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{{GitP|45205}}Originally developed by seafaring martial adepts, the Ocean Soul discipline is focused on channeling the awesome power of the ocean and the storms that rage atop it. Due to the discipline's link to the ocean, maneuvers in the Ocean Soul discipline can be used underwater without penalty. This includes the -4 penalty to attack rolls. The key skill for the Ocean Soul discipline is Swim. Its associated weapons are the harpoon, net, trident, and punching dagger. ==Maneuver and Stance List== ===One=== Breath of the Sea - Stance - Breathe water like air; swim speed according to Swim ranks<br> Fog Mantle - Boost - Gain Concealment chance according to Swim ranks for one round<br> Sea Legs - Boost - Charge over difficult terrain<br> Tempest Strike - Strike - Attack deals +1d4 electrical and +1d4 cold damage<br> Waveride - Boost - Gain 10' bonus to speed ===Two=== Icerime Bolt - Strike - Ray deals 3d6 cold damage<br> Wake of the Sea Turtle - Strike - Charge one opponent and affect others in a cone behind you<br> Wavestride - Boost - Leap between pools of water as standard action ===Three=== Bite of the Shark - Stance - gain bite attack and scent; gain bonus to confirm criticals<br> Wake of the Dolphin - Strike - charge one opponent and affect others in a cone behind you<br> Wave Strike - Strike - Bull-rush multiple opponents at once<br> Whirlpool Sink - Boost - move up to double speed, and if you complete a circle, all in area must make Balance check or fall prone ===Four=== Capsize - Counter - trip opponent as preemptive counter<br> Wake of the Shark - Strike - charge one opponent and affect others in a cone behind you<br> Wavestrike Counter - Counter - Bull-rush opponents as counterattack ===Five=== Arctic Waterspout - Strike - cylinder deals 6d6 cold damage and throws foes in air<br> Kraken's Grasp - Boost - Deal extra damage while grappling<br> Wake of the Whale - Strike - charge one opponent and affect others in a cone behind you ===Six=== Hurricane Stance - Stance - foes nearby must make Balance checks or fall prone<br> Thunderstorm Counter - Counter - counter with full-attack that adds electrical damage<br> Wake of the Leviathan - Strike - charge one opponent and affect others in a cone behind you ===Seven=== Breath of the Arctic - Strike - Cone deals 8d6 cold damage<br> Tidal Wave Strike - Strike - Bull-rush and damage multiple opponents ===Eight=== Dance of the Selkie - Stance - foes who attack you provoke attacks of opportunity<br> Maelstrom Blow - Strike - attack deals +5d6 electrical, +5d6 cold<br> Whirlpool Wake - Strike - move up to quadruple speed; if full circle, all in area are tripped and take damage ===Nine=== Hurricane Tempest Blast - Strike - one attack deals +30 electrical, +30 cold, +30 sonic; surrounding foes are tripped and bull-rushed. ==Maneuvers and Stances== ===Arctic Waterspout=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 5<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One creature and surrounding area<br> '''Area:''' 10' radius Cylinder<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex partial and Fortitude half; see text Channeling the powers of the mighty ocean, you call forth a mighty deluge of water from under your target. As part of this maneuver, make a melee attack, after which a cylinder is created, whose center is underneath your target. This cylinder has a 10' radius and is 20' tall. Creatures caught inside the cylinder (including your target but excluding yourself) take 3d6 cold damage and 3d6 bludgeoning damage. A successful Fortitude save (DC 15 + Wisdom modifier) negates the bludgeoning damage, but not the cold damage. Further, affected creatures are thrown 30' into the air and must make a successful Reflex save (versus the same DC) or take appropriate falling damage and are prone. This is a supernatural ability. ===Bite of the Shark=== Ocean Soul (Stance)<br> '''Level:''' Swordsage 3<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance While in this stance, you gain a bite attack that deals 1d8 points of damage (1d6 if Small, 1d10 if Large). You also gain the Scent ability, effective to 15'. You gain a bonus to confirm critical hits equal to 1/4 your class level. ===Breath of the Arctic=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 7<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' 30'<br> '''Area:''' Cone<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex half, Fortitude partial; see text Your lungs fill with the cold, moist air of the northern climates. Exhaling, you cover an area with cold wind and scintillating ice crystals. Creatures within the cone take 6d6 cold damage (with a DC 17 + Wisdom modifier Reflex save for half damage) and must also make a Fortitude save (versus the same DC) or be fatigued. This is a supernatural ability. ===Breath of the Sea=== Ocean Soul (Stance)<br> '''Level:''' Swordsage 1<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance While you are in this stance, you can breathe water as if it were air. You also gain a Swim speed according to your ranks in Swim. {|border=1px !Ranks !!Speed |- |1-4 || 10' |- |5-8 || 20' |- |9-12 || 30' |- |13-16 || 40' |- |17+ || 50' |} ===Capsize=== Ocean Soul (Counter)<br> '''Level:''' Swordsage 4<br> '''Initiation Action:''' 1 immediate action<br> '''Range:''' Melee<br> '''Target:''' Attacking creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None You see your opponent coming and attack him at his most exposed: when he is attacking you. Upon initiating this maneuver, you make an imemediate trip attempt on a creature attacking you. This trip attempt is resolved prior to the attacker's attack and prevents the attacker's attack if you succeed on the trip attempt. This maneuver does not provoke attacks of opportunity even if you do not possess the Improved Trip feat. You must possess a free hand to use this maneuver. ===Dance of the Selkie=== Ocean Soul (Stance)<br> '''Level:''' Swordsage 8<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance While in this stance, any creature that attacks you must make a Reflex save against a DC equal to your ranks in Swim. If they fail, they provoke an attack of opportunity from you and any of your allies that threaten them. ===Fog Mantle=== Ocean Soul (Boost)<br> '''Level:''' Swordsage 1<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round You are surrounded by foggy mist, such as over a bay on a cold morning. This grants you concealment for one round according to your ranks in Swim: {|border=1px !Ranks !!Concealment Gained |- |4 or less || 10% |- |5-8 || 15% |- |9-12 || 20% |- |13-16 || 25% |- |17-20 || 30% |- |21+ || 35% |} Using this maneuver is a supernatural ability. ===Hurricane Stance=== Ocean Soul (Stance)<br> '''Level:''' Swordsage 6<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Stance While in this stance, the air around swirls and twists as if a mighty hurricane were forming. Creatures within 15' of you at the start of their turns must make a Balance check (DC 16 + Wisdom modifier) or fall prone. ===Hurricane Tempest Blast=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 9<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' One Creature and surrounding area<br> '''Area:''' 20' radius<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None You channel the mighty power of the sea and of the storms that rage over it into one fell blow. As part of this maneuver, make a melee attack against one target. This attack deals +30 electrical, +30 sonic, and +30 cold damage. Further, all creatures (excluding yourself) within 20' of the target are first bull-rushed and then tripped by an expanding wave of energy. This wave is considered to have a Strength modifier of +15 for the purposes of bull-rushing and tripping, and is considered Gargantuan in size. Creatures may be bull-rushed outside of the maximum area of this maneuver. This is a supernatural ability. ===Icerime Bolt=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 2<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Close (25' + 5'/level)<br> '''Target:''' One Creature<br> '''Effect:''' Ray<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None A ray of freezing cold water projects from your outstretched hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 3d6 points of cold damage. This is a supernatural ability. ===Kraken's Grasp=== Ocean Soul (Boost)<br> '''Level:''' Swordsage 5<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round You may use this boost during a grapple. When you use this boost, you gain a +10 bonus on grapple checks and deal an extra 4d6 damage when grappling. Further, you may choose to deal lethal or nonlethal damage from your grapple. ===Maelstrom Blow=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 8<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' 1 foe<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None You charge your weapon with the energies of storms. As part of this maneuver, make a single melee attack. This attack deals an additional 5d6 cold and 5d6 electrical damage, in addition to its normal damage. This maneuver is a supernatural ability. ===Sea Legs=== Ocean Soul (Boost)<br> '''Level:''' Swordsage 1<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round You may charge through and over difficult terrain for one round. You also receive a +5 competence bonus to Balance checks for the duration of this maneuver. ===Tempest Strike=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 1<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' Melee<br> '''Target:''' 1 foe<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex half You charge your weapon with the energies of storms. As part of this maneuver, make a single melee attack. This attack deals 1d4 cold and 1d4 electrical damage, in addition to its normal damage. ===Thunderstorm Counter=== Ocean Soul (Counter)<br> '''Level:''' Swordsage 7<br> '''Initiation Action:''' 1 immediate action<br> '''Range:''' Melee<br> '''Target:''' One creature who strikes you<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude partial; see text Your foe's weapon strikes home, but you can feel the power of storms inside you well up and unleash in fury. Upon initiating this maneuver, you make an imemediate full attack on a creature that has just struck you. This maneuver cannot interrupt a full-attack, but it can be used even if your foe's attack drops you below 0 hit points. Your attacks during this full-attack action deal an additional 4d6 points of electrical damage, though your foe is allowed a Fortitude saving throw (DC 17 plus your Wisdom modifier) to negate this additional damage. ===Tidal Wave Strike=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 7<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' 25'<br> '''Area:''' 25' cone; see text<br> '''Duration:''' Instantaneous<br> This maneuver functions as Wave Strike, except as noted here. Creatures bull-rushed by the cone also take 5d6 points of bludgeoning damage. ===Wake of the Dolphin=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 3<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Charge and expanding cone; see text<br> '''Area:''' Expanding Cone<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex partial; see text You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to three times your Swim ranks, rounded down to the nearest multiple of five. A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of your charge take 4d6 points of bludgeoning damage with a Reflex save (DC 13 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are tripped by your wake. The wake is treated as having a Strength modifier of +5 for making its trip check. A creature may only be affected once each round by this wake. This maneuver is a supernatural ability when used out of water. ===Wake of the Leviathan=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 6<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Charge and expanding cone; see text<br> '''Area:''' Expanding Cone<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex partial; see text You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to five times your Swim ranks, rounded down to the nearest multiple of five. A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 40'). Creatures caught in the cone during the course of your charge take 7d6 points of bludgeoning damage with a Fortitude save (DC 16 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake and knocked prone. The wake is treated as having a Strength modifier of +14 for making its bull-rush check, and has a Reflex save (DC 16 plus your Wisdom modifier) to prevent being knocked prone. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake. This maneuver is a supernatural ability when used out of water. ===Wake of the Sea Turtle=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 2<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Charge and expanding cone; see text<br> '''Area:''' Expanding Cone<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex partial; see text You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to three times your Swim ranks, rounded down to the nearest multiple of five. A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of your charge take 2d6 points of bludgeoning damage with a Reflex save (DC 12 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are bull-rushed back by your wake. The wake is treated as having a Strength modifier of +2 for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake. This maneuver is a supernatural ability when used out of water. ===Wake of the Shark=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 4<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Charge and expanding cone; see text<br> '''Area:''' Expanding Cone<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex and Will partial; see text You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to four times your Swim ranks, rounded down to the nearest multiple of five. A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 30'). Creatures caught in the cone during the course of your charge take 4d6 points of bludgeoning damage with a Reflex save (DC 14 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save must make a Will save or take 2 points of Constitution damage. You gain two temporary hit points for each point of Constitution damage you deal in this way. A creature may only be affected once each round by this wake. These temporary hit points remain for five minutes before disappearing. This maneuver is a supernatural ability when used out of water. ===Wake of the Whale=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 5<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Charge and expanding cone; see text<br> '''Area:''' Expanding Cone<br> '''Target:''' One creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex partial; see text You charge a foe, trailing a wake of water. As part of this maneuver, you must make a charge against your target. This charge must be in a straight line and has a maximum distance equal to four times your Swim ranks, rounded down to the nearest multiple of five. A cone grows behind you as you charge. For each 10' you travel, the size of the cone increases by 10' (to a maximum of 40'). Creatures caught in the cone during the course of your charge take 6d6 points of bludgeoning damage with a Reflex save (DC 15 plus your Wisdom modifier) for half damage. In addition, those creatures that fail their save are bull-rushed by your wake. The wake is treated as having a Strength modifier of +10 for making its bull-rush check. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake. This maneuver is a supernatural ability when used out of water. ===Wave Strike=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 3<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' 15'<br> '''Area:''' 15' cone; see text<br> '''Duration:''' Instantaneous<br> You create a wall of water from your outstretched hand, which moves away from you and pushes your opponents away. As part of this maneuver, you create a 15' cone. Any creature within this cone is bull-rushed by the oncoming water. The cone has an effective Strength bonus of +8 for this check. A creature may be bull-rushed outside the area of this maneuver by this effect. This maneuver is a supernatural ability when used out of water. ===Waveride=== Ocean Soul (Boost)<br> '''Level:''' Swordsage 1<br> '''Initiation Action:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round For the duration of this maneuver, you gain a +10' enhancement bonus to your land and swim speeds. ===Wavestride=== Ocean Soul (Boost)<br> '''Level:''' Swordsage 2<br> '''Initiation Action:''' 1 standard action<br> '''Range:''' See text<br> '''Effect:''' Teleportation<br> '''Target:''' Personal<br> '''Duration:''' Instantaneous You may jump from one body to another. This functions as the Shadowdancer's Shadow Jump ability, except that you can only transport yourself from one body of water to another. The water must be at least an inch deep, and enough to fill at least one square. You may jump a total distance according to your ranks in Swim: {|border=1px !Ranks !!Distance |- |1-5 || 10' |- |6-10 || 15' |- |11-15 || 20' |- |16-20 || 30' |- |21+ || 40' |} ===Wavestrike Counter=== Ocean Soul (Counter)<br> '''Level:''' Swordsage 4<br> '''Initiation Action:''' 1 immediateaction<br> '''Range:''' 10'<br> '''Area:''' 10' cone; see text<br> '''Duration:''' Instantaneous<br> This maneuver functions as Wave Strike except as noted here. ===Whirlpool Sink=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 4<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Special; see text<br> '''Area:''' Special; see text<br> '''Saving Throw:''' See text<br> As part of this maneuver, you can move up to two times your speed. All of your movement must be along a continuous, solid surface. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 4d6 points of damage. Creatures may make a Balance check (DC 14 plus your Wisdom modifier) to remain standing. The whirlpool is created the first time you form a closed area. You cannot create multiple areas in one move. Using this maneuver outside of water is a supernatural ability. ===Whirlpool Wake=== Ocean Soul (Strike)<br> '''Level:''' Swordsage 8<br> '''Initiation Action:''' 1 full-round action<br> '''Range:''' Special; see text<br> '''Area:''' Special; see text<br> '''Saving Throw:''' Reflex partial and Fortitude half; see text<br> As part of this maneuver, you can move up to four times your speed. All of your movement must be along a continuous, solid surface. This maneuver has no effect unless you complete a closed area. In this case, a great deluge of water forms and spins, knocking them all prone and dealing them 8d6 points of bludgeoning damage and 8d6 points of cold. Creatures may make a Reflex save (DC 18 plus your Wisdom modifier) to remain standing, and a Fortitude save to reduce the damage to 4d6 bludgeoning and 4d6 cold. The whirlpool is created the first time you form a closed area. You cannot create multiple areas in one move. Using this maneuver outside of water is a supernatural ability.
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