Water Apprentice (3.5e Class)
From D&D Wiki
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
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||watery veins,waters fury||4||2||—||—||—||—||—||—||—||—||—||~||~|
|6th||+4||+2||+5||+5||water form 1||5||5||4||—||—||—||—||—||—||—||—||—||—|
|8th||+6/1||+3||+6||+6||water form 2||5||5||5||3||—||—||—||—||—||—||—||—||—|
|10th||+7/2||+3||+7||+7||water form 3||5||5||5||4||2||—||—||—||—||—||—||—||—|
|12th||+9/4||+4||+8||+8||water form 4||5||5||5||5||4||—||—||—||—||—||—||—||—|
|14th||+10/5||+4||+9||+9||Still as water||5||5||5||5||5||3||—||—||—||—||—||—||—|
|16th||+12/7/2||+5||+10||+10||Improved water weponds||5||5||5||5||5||4||2||—||—||—||—||—||—|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
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.
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.
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.
Feat: two weapon fighting
Gear: 2 rations 4 water skins
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
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.