Faerûnian Prestige Class : Waveservant
Umberlee is widely feared by all who make their living from the sea, and those who trespass her domain had best pay tribute to avoid her wrath. Waveservants serve the Bitch Queen as both tribute gatherers and enforcers.
Most waveservants are clerics, rangers, or cleric/rangers. Sometimes a wizard or sorcerer with a fondness for water magic becomes a waveservant, a few druid/waveservants are known, and some barbarian tribes venerate the Bitch Queen and have barbarian/waveservant members nearly as temperamental as the goddess herself.
Waveservants are usually loners. Some dwell on storm-swept islands and coasts, while others spend their whole lives aboard ships. Many make their living as pirates, attacking merchant ships that do not make sufficient offerings to their goddess. They rarely venture far from large bodies of water.
Requirements
To qualify to become a Waveservant, a character must fulfill all the following criteria:
- Skills: Intimidate 4 ranks, Knowledge (nature) 4 ranks, Speak Language (Aquan), Spot 3 ranks, Swim 4 ranks.
- Feats: Endurance, Weapon Focus (trident).
- Base Attack Bonus: +5.
- Spells: Ability to cast 2nd-level divine spells. Clerics who wish to become waveservants must have access to the Ocean domain.
- Patron: Umberlee.
- Special: The character must have made peaceful contact with a water elemental, an evil creature of type outsider (water), or an evil aquatic creature; the creature must have had at least 6 Hit Dice and the character must have communicated with it using a language or magic.
Class Skills
The waveservant's class skills are Concentration, Craft, Heal, Jump, Knowledge (nature), Knowledge (religion), Profession, Survival, and Swim.
Skill Points at Each Level: 2 + Int modifier.
Class Features
The following are Class Features of the waveservant prestige class.
Weapon and Armor Proficiency: A waveservant gains no weapon or armor proficiencies.
Spells per Day/Spells Known: At each waveservant level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a waveservant, the player must decide to which class to add each waveservant level for the purpose of determining spells per day and spells known.
Ocean Spells: A waveservant can prepare any spell from the Ocean domain as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Ocean domain list. For instance, a ranger/waveservant could prepare endure elements as a 1st level ranger spell.
Water Breathing (Ex): A waveservant can breathe water as easily as air, and gains a swim speed of 30 feet. Like all creatures with a swim speed, waveservants do not need to make Swim checks to move through the water at their swim speed. They have a +8 bonus on all Swim cheeks to perform some special action or avoid a hazard. They can always choose to take 10 on Swim checks even if rushed or threatened. They can use the run action while swimming provided they swim in a straight line.
Drowned Legion: Waveservants with the ability to rebuke undead gain a +4 to their turning damage roll whenever they or the targeted undead are at least half immersed in water.
Freedom of Movement (Ex): At 2nd level, waveservants move and attack normally while underwater as if they were under the effects of a freedom of movement spell. They may also cast spells unhindered when underwater. Restrictions not directly related to the water (such as a web spell cast into the water) are not thwarted by this ability.
Aquatic Servants (Su): At 3rd level, a waveservant gains the ability to rebuke or command aquatic creatures. This ability works just like an evil cleric rebuking or commanding undead, but uses the waveservant's class level to determine the effect of the rebuke attempt. The waveservant may use this ability a number of times per day equal to 3 + her Charisma modifier.
Sahuagin Rage (Ex): Beginning at 3rd level, a waveservant can call upon the inhuman bloodlust of the sahuagin, entering a rage exactly the same as that of a barbarian. She may do this once per day.
Deep Sight (Ex): At 4th level, a waveservant can see underwater as if she had darkvision and low-light vision.
Nose of the Shark (Ex): At 4th level, the waveservant gains the keen scent ability of a shark whenever she is within the water. She can detect creatures that are within the water within 180 feet and can detect blood in the water at ranges of up to one mile.
Jellyfish Poison (Su): At 5th level, the waveservant causes thousands of tiny poisoned nearly invisible barbs to grow from her face and hands. With a touch attack, she may inject poison through these barbs into the body of a target creature. The poison (Fort DC 10 + 1/2 class level + Wisdom bonus) deals 1d6 points of initial and secondary Strength damage. The waveservant can use the barbs to make multiple poison attacks as long as they remain. The barbs may be invoked once per day, remain on the waveservant's skin for up to 1 minute per class level, and can be dismissed as a free action. The poison cannot be removed from the character's skin or the barbs and stored for later use.
Tremorsense (Ex): At 6th level, a waveservant becomes so attuned to the vibrations of water that she effectively has the tremorsense ability in regard to creatures within or touching the body of water she is in. For example, if she were in an underground lake, she would know the exact location of an invisible rogue swimming through the lake toward her, but would not have any unusual ability to locate the invisible sorcerer flying above her. The range of this ability is 60 feet.
Jellyfish Tentacles (Su): At 8th level, when in water, the waveservant gains the ability to transform her arms into dozens of spindly translucent tentacles, all bearing poisoned barbs. The tentacles have a reach of 10 feet. The waveservant may attempt a touch attack with the tentacles, with a successful touch attack meaning the target is subject to the effects of jellyfish poison (see above). If used outside of water, the tentacles hang to the ground, have a maximum reach of 5 feet, and can only affect creatures that step on them.
Attacks with melee weapons against tentacles are made against AC 10, deal only 1 point of damage to the waveservant, and sever a single tentacle with each hit, but there are so many strands and they regrow so quickly that these attacks are almost entirely ineffective. Attacks with ranged weapons deal no damage. Area attacks affect the tentacles (and the waveservant) normally. While her arms are transformed into tentacles, she may not cast spells with anything other than verbal components, she cannot manipulate objects, and any magic items worn on her hands or arms are temporarily absorbed and cease functioning While this ability is active. Transforming her arms back to normal is a free action. She may use this ability for a number of rounds per day equal to her class level plus her Charisma modifier.
Arms of the Octopus (Su): At 9th level, the waveservant gains the ability to transform her arms into long suckered and barbed tentacles with 10 foot reach. She may attack with these arms as if they were natural weapons for her, and attacks in this manner do not draw attacks of opportunity. A tentacle deals 1d4 points of damage plus the waveservant's Strength bonus. A successful attack with a tentacle allows the waveservant to immediately attempt a grapple without having to make a touch attack or provoking an attack of opportunity. A waveservant that has grappled an opponent can choose to constrict her opponent with a successful grapple attack, automatically dealing 2d4 points plus Strength bonus of normal damage. While her arms are transformed into tentacles, she may not cast spells with anything other than verbal components, her effective Dexterity for manipulating objects is 6, and any magic items worn on her hands or arms are temporarily absorbed and cease functioning while this ability is active. Transforming her arms back to normal is a free action. She may use this ability for a number of rounds per day equal to her class level plus her Charisma modifier.
Jellyfish Body (Su): At 10th level, a waveservant's body undergoes a radical transformation. Her bones and internal organs soften and diffuse, leaving only her skin to define her shape. While this does not greatly affect her appearance (her features soften somewhat) or any of her other abilities, it does leave her body with no parts that are more vulnerable than any other. In short, she has no discernible anatomy, and is therefore no longer subject to critical hits or sneak attacks. Her type changes to aberration (aquatic)
Waveservant | Hit Die: d8 | |||||
---|---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special | Spells per Day |
1st | +0 | +2 | +0 | +2 | Ocean spells, water breathing, drowned legion | +1 level of divine spellcasting class |
2nd | +1 | +3 | +0 | +3 | Freedom of movement | +1 level of divine spellcasting class |
3rd | +2 | +3 | +1 | +3 | Aquatic servants, sahuagin rage | +1 level of divine spellcasting class |
4th | +3 | +4 | +1 | +4 | Deep sight, nose of the shark | +1 level of divine spellcasting class |
5th | +3 | +4 | +1 | +4 | Jellyfish poison | +1 level of divine spellcasting class |
6th | +4 | +5 | +2 | +5 | Tremorsense | +1 level of divine spellcasting class |
7th | +5 | +5 | +2 | +5 | +1 level of divine spellcasting class | |
8th | +6 | +6 | +2 | +6 | Jellyfish tentacles | +1 level of divine spellcasting class |
9th | +6 | +6 | +3 | +6 | Arms of the octopus | +1 level of divine spellcasting class |
10th | +7 | +7 | +3 | +7 | Jellyfish body | +1 level of divine spellcasting class |
Source: Faiths & Pantheons
Older Prestige class adapted to 3.5