Water Apprentice (3.5e Class)

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Water Apprentice

Water apprentices are connected both emotionally and physically to water. They can morph their bodies into water then into whatever they might need. They can also manipulate near by water to their advantage.

Making a water apprentice

Strong near any source of water. And weak in extremely hot conditions.

Any race can become a water apprentice but not anyone only a small few are chosen to represent the seas

Most water apprentices are neutral but can be any alignment

Starting gold: 1d6 × 10 gp (Avg:35)

Starting age: Simple

Table: The Water apprentice

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+0+0+2+2 watery veins,waters fury 42 ~~
2nd+1+0+3+3 water knowledge 53
3rd+2+1+3+3 searing water 54
4th+3+1+4+4 water control 542
5th+3+1+4+4 Water traveler 553
6th+4+2+5+5 water form 1 554
7th+5+3+5+5 water clone 5542
8th+6/1+3+6+6 water form 2 5553
9th+6/1+3+6+6 water wings 5554
10th+7/2+3+7+7 water form 3 55542
11th+8/3+3+7+7 healing water 55553
12th+9/4+4+8+8 water form 4 55554
13th+9/4+4+8+8 water travel 555542
14th+10/5+4+9+9 Still as water 555553
15th+11/6/1+5+9+9 iwater mucels 555554
16th+12/7/2+5+10+10 Improved water weponds 5555542
17th+12/7/2+5+10+10 water clones 5555553
18th+13/8/3+6+11+11 water within 5555554
19th+14/9/4+6+11+11 bonus feat 5555555
20th+15/10/5+6+12+12 water basics 5555555--

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), All Knowledge (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis), Swim (Str).

Class Features

All of the following are class features of the Water apprentice

Weapon and Armor Proficiency: water apprentices are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields)

Spells: < Spells: A water apprentice casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a water apprentice must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a water apprentices spell is 10 + the spell level + the water apprentices Charisma modifier: : a water apprentice cannot cast any fire, earth or wind spells.


Table: Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd53
3rd64
4th652
5th663
6th664
7th6652
8th6663
9th6664
10th66652
11th66663
12th66664
13th666652
14th666663
15th666664
16th6666652
17th6666663
18th6666664
19th6666665
20th6666666

Watery veins: at 1st level water flows though you as if the waves themselves where telling you when to move. When wearing no armor you may add you charisma modifier to your total ac. This counts as a dodge bonus

Waters fury: at first level a water may change his arms into water that takes the shape of any one handed weapon or light one handed weapon as a free action. The weapon the water apprentice choices he must be proficient with it. His arm then gains all statistics of the iron version of weapon it took shape of.

Water knowledge: at 2nd level you know where and what is touching the water at any time you can touch a water source you see hear and feel everything in the water.

Searing water: at 3rd level you can unleash a 30 ft water cone attack that deals your level/d6s + charisma modifier (max 5d6s) you may use this ability 3 + your charisma modifier a day.

Water control: at 4th level 2+Cha modifier you can call near by water to you you can either make a weapon of solid water it counts as masterwork or gain 2 piercing tentacles per gallon of water the tentacles deal 1d6+charisma modifier. The water tentacles chance to hit is equal to your bab. The tentacles last 1min/per level.

Water traveler:at 5th level a water apprentice gains the ability to walk on water: while the water apprentice is touching water at least a meter deep his base land speed is increased by 30.

Water form: at 6th level the water apprentice can turn himself into a medium water elemental . A large water elemental at level 8, a giant elemental at level 10 and a elder elemental at level 12. You can manifest this form a number of rounds per day equal to your level plus your charisma modifier.

Water clone: at 7th level you can make a clone of yourself. You can make up to your charisma modifier of clones per day. A water clones health is equal to your charisma score there Fort reflex and will is equal to yours there str dex con int wis and charisma is equal to yours both of there arms are equivalents to short-swords they have a bab of 5.

Water wings: at 9th level you can create wings at of water . Your wings have a base fly speed of 30 (maneuverability average) they last 1 min per gallon of water you absorb, You can absorb gallons up to a number of times equal to your Charisma modifier.

Healing water: at 11th level a water apprentice can heal himself by absorbing water he heals 1d8 per l gallon of water + charisma modifier.

Water travel: at 13th level when you touch water you can turn into water yourself and reform anywhere the water was connected this also lets you go through small ces such as drains

Still as water: at 14th level a water apprentice at will can transform his lower half into a a watery form, making them immune to trip effects and giving .

Water muscles: at 15th level you can absorb 1 gallon of water a day for a temp buff +2 to str.

Improved water weapons: at 16th level a water apprentice can make 1 size category higher weapon when using the water shaper ability he can wield them with no penalty.

Water within: at 18th level you can sacrifice hp to gain a spell equal to the hp lost.

Aqueous Form: at the 19th you can

Water basics: at the 20th level you may cast any water-based level 4 or lower spell as if it where a cantrip.


Ex-water apprentices

An EX Water Apprentice does not lose class skills and abilities. He is instead warned by his God that he has 1 year to live and to spend your remaining time wisely. The only way to become an ex water apprentice is endanger/let harm come to the sea or miss 2 Water Apprentice meetings with the God of sea.


Elf water apprentice Starting Package

Weapons: heavy crossbow

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty

Feat: two weapon fighting

Gear: 2 rations 4 water skins

Gold: 20gp

Campaign Information

Playing a water apprentice

Religion: it is almost unheard of that a water apprentices didn't follow the God of seas.

Other Classes: water apprentices get along well with wizards and fighters cause most magic users respect what they are. But when fighting beside someone a water apprentice isn't affraid to show of his courage and devotion to the fight. Almost all water apprentices hate barbarians cause of their savage nature.

Combat: most water apprentices like it up close and personal but can still take a ranged or silent approach to things.

water apprentices in the World

"You almost had me going there for a minute I thought your friend was smart enough to not fetch you some water."
—Malaconda the first water apprentice

Daily Life: Water apprentices don't like others to know of they're existence so they act as anyone else. Those that don't attempt to become spirits of water

Organizations: it is said that every 5 years the water apprentices are called to speak with the sea to find out there next objective. Most water apprentice leave either a casual life in the city. Where there's embrace there powers and they to become one with a lake pond or sea

NPC Reactions: Very few can identify water apprentices. The few that see them use there powers assume they are just a wizard but the few that do know of water apprentices either has a high respect for them or fears them greatly

Water apprentice Lore

Characters with ranks in knowledge religion can research Water apprentices to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge religion
DCResult
15"Might be some kind of water-based Druid?"
20"Water apprentices have strange connections to any water they're around"
25"Water apprentices are able to move and manipulate water at will. The more water there is, the more dangerous they get."
30"There are said to be only one Water Apprentice for every sea, They are chosen by the sea at a young age to represent it.

Water Apprentice in the Game


Adaptation: .

Sample Encounter: .

EL : .


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