Sign
You look like you just came out of the water, no matter what you do.
Influence
You find yourself drawn to any body of water, finding it almost irresistible to enter it and remain for as long as possible.
Automatic Power
Sense Water – You sense all water within a 1 mile radius centered on you at all times. This just gives you a vague awareness of the presence of water, which can be improved by concentrating further. This does not detect the water in living beings.
1 Round: Yes/No (Open Water or Contained?)
2 Rounds: You know the amount of water
3 Rounds: General direction of the water
Granted Powers
- Be Like Water – You gain evasion, as the Scout class talent from the Survivor talent tree.
- One With The Waves – You gain a swim speed of 12 squares, and can breathe water as if it was air.
- Control Water – For a total of 10 minutes per day per character level, used in 10 minute increments, you can manipulate water, or substances containing water (but not the water inside living things). Activating this is a Standard Action, and each activation of this ability can use either of the following 2 functions.
- Lower Water – This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
- Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either function of this ability, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
- Water Whip – You may, as a move action that does not provoke an attack of opportunity (provided you have at least 1 liter of water available), create a thick tendril of water that wraps itself around your arm and into your hand. You can use this water as a weapon, and are considered to be proficient with it. The whip does 1d4+Wisdom modifier damage on a successful hit regardless of a target’s armor, has a 10’ reach, is a small weapon, and threatens its area. The whip has 0 hardness, HP equal to twice your character level, and has recovers a number of HP per round equal to your level. It lasts until it is destroyed or you let go of it. Additionally, you may apply precision-based damage (such as Sneak Attack) to attacks with a water whip and treat it as a normal whip for purposes of weapon-based feats. You can increase damage done by the whip by one step (from 1d4 to 1d6, etc.), increasing the by making a Magery check vs DC = 11 + 5 with additional +5 per step. The whip can also be extended an additional 5 feet by increasing the Magery DC by +10.