Corki
The Daring Bombadier
Hit Die
d8
Requirements
To qualify to become the loopy Screaming Yipsnake, the character must fulfill all of the following criteria:
Base Attack Bonus
+6
Feats
Point Blank Shot and Dodge.
Special
Must have acquired a rickety helicopter... or maybe just a gun will do.
Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (engineering) (Int), Listen (Wis), Profession (Wis), Spot (Wis).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are features of the prestige class that represents Corki and his Red Baroness, no wait, Red Baron-ness. Maybe he has a little yordle lady on the side and her nickname is the Red Baroness.
Weapon and Armor Proficiency
Corki gains no proficiency with weapons nor armor.
Hextech Shrapnel Shells (Ex)
Corki's basic attacks gain a bonus to damage equal to his class level. This bonus damage ignores DR.
Phosphorous Bomb (Sp)
Corki can fire a blinding bomb within 45' as a standard action a number of times per day equal to his class levels. Enemies within the 15' radius area cannot benefit from concealment until the end of their next turn and take a number of d6 fire damage equal to twice Corki's class levels unless they make a reflex save vs. DC 10 + 1/2 Corki's HD + a mental stat modifier of his choice. If a target successfully saves they suffer only half damage and are not affected by the concealment debuff.
Valkyrie (Ex)
As a full round action, Corki can blast off from one square and land in another up to 30' away. He does not provoke attacks of opportunity while moving in this fashion. The 10' wide line created by his path will inflict enemies with fire damage until the end of Corki's second turn. If enemies start their turn within the line and fail a Reflex save (DC 10+1/2 Corki's HD + the same mental stat modifier chosen for Phosphorous Bomb), the area deals 1d6 points of fire damage per Corki's class level.
Gatling Gun (Ex)
Corki can spool up his Gatling Gun as a move action. Once per turn for three turns, Corki can damage enemies in a 15' cone as a free action. Enemies who fail a Reflex save (DC 10+1/2 Corki's HD + the same mental stat modifier chosen for Phosphorous Bomb) suffer a -1 penalty to their AC until the end of their next turn and an amount of physical damage equal to Corki's Dexterity modifier. The penalty to AC can stack with itself and the duration refreshes with each application. Enemies who successfully save vs. Gatling Gun cone suffer no damage nor AC penalty.
Missile Barrage (Sp)
Three times per encounter, Corki can, as a standard action, fire explosive missiles at his enemies. He must hit a single target enemy with a ranged attack, if successful the target suffers 1d6 points of fire damage per Corki's HD and enemies adjacent to the enemy suffer equal damage unless they succeed at a Reflex save (DC 10+1/2 Corki's HD + the same mental stat modifier chosen for Phosphorous Bomb). The third missile he fires in one encounter is called The Big One. It's damage upon a successful attack inflicts 1d8 points of fire damage per Corki's HD and the splash damage can hit enemies within 10' of the main target (they'll need to make a Reflex save as per the other missiles).
| LvL | BaB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +0 | Hextech Shrapnel Shells |
| 2 | +2 | +0 | +3 | +0 | Phosphorous Bomb |
| 3 | +3 | +1 | +3 | +1 | Valkyrie |
| 4 | +4 | +1 | +4 | +1 | Gatling Gun |
| 5 | +5 | +1 | +4 | +1 | Missile Barrage |
No comments:
Post a Comment