Aquatic Traits & Abilities

A collection of Traits and Abilities that can only be acquired by Aquatic Species.

Aquatic Traits & Abilities

Species Traits and Abilities are those that can only be acquired by creatures that have the necessary species prerequisites.

Purchasing these with XP will allow creatures to invest further into their own bodies and natural abilities.

Aquatic Traits & Abilities

Acquire with XP

Traits

Aquatic Senses

Enhanced ability to detect creatures within bodies of water.

XP Cost: 2 Prerequisites: Aquatic

Effect: You may add a Destiny Die to all Perception Skill Rolls made to detect creatures in bodies of water that you are currently touching or submerged within.

Fast Swimmer

Increase movement speed while swimming.

XP Cost: 2 Prerequisites: Aquatic

Effect: Your Swimming Movement Speed is increased by 2 meters per Movement.

Native Swimmer

Increase bonuses granted while swimming.

XP Cost: 2 Prerequisites: Aquatic

Effect: You do not provoke attacks of opportunity while swimming and gain a situational +2 to DEX Saving Throws while swimming. 

Deep Sea Diver

Suffer no negative effects from crushing water pressure from extreme depths.

XP Cost: 2 Prerequisites: Aquatic

Effect: You do not receive damage from the extreme pressures exerted by large bodies of water at deeper depths, nor do you suffer from decompression sickness or any other ill effects from rapid decompression. 

Abilities

Drowning Attack

Your previous encounters with land creatures have left you with a valuable lesson, they cannot breath in water.

XP Cost: 2 Prerequisites: Aquatic

Action: Melee Attack Action

Attack Modifier(s): Training Bonus, +1

Range: 1 Meter

Effect: Make a Targeted Attack Roll(subtract 2 from the roll) vs a Large or smaller target non-aquatic creature within Range. If you Hit, that creature is dealt 1d4 + STR or DEX Modifier Blunt Damage. It cannot be subtracted from Armor. The hit creature must Roll a Constitution Saving Throw. The DC is equal to 16 or your Maneuver Save DC, whichever is higher.

Fail: Creatures that Fail the Saving Throw have all of the air in their lungs is expelled. If they are submerged in liquid they immediately begin suffering from the Drowning Condition.

Pass: Creatures that Pass the Saving Throw lose half of their air reserves if they were submerged in liquid.