WaterLord (3.5e Prestige Class)
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|Editing:||Constructive edits welcome|
A WaterLord is a master of water. The sea or the water in a creature's body can be manipulated, dispersed, or evaporated by a WaterLord. Waterwalking, Advanced Water Breathing are just a few of the skills acquired as the subject's body, mind, and soul become one with the water.
 Becoming a WaterLord
For heroes who spend a lot of time on or around water or fighting water elementals. Can be played by any medium or smaller race. Any class with any spellcasting ability. Level 5 min requirement.
|Base Attack Bonus:||None|
|Race:||Medium or smaller|
|Skills:||Swim +8, Survival +8, Knowledge (Nature) +8|
|Special:||Profession (Sailor or Mariner) +8 lowers the required level to 3|
|1st||+1||+0||+1||+0||Waterwalking, Water Breathing, Swim +1, Survival +1|
|2nd||+2||+0||+1||+0||Lesser Manipulate Water, Bonus Skill Focus Feat|
|3rd||+3||+0||+3||+0||Grow Gills, Swim +1, Survival +1|
|4th||+4||+1||+5||+1||Greater Manipulate Water, Advanced Waterwalking|
|5th||+5||+2||+7||+1||Tap, Swim +1, Survival +1|
 Class Features
All of the following are class features of the WaterLord.
Waterwalking: Character can walk on water up to 6ft deep with no penalties. Must make a balance check of 8 if in combat.
Water Breathing: Underwater breathing extended to 4x.
Lesser Manipulate Water: Can manipulate any water source that is not living or magical. Can evaporate, disperse, shape, and throw without touching. Can be used unlimited times, cannot be used during combat.
Grow Gills: Character grows small gills under the ribs. No limit on breathing under water. Must drink 1.5x more water to survive when in deserts.
Advanced Waterwalking: Same as Waterwalking, but no depth max or balance check.
Greater Manipulate Water: Same as Lesser, but can now manipulate living or magical. Can be used in combat. This spell can be used 5 times per day. Negates any penalties that incur underwater, including armor penalties.
Tap: Touch spell that steals the water out of a creature including it's blood and spills it onto the ground. Available to start twice per day*.
Creatures that do not have any water in them are immune.
Upon touch, the creature is paralyzed. This can be beaten with a Will save. If the save is successful, Tap does 2d6 damage and is not paralyzed. Becomes slightly fatigued. If the save is not successful, Tap does 2d8 damage and is paralyzed for the next round.
On their turn, they must make a Will save for their next round to become mobile again. Each subsequent round their save takes a -3 penalty.
This spell can be used for 3 rounds. No concentration check, required, but you must not move or do any other actions other than minor free or swift actions. On the 2nd round, Tap does 2d8+5 damage. On the 3rd round, Tap does 2d10 +8 damage. If you are successful on a 3 round Tap, the creature faints if it is a large or smaller creature. All creatures are fatigued afterwards. Water Elementals take 1.5x damage. You can add a 4th round to Tap by sacrificing 30 hp, doing 2d10 +15 damage.
If the creatures has 0hp or less after any of these rounds, it automatically dies.
*If a creature makes it's saving throw to become mobile again, but you go after it again, it is still the same Tap spell, but you start at round 1 again. One Tap spell can only be re-tried once.
Bonus Feats: Any Skill Focus.
 Campaign Information
 Playing a WaterLord
Combat: Masters of the water, they are exceptional when fighting at sea or underwater.
Advancement: Usually taken before level 10, then reverting back to original class.
Resources: Aquatic Elves will welcome you and provide you with great help. Friendships. Most elves will give you a better rate when bartering.
 WaterLords in the World
 WaterLords in the Game
Adaptation: Coming Soon
Sample Encounter: Coming Soon
I would like feedback on how to make this prestige class a little better or cooler.