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View Full Version : Local Speakeasy: Home Brewing 3.X Competition III: Treacherous as the Sea



ShiningStarling
2016-09-01, 11:42 AM
Trecherous as the Sea


https://i.ytimg.com/vi/TrHfu-HT2lM/maxresdefault.jpg
Artist: Phantom Power
Title: Stormy Seas
Album: Circuits and Salvation

Welcome one and all to the 3.X Local Speakeasy, custodian of many Home Brews. Bring a new brew to the table, or have a taste of someone else's. The 'brews in this fine establishment are not your heavy Base Classes, or the ever popular 10 level Prestige Classes. Here patrons enjoy lighter fare: Feats, Skill Tricks or Uses, Spells, Powers, Invocations, Vestiges, Soulmelds, and Maneuvers for those looking to add a little flavor to their day, Alternate Class Features, Racial Substitution Levels, Prestige Classes of few levels, and Monsters for those seeking a bit more kick, and for guests of hearty guts, we also take and provide Alternate Rules for Magic and Combat. But ah, I hear you say, the Theme is the thing...


This month's theme is
SEA

New fishes, new fish people, altering swimming rules, water elementals the size of continents or a cup, if it gets wet, it can go here.

Rules

Entry must not be a base class, nor a prestige class exceeding 3 levels, and must be for 3.X [changed from 5 levels because 5 now seems like just enough to be too crowded]
Entry must be original, and made for this contest
Entry must be related to the theme
Entry must be completed by October 1st, 2016
Entry must be easy to read (templates will be provided)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry)


Breaking any of these rules will disqualify you, and plagiarism will get you reported.

Bring forth your best!

Ladies, Gentlemen, Distinguished Patrons and Brewers, Entities of Great Signifigance, and all the rest of you...

Let us begin!

Chat Thread is here. (http://www.giantitp.com/forums/showthread.php?489919-Local-Speakeasy-Competition-Chat-No-Reservations-necessary&p=20842312#post20842312) Please only post entries in this thread, the chat thread is for everything other than entries.

Credit to Guns n Roses for the song Welcome to the Jungle, Talking Heads for the song Once in a Lifetime, Deathray for the song I Wanna Lose Control, Ke$ha for the song Die Young
Credit to Temotei for most of the Class template, to Zaydos for the other templates other than Monster, ACF, and RSL

ShiningStarling
2016-09-01, 11:45 AM
Templates


Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Prestige Class Name
Put an optional image of your class here!
Put a quote by or about a member of your class here!
A general description of what your class is!
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: What alignment or alignments your class may have and why.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: What your class does in and for a party.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
Prerequisites:
To become a CLASS NAME, a character must fulfill all the following criteria.
Criteria:
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Skill Points per Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature
Alternate Class Features:
Feature Name
Description
Class: Class in which the feature may be traded
Level: Level at which the feature may be selected
Replaces: Existing feature replaced by this alternate
Benefit: The new feature

Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):
Racial Substitution Levels:
Class Substitution Name
Description
Hit Dice:
Requirements:
Race, and levels at which they are taken
Class Skills
Skill changes (or lack thereof)
Skill Points at Each Level: x+Int modifier (or 4x this as beginning character)

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st

+x

+x

+x

+x
Class Ability
Casting



Class Features
Ability (Ex, Su, Sp, Ps, etc.):

Feats:
Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.
Feats:
Name
Description of feat.
Prerequisites:
Benefit: What the feat actually does mechanically.
Special: Any additional information about the feat, for example whether it can be taken more than once.

Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.
Spells:
Name
School (subschool) [Descriptors]
Level: Where it goes on spell lists.
Components:
Casting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.

Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:
Powers:
Name
Discipline [Descriptors]
Level: Where it goes on power lists.
Display:
Manifesting Time:
Range: Usually Personal, Touch, Close (25-ft +5-ft/2 caster levels), Medium (100-ft + 10-ft/caster level), or Long (400-ft + 40-ft/caster levels), although other ranges are happen largely on Area effects which originate from the caster.
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal powers.
Power Resistance: Excluded from personal powers.
Power Points: Also XP cost here
Descriptive text
Game mechanic effect.
Augmentation:

Invocations:
Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).
Invocations:
Name
Grade; Level Equivalent; If it is an Eldritch Essence or Invocation.
Game mechanic effect (don’t forget range and duration).

Vestiges:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.
Vestiges:
Name
Vestige Level:
Binding DC:
Special Requirement: Y/N
Who/what your vestige is.
Legend: Legend behind the vestige.
Special Requirement: If it has a special requirement list it here.
Manifestation: What the vestige looks like when it manifests.
Sign: The physical manifestation of the pact on your body.
Influence: The mental influence the vestige applies to you, and what actions it objects to.
Granted Abilities: A brief description of the general abilities.
Ability name: Ability effect. Repeat a few times.

Mysteries:
Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics
Mysteries:
Name
Path Category, Path Name
Level/School:
Range:
Target: Only one
Effect: of these
Area: three
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Fluff description
Game mechanics

Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.
Utterances:
Name
Lexicon: Whether it’s Evolved Mind/Crafted Tool/Perfected Map
Level:
Range:
Target: Crafted Tool only.
Duration:

If Evolved Mind:
Normal: Fluff description
Mechanic description.
Reversed: Fluff description
Mechanic description.

If not:
Fluff description
Mechanic description.

Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.
Maneuvers:
Name
Discipline (Maneuver type: Strike/Boost/Counter/Stance) [Descriptors]
Level:
Prerequisites: If any
Initiation Action: Typically standard (strike), swift (boost or stance), or immediate (counter).
Range: Commonly melee attack or personal.
Target: Normally 1 creature or You.
Duration: Exempted from strikes with instantaneous effects. Stances have Stance.
Saving Throw: If a save is allowed.
Fluff description
Mechanics.

Soulmelds:
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.
Soulmelds:
Name
Descriptors: None is an option.
Classes: What classes get this meld.
Chakra: What chakras it can occupy. (Totem) is included for Totemist melds.
Saving Throw: None is an option.
Fluff description
Mechanics.
Essentia: Bonus from investment.

Chakra Bind (Chakra)
Fluff description
Mechanics.

MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):
MONSTER NAMESIZE TYPE (Subtypes)
Hit Dice: XdY+Z (? hp)
Initiative: +X
Speed: X ft.
Armor Class: X, touch Y, flat-footed Z
Base Attack/Grapple: +X/+Y
Attack: ATTACK NAME +X (XdY+Z/crit range)
Full Attack: ATTACK NAME +X (XdY+Z/crit range)
Space/Reach: X ft./Y ft.
Special Attacks:
Special Qualities:
Saves: Fort +X, Ref +Y, Will +Z
Abilities: Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Descriptive text
Combat Abilities
Ability (Ex, Su, Sp, Ps, etc.):

Zaydos
2016-09-02, 04:15 PM
Pelagic Meldshaping - Totemists of the Sea

Totemists have a meldshape for nearly every magical beast under the sun. If it's a Monster Manual magical beast totemists most likely have a soulmeld for it. Yet the Monster Manual is not the only source of monsters and there is a distinct lack of aquatic creatures. The soulmelds below are totemist soulmelds based upon aquatic magical beasts (of Stormwrack). They are designed to be open to totemists, though at a DM's discretion they may require trading in class access to the Three Fold Mask of the Chimera, Kruthik Claws, Basilisk Mask, Urskan Greaves, Heart of Fire, Llamasu Mantle, and Shedu Crown soulmelds, require the Pelagic Totemist feat (see below), or another cost.

Pelagic Totemist [General]
You are a totemist of the sea able to shape soulmelds of the beasts which dwell in its majestic depths.
Prerequisites: Totemist level 1+.
Benefit: You may shape pelagic soulmelds (Hammerclaw Plate, Hippocampus Tail, Ramfish Crown, Seawolf Mantle, and Sisiutl Mantle) as totemist soulmelds.
Special: This feat is an option for a means to access these soulmelds if a DM is wary of simply expanding a totemist's soulmeld list, and really a feat tax at that point.

Hammerclaw Plate
Descriptors: None
Classes: Pelagic Totemist
Chakra: Arms, Hands (Totem).
Saving Throw: No.
A thick, rocky looking breastplate forms across your torso protecting you from harm, its rock-like covering stretching down your arms like a pair of bracers.
This soulmeld draws on the thick armored hammerclaw that dwells in the depths near the coast and islands. It emulates its armor forming a breastplate of incarnum across your body which grants you a +6 armor bonus to AC. This armor has a max Dex bonus of +3, armor check penalty of -1, and arcane spell failure of 15%. It is considered light armor. In addition while wearing this armor you gain a +4 circumstance bonus to Hide checks in areas of rock or coral.
Essentia: For every point of essentia invested in your hammerclaw plate, the formed armor gains a +1 enhancement bonus. In addition for every 2 points inversted its max Dex bonus is increased by +1.

Chakra Bind (Arms)
The bracers of the ‘breastplate’ thicken and merge into your arms solidifying against them. Sonic vibrations run out from them through your body and into your foes’.
You deal 1d3 point of sonic damage with each successful attack with a natural weapon. Each point of essentia invested into this soulmeld increases this sonic damage by 1d3.

Chakra Bind (Hands)
Rocky gauntlets form around your hands, even as the crushing strength of the hammerclaw’s claws fill them.
You deal +1d6 damage with a successful grapple check.

Chakra Bind (Totem)
The breastplate covering your body seems to merge with your flesh even as ephemeral claws form around your hands like gauntlets. Snapping them together you can create a focused sound which disorients and stuns creatures in its wake.
As a standard action you can cause the claws of this soulmeld to snap together releasing a 15 ft cone of sound which stuns creatures for 1 round (Fort negates), a creature with sonic immunity or sonic resistance of at least 5 per point of invested essentia (sonic resistance 3 if 0 invested essentia) is immune to this effect, a creature with blocked ears (such as due to deafening ear plugs) gains a +2 bonus on their save, while a truly deaf creature gains a +4. If you have at least 3 points of essentia invested into this soulmeld the duration of the stun increases to 1d2, then to 1d3 at 6 points invested, then to 1d4 at 9 points, and then to 1d6 at 15 points invested; greater investment does not increase this duration. At meldshaper level 8 or higher the range of this cone increases to 30 ft and at meldshaper level 16 it increases again to 60 ft.

Hippocampus Tail
Descriptors: None
Classes: Pelagic Totemist
Chakra: Feet, Waist (Totem).
Saving Throw: No.
A long piscine tail of energy hangs from behind you, rudder like in its weight and thickness.
The heavy tail granted by this soulmeld improves your balance granting you a +4 competence bonus to Balance and Tumble checks.
Essentia: Each point of invested essentia increases this bonus by +2.

Chakra Bind (Feet)
The tail slides down to superimpose over your legs, its tip seeming to split to cover your feet in scaled boots. Even as it does you can feel speed coursing through you.
You gain a +5-ft enhancement to land and swim speed, plus +5-ft per point of invested essentia.

Chakra Bind (Waist)
The tail solidifies fusing with your waist and growing into a heavy, club-like weapon which you can use to strike your foes.
You gain a tail attack which can be used as a primary or secondary natural weapon and which deals 1d6 + 1-1/2 Str if used as a primary natural weapon or 1d6+˝ Str as secondary weapon.

Chakra Bind (Totem)
The tail fuses with your waist growing more solid and even longer and heavier stretching behind you no longer merely rudder like, but actively moving to propel through the water.

You gain a swim speed 10-ft higher than your base land speed.

Ramfish Crown
Descriptors: None
Classes: Pelagic Totemist
Chakra: Crown (Totem).
Saving Throw: None.
Incarnum forms a horned crown about your head, reminiscent of the horns of a bull, or the water dwelling ramfish.
While this soulmeld is shaped you gain a +2 bonus on Strength checks made to perform (but not resist) a bull rush and if you successfully bull rush the opponent they take 1d4 damage per 5 ft you push them, or could have pushed them if you push them into a solid obstacle.
Essentia: Each point of essentia invested into this soulmeld grants you an additional +1 bonus to bull rush checks and increases the damage dealt by 1 (this is not 1/die but 1 regardless of distance pushed).

Chakra Bind (Crown)
The crown nestles more closely against your brow, its horns seeming to almost become solid even as they spread out serving to pin in foes and deflect blows.
When you make a charge attack you gain a bonus to your melee attack roll and AC equal to the essentia invested in this soulmeld.

Chakra Bind (Totem)
The crown merges with your skull, its horns turning real and heavy, even as fish-like scales form a coif covering your head and neck.
You gain a gore attack that deals 1d6 points of damage. You can use this gore either as a primary attack (in which case it uses your full base attack bonus and adds your Strength bonus on damage rolls) or as a secondary attack (with a –5 penalty on the attack roll and applying only half your Strength bonus on your damage roll). Every point of essentia invested in this soulmeld grants a +1 enhancement bonus on attack rolls and damage rolls made with the gore attack.
If used as a primary natural weapon at the end of a charge this gore attack adds 1-1/2 times Strength instead of Strength bonus to damage.

Seawolf Mantle
Descriptors: None
Classes: Pelagic Totemist
Chakra: Shoulders (Totem).
Saving Throw: None.
Incarnum forms a sleekly furred cloak that drapes across your shoulders.
While this soulmeld is shaped you gain a portion of the seawolf’s duplicitous nature gaining a +2 competence bonus on Bluff and Disguise checs.
Essentia: Each point of essentia invested into this soulmeld increases these bonuses by +2.

Chakra Bind (Shoulders)
The furred mantle hugs more tightly to your body seeming to wrap a bit around you now, as if to cover or conceal you.
While you have this soulmeld bound you may assume the form of a medium or small humanoid with up to 5 HD as if with the Alter Self spell. However you always assume the same form when assuming the form of a creature of a specific kind and therefore cannot use this ability to disguise yourself as individuals, or change your features except to change your species.

Chakra Bind (Totem)
The furred cloak settles against your flesh, seeming to spread across your back and the backs of your arms, coating you in a seal-like coat of fur from behind.
You gain the ability to instinctively sense if a creature you see is not in its natural form. When you see a creature that is for some reason not in its natural form (due to a polymorph subschool spell, alternate form, minor shapechange, or change shape for example) you know that it is not in its natural form, you do not, however, instinctively know what its true shape is.

In addition you gain a +4 bonus on Will saves to disbelief illusions being used as disguises (such as disguise self) or illusions of creatures (including those created by shadow conjuration and similar effects).

Sisiutl Bracers
Descriptors: None
Classes: Pelagic Totemist
Chakra: Arms, Hands (Totem).
Saving Throw: See text.
A pair of braces form around your arms. They seem to be covered in ophidian scales, and a pair of jaws seem ready to stretch forward from each to bite into your foes.
This soulmeld draws on the twin headed sisiutl, granting you claws that deal damage of 1d6 points if you are Medium, 1d4 if you are Small, or 1d8 if you are Large, plus your Strength modifier, unlike normal claws these ‘claws’ deal bludgeoning damage as well as slashing and piercing damage. You can attack with one claw as a standard action or with both claws as a full-round action (using your full base attack bonus). If you already have claw attacks, use either your normal claw damage or the damage given for this soulmeld, whichever is higher.
Essentia: For every point of essentia invested in your sisiutl bracers, you gain a +1 enhancement bonus on attack rolls and damage rolls made with the claws.

Chakra Bind (Arms)
The bracers run up your arms and sink across your chest a face forming upon it. This strange, human-like face sits upon your chest with its fierce eyes tightly shut.
As a full round action you may cause the eyes upon the face to open. All creatures within a 15 ft cone which can see you must make a Fortitude save or be turned to stone (as flesh to stone) for 1 round.

Chakra Bind (Hands)
The bracers’ jaws slide forward over your hands covering them and reaching graspingly forward.
You gain the benefits of the Improved Disarm feat and if you use one of your claw attacks to attempt to disarm a creature you may treat it as a 2 handed weapon.

Chakra Bind (Totem)
The twin bracers sink into your flesh and dig into it, blood seeping from them to mix with yours giving your flesh a stone-like hardness.
While you have this soulmeld bound you gain damage reduction X/adamantine where X equals the amount of essentia invested into this soulmeld. However once this DR has prevented 1 point of damage per meldshaper level per point of essentia invested it ceases to give this DR until 5 minutes has passed, or sufficient essentia is invested so that it has no longer prevented enough damage to cause it to cease to function. If 5 minutes pass without this soulmeld preventing damage it resets to having prevented 0 damage.

Grand Arbiter
2016-09-24, 11:44 AM
Soul of the Sea
There are a select few Favored Souls, born among coastal and aquatic peoples, who are neither beholden to nor blessed by a deity, but the sea itself.
Class: Favored Soul
Level: 1
Replaces: Deity’s Weapon Focus, Energy Resistance (All), Deity’s weapon specialization, Wings, Damage Reduction
Benefits: See the table for benefits gained, and the level at which they are gained.




LevelSpecial
1stBound to the Sea
3rdStrong Swimmer
5thOne with the waves
7thBeneath the Waves
9thShielded from the Depths
11thCommand of the Sea
13thOne with the Water
15thTimeless Body
17thVengeance of the Sea
20thOne with the Sea


Bound to the Sea:A Soul of the Sea has some marked differences from their deity-blessed kin.

•Swim is added to the class skill list, and skill ranks per level are changed to (4 + Int. modifier) × 4 at first level, and 4 + Int. modifier every class level thereafter.

•The DCs of a Soul of the Sea’s spell are based upon Charisma, instead of Wisdom.

•The weapons net and trident are added to their proficiencies.

•Spells are drawn from the core druid spell list. Cure and Heal spells may also be learned, at the level a cleric would learn them.

Strong Swimmer (Ex): Souls of the sea are blessed with an innate talent for swimming. A Soul of the Sea gains a competence bonus to swim check equal to 1/2 their class level.

A Soul of the Sea also does not suffer double the armor check penalty when making swim checks.

One with the waves (Ex): A Soul of the Sea’s ability to swim enables them to move through the water with even greater ease. A Soul of the Sea gains a swim speed equal to 30ft, or their base land speed, whichever is higher. At tenth level the swim speed doubles.

If a Soul of the Sea already has a racial swim speed, they instead gain a cumulative 30ft. bonus to their swim speed at fifth and tenth level. This is treated as an enhancement bonus.

Beneath the Waves (Su/Ex): A Soul of the Sea gains a continual Water Breathing effect, as the spell. Unlike normal supernatural abilities, it is not suppressed in an anitmagic field.

A Soul of the Sea may also ignore the effects of aquatic difficult terrain

At 12th level, A Soul of the Sea may share their Water Breathing effect with a number of allies equal to their Charisma modifier, within 60ft. There is not duration limit, and it ends for any ally who stays further than 60ft away from the Soul of the Sea. Granting the ability to any number of creatures is a move action. Rescinding the ability for a singular creature is also a move action.
At the DM’s discretion, a variant of this ability that allows aquatic creatures to breathe air may be given instead

Shielded from the Depths (Ex/Su): A Soul of the Sea is unaffected by the effects of water depth, water pressure, and hypothermia. (Stormwrack page 11. If rules for depth, water pressure and hypothermia are unused, gain a bonus feat instead of this class feature. Be sure to check with your DM.)

Command of the Sea (Su): Rebuke, command, or bolster water creatures as an evil cleric of your level rebukes undead. This power is a supernatural ability.

This ability may be used to fuel feats that rely upon turn undead at the DM’s discretion.

One with the Water (Su): A Soul of the Sea may become one with the sea that empowers them. Once per day they may wild shape into a water elemental, as a druid equal to their class level +1. An addition daily use is gained at levels 16, 19, and every third level thereafter.

Timeless Body (Ex): As the sea waters the passage of time, so too does a Soul of the Sea. This functions as the Druid class feature of the same name.

Vengeance of the Sea (Su): A Soul of the Sea may call forth the sea’s vengeance 1/week. There are three effects listed, of which only one may be chosen when the ability is activated. Activation of each ability is a standard action unless otherwise noted, and caster level is equal to character level where required.

•Whirlpool: This ability functions as the whirlwind spell, except it must be placed within a body of water(Depth of water must be equal to or greater than30ft). It does not automatically end if it moves out of range. This ability is usable 1/day, but prevents the other abilities from being used that week.
•Servant from the Deep: This ability summons a kraken which serves faithfully for 1 day.
•Wrath of the Waves: This ability creates a water elemental monolith (Complete Arcane) that lasts for 10 minutes per class level.
As a secondary option, this ability may be used to duplicate the effects of the spell Elemental Swarm (water elementals only).
•Storm: This functions as a Storm of Vengeance spell, with a concentration-free duration of 20 rounds, with the 11th-20th rounds repeating the first 10. After the effect ends, a nonmagical storm remains for 3 hours.

One with the Sea (Ex/Su): The sea is vast and mighty, far beyond the power of mere mortals.
The Soul of the Sea is granted the enduring power of the sea. They gain fast healing 5 and DR 10/-. Additionally, 1/week if slain, a Soul of the Sea may form a new body from a quantity of water capable of containing her body. The body of water must be on the same plane as the Soul of the Sea was at the time of her death. This ability functions as True Resurrection with respect to level loss.

Temotei
2016-09-29, 06:11 AM
Maelstrom Edge

This warheart (http://www.giantitp.com/forums/showpost.php?p=5580531&postcount=1) cutlass1 is filled with the energy of the Ocean Tempest (http://www.giantitp.com/forums/showthread.php?101214-ToB-Discipline-Ocean-Tempest) discipline. Once per encounter, the wielder can use the maelstrom's wrath maneuver, allowing them to move and attack with all the fearsome power of a maelstrom. The maneuver cannot be recovered, but it is usable again after each encounter.

Since the maelstrom edge is enhanced with a level 9 maneuver, it is treated as a +5 weapon, but it is not treated as inherently magical. The cutlass is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the cutlass as a magical weapon, nor will dispel magic or antimagic field completely negate the cutlass's effects--they will only suppress its enhancement bonus to attacks and damage, not the maneuver infused into the weapon.

In addition, once per day, the maelstrom edge's wielder can surround the cutlass in a spinning tempest of sea water for 5 rounds as a free action. While engulfed in water in this way, maelstrom edge forces a DC 24 Fortitude save upon each foe struck by the blade. If it fails its saving throw, the target must make a DC 10 Constitution check every round in order to hold its breath. Each round, the DC increases by 1. If the target fails any of its Constitution checks within 10 rounds, it begins to drown. After 10 rounds, the target can begin to breathe normally once again. Striking a target multiple times while the blade is surrounded by water resets the 10-round limit, but not the Constitution check DC. A foe that has already failed its Fortitude save automatically fails its Fortitude save to avoid holding its breath if it would be hit again by maelstrom edge during this time.

Strong conjuration; IL 18th; Legendary Battlesmith, maelstrom's wrath; price 116,315 gp; 58,315 gp + 4,640 XP.


River Plate

This warheart breastplate is filled with the energy of the Ocean Tempest discipline. Once per encounter, the wearer can use the flowing river maneuver, greatly increasing their speed and agility. This maneuver cannot be recovered, but it is usable again after each encounter.

Since the river plate is enhanced with a level 4 maneuver, it is treated as a +2 armor, but it is not treated as inherently magical. The breastplate is treated as magic armor for the purposes of being dealt damage and being subject to saving throws, however. Detect magic and arcane sight will not register the breastplate as magical armor, nor will dispel magic or antimagic field completely negate the breastplate's effects--they will only suppress its enhancement bonus to armor class, not the maneuver infused into the armor.

The river plate also grants a +5 competence bonus on Swim checks, and the wearer can always take 10 on Swim checks. In addition, for the purposes of the Swim skill, the river plate is treated as having no armor check penalty.

Moderate transmutation; IL 10th; Legendary Battlesmith, flowing river; price 17,350 gp; 8,850 gp + 680 XP.


Spray Mantle

This warheart gnome battle cloak2 is filled with the energy of the Ocean Tempest discipline. Once per encounter, the wearer can use the quench the fire maneuver, temporarily granting a powerful defense against hostile energies. This maneuver cannot be recovered, but it is usable again after each encounter.

Since the river plate is enhanced with a level 5 maneuver, it is treated as a +3 shield, but it is not treated as inherently magical. The gnome battle cloak is treated as a magic shield for the purposes of being dealt damage and being subject to saving throws, however. Detect magic and arcane sight will not register the gnome battle cloak as a magical shield, nor will dispel magic or antimagic field completely negate the gnome battle cloak's effects--they will only suppress its enhancement bonus to armor class, not the maneuver infused into the cloak.

In addition, once per day, the spray mantle allows the user to release a large amount of water in the form of a rainstorm as a standard action or as part of a disarm attempt made with it. The rainstorm covers a 1,000-foot radius centered on a square within 100 feet of the spray mantle's bearer. Treat the rainstorm as a downpour (http://www.d20srd.org/srd/weather.htm).

Finally, the spray mantle's wearer can see through rain and fog as easily as if the impediment weren't there. They can still see the rain or fog as a ghostly outline, however.

Strong conjuration; IL 12th; Legendary Battlesmith, quench the fire; price 24,155 gp; 12,155 gp + 960 XP.



1. Stormwrack.
2. Races of Stone.

Jormengand
2016-09-29, 09:30 AM
The Aquatic Champion
Once under the water, we're all the same, except the ones of us who can swim.

Aquatic champions are fighters, barbarians or other martial creatures who have learnt to fight underwater.

Adventures: Aquatic champions have similar reasons to adventure that the base class does, but may also be in search of sunken treasure or the like.
Characteristics: Aquatic Champions can fight in the sea as easily as they can on land, and then some.
Alignment: Any. The greatest heroes and the vilest villains lurk in the depths.
Religion: Deities of nature or the sea, or any deity that might have been worshipped anyway, are common among aquatic champions.
Background: Aquatic champions tend to be those experienced in hunting or fighting underwater. It is not unheard of for samurai to take up pearl-diving as a (somewhat risky) hobby, which may qualify them for aquatic champion.
Races: Any race that is normally at a disadvantage in water, but can survive therein for a little while, may become an aquatic champion.
Other Classes: Aquatic champions are treated much as members of their original class, and do not often change their outlook on members of other classes.
Role: Aquatic champions fight underwater, making them perfect for an aquatic campaign.
Adaptation: For a campaign that does not take place near water, consider a class such as tundra champion or desert champion that gets bonuses in a particular type of hazardous terrain while also staving off its effects.
Prerequisites:
To become an aquatic champion, a character must fulfill all the following criteria.
Base attack bonus: 5+
Weapon and Armour Proficiency: Must be proficient in all simple and martial weapons, or in all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword, or in the club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Race: Cannot have the fire subtype, the water subtype, or a base swim speed from race.
GAME RULE INFORMATION
Aquatic champions have the following game statistics.
Abilities: The original class's primary abilities are just as relevant to the aquatic champions.
Alignment: Any
Hit Die: d10
Class Skills
The aquatic's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str) and Use Rope (Dex).
Skill Points per Level: 4 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

1st+1+2+0+0Seastrike 1d6, Aquatic Proficiency
2nd+2+3+0+0Seastrike 2d6, Undersea Maneuvering
3rd+3+3+1+1Seastrike 3d6, Death from the Depths


Weapon and Armour Proficiency
The aquatic champion gets proficiency with the trident, the net, and any weapon that gains a benefit for being used under, or into, water.

Seastrike (Ex)
The aquatic champion deals 1d6 points of damage per level upon striking a creature from water or into water. If both are in water, this damage is doubled. This damage is not precision damage, and can affect creatures immune to critical hits, and if it does deal a critical hit, the damage is multiplied too.

Aquatic Proficiency (Ex)
Aquatic champions have a swim speed equal to their base land speed. They also do not suffer penalties for moving or fighting underwater, except for the penalty to using ranged weapons and inability to use fire while underwater. They can hold their breath three times as long as normal.

Undersea Maneuvering (Ex)
Aquatic champions of at least second level get a +1 bonus per character level to all bull rush, disarm, feint, grapple, overrun, sunder and trip attacks, as well as to any attack rolls made to do one of these, while underwater. In a grapple with a creature underwater, they can automatically move if they can pass an opposed swim check.

Death from the Depths (Ex)
At third level, the aquatic champion gains the ability to leap up and grab someone, and then pull them into the water, as a single action. This can be done in three ways: from land across to water, from water across to water, or from water back to water.

If this is being done from land, the aquatic champion must bull rush the target into the water at the end of a charge, continuing the charge into the water, then may make a free grapple check to start a grapple in the water after landing with that creature into the water. If this is being done from water across to water, the aquatic champion must do the same but can make a free action before the charge to move onto the surface of the water (essentially standing on top of the water for a moment) and if the bull rush is unsuccessful, the aquatic champion immediately overruns the target to move back to the water instead. If this is being done from water back to water, the aquatic champion makes a free action to move up from the surface of the water (essentially standing on top of the water for a moment), grapples a creature, and then falls back into the water, with or without the target depending on whether or not the grapple was successful.

Finally, the aquatic champion can immediately make a single extra move as a free action to drag the creature down.

ShiningStarling
2016-09-30, 04:33 AM
Yndüol, The Urchin Throne Trident, The Thief of Breath

Long ago, it was said that many strange mortals were able to rise to the powers of Gods. These beings did exist, though they were different from the Gods revered by the people of today. For one, they were bound to the Material Plane, and for another, their immortality was highly conditional. They all died off long ago, so long ago that they have been all but lost to history. However, two such gods managed to survive. One bound her very being to a trident of her own creation, hidden away in the depths of her crumbled, undersea empire. Unfortunately, the very first being to find her was her own rival, whom she could not impose her will upon, and thus she was lost, somewhere far from her empire, brooding for millennia.

Yndüol is an Intelligent +5 Throwing Returning Distance Wounding Trident, she ignores the usual inability to use thrown weapons underwater, acting just as well thrown as she would in air, and she always returns to the wielder's hand, even if the wielder moved. Unlike an ordinary trident, she is a two-handed double weapon, with each end being treated as a trident of the same enchantment. To wield her without penalties for non-proficiency, the wielder needs to be proficient in tridents, quarterstaves, and spears. She is treated as a trident for the purpose of Weapon Focus and similar feats. She has 120 ft. darkvision, blindsense, and hearing, as well as the ability to communicate telepathically with any wielder and speak aloud in Aquan and Common. She is Neutral Evil, but does not inflict negative levels upon anyone unless they refuse her will, and when she does she inflicts 4 negative levels, and increases her ego by 4 for the purposes of not allowing a wielder to drop her.

Yndüol possesses an Intelligence of 19, a Wisdom of 11, and a Charisma of 27, and her ego score is 40. 10 from enchantments, 12 from ability scores, 3 from senses, 4 from purpose, and 11 from retained casting ability/miscellaneous abilities, her will is quite strong, but if you would like her in your campaign, lowering ego to allow slightly more player choice might be desiredShe is dedicated to rebuilding her empire, and will always direct her wielder, should anyone ever find her, to go to the ocean floor, to the site of her capital city, and begin to rebuild. If she reaches that point, then once a day she may mimic the building effect of a Lyre of Building, without requiring a perform check, until her kingdom is rebuilt, which would take about a year of continuous building.

Yndüol retains the ability to cast many Sorcerer spells she knew, but her binding to an object limited her greatly. Spells dealing with water, dominion, or protection are likely in her arsenal, and she may cast up to 20 spell levels a day in this way.

In addition, Yndüol possesses a number of unique attributes. Her wielder, along with any creatures controlled by her or her wielder, are able to breathe underwater as an extraordinary ability, and gain a swim speed equal to their base speed (unless they already possess a better swim speed). She may also enable the same creatures to walk on water as if it were flat ground, and to ignore the effects of harsh weather at sea and water pressure when in a body of water. Finally, any creature struck by her while they are holding their breath loses 2 rounds of breath (Fortitude DC 27 half). If a creature struck is capable of breathing water, they must succeed on a DC 27 Fortitude save or lose that ability for 1 hour, and begin to hold their breath if they are underwater.


Âlynde, The Cloak Sacrosanct of the Shore, The Maid of Life

Long ago, it was said that many strange mortals were able to rise to the powers of Gods. These beings did exist, though they were different from the Gods revered by the people of today. For one, they were bound to the Material Plane, and for another, their immortality was highly conditional. They all died off long ago, so long ago that they have been all but lost to history. However, two such gods managed to survive. One, after seeing what her rival had done to continue on, later chose to follow suit, binding her being to a cloak she wove and enchanted herself. Unfortunately, the first person to find her died at sea, leaving her to sink to the seabed. She slowly bent the currents to her will to wash up on shore, and may have been found, but no one is quite sure, and she has not been seen in millennia, all but forgotten.

Âlynde is an Intelligent Cloak of Resistance +5. She has 6 pockets sewn into the inside, each of which acts as a Handy Haversack that can store up to 2 cubic feet of things, despite their seemingly small size. When in water, she also acts as a Cloak of Minor Displacement. She has 120 ft. darkvision, blindsense, and hearing, as well as the ability to communicate telepathically with any wielder and speak aloud in Aquan and Common. She is Neutral Good, and imposes 4 negative levels on, and refuses to use any of her functions for, an Evil wearer.

Âlynde possesses an Intelligence of 13, a Wisdom of 21, and a Charisma of 23, and her ego score is 40. 10 from enchantments, 12 from ability scores, 3 from senses, 4 from purpose, and 11 from retained casting ability/miscellaneous abilities, her will is quite strong, but if you would like her in your campaign, lowering ego to allow slightly more player choice might be desiredShe is dedicated to fighting Evil in the seas, to make them safe for all good folk. She may also make allowances if the wearer is sufficiently good-hearted to fight evil on land as well, but she is more concerned with the well-being of the ocean, and will push the wearer that way when she can.

Âlynde retains the ability to cast many Favored Soul spells she knew, but her binding to an object has limited her greatly. Spells dealing with water, healing, or protection are likely in her arsenal, and she may cast up to 20 spell levels a day in this way.

In addition, Âlynde possesses a number of unique attributes. The wearer gains a swim speed equal to their base speed if they do not already possess a better swim speed. All water and air within 60 feet of her is safe to breathe for any allied creature that breathes water or air. Allied creatures with swim speeds can fly at their swim speed whilst within this area, including the wearer. Similarly, the harmful effects of harsh sea weather and water pressure are ignored in the area. Âlynde can use Dimension Door on herself and her wearer as a move action, 4 times per day. If the wearer spends a full round concentrating, she can form a whirlpool if underwater, or a waterspout if above water. This ability does not function if the user is not within 10 feet of water. The whirlpool or waterspout is 100 feet high and 50 feet wide at the top, tapering down such that the tip of the down-pointing cone it forms takes up the space the wearer is in. The wearer is unaffected by it, but her allies can be affected. Any within 30 feet of the swirl must make a DC 27 Fortitude save or be sucked in, taking 5d6 Bludgeoning damage, that is treated as magical and good for the purpose of overcoming damage reduction. Anyone holding their breath that is sucked in immediately loses all their breath and begins suffocating. Creatures are trapped in the vortex for 5 rounds minus 1 round per size category above Medium, and take 5d6 damage each round, and being unable to take physical action. The vortex moves them at random within itself during this time. Creatures are expelled 10 feet away from the vortex, and must make another save to avoid being pulled in again. Âlynde can keep vortexes going for up to 5 minutes a day, which need not be consecutive.

ShiningStarling
2016-10-04, 04:08 PM
Contest is now closed. Voting has begun here (http://www.giantitp.com/forums/showthread.php?502596-Local-Speakeasy-Home-Brewing-3-X-Voting-Thread-III-Treacherous-as-the-Sea&p=21270800#post21270800)