SPACER

◀ Rulebooks

Ver. 1.3.1

Path of Water

Delver Archetype

The Path of Water focuses on the school of Cryomancy. Your Elemental Channeling powers inflict Freezing damage.

Cryomancy Affinity

Add your Affinity Modifier to Spellcasting skill checks for Cryomancy. Your Affinity modifier increases with your level according to the Delver Table.

Table: The Delver Table

show

Lifegiving Water

At Level 8, your elemental channeling power allows you to revitalize yourself using water. For every 8 ounces of water you drink, you can either recover hit points equal to your Affinity modifier, life points equal to twice your Affinity modifier, or energy equal to twice your Affinity modifier. This effect can't heal injuries.

Wild Fury

Starting at Level 13, whenever you enter Rage, you feel a rush of unbridled magical energy. Roll a d4 on the below table to determine the effect.

Table: Wild Fury (Path of Water)

d4 Effects
1 A blast of icy cold shoots from your chest. One creature you can see within 30 feet takes 1d10 Freezing damage and is staggered for one frame.
2 Spikes of ice fall on up to three creatures of your choice you can see. Those creatures each make a difficulty 15 Reflex save or 1d10 Freezing damage.
3 The ground within 10 feet around you ices over and becomes Slippery Ground for three rounds.
4 A whirlwind of icy cold emanates from your body. Until your Rage ends, enemies have their speed reduced by 2 feet per frame while they're within 20 feet of you.

Water Bender

At Level 18, you gain the ability to manipulate water around your body. You can swim at your full speed, and whenever you make a Hold Breath check while underwater, you can spend energy equal to half the check's difficulty to automatically succeed on it.

Absolute Zero

At Level 24, your Cryomancy magic gains the ability to produce bitterly cold temperatures capable of causing severe injuries to most living creatures.

Freezing damage dealt by your attacks ignores Resistance and Armor.

Path of Water Archetype Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Climate Control

✪100

Your body can absorb heat to keep yourself and others cool.

As an adventuring action, you can spend 10 energy to negate one level of extreme heat on you and other creatures within 10 feet for one hour.

Firm Balance

✪40

You aren't affected by slippery ground.

Brittle Metals

✪70

Prerequisite: Delver Level 12

The freezing power of your elemental channeling makes metal objects quite brittle.

Whenever a creature you can see takes damage to a weapon, shield, or armor item that triggers a durability check, as a reaction you can spend 20 energy to have that check automatically fail.

Water Walking

✪80

Prerequisite: Delver Level 16

You gain the ability to walk on water, but you must continue moving. You fall into the water if you don't move at least your speed in feet during a turn, or if you're staggered or stunned.

Frozen Solid

✪200

Prerequisite: Delver Level 20

Whenever you deal Freezing damage to a creature equal to half its maximum hit points in one turn, that creature is frozen solid for two rounds. In this state the creature is incapacitated and unable to speak. Any Bludgeoning damage dealt to a frozen creature is doubled, and lethal bludgeoning damage causes it to shatter into small fragments.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Climate Control ✪100 Details ▶
  Firm Balance ✪40 Details ▶
  Brittle Metals ✪70 Delver Level 12 Details ▶
  Water Walking ✪80 Delver Level 16 Details ▶
  Frozen Solid ✪200 Delver Level 20 Details ▶