Some of the ranges seem super high on the Aqua Assault abilities. I like most of the abilities honestly, I really think we should team up and make a Half-Elemental template and give them a bunch of Water, Fire, Acid, Earth themed abilities. I have a ton of work right now, but I'll start thinking something like that up. I put my replied in Bold for the abilities I had questions/issues with. Excellent job though.
Aqua Jet-Move up to 10 feet whitout provoking attacks of opportunity, or 20 feet if you’re swimming.
As these abilities are immediate actions, does this mean you can use this to interrupt an attack? For instance if an Archer shoots you, can you immediate action move to avoid the attack? If so, is their attack action still wasted?
Aqua Ring-Envelop itself in a veil made of water, gaining Fast Healing 1 until they take damage, or Fast Healing 2 if swimming.
My only worry with this is that it's at-will all day healing. Not a huge deal, but I wanted to point that out. (Doesn't matter to me, as Fast Healing/Regeneration have hefty house rules at my tables.)
Bubble-A spray of countless bubbles is jetted at everybody in a cone with 30 feet, dealing 1 bludgeoning damage per HD and inflicting a -4 penalty to their Dex for 1 round. A Reflex save with DC 10+1/2 HD+Highest stat mod negates this damage and negates the Dex penalty.
Petty, I know. But it should probably read in a 30 Foot Cone, not a cone with 30 feet, for clarification purposes. Also do these Dex penalties stack? If I have a group of 4 Nereids Each using this ability, do the enemies take a -16 Dex? That' massive if they stack, maybe add a non-stacking clause.
Brine-Your next attack within 1 round deals double damage and has any DCs increased by 2 if the target is below half HP.
I'd personally re-word this to be. "Your next attack, until the end of your next turn." To clarify, as some times a round can be confusing as to when the bonus wears off. I do like this ability though. Further in I have a few questions with how it might stack, and exactly what damage it doubles.
Dive--For 2 rounds your swimming movement speed increases by 10 miles but you can only swim underwater. You need at least 7 HD to learn this. In addition whenever you move more than twice your base swim speed with this ability, you are Exhausted until you rest, and cannot use this ability while Exhausted. (This affects creatures normally immune to Exhaustion.)
I think we had a discussion about an ability close to this when I was making Winged Creature, 10 miles is a massive movement. Also maybe word it so that it reads. "You are Exhausted until you rest, this ability cannot be used again while Exhausted." This way it cannot be read as the ability immediately stops functioning (Losing the rest of the movement) when you move double your swim speed.
Hydro Cannon-Hits the target with a watery blast. Make a ranged attack with range increment 600 feet that deals 1d10 damage per HD (half bludgeoning, half force). Then you cannot take any actions until the end of your next turn. You need at least 16 HD to learn this.
So here is my first issue with range. You specifically call out and say "Range Increment" I'm not sure if these are thrown attacks, if not they have a Maximum Range Increment of x10 for a projectile weapon attack. Which means the maximum range of this ability (Admittedly at a -20 at that point.) is 6,000 feet. You may want to change it to a fixed range. (Which is still long but acceptable.)
Liquidation-Slams into the target using a full-force blast of water. Your next attack whitin 1 round deals an extra 1d12 damage per HD and inflicts a -10 penalty to their AC, DR (if any), Hardness (if any) and Fort saves for 1 round. A Fort save halves this extra damage and the penalty. This can affect objects and can only be learned if you have 18 HD or more.
First question of Combo Attacking. If I use Brine (Immediate Action) On my next turn, I then use Liquidation (Immediate Action in a new Round.) Then Swing a sword. Does this deal double damage as well? Is that even possible or does Brine wear off at the start of your turn? Otherwise Combo Stacking these abilities will get to crazy damage quickly.
Scald-Shoots boiling hot water at the opponen whitin 60 feet, dealing 1d4 damage per HD (half bludgeoning, half fire) and inflicting 4 ability damage to an ability score of your choice (only 2 if Con is picked). A Fort save with DC 10+1/2 HD+Highest stat mod negates this damage and the ability damage. You need at least 5 HD to pick this option.
Does Brine also double the Ability damage of this attack?
Soak-Your next attack whitin 1 round grants the [Water] subtype to any targets hit/damaged and removes any [Good], [Evil], [Chaotic], [Lawful], [Fire], [Air], [Earth] and [Cold] subtypes from them. While this change lasts any non-bludgeoning damage they deal is halved as well as any non-[Water] abilities they use take a -4 penalty to DCs. It takes a fullround action drying themselves to reverse this. You need at least 7 HD to learn this option.
This is super cool, and it sort of makes me wish more of the abilities in Aqua Assault dealt more with the Water Subtype.
Steam Eruption-Your next attack whitin 1 round deals an extra 1d6 damage per HD (half bludgeoning, half fire) and inflicting 8 ability damage to an ability score of your choice (only 4 if Con is picked). A Fort save with DC 10+1/2 HD+Highest stat mod negates this extra damage and the ability damage. You need at least 13 HD to pick this option.
Can I stack Steam Eruption and Brine then make a weapon attack? Would Brine then double the 1d6 per Hd, the 8 ability damage, and the Weapon attack?
Surf-Attacks everything in front by swamping its surroundings with a giant wave. You move in a straight line up to 30 feet ignoring creatures and able to go over obstacles 30 feet high or lower and everybody you pass through takes 1d6 bludgeoning damage per HD. A Reflex save with DC 10+1/2 HD+Highest stat mod negates this damage. This movement provokes attacks of opportunity as normal but anybody attempting them counts as automatically failing their reflex save. If you’re moving over water, you can bring any adjacent willing creatures with you. You need at least 10 HD to learn this option.
I really like this ability. Powerful though. Maybe not so much at 10HD in a Vancian world. Otherwise though very powerful.
Water Gun-Target is blasted with a forceful shot of water. Make a ranged attack with range increment 40 feet that deals 1d2 damage (half bludgeoning, half force) per HD. You need at least 4 HD to learn this.
I'm not sure if 1d2 damage is a typo or not. Also because it's split damage, what happens when they roll a 1? Is it Bludgeoning, or Force damage at that point? (Since you can't deal 0.5 Damage.) Might be better to just say it deals 2 Damage per HD, (Half Bludgeoning Half Force) that makes it marginally better, but stops any confusion as to dealing with a d2. Also this has the same Range Increment issue that Hydro Cannon and a few others have. As written this means the attack has a Maximum range of 400 Feet.
Water Pledge-A column of water strikes the target whitin 40 feet, dealing 1d3 bludgeoning damage per HD. A Will save with DC 10+1/2 HD+Highest stat mod negates this damage. If the target had already taken fire damage in the same round, this deals double damage and the target still takes normal damage even if they save then a rainbow appears, Dazzling all enemies that can see you for 1 round. You need at least 6 HD to pick this option.
The wording on this one is pretty rough. I'd suggest. "Water Pledge-A column of water strikes a target within 40 feet, dealing 1d3 bludgeoning damage per HD. A Will save with DC 10+1/2 HD+Highest stat mod negates this damage. If the target has already taken fire damage in this round, this deals double damage, the target still takes normal damage even if they make the Will Save, in addition a rainbow appears, Dazzling all enemies that can see you for 1 round. You need at least 6 HD to pick this option." Also does this mean that there is no Save for the Dazzle effect? Maybe put the Dazzle effect earlier in the ability description? Not sure, it's a tough ability to word well.
Water Shuriken-For 1 round you can produce light weapons out of water to attack with that deal 1d12 base slashing/piercing damage (regardless of your size), take no penalties for being used underwater and can be thrown with range increment 30 feet (including underwater) and have a magic +1 enhancement to attack and damage rolls per 4 HD. The Water Shurikens evaporate/dissolve when the duration is over. You need at least 4 HD to learn this.
1d12 Is pretty massive damage, I guess it's not horrible since you'd only have this weapon available to you every other, or every third round. Still though Iterative Attacks are gonna be super strong here.
Whirlpool-Traps one target whitin 30 feet in a violent swirling whirlpool, dealing 1d4 bludgeoning damage per HD and leaving them Entangled for 1d12 rounds. A Reflex save with DC 10+1/2 HD+Highest stat mod negates this damage and reduces the Entnaglement duration to 1 round. You need at least 5 HD to pick this option.
I'd actually like to see this re-worked. "Whirlpool-Traps a target within 30 feet in a violent swirling whirlpool, dealing 1d4 bludgeoning damage per HD and Entangling them. You may spend a Standard Action each round to concentrate on this effect, dealing the same damage, and keeping them entangled each round. A Reflex save with DC 10+1/2 HD+Highest stat mod negates the same, and the Entangling effect. They get a new save each time you spend a standard action to concentrate. You need at least 5 HD to pick this option."