Kung Fu (3.5e Tradition)
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Transmutation [Water] | |
Element: | Water |
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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 |
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