Stormwrack

Feats

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.

Spells

BARD SPELLS

1ST LEVEL

Quickswim: Your swim speed increases by 10 ft.

2ND LEVEL

Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement.

3RD LEVEL

Detect 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 LEVEL

Flowsight: You can scry creatures in contact with a body of water.

6TH LEVEL

Rapture of the Deep: Target becomes comatose.

CLERIC SPELLS

3RD LEVEL

Air Breathing: Subject breathes air as easily as water.

DOMAINS

BLACKWATER DOMAIN

Granted Powers: You are immune to pressure damage from descending into even the greatest of oceanic depths.

Domain Spells
  1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  2. Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
  3. Evard’s Black Tentacles: Tentacles grapple all within 20-ft. spread.
  4. Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
  5. Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
  6. Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
  7. Dark Tide: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.
  8. Maelstrom: Conjures a deadly whirlpool to suck in and batter foes.
  9. Doom of the Seas: Summons a fiendish kraken under your command.
OCEAN DOMAIN

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. 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
  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Sound Burst: Deals 1d8 sonic damage to subjects; might stun them.
  3. Water Breathing: Subjects can breathe underwater.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Wall of Ice: Creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  6. Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
  7. Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
  8. Maelstrom: Conjures a deadly whirlpool to suck in and batter foes.
  9. Elemental Swarm*: Summons multiple water elementals.

* Water elementals only.

SEAFOLK DOMAIN

Granted Powers: You gain Expert Swimmer or Rapid Swimming (your choice) as a bonus feat.

Domain Spells
  1. Quickswim: Your swim speed increases by 10 ft.
  2. Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
  3. Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
  4. Siren’s Call: Compel one creature/2 levels to submerse itself.
  5. Commune with Nature: Learn about terrain for 1 mile/level.
  6. Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
  7. Megalodon Empowerment: Gain scent, water breathing, swim speed for 1 hour/level.
  8. Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships.
  9. Foresight: Sixth sense warns of impending danger.
STORM DOMAIN

Granted Powers: You gain resistance to electricity 5.

Domain Spells
  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet Storm: Hampers vision and movement.
  5. Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.
  6. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning and hail.

DRUID SPELLS

1ST LEVEL

Kuo-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 LEVEL

Fins 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 LEVEL

Air 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 LEVEL

Control 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 LEVEL

Blackwater 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 LEVEL

Mudslide: Landslide buries, mires creatures within a 40-ft. radius.

Stormwalk: Teleport yourself and one creature/2 levels from a storm.

7TH LEVEL

Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.

8TH LEVEL

Depthsurge: 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 LEVEL

Doom of the Seas: Summons a fiendish kraken under your command.

PALADIN SPELLS

2ND LEVEL

Steed of the Seas: Make your special mount amphibious.

RANGER SPELLS

1ST LEVEL

Kuo-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 LEVEL

Tojanida Sight: Gain all-around vision.

3RD 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.

Wake Trailing: You can track a ship across the sea.

SORCERER/WIZARD SPELLS

1ST LEVEL
Trans

Quickswim: Your swim speed increases by 10 ft. Wave Blessing. Keeps one creature/level from sinking.

2ND LEVEL
Abjur

Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms.

Turbidity: Water surrounding you becomes cloudy, granting concealment.

Evoc

Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.

Trans

Fins 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 LEVEL
Div

Detect Ship: Detect and identify ships.

Evoc

Favorable Wind: Produces a strong wind that lasts 10 min./level.

Trans

Air Breathing: Subject breathes air as easily as water.

Water to Acid: Transforms 1 cu. ft./level of water into acid.

4TH LEVEL
Ench

Siren’s Call: Compel one creature/2 levels to submerse itself.

Illus

Disguise Ship: Disguises a ship.

Necro

Aboleth Curse: Subject’s skin undergoes a horrible transformaton.

5TH LEVEL
Conj

Blackwater Tentacle: Create blackwater tentacle that attacks your foe.

Div

Flowsight: You can scry creatures in contact with a body of water.

Necro

Thalassemia: Turns blood to seawater, dealing 1d6/level damage.

Trans

Airy 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 LEVEL
Conj

Mudslide: Landslide buries, mires creatures within a 40-ft. radius.

Necro

Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.

7TH LEVEL
Conj

Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.

8TH LEVEL
Conj

Mordenkainen’s Capable Caravel: Creates magical ship with extradimensional staterooms.

Stormwalk: Teleport yourself and one creature/2 levels from a storm.

Evoc

Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships.

9TH LEVEL
Conj

Planar Navigation: Send a whole ship to another plane.

Powers

PSION/WILDER POWERS

4th level

Blackwater Mind: Those attempting to telepathically contact you are incapacitated.

PSYCHIC WARRIOR POWERS

3rd level

Waterborn: Gain the aquatic subtype and a swim speed.

Races