Stormwrack
Races
Aventi
Darfellan
Dwarf, seacliff
Elf, aquatic
Gnome, wavecrest
Hadozee
Hafling, shoal
Class Variants
Barbarian (Fast Movement applies to swim speed)
Bard (restrictions on Bardic Music)
Cleric (aquatic deities and/or domains)
Druid (aquatic Animal Companion / Woodland stride applies to difficult aquatic terrain)
Monk (Fast movement applies to swim speed, Alternative class features)
Paladin (Special aquatic mount)
Ranger (Track in Water / Woodland Stride)
Scout (Fast movement applies to swim speed / freedom of movement)
Sorcerer (Aquatic Familiar)
Wizard (Aquatic Familiar)
Prestige Classes
Knight of the Pearl
Legendary Captain
Leviathan Hunter
Scarlet Corsair
Sea Witch
Stormcaster
Wavekeeper
Weapons and Armor
Armor
Cord
Sharkskin
Shell
Chitin
Living coral
Keel
Weapons
Cutlass
Longbow, aquatic
Stingray whip
Crossbow, aquatic
Harpoon
Skipping blade
Magic Items
Special Materials
Pearlsteel
Riverine
Armor and Shield Enhancements
Buoyant
Deep
Gilled
Nacreous
Armor and Shield Enhancements
Acidic Burst
Aquatic
Corrosive
Specific Armor
Electric Eel Hide
Windrunnder's Shirt
Specific Weapons
Krakentooth
Pearl Trident
Reaver's Cutlass
Sharkdoom Spear
Sword of the Glorious Pearl
Rings
Four Winds
Landwalking
Vortex
Rods and Staffs
Rod of the Legendary Mariner
Staff of the Waves
Wondrous Items
Admirals Bicorne
Bag of Teeth
Captain's Lantern
Everfull Sails
Figurine of Wondrous Power
Finned Gauntlets
Living Figureheads
Oars of Speed
Planar Helm
Sails of Displacement, minor
Sea-steed's Bridle
Stormrider Cloak
Secure Lines
Sovereign Sealant
Water Wheels
Wind Pipe
Feats
Aquatic Shot
Breathing Link
Clever Wrestling
Curling Wave Strike
Expert Swimmer
Flying Fish Leap
Great Captain
Landwalker
Old Salt
Rapid Swimming
Sahuagin Flip
Sailor's Balance
Scourge of the Seas
Sea Legs
Ship's Mage
Steam Magic
Storm Mage
Sunken Song
Swim-by Attack
Toothed Blow
Water Adaptation
Windsinger
Divine
Blackwater Invocation
Santify Water
Spells
Bard
1ST - Quickswim: Your swim speed increases by 10 ft.
2ND - Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement.
3RD - 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 - Flowsight: You can scry creatures in contact with a body of water.
6TH - Rapture of the Deep: Target becomes comatose.
Cleric
3RD - Air Breathing: Subject breathes air as easily as water
Druid
1ST - 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 - 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 - 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 +1/3levels.
4TH - 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 - 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 - Mudslide: Landslide buries, mires creatures within a 40-ft. radius.
Stormwalk: Teleport yourself and one creature/2 levels from a storm.
7TH - Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
8TH - 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 - Doom of the Seas: Summons a fiendish kraken under your command.
Paladin
2ND - Steed of the Seas: Make your special mount amphibious.
Ranger
1ST - 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 - Tojanida Sight: Gain all-around vision.
3RD - 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
1ST - Quickswim: Your swim speed increases by 10 ft.
Wave Blessing: Keeps one creature/level from sinking.
2ND - Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms.
Turbidity: Water surrounding you becomes cloudy, granting concealment.
Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
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 - Detect Ship: Detect and identify ships.
Favorable Wind: Produces a strong wind that lasts 10 min./level.
Air Breathing: Subject breathes air as easily as water.
Water to Acid: Transforms 1 cu. ft./level of water into acid.
4TH - Siren’s Call: Compel one creature/2 levels to submerse itself.
Disguise Ship: Disguises a ship.
Aboleth Curse: Subject’s skin undergoes a horrible transformaton.
5TH - Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
Flowsight: You can scry creatures in contact with a body of water.
Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
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 - Mudslide: Landslide buries, mires creatures within a 40-ft. radius.
Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
7TH - Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
8TH - Mordenkainen’s Capable Caravel: Creates magical ship with extradimensional staterooms.
Stormwalk: Teleport yourself and one creature/2 levels from a storm.
Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships.
9TH - Planar Navigation: Send a whole ship to another plane.
This message was last edited by the GM at 16:00, Sun 03 Apr 2011.