Aquakinesis > Aquakinesis 2

Aquakinesis Req. 16 Intelligence
  1. Body of Water: Passive
  You take 50% damage from all water-based Attacks and damage you take. When you make a water-based Attack on a target, a quarter of that damage bounces and heals an ally within 1 range of the initial target. You can perform parlor tricks with water.
  2. Splish Splash: At-Will Attack; Range: 7
  Splash a target with water. if they are an enemy they take magic damage equal to your INT stat + weapon. If they are an ally, they gain temp HP equal to that damage for the remainder of the encounter.
  3. Water Prison: Daily Action; Range: 5
  Trap a target in an orb of water. They are Stunned and immune to physical damage for one round. This may be used on a melee range target as an Interrupt.
  4. Wrench: Daily^6 Action; Range: 5
  If you have damaged a target with a water-based Attack, you may roll your INT against their STR or DEX. On a success, you may choose one weapon or piece of equipment they are wearing and launch it [half of your INT] spaces away from them. For the next two turns they also have a -3 penalty to their Defensive Rolls.
  5. Tanky, Not a Tank: EoT Interrupt
  Make a Block check with your INT. On partial hits, calculate reductions using your weapons damage instead of your shields armor or magic resist.
  6. Swirlpool: Encounter^15 Attack; Range: 5
  Create a swirling vortex of water that pulls in-range targets in towards the center. This skill is a 2-range circle AoE, deals your INT stat + weapon in magic damage to enemies at the end of each round, and reduces their DEX by 4. This skill lasts [1+1d4] rounds.
  7. Anchored: Daily^6 Action; Range: 4
  If you have damaged a target with a water based Attack, you may roll your INT against theirs. On a success, their STR mod and movement speed are reduced by 2 for three rounds. During this time, your Attacks made against them ignore magic resistance.
  8. Water Whip: Encounter Attack
  Lash out a target with water, Disorienting them temporarily. They take magic damage equal to your [INT stat*2] and, for the following two turns, their wisdom is reduced by your INT mod.
  9. Bop It: Daily Shift; Range: 10
  If an enemy is Crowd Controlled or has no movement, you may use this skill on them to whip their body around like a flail. All enemies within melee-range of the target take magic damage equal to your INT stat + the target's constitution. The target takes that amount in both physical and magic damage, and Crowd Control effects and de-buffs on them last for an additional round.  
 
  Aquakinesis 2 Req. Aquakinesis Completed.
  1. That Makes Me Moist: Passive
  Water-based Attacks made against you heal you instead of damage you, and you can control non water fluids in the same way you’d manipulate water. You cannot drown and can move through water as you please.
  2. Hydro Pump: At-Will Attack; Range: 8
  Fire off a high pressured two-wide Attack that deals magic damage equal to your weapon + INT stat to the first two targets you hit. Targets are pushed back three spaces.
  3. Aegis of Water : Daily^12 Interrupt; Range: 8
  Shield each member of your party from Attacks and damage by putting a protective shield around them until they Shift or your next turn.
  4. Tsunami: Daily^12 Attack; Range: As much as necessary
  Launch a massive wave of water that hits all enemies in the encounter, dealing magic damage that ignores magic resistance equal to your INT stat and preventing them from using Actions the following turn.
  5. Make It rain: Encounter^15 Action
  Water pours over the battlefield for the following 1+1d4 turns. During this time enemies WIS and DEX mods are reduced by 2. Your water-based healing and attacks gain bonus healing/damage equal to your INT stat during this time.
  6. Pressure Cutter: Encounter^20 Action
  Condense a flow of water down enough to where it can cut through metal. Your next water-based magic attack ignores resistances and armor, and cannot be Countered or Blocked. Out of combat, you can use this to roll INT against objects to try to cut through them without consuming the cooldown.
  7. Water Wings: At-Will Shift
  Target an ally for the following 2 turns; their Attacks deal bonus magic damage equal to your INT stat and they have 3 extra range on all their Actions and Attacks. Their Attacks slow targets' movement speed by two per hit. During this time they can also walk on water without difficulty.
  8. Splash Damage: Passive
  Your non-AoE attacks now have one-range circle splash damage equal to half of the base amount. Your heal bounces also hit any applicable targets within 2 spaces of the initial targets.
  9. Big Blue Bastion: Passive
  You can block with your INT, and can make a block check per turn on a melee range ally. You may also perform melee attacks with your INT.

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