Shutters

Wednesday, September 10, 2014

Fizz



Fizz
The Tidal Trickster

Hit Die
d8

Requirements
To qualify to become the most slippery of leaping fishmen, the character must fulfill all of the following criteria:

Proficiency: Trident
Skills: Handle Animal 5 ranks
Feats: Animal Affinity

Class Skills
Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Swim (Str), and Use Magic Device (Cha). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Fizz and the ludicrous nature of his ult.  How about a Landshark skin?

Weapon and Armor Proficiency
Fizz gains no proficiency with weapons nor armor.

Nimble Fighter(Ex)
Due to his underwater adventures before joining the league, Fizz has grown resistance to all kinds of simple attacks, he gains damage reduction 1/~ at 1st level.  His damage reduction increases as he levels, 2/~ at 3rd level, and 3/~ at 5th level.

Urchin Strike (Ex)
At 2nd level, as a standard action Fizz charges through an enemy within 20’. Fizz will always travel 20’ unless there is a large obstacle in his path which stops his movement.  The charge provokes attacks of opportunity for moving out of or through threatened squares but not for entering an opponent’s square.  This is not an overrun maneuver.  Fizz makes a charge attack against the target enemy and if successful causes his charge damage plus 1d6 per class level cold damage.  Fizz can use this ability once per encounter at 2nd level and twice per encounter at 4th level.

Seastone Trident (Su)
At 3rd level, as a swift action, Fizz empowers his trident to cause magical damage in addition to its normal damage.  Until the end of his next turn, Fizz’s trident deals an additional amount of cold damage equal to his chosen mental attribute modifier.  Fizz can use this ability once per encounter

Fizz’s melee attacks deal bleed damage equal to his chosen mental attribute modifier.  This damage does not stack with itself.  If an enemy is below half health, then Fizz’s melee attacks deal bleed damage equal to his chosen mental attribute modifier in addition to his class level.

Playful Trickster (Sp)
At 4th level, as a move action, Fizz hops on to his trident in a square within 15’ and becomes insubstantial until the start of his next turn.  At the start of his next turn he hops down from his trident and causes 1d6 points of cold damage per Fizz’s HD in a 15’ radius burst around him and ceases to be insubstantial.  Fizz can hop down as an immediate action anywhere within 10’ of his trident at any time after activating Playful Trickster.  The burst of damage is a 10’ radius and does not cause any slowing effect.  At the start of his next turn, Playful Trickster has no effect.  Fizz can use this ability once per encounter.

Chum the Waters (Su)
Upon reaching 5th level, Fizz can bait his pet shark into attacking his enemies from under their feet regardless of terrain.  Fizz makes a ranged touch attack against a single enemy.  If successful the enemy is slowed until the end of its next turn.  Fizz’s shark will then leap out of the <terrain>, dealing 1d6 points cold damage per Fizz’s HD to the target and adjacent enemies.  If the target fails a Fortitude save, it is stunned until the end of its next turn.  Any adjacent enemies are knocked 5’ away from the primary target and then slowed to half speed until the end of their next turn.  Fizz can use this ability once per day.

Level
BAB
Fort
Ref
Will
Special
1
1
0
1
0
Nimble Fighter
2
2
1
1
1
Urchin Strike
3
3
1
2
1
Seastone Trident
4
4
1
2
1
Playful Trickster
5
5
2
3
2
Chum the Waters



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