative 10% chance per round of being flung out of the aura. A hydrophobe’s Arid Aura has a five-foot radius per three hydrophobe levels. A hydrophobe’s Arid Aura is a sphere around the hydrophobe’s body and contains a limitless supply of air. So, in theory, a hydrophobe could climb onto the sea floor and survive, if not happily. Hydrophobes are immune to their own Auras. The creatures affected are: Animals, Dragons, Fey, Humanoids, Magical Beasts, Monsterous Humanoids, Oozes, Outsiders, Plants, and Vermin.
Walk of the Dry: If he so chooses, a hydrophobe may, instead of simply ignoring the water below him, use it to lift himself up. This istreared like a constant Water Walk effect that actually levitates him above the water. The hydrophobe need not concenterate to maintain this effect and how far he is above the water is equal to the radius of his Arid Aura.
Banishment: At fourth level, a hydrophobe can turn and destroy water creatures as a good cleric of his hydrophobe level turns undead. This ability stacks with cleric levels.
Rite of the Bloodless: At sixth level, hydrophobes begin rituals that slowly drain all the blood from their bodies. They no longer need to drink water, are immune to effects that require them to have blood and/or body moisture (such as the Constitution damage from wounding weapons, the spell Horrid Wilting, or the damage from being within another hydrophobe’s Arid Aura). If a hydrophobe who has undergone the Rite of the Bloodless loses more than half of his HP and then gets wounded in melee combat, the hydrophobe’s attacker has a 5% chance of suffering the effects of the Horrid Wilting spell. As their metabolism no longer works the way everyone else's does, the hydrophobe becomes immune to poison and disease.
Above it: At seventh level, a hydrophobe can create a hard disc twice his hydrphobe level in diameter that hovers five feet above any water beneath it. It cannot move more than ten feet away from the hydrophobe who created it and holds up to 3000 pounds of material. The hydrophobe must concentrate to maintain the disc.
Rite of Exorcism: Everything is made up of the four classic elements: earth, air, fire, and water. At eighth level, hydrophobes exorcise the water from themselves. This means that on humid days, hydrophobes take one point of nonleathal damage per half hour, and one point of nonleathal damage per round in the rain. In deserts, however, they heal at twice the usual rate.
Final Sacrifice: UNDER CONSTRUCTION
Like it? Loathe it? Can't seem to remember what Discworld has to do with it? Tell me if it is sucky or wonderful, under- or over-powered!
Hydrophobes are people who loathe water so thoroughly they can channel their hatred into coherent abilities. This hatred has become their defining force, something which, if taken away, leaves an empty shell of a person, a theoretically complete person without a purpose. Often does this translate into a seemingly unreasonable hostility towards people, who, by no fault of their own, contain vast amounts of water.
Hit Die D8
Prerequisites
Race: No races with the aquatic subtype may become hydrophobes.
Base Attack Bonus: +5
Skills: May not have any ranks in Swim or Profession (sailor)
Special: Must have favored enemy Outsider (water)
Class Skills
The hydrophobe’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points Per Level: 6+ Intelligence modifier
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Hater of its Allies
2 +1 +0 +0 +3 Detect Water
3 +2 +1 +1 +3 Arid Aura, Walk of the Dry
4 +3 +1 +1 +4 Banishment
5 +3 +1 +1 +4 Hater of its Allies
6 +4 +2 +2 +5 Rite of the Bloodless
7 +5 +2 +2 +5 Above It
8 +6 +2 +2 +6 Rite of Exorcism
9 +6 +3 +3 +6
10 +7 +3 +3 +7 Final Sacrifice
Hater of Its Allies: Beginning at first level, a hydrophobe is treated as a first level ranger with the Humanoid (aquatic) favored enemy. At fifth level he is treated as a fifth level ranger with favored enemies Humanoid (Aquatic) and Elemental (water only). Hydrophobes levels stack with ranger levels when determining Humanoid (aquatic), Elemental (water only), and Outsider (water) favored enemy bonuses.
Detect Water: This ability functions like a Detect Magic spell, only it detects water. People, except hydrophobes who have undergone the Rite of the Bloodless, show up, as do damp objects, underground bodies of water, and so on.
Arid Aura: At third level, a hydrophobe gains a dry aura around his person that repels water. No mundane water may penetrate it, and all creatures with a large percentage of water inside them take 2d6 points of damage per round in the aura. This effect is devastating for water elementals, which suffer 1d8 per hydrophobe level damage per round inside the aura and have a cumulative 10% chance per round of being flung out of the aura. A hydrophobe’s Arid Aura has a five-foot radius per three hydrophobe levels. A hydrophobe’s Arid Aura is a sphere around the hydrophobe’s body and contains a limitless supply of air. So, in theory, a hydrophobe could climb onto the sea floor and survive, if not happily. Hydrophobes are immune to their own Auras. The creatures affected are: Animals, Dragons, Fey, Humanoids, Magical Beasts, Monsterous Humanoids, Oozes, Outsiders, Plants, and Vermin.
Walk of the Dry: If he so chooses, a hydrophobe may, instead of simply ignoring the water below him, use it to lift himself up. This istreared like a constant Water Walk effect that actually levitates him above the water. The hydrophobe need not concenterate to maintain this effect and how far he is above the water is equal to the radius of his Arid Aura.
Banishment: At fourth level, a hydrophobe can turn and destroy water creatures as a good cleric of his hydrophobe level turns undead. This ability stacks with cleric levels.
Rite of the Bloodless: At sixth level, hydrophobes begin rituals that slowly drain all the blood from their bodies. They no longer need to drink water, are immune to effects that require them to have blood and/or body moisture (such as the Constitution damage from wounding weapons, the spell Horrid Wilting, or the damage from being within another hydrophobe’s Arid Aura). If a hydrophobe who has undergone the Rite of the Bloodless loses more than half of his HP and then gets wounded in melee combat, the hydrophobe’s attacker has a 5% chance of suffering the effects of the Horrid Wilting spell. As their metabolism no longer works the way everyone else's does, the hydrophobe becomes immune to poison and disease.
Above it: At seventh level, a hydrophobe can create a hard disc twice his hydrphobe level in diameter that hovers five feet above any water beneath it. It cannot move more than ten feet away from the hydrophobe who created it and holds up to 3000 pounds of material. The hydrophobe must concentrate to maintain the disc.
Rite of Exorcism: Everything is made up of the four classic elements: earth, air, fire, and water. At eighth level, hydrophobes exorcise the water from themselves. This means that on humid days, hydrophobes take one point of nonleathal damage per half hour, and one point of nonleathal damage per round in the rain. In deserts, however, they heal at twice the usual rate.
Final Sacrifice: UNDER CONSTRUCTION
Like it? Loathe it? Can't seem to remember what Discworld has to do with it? Tell me if it is sucky or wonderful, under- or over-powered!