Shutters

Tuesday, September 16, 2014

Gnar



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



Garen



Garen
The Might of Demacia

Hit Die
d12 

Requirements
To qualify to become the greatest of Demacia's champions, the character must fulfill all of the following criteria:

Skills: Knowledge (nobility) 3 ranks
Feats: Power Attack, Step Up
Base Attack Bonus: +5

Class Skills
Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Garen and his duty to protect DEMACIA!!!

Weapon and Armor Proficiency
Garen gains proficiency with the greatsword and heavy armor.

Perseverance (Ex)
Garen has fast healing 1 at all times unless he is damaged by an enemy with HD greater than his HD-3.  His fast healing will function again two turns after he is harmed by such an audacious creature.

Decisive Strike (Ex)
At 2nd level, as a swift action, Garen readies himself to land a mighty blow against enemies of Demacia.  He gains 10’ to his move speed and the next attack he lands before the end of his next turn will deal bonus damage equal to twice his class level.  If one could empower melee attacks (150% damage) then this would be the ability to try the idea on considering LoL’s math for Decisive Strike.  The enemy struck in this fashion is silenced until the end of their next turn and Garen loses the move speed bonus.  Garen can use this ability once per combat.

Courage (Su)
At 3rd level, Garen receives a +1 bonus to his armor class and saving throws for every other magical effect granting the same bonus.  OR  Garen receives a +1 bonus to his armor class and saving throws for every five character levels he has attained. 
As an immediate action Garen increases his armor class and saving throws by 1 until the end of his next turn.  At 5th level this ability lasts for two turns rather than one. 

Judgement (Ex)
At 4th level, as a full round action for two rounds, Garen flies into a spinning minion massacre machine.  During this whirlwind, Garen can move up to his movement speed, even through enemy squares.  He makes one melee attack at his highest base attack bonus against each enemy within his reach on both turns.  He can make and receive attacks of opportunity as normal.  Garen can use this ability once per encounter.     

Demacian Justice (Su)
Upon reaching 5th level, Garen can drop the biggest sword made in Demacia. Noxia may have bigger, but they can’t drop it like Garen can.  As a standard action, Garen makes a ranged touch attack against an enemy within 15’ and if successful deals 1d6 points of “flamestrike” damage per his HD.  If the target is below half health, he deals an extra 1d6 points of “flamestrike” damage per class level.  Flamestrike damage is half fire, half divine energy that is immune to elemental resistances.

Level
BAB
Fort
Ref
Will
Special
1
1
1
0
0
Perseverance
2
2
1
1
1
Decisive Strike
3
3
2
1
1
Courage
4
4
2
1
1
Judgement
5
5
3
2
2
Demacian Justice