DerTollUdo
2012-09-06, 07:20 PM
This class was made after some inspiration from League of Legends.
I will also be including an accompanying race, when I get some more time :)
Let me know your thoughts, and enjoy :)
The Tidal Trickster
{table=head] Level | BAB | Fort | Ref | Will |Special
1 | +1 | 0 | 2 | 2 | Ability Rank, Nimble Fighting
2 | +2 | 0 | 3 | 3 | Ability Rank
3 | +3 | 1 | 3 | 3 | Ability Rank
4 | +4 | 1 | 4 | 4 | Ability Rank
5 | +5 | 1 | 4 | 4 | Ability Rank
6 | +6 | 2 | 5 | 5 | Ability Rank
7 | +7 | 2 | 5 | 5 | Ability Rank
8 | +8 | 2 | 6 | 6 | Ability Rank
9 | +9 | 3 | 6 | 6 | Ability Rank
10 | +10 | 3 | 7 | 7 | Ability Rank
11 | +11 | 3 | 7 | 7 | Ability Rank
12 | +12 | 4 | 8 | 8 | Ability Rank
13 | +13 | 4 | 8 | 8 | Ability Rank
14 | +14 | 4 | 9 | 9 | Ability Rank
15 | +15 | 5 | 9 | 9 | Ability Rank
16 | +16 | 5 | 10 | 10 | Ability Rank
17 | +17 | 5 | 10 | 10 | Ability Rank
18 | +18 | 6 | 11 | 11 | Ability Rank
19 | +19 | 6 | 11 | 11 | Ability Rank
20 | +20 | 6 | 12 | 12 | Ability Rank
[/table]
Nimble Fighting:
A Tidal Trickster ignores difficult terrain and other creautures for movement purposes. Additionally, you gain a bonus to your natural armor equal to your levels in this class.
Ability Rank:
Every level you gain a new rank. You may assign a rank to an ability as long as it doesn’t have 5 ranks already. Below are the Abilities you may rank up. The abilities may only be used while you are wielding a trident.
Abilities:
Urchin Strike:
As a move action, you may dash at a target within 30'. This movement does not provoke attacks of opportunity. At the end of this dash you may strike your target once with a melee attack with an additional 2d6/Rank in damage. After using this ability you must 1d4-1 rounds before using it again. It may only be used once per round.
Seastone Trident:
This ability deals level*rank in damage over 3 rounds to any enemy you hit with a melee attack, and only applies to a target once per round. Additionally you may activate this ability as part of an attack action to deal additional damage equal to its rank+5 to all melee attacks made for the rest of the round. This ability may only be used every 1d6 rounds.
Playful/ Trickster:
Upon activiating this ability as an immediate action, you pick a location within 10'+10'/Rank. You then hop to that location and balance on your spear for up to 1 round. This movement doesn’t provoke attacks of opportunity. While balancing on your spear, you cannot be targeted by any attacks, abilities, or spells. You then must decide to either hop to another location within 10'+10'/Rank or hop to the ground. Either way, you may make a melee attack at a target within reach after you hit the ground. After using this ability you must wait 1d8 rounds before using it again.
Chum The Waters:
As a standard action usuable one per encounter, you may create a shark like image at a target location within 60'. This shark will deal rank*level d6 damage to those within 10' and half that damage to those further than 10' out up to 20'. You may only take ranks in this ability at levels 8, 11, 14, 17, 20. Targets may make a Fort Save (DC 10+1/2 Levels+Dex modifier) to take half damage. This ability affects undead and other things normally immune to Fort saves.
I will also be including an accompanying race, when I get some more time :)
Let me know your thoughts, and enjoy :)
The Tidal Trickster
{table=head] Level | BAB | Fort | Ref | Will |Special
1 | +1 | 0 | 2 | 2 | Ability Rank, Nimble Fighting
2 | +2 | 0 | 3 | 3 | Ability Rank
3 | +3 | 1 | 3 | 3 | Ability Rank
4 | +4 | 1 | 4 | 4 | Ability Rank
5 | +5 | 1 | 4 | 4 | Ability Rank
6 | +6 | 2 | 5 | 5 | Ability Rank
7 | +7 | 2 | 5 | 5 | Ability Rank
8 | +8 | 2 | 6 | 6 | Ability Rank
9 | +9 | 3 | 6 | 6 | Ability Rank
10 | +10 | 3 | 7 | 7 | Ability Rank
11 | +11 | 3 | 7 | 7 | Ability Rank
12 | +12 | 4 | 8 | 8 | Ability Rank
13 | +13 | 4 | 8 | 8 | Ability Rank
14 | +14 | 4 | 9 | 9 | Ability Rank
15 | +15 | 5 | 9 | 9 | Ability Rank
16 | +16 | 5 | 10 | 10 | Ability Rank
17 | +17 | 5 | 10 | 10 | Ability Rank
18 | +18 | 6 | 11 | 11 | Ability Rank
19 | +19 | 6 | 11 | 11 | Ability Rank
20 | +20 | 6 | 12 | 12 | Ability Rank
[/table]
Nimble Fighting:
A Tidal Trickster ignores difficult terrain and other creautures for movement purposes. Additionally, you gain a bonus to your natural armor equal to your levels in this class.
Ability Rank:
Every level you gain a new rank. You may assign a rank to an ability as long as it doesn’t have 5 ranks already. Below are the Abilities you may rank up. The abilities may only be used while you are wielding a trident.
Abilities:
Urchin Strike:
As a move action, you may dash at a target within 30'. This movement does not provoke attacks of opportunity. At the end of this dash you may strike your target once with a melee attack with an additional 2d6/Rank in damage. After using this ability you must 1d4-1 rounds before using it again. It may only be used once per round.
Seastone Trident:
This ability deals level*rank in damage over 3 rounds to any enemy you hit with a melee attack, and only applies to a target once per round. Additionally you may activate this ability as part of an attack action to deal additional damage equal to its rank+5 to all melee attacks made for the rest of the round. This ability may only be used every 1d6 rounds.
Playful/ Trickster:
Upon activiating this ability as an immediate action, you pick a location within 10'+10'/Rank. You then hop to that location and balance on your spear for up to 1 round. This movement doesn’t provoke attacks of opportunity. While balancing on your spear, you cannot be targeted by any attacks, abilities, or spells. You then must decide to either hop to another location within 10'+10'/Rank or hop to the ground. Either way, you may make a melee attack at a target within reach after you hit the ground. After using this ability you must wait 1d8 rounds before using it again.
Chum The Waters:
As a standard action usuable one per encounter, you may create a shark like image at a target location within 60'. This shark will deal rank*level d6 damage to those within 10' and half that damage to those further than 10' out up to 20'. You may only take ranks in this ability at levels 8, 11, 14, 17, 20. Targets may make a Fort Save (DC 10+1/2 Levels+Dex modifier) to take half damage. This ability affects undead and other things normally immune to Fort saves.