Living Tide Prestige Class


Homebrew and House Rules


The living tides are said to have been first imbued with life by the sea. Although the first living tides were coral reefs raised to a semblance of life, most contemporary living tides are mortals who willingly take up the role of immortal warriors through ritual and devotion. To become a living tide, a being must be an experienced warrior knowledgeable about nature, and geography; speak the language of the sea; and have a valuable stone called Cassiterite bound to their forehead. The tight bond with this stone gives the living tide powerful defenses, an affinity to water, the power to summon elementals and demand truthful answers in the name of the denizens of the deep, and eventually become immortal by living out his life as a living body of water.

Hit Die: d8.

Requirements

To qualify to become a Living Tide, a character must fulfil all of the following criteria.

Base Attack Bonus: +5.
Feats: Endurance, Iron Will.
Languages: Aquan.
Skills: Knowledge (nature) 4 ranks, Knowledge (geography) 4 ranks, Swim 2 ranks.
Special: Must have a handcrafted gemstone crafted from a single piece of Cassiterite stone collected from the centre of a mighty storm worth at least 1,000 gp bound to their forehead in a sacred ritual with at least one living tide present.

Class Skills

The Living Tide’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (geography) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.

Class Features

The following are class features of the living tide prestige class. The caster level for powers that duplicate spell effects is equal to the living tide’s character level.

Weapon and Armor Proficiency

A living tide gains no additional weapon or armor proficiencies.

Cassiterite Stone (Su)

During their induction into this prestige class, a living tide has a Cassiterite Stone embedded in their forehead, often set with gems or inlaid with precious metals. This stone is inscribed on its inner side with the tide’s true name and their oaths to the sea. It cannot be removed without their permission, cannot be dispelled (though it does not function in areas where magic does not work), and does not use a magic item slot.

The Cassiterite Stone grants the living tide a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.

A living tide can invoke the power of their Cassiterite Stone 3 times per day as a swift action, enabling them to grow in size as if using enlarge person (even if he is not a humanoid). When a living tide first gains the Cassiterite Stone ability, they must decide whether it takes the form of an Diamond Akoya or Red Mabe stone. If the character was a spellcaster before becoming a living tide, they can choose either a Diamond Akoya or a Red Mabe. If the character was not a spellcaster before becoming a living tide, they must take a Red Mabe.

Diamond Akoya (Su)

Starting at 2nd level, a living tide with a Diamond Akoya gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if they are a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a living tide, they must decide to which class they add the new level for the purpose of determining spells per day. Once made, this choice cannot be changed. A living tide with a Diamond Akoya does not gain the greater Red Mabe and master Red Mabe abilities.

Red Mabe (Su)

A living tide with a Red Mabe Pearl. gains Toughness as bonus feat. In addition, when a living tide uses their Cassiterite Stone to increase their size, their base attack bonus from their living tide class levels are equal to their living tide level.

Salted Wounds (Ex)

At 2nd level, the vital fluids and tissues of a living tide pump with salty brine that calcify (Petrify) in response to injury. A living tide automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain.

Aqueous Form (Ex)

At 3rd level, the living tides body starts to become made up of more and more water, and inflicted wounds begin to spray salt water than blood. A living tide gains DR 1/— and 10% immunity to critical hits and sneak attacks (as if wearing fortification armour). At 5th level and again at 8th level, this DR increases by 1 and the immunity to critical hits increases by 10% (To a maximum of DR 3/— and 30% immunity to critical hits and sneak attacks at level 8). When a living tide uses their Cassiterite Stone to increase their size, these defenses temporarily increase by an additional 1 and 10%, respectively. At 5th level, a living tide becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Sea Legs (Ex)

At 4th level, a living tide becomes exceptionally stable on their feet, gaining a +4 bonus to their CMD when they resist a bull rush or trip attempt while in or on water. This stacks with a dwarf ‘s stability trait and similar abilities.

Drowning Sight (Su)

At 4th level, a living tide can perceive the balance of life and death within those they see, as if using deathwatch and detect undead simultaneously.
This power can be used at will and lasts as long as the living tide concentrates.

Greater Red Mabe (Su)

At 5th level, when a living tide with a Red Mabe invokes their Red Mabe’s power to increase their size, the living tide gains the benefit of righteous might rather than enlarge person. The DR gained from righteous might is based on the living tide’s alignment. A neutral living tide must choose which DR to gain from this ability. Once made, this choice cannot be changed.

Attunement to Water (Sp)

At 6th level, a living monolith can use Fluid Form at will (caster level equals character level).

Summon Water Elemental (Sp)

At 7th level, a living tide can call upon the aid of a Water Elemental. Once per day, the living tide can call a Water Elemental to their presence and bargain for its services as if using planar ally to call upon an outsider. At 9th level, this ability functions as greater planar ally (caster level equals character level). The living tide gains a +4 bonus on Diplomacy checks to influence Water Elementals.

Water Sense (Su)

At 8th level, a Living Tide gains tremorsense with a range of 30 feet to detect anything in contact with the same body of water. Once per day, a living tide can communicate with any creature that has the water subtype or a swim speed as if using Elemental Speech.

Liquid Coating (Sp)

At 9th level, a living tide can at will coat itself along with any garments and equipment worn or carried in a layer of water as hard as ice. In this form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the ice-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of their arms constitutes serious damage. The subject can return to its normal state, act, and then return instantly to its ice covered state (a free action) if it so desires. The Living Tide also becomes immune to petrification.

Endless Sea (Ex)

At 10th level, a living tide becomes immortal. They cease ageing (though any ageing effects already accrued remain in place) and become immune to energy drain and death effects, though he can still be killed by other means.

Judgment of the Tide (Sp)

At 10th level, a living tide gains the divine authority to demand truthful answers. Once per day, a living tide can conduct a ritual of inquisition. If performed on a dead body, this functions as speak with dead. Upon a living creature, it functions as a mark of justice that activates if the target lies to the living tide. Caster level equals character level)
A living tide can also use this power to entreat the spirits of the living and the dead to answer questions as if using contact other plane (treat as contacting a lesser deity).

Master Red Mabe (Su)

At 10th level, when a living tide with a Red Mabe invokes their Red Mabe’s power to increase their size, they regain lost hit points as if they had rested for a night.
This healing does not restore temporary ability damage or provide other benefits of resting, and changing back does not heal him further.

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