Cogidubnus
2010-05-03, 08:36 AM
This idea was originally inspired by reading Races of War and the accompanying articles, and some ideas from both the Boatman of Styx and Assassin found therein were used to make this. So, kudos. I also had this idea of a bowman silently standing up in the water, shooting you with a poisoned arrow, then vanishing back into the Amazon.
Also, some background. The campaign I'm running uses very similar geography to our world. Imagine what would happen if you took Classical Europe and slapped the DnD universe on it, and you have the main part of the material plane. Also, the idea of prestige class levels maxing out at 10 frustrates me, so this goes a little beyond that. Reviews and suggestions would be welcomed.
Swimmer in the Water
The Swimmer in the Water has accepted his connection the nature and his need for water. He has refined his swimming skills, while also learning how to fight from the water. He embodies an animal’s tactics of attacking unsuspecting enemies from a position of confidence, much like the mythical Amazons.
Requirements:
BAB: +5
Skills: Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks, Swim 10 ranks
Special: +2d6 sneak attack, skirmish, sudden strike or Improved Combat Style.
Special: Any living
Hit Die: d6
Class Skills: The Swimmer in the Water’s class skills (and the key ability for each skill) Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Swimmer in the Water
Level BAB Fort Ref Will
1st +0 +1 +2 +0 Poison Use, Personal Immunity, Wild Empathy
2nd +1 +1 +3 +0 River-born, +1d6 Sneak Attack
3rd +2 +2 +3 +1 Evasion
4th +3 +2 +4 +1 Animal Companion, River-marked, +2d6 SA
5th +3 +2 +4 +1 Swimmer Ability, Personal Immunity
6th +4 +3 +5 +2 +3d6 Sneak Attack, Aquatic Tracker
7th +5 +3 +5 +2 Swimmer Ability, Personal Immunity
8th +6/+1 +3 +6 +2 +4d6 Sneak Attack, Natural Lore
9th +6/+1 +4 +6 +3 Swimmer Ability, Create Water
10th +7/+2 +4 +7 +3 +5d6 Sneak Attack, Uncanny Dodge
11th +8/+3 +4 +7 +3 Swimmer Ability, Marsh Affinity
12th +9/+4 +5 +8 +4 +6d6 Sneak Attack, Total Immunity
13th +9/+4 +5 +8 +4 Swimmer Ability, Natural Fighting
Poison Use: At 1st level, a Swimmer may create and apply poisons without risk of poisoning themselves.
Personal Immunity: At 1st level, a Swimmer gains immunity to four poisons. They gain immunity to one additional poison at 5th and 7th level.
Wild Empathy: A Swimmer can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Swimmer rolls 1d20 and adds his Swimmer level (stacks with any Ranger levels) and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Swimmer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Swimmer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
River-born: At 2nd level, the Swimmer gains a swim speed of 60’, and he may take 10 on any Swim check. He also does not need to breathe while submersed in water.
Evasion: At 3rd level, a Swimmer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Swimmer is wearing light armor or no armor. A helpless Swimmer does not gain the benefit of evasion. If the Swimmer already has Evasion from another class, he gains Improved Evasion.
Animal Companion: At 4th level, the Swimmer may choose an animal companion from the following list: porpoise, small viper, tiny hornet, tiny centipede, tiny scorpion, and tiny spider. This ability functions exactly like the druid ability of the same name.
River-marked: At 4th level, the Swimmer’s continued life in the water grants him a +8 to all Swim checks, as well as a +8 to Hide and Move Silently checks while he is submerged up to at least the waist in water.
Swimmer Ability: At 5th level, and every two levels after, the Swimmer can choose one special ability from those listed below:
Swimmer in the Nile: The Swimmer gains at +6 bonus to all Wild Empathy checks involving crocodiles. Practise fighting the Nile’s monsters means he counts all enemies, even those with a swim speed, as flat-footed while swimming.
Swimmer in the Danube: The Swimmer learns the secrets of the northern waterways. The Swimmer becomes immune to extreme cold weather and can use the Hide skill in any forest terrain, even if it would not normally grant cover or concealment.
Swimmer in the Amazon: The Swimmer may use all weapons, even ranged ones, underwater with no penalty. The Swimmer also gains an additional poison immunity.
Swimmer in the Ocean: The swimmer gains +6 bonus to all Wild Empathy checks involving oceanic creatures, and may use a shark as his animal companion. He is also unaffected by turbulent water, while swimming or on a boat and may track enemy vessels across the sea.
Swimmer in the Styx (requires all other Swimmer Abilities): The Swimmer has travelled many rivers, even those of the river Styx. He is immune to all effects of the river Styx, and has a constant Mindblank effect. He may also re-roll failed saves against death effects (only one re-roll per save).
Aquatic Tracker: At 6th level, the Swimmer may use the Track feat over bodies of water unhindered, and may even track a target’s movements within rivers and lakes (but not seas or over waterfalls).
Natural Lore: At 8th level, the Swimmer gains a +10 insight bonus into all Knowledge (nature) and survival checks taken on the material plane.
Create Water: At 9th level, the Swimmer may pour forth a 10’ cube of water per level as a standard action that may be used up to 5 times a day, by drawing on his connection to waterways around the world. This is a supernatural effect. This water spreads out to fill the container it is in, flowing down corridors, but is assumed to be stopped by doors and not to seep through the floor unless it is especially porous (DM’s prerogative). The water drains back to the surroundings after 1 min/Swimmer level, but may also be dismissed at any time.
Uncanny Dodge: Starting at 4th level, a Swimmer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Swimmer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Marsh Affinity: At 11th level, a Swimmer gains an affinity for marshes and other areas with a high concentration of water. When in such an area, a Swimmer may make Hide checks as though he had concealment, and moves at his normal speed. He also gains a +2 bonus to Move Silently checks in such terrain.
Total Immunity: At 12th level, a Swimmer’s long exposure to many natural waterways grants Total Immunity against all poisons and poisonous effects.
Natural Fighting: At 13th level, a Swimmer has observed how the natural creatures around him fight and has learned from them. He gains an additional d4 damage die with any melee attack made, and if this die deals damage the target must make a Will Save (DC Swimmer level + STR modifier) or be dazed for one round.
That table didn't come out quite right. Any suggestions on how to format it also welcomed.
Also, some background. The campaign I'm running uses very similar geography to our world. Imagine what would happen if you took Classical Europe and slapped the DnD universe on it, and you have the main part of the material plane. Also, the idea of prestige class levels maxing out at 10 frustrates me, so this goes a little beyond that. Reviews and suggestions would be welcomed.
Swimmer in the Water
The Swimmer in the Water has accepted his connection the nature and his need for water. He has refined his swimming skills, while also learning how to fight from the water. He embodies an animal’s tactics of attacking unsuspecting enemies from a position of confidence, much like the mythical Amazons.
Requirements:
BAB: +5
Skills: Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks, Swim 10 ranks
Special: +2d6 sneak attack, skirmish, sudden strike or Improved Combat Style.
Special: Any living
Hit Die: d6
Class Skills: The Swimmer in the Water’s class skills (and the key ability for each skill) Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Swimmer in the Water
Level BAB Fort Ref Will
1st +0 +1 +2 +0 Poison Use, Personal Immunity, Wild Empathy
2nd +1 +1 +3 +0 River-born, +1d6 Sneak Attack
3rd +2 +2 +3 +1 Evasion
4th +3 +2 +4 +1 Animal Companion, River-marked, +2d6 SA
5th +3 +2 +4 +1 Swimmer Ability, Personal Immunity
6th +4 +3 +5 +2 +3d6 Sneak Attack, Aquatic Tracker
7th +5 +3 +5 +2 Swimmer Ability, Personal Immunity
8th +6/+1 +3 +6 +2 +4d6 Sneak Attack, Natural Lore
9th +6/+1 +4 +6 +3 Swimmer Ability, Create Water
10th +7/+2 +4 +7 +3 +5d6 Sneak Attack, Uncanny Dodge
11th +8/+3 +4 +7 +3 Swimmer Ability, Marsh Affinity
12th +9/+4 +5 +8 +4 +6d6 Sneak Attack, Total Immunity
13th +9/+4 +5 +8 +4 Swimmer Ability, Natural Fighting
Poison Use: At 1st level, a Swimmer may create and apply poisons without risk of poisoning themselves.
Personal Immunity: At 1st level, a Swimmer gains immunity to four poisons. They gain immunity to one additional poison at 5th and 7th level.
Wild Empathy: A Swimmer can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Swimmer rolls 1d20 and adds his Swimmer level (stacks with any Ranger levels) and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Swimmer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Swimmer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
River-born: At 2nd level, the Swimmer gains a swim speed of 60’, and he may take 10 on any Swim check. He also does not need to breathe while submersed in water.
Evasion: At 3rd level, a Swimmer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Swimmer is wearing light armor or no armor. A helpless Swimmer does not gain the benefit of evasion. If the Swimmer already has Evasion from another class, he gains Improved Evasion.
Animal Companion: At 4th level, the Swimmer may choose an animal companion from the following list: porpoise, small viper, tiny hornet, tiny centipede, tiny scorpion, and tiny spider. This ability functions exactly like the druid ability of the same name.
River-marked: At 4th level, the Swimmer’s continued life in the water grants him a +8 to all Swim checks, as well as a +8 to Hide and Move Silently checks while he is submerged up to at least the waist in water.
Swimmer Ability: At 5th level, and every two levels after, the Swimmer can choose one special ability from those listed below:
Swimmer in the Nile: The Swimmer gains at +6 bonus to all Wild Empathy checks involving crocodiles. Practise fighting the Nile’s monsters means he counts all enemies, even those with a swim speed, as flat-footed while swimming.
Swimmer in the Danube: The Swimmer learns the secrets of the northern waterways. The Swimmer becomes immune to extreme cold weather and can use the Hide skill in any forest terrain, even if it would not normally grant cover or concealment.
Swimmer in the Amazon: The Swimmer may use all weapons, even ranged ones, underwater with no penalty. The Swimmer also gains an additional poison immunity.
Swimmer in the Ocean: The swimmer gains +6 bonus to all Wild Empathy checks involving oceanic creatures, and may use a shark as his animal companion. He is also unaffected by turbulent water, while swimming or on a boat and may track enemy vessels across the sea.
Swimmer in the Styx (requires all other Swimmer Abilities): The Swimmer has travelled many rivers, even those of the river Styx. He is immune to all effects of the river Styx, and has a constant Mindblank effect. He may also re-roll failed saves against death effects (only one re-roll per save).
Aquatic Tracker: At 6th level, the Swimmer may use the Track feat over bodies of water unhindered, and may even track a target’s movements within rivers and lakes (but not seas or over waterfalls).
Natural Lore: At 8th level, the Swimmer gains a +10 insight bonus into all Knowledge (nature) and survival checks taken on the material plane.
Create Water: At 9th level, the Swimmer may pour forth a 10’ cube of water per level as a standard action that may be used up to 5 times a day, by drawing on his connection to waterways around the world. This is a supernatural effect. This water spreads out to fill the container it is in, flowing down corridors, but is assumed to be stopped by doors and not to seep through the floor unless it is especially porous (DM’s prerogative). The water drains back to the surroundings after 1 min/Swimmer level, but may also be dismissed at any time.
Uncanny Dodge: Starting at 4th level, a Swimmer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Swimmer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Marsh Affinity: At 11th level, a Swimmer gains an affinity for marshes and other areas with a high concentration of water. When in such an area, a Swimmer may make Hide checks as though he had concealment, and moves at his normal speed. He also gains a +2 bonus to Move Silently checks in such terrain.
Total Immunity: At 12th level, a Swimmer’s long exposure to many natural waterways grants Total Immunity against all poisons and poisonous effects.
Natural Fighting: At 13th level, a Swimmer has observed how the natural creatures around him fight and has learned from them. He gains an additional d4 damage die with any melee attack made, and if this die deals damage the target must make a Will Save (DC Swimmer level + STR modifier) or be dazed for one round.
That table didn't come out quite right. Any suggestions on how to format it also welcomed.