Kung Fu (3.5e Tradition)
| Transmutation [Water] | |
| Element: | Water |
|---|---|
| Prerequisites: | None |
| Attack Die: | d8 |
| 1st Kata: | Heal d6+Con modifier by touch |
| 2nd Kata: | +2 to Constitution for the purposes of determining Elementrics endurance |
| 3rd Kata: | −2 to number of rounds it takes to regain Elementrics endurance |
| 4th Kata: | +2 to Fortitide saves |
| 5th Kata: | Create anti−bubble of water so that aquatic creatures can live on land as long you keep it up; Heal die is d8 |
| 6th Kata: | Turn water to ice, doing an additional d4 in cold damage with every die of normal damage |
| 7th Kata: | +3 to Constitution for the purposes of determining Elementrics endurance |
| 8th Kata: | −3 to number of rounds it takes to regain Elementrics endurance |
| 9th Kata: | +3 to Fortitude saves |
| 10th Kata: | Turn water to ice, doing an additional d6 in cold damage with every die of normal damage |
| 11th Kata: | Turn water into clouds, make it rain (no wind) |
| 12th Kata: | +4 to Constitution for the purposes of determining Elementrics endurance |
| 13th Kata: | −4 to number of rounds it takes to regain Elementrics endurance |
| 14th Kata: | +4 to Fortitude saves |
| 15th Kata: | Turn water to ice, doing an additional d8 in cold damage with every die of normal damage |
| 16th Kata: | Teleport through any body of water, provokes attack of opportunity but can gain surprise on anyone within melee of water |
| 17th Kata: | +5 to Constitution for the purposes of determining Elementrics endurance |
| 18th Kata: | −5 to number of rounds it takes to regain Elementrics endurance |
| 19th Kata: | +5 to Fortitude saves |
| 20th Kata: | Turn water to ice, doing an additional d10 in cold damage with every die of normal damage |
Back to Main Page → 3.5e Homebrew → Rules → Elementrics
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.