![]() ![]() 3RD LEVELĪir Breathing: Subject breathes air as easily as water.įavorable Wind: Produces a strong wind that lasts 10 min./level. Urchin’s Spines: Target grows spines that damage opponents. Tern’s Persistence: Subject can travel overland 50% longer without fatigue. Swim: Subject gains swim speed and +8 bonus on Swim checks. Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. Jaws of the Moray: Subject gains a bite attack. 2ND LEVELįins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet. Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. Quickswim: Your swim speed increases by 10 ft. Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. Storm of Vengeance: Storm rains acid, lightning and hail.Whirlwind: Cyclone deals damage and can pick up creatures.Control Weather: Changes weather in local area. ![]() Call Lightning Storm: As call lightning, but 5d6 damage per bolt.Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.Sleet Storm: Hampers vision and movement.Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.Gust of Wind: Blows away or knocks down smaller creatures.Entropic Shield: Ranged attacks against you have 20% miss chance.Granted Powers: You gain resistance to electricity 5. Foresight: Sixth sense warns of impending danger.radius, pushes targets back, sinks ships. Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft.Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.Airy Water: Turn normal water into a breathable substance negate underwater movement and melee attack penalties.Commune with Nature: Learn about terrain for 1 mile/level.Siren’s Call: Compel one creature/2 levels to submerse itself.to swim speed or gain swim speed of 15 ft. Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.Quickswim: Your swim speed increases by 10 ft.Granted Powers: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat. Elemental Swarm*: Summons multiple water elementals.Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.Otiluke’s Freezing Sphere: Freezes water or deals cold damage.Wall of Ice: Creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.Freedom of Movement: Subject moves normally despite impediments.Water Breathing: Subjects can breathe underwater.Sound Burst: Deals 1d8 sonic damage to subjects might stun them.Endure Elements: Exist comfortably in hot or cold environments.This duration need not be consecutive it can be used in increments as small as 1 round. This effect occurs automatically as soon as it becomes applicable and lasts until the duration expires or the effect is no longer needed. ![]() Granted 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.
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