Hey, Nerjin, would it be possible to take a few things from Dragon 306? Specifically, Deep-Dweller and Spark (page 62-65).
Also, if I could, I'd like to grab this feat, which seems to be homebrew but isn't particularly powerful. Alternatively, if I could buy a permanent, preferably slotless version of the Talisman of Adaption from the same Dragon Magazine, that would work too. Better even.
I'm gonna say no to the feat. But if you're dead-set on being amphibious there will be opportunities for that.
The feat (or the item request) is more for a way to breath air than water, so later opportunities aren't really going to do me any good (at all).
Unless someone wants to shout me a raise?
=p
(The item I referenced:
"NEW MAGIC ITEM:
Talisman of Adaptation
This talisman alters the physiology of a water-dweller so that she can survive on land for long periods of time. While wearing this multicoloured coral pendant, a water-dweller can breathe air and suffers no penalties for being out of the water (see Fish out of Water, below). Each such talisman functions for one week after it is first activated, after which it loses all magical properties and becomes a normal piece of jewelry.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, water breathing; Market Price: 650gp; Cost to Create: 325gp + 26 XP; Weight: -."
As for the Dragon Magazine stuff it won't load for me. Could you just type out what it does? Sorry for the inconvenience.
Cursed lack of copy-paste-able formatting on said PDF...
"Deep (Deep-Dwellers)
Deep-Dwellers are the evil denizens of dark, uncivilised caverns. They come forth to prey upon races that dwell much closer to the surface. Deep races are rarely seen above ground, and this is considered a blessing by those who understand that the reality of these beings transcends even the horrific tales of them told to misbehaving children.
Cultural Aspects
The following cultural attributes are common to most deep races.
Personality: Deep-Dwellers are despicable beings who delight in the pain and suffering of others. They go to great lengths to cause such distress, and a few sages have theorised that they even draw strength from it. Members of the deep races keep to the shadows, where they can remain hidden until they are ready to strike. They tend to be cowardly when faced with danger, and they usually try to avoid physical assaults and direct confrontations.
Physical Description: A deep-dweller is smaller and weaker than a member of her ancestral race, byt she makes up for that lack in sly cunning and innate abilities. Her skin is deep black and glistens with an oily sheen, and her monochromatic eyes can be either white or pale gray. What little hair she has may be black, white, or any shade of gray.
The typical deep-dweller wears only a rought loincloth. Chieftains and other important figures, however, sometimes wear coiled silver armbands to symbolise their ranks.
Relations: Deep-Dwellers do not get along with anyone. Often their members target other deep races with their acts of cruelty.
Alignment: Members of the deep races lean very heavily toward chaos and evil, although neutral and even good individuals can be found on rare occassions. Such individuals usually end up fleeing their communities to avoid the cruel punishment they would surely face were their "soft" natures ever discovered. Neutral deep elves can sometimes find new homes within drow cities, though they never rise above the level of servants and are more often treated as slaves.
Lands: The deep races share space with cloakers and drow in caverns so far beneath the surface that even underground dwellers such as dwarves and svirfneblin are unaware of them. Although they spend much of their time terrorising near-surface communities (such as those of dwarves and gnomes), deep-dwellers guard their territories fiercely, attacking strangers without warning or provocation.
Religion: Members of the deep races have scant knowledge of the religions practiced by surface dwellers. Most deep-dwellers worship either obscure gods of their own or the deities of other Underdark races, such as Lolth or Ghaunadaur.
Adventurers: Few deep-dwellers have the impetus to leave their homes and become adventurers, though the rare nonevil ones might attempt to find worthy allies upon reaching new communities. Often such an individual actively works against her old community, patrolling its hunting grounds and even striking at the very homes of its members.
Racial Traits:
Deep-dwellers have the following traits.
Ability adjustments: A deep-dweller retains all her ancestral race's ability adjustments. In addition, she gains +2 Intelligence and -2 Strength.
Vision: A deep dweller loses all her ancestral race's special visual capabilities, but gains darkvision (120-foot range).
Skills: A deep dweller gains a +4 circumstance bonus on Hide and Move Silently checks in underground areas, because she has learned how to move around without being seen or heard.
Spell-Like abilities: A deep-dweller retains any spell-like abilities her ancestral race had and also gains the ability to use expeditious retreat, ghost sound, and spider climb each once per day (caster level equals deep-dweller's character level).
Light Sensitivity: A deep-dweller suffers a -1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light.
Automatic Language: Undercommon. A deep-dweller loses the automatic languages of her ancestral race and gains Undercommon, the language shared by all deep races. Bonus Languages: Dwarven, Gnome, Goblin, Orc, Terran, Common.
LA: +1."
For this one, would it be possibly to drop the Spell-Likes and set it to +0 LA?
"Magic-Blooded (Spark)
During a large-scale battle, eldritch energy might suffuse a whole community, giving rise to an entirely new race. Occasionally the taint of fey blood grows especially strong in a forest people over time. These are but two of many possible origins for a magic-blooded race of beings.
Magic-blooded creatures, often called sparks, have an innate sense for the arcane energy that flows around them. They feel it as other races feel the wind. Magic can even be a source of life for such gifted races, and they treat it with reverence and awe.
Cultural Aspects
The following cultural attributes are common to most magic-blooded races.
Personality: Except for the constant awe with which sparks regard the world around them, they behave much like members of their ancestral races. This wondering attitude can be disconcerting at first, and it leads other beings to regard sparks as a bit distracted and capricious. In truth, however, sparks vary in attitude and outlook as much as the members of any other race do.
Physical Description: A spark looks very much like a member of her ancestral race does, although she might exhibit one or more unique physical characteristics. Perhaps she has multicoloured eyes or hair, or maybe tiny motes of light appear to trail behind her whenever she moves quickly or speaks in animated tones. Regardless of how her magical nature manifests itself, a spark sees her differences as a blessing and is not embarrrassed by them in the least.
Relations: Sparks divide the world into magical and nonmagical beings rather than along racial lines. They treat members of other races that have a strong affinity for magic (such as elves and gnomes) as respected equals. All others are welcome in their midst as long as they mean no harm.
Alignment: Members of a magic-blooded race tend towards chaos over law. Good sparks are often protectors of nature and good-humoured pranksters- a fact that leads some sages to believe that they share blood with fey creatures. These beings enjoy watching and manipulating the magical energies they feel, and they can often be a source of great insight into magical lore. Neutral sparks are somewhat reclusive; most just want to be left alone to explore the world that surrounds them. The rare evil sparks are spiteful and cruel beings who spend their days trying to hoard magic or power.
Lands: Members of magic-blooded races tend to make their homes in out-of-the-way locales. One group might choose a spot deep within a primordial forest, while another might settle in a mist-covered vale deep within a mountain range. Sparks are not averse to dealing with outsiders, but they are wary of the mundane ambitions exhibited by other races. Living apart gives sparks the freedom they need to explore and develop the magical abilities they recieve at birth.
Sparks tend to live at peace with nature, and their homes reflect this harmony. Members of such races often live in treetop villages or in mud-covered huts beneath the roots of ancient oaks. Sparks who settle in humanois lands often find cities a bit confining and stuffy, so they settle on the outskirts of a city or town. Most such individuals eventually become soothsayers or wise folk for the local communities.
Religion: Members of magic-blooded races concern themselves more with arcane power and how it interacts with the natural world than they do with piety or faith. That said, the typical spark pays at least minimal tribute to a god of magic. If her ancestral race has such a deity, she chooses that one; otherwise she has no qualms about worshiping the magic god of another race.
Adventurers: A spark's natural curiosity about arcane matters often leads her to wander in search of new knowledge and lore. Members of magic-blooded races have no special ties to any particular home, although they sometimes band together to seperate themselves from the outside world, as noted above. Sparks are driven to adventure not so much by the love of money as by a burning desire to learn how to tap into their latent abilities more efficiently. A spark is quite likely to give up her share of a party's treasure in return for greater access to the magic acquired by her companions.
Racial Traits:
Sparks have the following racial traits.
Ability adjustments: A spark retains her ancestral race's ability adjustments. In addition, she gains +2 Charisma and -2 Wisdom.
Vision: A spark loses her ancestral race's special visual capabilities and gains low-light vision that allows her to see twice as far as a human in low-light conditions.
Skills: A spark gains a +2 racial bonus on Knowledge (arcana) and Spellcraft checks because she spends her life devoted to magic. A spark can use Knowledge (arcana) and Spellcraft untrained.
Spell-Like abilities: A spark retains any spell-like abilities that her ancestral race has and also gains the ability to use detect magic, Nystul's magical aura, Nystul's undetectable aura, and read magic each once per day (caster level equals spark's character level).
Favoured Class: Sorcerer. A spark loses the favoured class of her ancestral race and always favours sorcerer instead.
LA: +0."
@TealNinja
Drawing up my character (using the Spellwarped template (here), and Wood Elf (Monster Manual, subrace of Elf). However, I've run into a conundrum; I don't know Undercommon, and being evil, it's expected I'd know it. So can I swap it into my list of bonus languages from Intelligence?
Seem fine. Just remember you have to be Tier 4 or lower to use that due to LA adjustment, plust whatever the woodelf has. You can have Undercommon if you sacrifice 2 skill points.
That's... literally worse than just buying it with skill points. Like, to get Undercommon that way he could instead get three languages, including Undercommon, for the same price by just spending skill points normally.