Fighter (Water Elemental Ally)Water Elemental Ally - At first level, you gain an Water elemental ally. Once per day, as a move action, you may summon this ally, and it will remain for one minute per level. It fights independently under your direction.
Walk on Water - As a free action, you can walk on water at will.
Cold Resistance - You gain cold resistance equal to your fighter level.
Breathe Water - You can breath water.
Ice Equipment - You can manufacture weapons out of water and ice. Beginning at third level, the item has a +1 enchantement, increasing to +2 at 6th, +3 at 9th, +4 at 12, and +5 at 15th. The equipment melts or disperses in the hands of another person. You can create one item per round. As a free action, you can reform these items into other weapons.
Additionally, these weapons are cold, giving +1d6 cold damage at 5th level, +2d6 at 10th, +3d6 at 15th, and +4d6 at 20th.
Ice equipment never counts against your swim skill.
Swim - You gain Swim 20.
Tidal Surge - A water elemental can become a swirling mass of water around you. Each round, the water elemental gets a free trip attack against anyone within its reach. Additionally, any damage that would normally go to you goes to the water elemental.
CommentaryWater wanted to be much like the other elemental powers. It can become like ice, so could be ice armor, it could be like fire, and it could be like a tornado. It’s quite polymorphic, which water should be.
On the whole, I drew a blank with this design. I think it’s meh. Maybe I’ll come back to it one day.
So, what does this make? Eight fighter designs in eight weeks.
I have no idea what I will write next week.