Water Prison Technique

Ninjutsu (Water)

Level: 4 (C)
Hand Seals: None (though it does require a hand to be free)
Casting Time: 1 Standard Action
Range: Touch
Area: Single Enemy
Duration: 1 round/jutsu caster level
Saving Throw Fortitude
This technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move or breathe while within it due to the heaviness of the water.

On a successful touch attack the opponent is trapped within a sphere of water that entirely encompasses their body. The opponent is paralyzed. A paralyzed character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A paralyzed target is treated as having a Dexterity and Strength of 0 (-5 modifier). The trapped character cannot move, but is able to take purely mental actions. Melee attacks against a paralyzed target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against paralyzed targets. Rogues can sneak attack paralyzed targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a paralyzed foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a paralyzed foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. The opponent is also considered to be drowning. While trapped within the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1. When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.

While this technique is active you are considered to be grappling the target, and lose your Dexterity bonus to your AC. However, if an attack that hits you would otherwise miss due to your dexterity bonus, you may dodge the attack, though this would dispel this technique.