Gnar
The Missing Link
Hit Die
d6
Requirements
To qualify to become the furious little furball that is Gnar, the character must fulfill all of the
following criteria:
Skills: Survival 6 ranks
Feats: Deadly Aim or Small But Deadly
Class Skills
Acrobatics (Dex), Climb (Str), Knowledge
(nature) (Int), Perception (Wis), Perform (Cha), Profession (Wis), and Survival
(Wis).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are features of
the prestige class that represents Gnar and his chaos.
Weapon and Armor Proficiency
Gnar gains no proficiency with
weapons nor armor.
Boomerang Throw (Ex)
Do I make this as complex as it is in LoL or just a slowing line
attack?
As a standard action, once per encounter, Gnar swings his boomerang into
a 10’ wide, 90’ long line. The boomerang
will deal 1d6 points of slashing damage per Gnar’s class level plus his Dexterity
or Strength modifier (once chosen, the attribute will be the modifier for this
ability at all times) to the closest two enemies to Gnar along the line, both
of whom will also have their movement speeds slowed by 5’ per two Gnar class
levels. The enemies struck can make a
reflex save to take half damage and disregard the slowing effect. Gnar must roll 1d8 to determine which square
adjacent to him will be the boomerang’s return point. If he is able to step into that square during
his next turn, then he can use Boomerang Throw on the following turn.
Mini Gnar
(Ex)
Starting with level one, Gnar
increases his skills when in his small cute form. His range increases with thrown weapons by 5’
for each class level. At level two, his
movement speed increases by 5’ for every two class levels, but he cannot apply
this bonus movement speed while in Mega Gnar form. And at level five, he can make one extra
thrown weapon attack at his highest attack bonus during a full attack.
Hyper (Ex)
Upon reaching 2nd level, Gnar gets
excited when he lands consecutive thrown weapon hits. Every third consecutive attack or class
ability on the same target causes fire damage equal to the target’s HD + Gnar’s
chosen mental attribute modifier and grants Gnar 10’ bonus movement speed until
the end of his next turn.
Hop (Ex)
At 3rd level, as a standard action,
Gnar leaps to a square within 20’ and can release a thrown weapon attack at a
valid target upon landing. If he lands
on an enemy, then he hops again and makes the granted attack at the new
location, not when he lands on the enemy.
The enemy Gnar bounces off of takes 1d6 per class level + Gnar’s HD
bludgeoning damage. Movement made during
Hop does not provoke attacks of opportunity. Gnar can use Hop once per encounter.
Mega Gnar
(Su)
At 4th level, Gnar gains the ability
to transform into his feral form, but only after landing ten successful
attacks. As a free action, he
automatically transforms into Mega Gnar after the 10th attack has dealt damage.
The transformation cannot be avoided, as
Gnar is an uncontrollable rascal. Mega
Gnar gains an assortment of new abilities and changes the passive effects gained
from Mini Gnar. He can use the Mega Gnar
active ability described below, Boulder Toss, Wallop and Crunch; however, he
loses access to Boomerang Throw, Hyper and Hop.
Instead of the Mini Gnar
passive effects, Mega Gnar grows to large size, receives bonus hit points equal
to his HD, a bonus to his armor class and saves equal to half of his class
levels, fast healing 1, and a melee attack, which deals 2d6 points of
bludgeoning damage, and uses the attribute chosen for Boomerang Throw’s damage
for its own attack bonus and damage.
Mega Gnar lasts for four turns. When
Mega Gnar transforms back into Mini Gnar at the end of the fourth turn, he gainst
10’ bonus movement speed until the end of his next turn and loses the bonus hit
points gained from Mega Gnar passives (as well as other Mega Gnar passives). Gnar can transmogrify back into Mega Gnar once
he lands another ten attacks.
While in
Mega Gnar form, Gnar can slam multiple enemies around him in a single direction
as a standard action. Gnar can use this
ability once during each Mega Gnar transformation.
Boulder Toss
(Ex)
At 5th level, as a standard action, Mega
Gnar hurls a Gragas sized chunk of rock at an enemy and two enemies adjacent to
it. Boulder Toss deals 1d6 points of
bludgeoning damage per class level + his strength or dexterity modifier (the same
chosen for Boomerang Throw) and the targets are slowed by 5’ for every two Gnar
class levels. The primary target must be
within 40’ and each of the targets must make reflex saves to take half damage
and not suffer the slowing effect. Gnar
can use this ability once per Mega Gnar transformation, however he can use the
ability again on the following turn if he steps into the square where it
landed.
Wallop (Ex)
At 6th level, as a full round
action, Mega Gnar unleashes a squat line of stunning damage. He designates a 15’ by 10’ line starting from
his square. Enemies within the line suffer
1d6 damage per 2 class levels + Gnar’s chosen physical attribute modifier and
become stunned until the end of their next turn. Enemies who save successfully avoid the
stunning effect and take half damage. Gnar can use this ability once per Mega Gnar
transformation.
Crunch (Ex)
Upon reaching 7th level, Mega Gnar
can leap on to multiple enemies with his bulk as a standard action. He chooses a 10’ radius circle within 10’ to
crash into, enemies take 1d6 per Gnar’s class level + Gnar’s HD bludgeoning
damage and he appears at the centermost square.
Enemies can make reflex saves to take half damage. Gnar can use Crunch once per Mega Gnar
transformation.
Level
|
BAB
|
Fort
|
Ref
|
Will
|
Special
|
1
|
1
|
0
|
1
|
0
|
Boomerang Throw, Mini Gnar
|
2
|
2
|
1
|
1
|
1
|
Hyper
|
3
|
3
|
1
|
2
|
1
|
Hop
|
4
|
4
|
1
|
2
|
1
|
Mega Gnar
|
5
|
5
|
2
|
3
|
2
|
Boulder Toss
|
6
|
6
|
2
|
3
|
2
|
Wallop
|
7
|
7
|
2
|
4
|
2
|
Crunch
|