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Aredel

Path of Water

Purpose

Water teaches its students to be flexible in all things.

History

Water is said to have first been studied on Paruv, though the Votu dispute this. The actual disciples of today don't seem to care which is true.

Philosphy

Water is in all things and alone of the elements it can take the form of the other three (ice, steam, and clouds, among others). As water is flexible, so too must be the student. Winning a battle is nothing compared to winning a war.

Joining

To join the character must endure a trial involving water as set by his master. This can range from drinking massive quantities to swimming to diving or floating. As long as water is part of the test, the apprenticeship is accepted.

Membership in Path of Water is exclusive. Members must also meet the following requirements:
Intelligence 13+

Secrets

Students of Water will teach their secrets to any who wish to learn them. They believe this makes them flexible. Likewise, they are encouraged to learn the techniques of others.

Level 1
Water Friend100The character gets a +2 bonus on all swimming checks.
Level 2
Water's Resistance200The character gains a +2 AC which is lost when Dexterity bonuses are lost and can only be used in light armor.
Level 3
Water's Edge400The character has mastered the ebb and flow of battle and opponents take a -2 to hit him if he is using a weapon as long or longer than theirs (by size category).
Level 4
Water's Flow800The character can take an extra five foot move in battle. This is free and does not limit his actions.
Level 5
Water's Freedom1600The character is immune to all hold or paralysis effects - this functions as if he were under a free action spell at all times.

Other Information

The flexibility of Water's students can be confusing - they have to make a decision about when to stand up for themselves and when to bend. Many call them cowards.

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