Kellus
2007-11-07, 12:26 AM
Fish Weapons
Fish are a new category of weapons, in addition to simple, martial, and exotic. Fish do not have different size categories. For example, you cannot get a Diminutive-sized whale for a Diminutive-sized adventurer. In addition, fish weapons cannot be bought, mostly because they start to smell pretty quickly. For the most part, fish weapons are only used by the cetacean knight (see below).
One fish is pretty much like another, so fish weapons are grouped together for the purpose of feats such as Weapon Focus and Weapon Specialization.
Fish weapons benefit as much from magic fang and other such effects as they do from magic weapon.
Table: Fish Weapons
{table=head]Weapons|Damage|Critical|Size|Range Increment|Weight|Type
Light Melee Weapons
Barracuda|1d8|x2|Small|-|60 lb|Slashing
Piranha|1d4|18-20/x3|Diminutive|-|6 lb|Piercing or Slashing
Snapper Turtle|1d6|x4|Tiny|-|40 lb|Piercing
Squid|8d1|19-20/x2|Large|-|600 lb|Slashing
One-Handed Melee Weapons
Dolphin|2d10|x2|Large|-|700 lb|Bludgeoning
Hammerhead Shark|2d8|19-20/x2|Large|-|500 lb|Bludgeoning or Slashing
Octopus|8d2|19-20/x2|Huge|-|800 lb|Slashing
Swordfish|1d10|18-20/x2|Medium|-|1400 lb|Piercing
Two-Handed Melee Weapons
Sawfish|2d12|19-20/x2|Huge|-|700 lb|Slashing|3300 lb|Slashing
Narwhal|2d10|x3|Huge|-|2000 lb|Piercing
Baleen Whale|6d10|x2|Gargantuan|-|50000 lb|Bludgeoning
Ranged Weapons
Sea Star|1d6|x2|Diminutive|40ft.|5 lb|Slashing[/table]
Narwhal: A narwhal has reach. You can strike opponents 10ft. away with it, but you can’t use it against an adjacent foe.
Octopus: An octopus is treated as a melee weapon with 15ft. reach, but it doesn’t allow you to threaten the area into which you can make an attack. You can make trip attempts with an octopus. If you are tripped during your own trip attempt, you can drop the octopus to avoid being tripped.
When using an octopus, you get a +4 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You may apply the Weapon Finesse feat to this weapon, even though it is not a light weapon.
Sawfish: You may apply the Weapon Finesse feat to this weapon, even though it is not a light weapon.
Snapper Turtle: Fighting with a snapper turtle grants you a +1 shield bonus to AC.
Squid: A squid is treated as a melee weapon with 10ft. reach, but it doesn’t allow you to threaten the area into which you can make an attack. You can make trip attempts with a squid. If you are tripped during your own trip attempt, you can drop the squid to avoid being tripped.
When using a squid, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
Swordfish: You may apply the Weapon Finesse feat to this weapon, even though it is not a light weapon.
The Cetacean Knight
Requirements
The cetacean knights are an order of holy warriors who are dedicated to protecting the denizens of the ocean. Fighting on behalf of those who cannot, the knights protect fish in all their efforts, and also use them to beat the heck out of anybody that disagrees with them.
To become a cetacean knight, a character must meet all of the following requirements.
Base Attack Bonus: +4
Feat: Fish Proficiency
Skills: Handle Animal 8 ranks, Swim 8 ranks
Special: The character must be inducted by the cetacean knights and swear to fight enemies of fishy-kind wherever they lurk.
Spellcasting: Must be able to cast summon monster I and summon nature’s ally I.
Table: The Cetacean Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Fishhand, oath of fishykind, weapons of the sea (light, ranged)
2nd|
+2|
+3|
+3|
+0|Something fishy
3rd|
+3|
+3|
+3|
+1|Weapons of the sea (one-handed)
4th|
+4|
+4|
+4|
+1|Awesome blow
5th|
+5|
+4|
+4|
+1|Weapons of the sea (two-handed)
[/table]
All of the following are class features of the cetacean knight.
Fishhand (Ex): The cetacean knight is inducted into a sacred order and taught how to use the ancestral weapons of the sea. All penalties associated with using an improperly-sized fish are waived for her. In addition, she gains a situational Strength bonus equal to +10 per class level for the purposes of lifting and fighting with fish.
Oath of Fishykind (Su): A cetacean knight who willingly hurts a fish loses all supernatural class features from this prestige class, and throws up if she smells fish. She may atone for her transgression by killing a fisherman.
Weapons of the Sea (Su): The cetacean knight fights with the pure power of fish. Using magical power, she can summon fish to use in her righteous battles. As a swift action, she may summon one or two fish weapons which remain until they leave her grasp (unless it’s a ranged weapon, in which case the attack is resolved first).
At first level, she may summon any light or ranged fish. At 3rd level, she may summon any one-handed fish as well. At 5th level, she may summon any two-handed fish as well.
Something Fishy (Ex): Due to her extensive training with discerning spoiled fish, the cetacean knight is excellent at uncovering the truth. Beginning at 2nd level, she receives a bonus equal to her class level on Sense Motive checks.
Awesome Blow (Ex): Beginning at 4th level, the cetacean knight discovers the true secrets of fish domination. She is treated as having the Awesome Blow monstrous feat whenever she makes an attack with a fish weapon of Large size or larger.
New Feat
Fish Proficiency [General]
You learn how to use fish to their full potential, by beating the tar out of your enemies with them.
Benefit: You make attack rolls with fish normally.
Normal: When using a weapon you are not proficient with, you take a -4 penalty.
Special: This feat may be selected as a fighter bonus feat.
Fish are a new category of weapons, in addition to simple, martial, and exotic. Fish do not have different size categories. For example, you cannot get a Diminutive-sized whale for a Diminutive-sized adventurer. In addition, fish weapons cannot be bought, mostly because they start to smell pretty quickly. For the most part, fish weapons are only used by the cetacean knight (see below).
One fish is pretty much like another, so fish weapons are grouped together for the purpose of feats such as Weapon Focus and Weapon Specialization.
Fish weapons benefit as much from magic fang and other such effects as they do from magic weapon.
Table: Fish Weapons
{table=head]Weapons|Damage|Critical|Size|Range Increment|Weight|Type
Light Melee Weapons
Barracuda|1d8|x2|Small|-|60 lb|Slashing
Piranha|1d4|18-20/x3|Diminutive|-|6 lb|Piercing or Slashing
Snapper Turtle|1d6|x4|Tiny|-|40 lb|Piercing
Squid|8d1|19-20/x2|Large|-|600 lb|Slashing
One-Handed Melee Weapons
Dolphin|2d10|x2|Large|-|700 lb|Bludgeoning
Hammerhead Shark|2d8|19-20/x2|Large|-|500 lb|Bludgeoning or Slashing
Octopus|8d2|19-20/x2|Huge|-|800 lb|Slashing
Swordfish|1d10|18-20/x2|Medium|-|1400 lb|Piercing
Two-Handed Melee Weapons
Sawfish|2d12|19-20/x2|Huge|-|700 lb|Slashing|3300 lb|Slashing
Narwhal|2d10|x3|Huge|-|2000 lb|Piercing
Baleen Whale|6d10|x2|Gargantuan|-|50000 lb|Bludgeoning
Ranged Weapons
Sea Star|1d6|x2|Diminutive|40ft.|5 lb|Slashing[/table]
Narwhal: A narwhal has reach. You can strike opponents 10ft. away with it, but you can’t use it against an adjacent foe.
Octopus: An octopus is treated as a melee weapon with 15ft. reach, but it doesn’t allow you to threaten the area into which you can make an attack. You can make trip attempts with an octopus. If you are tripped during your own trip attempt, you can drop the octopus to avoid being tripped.
When using an octopus, you get a +4 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You may apply the Weapon Finesse feat to this weapon, even though it is not a light weapon.
Sawfish: You may apply the Weapon Finesse feat to this weapon, even though it is not a light weapon.
Snapper Turtle: Fighting with a snapper turtle grants you a +1 shield bonus to AC.
Squid: A squid is treated as a melee weapon with 10ft. reach, but it doesn’t allow you to threaten the area into which you can make an attack. You can make trip attempts with a squid. If you are tripped during your own trip attempt, you can drop the squid to avoid being tripped.
When using a squid, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
Swordfish: You may apply the Weapon Finesse feat to this weapon, even though it is not a light weapon.
The Cetacean Knight
Requirements
The cetacean knights are an order of holy warriors who are dedicated to protecting the denizens of the ocean. Fighting on behalf of those who cannot, the knights protect fish in all their efforts, and also use them to beat the heck out of anybody that disagrees with them.
To become a cetacean knight, a character must meet all of the following requirements.
Base Attack Bonus: +4
Feat: Fish Proficiency
Skills: Handle Animal 8 ranks, Swim 8 ranks
Special: The character must be inducted by the cetacean knights and swear to fight enemies of fishy-kind wherever they lurk.
Spellcasting: Must be able to cast summon monster I and summon nature’s ally I.
Table: The Cetacean Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Fishhand, oath of fishykind, weapons of the sea (light, ranged)
2nd|
+2|
+3|
+3|
+0|Something fishy
3rd|
+3|
+3|
+3|
+1|Weapons of the sea (one-handed)
4th|
+4|
+4|
+4|
+1|Awesome blow
5th|
+5|
+4|
+4|
+1|Weapons of the sea (two-handed)
[/table]
All of the following are class features of the cetacean knight.
Fishhand (Ex): The cetacean knight is inducted into a sacred order and taught how to use the ancestral weapons of the sea. All penalties associated with using an improperly-sized fish are waived for her. In addition, she gains a situational Strength bonus equal to +10 per class level for the purposes of lifting and fighting with fish.
Oath of Fishykind (Su): A cetacean knight who willingly hurts a fish loses all supernatural class features from this prestige class, and throws up if she smells fish. She may atone for her transgression by killing a fisherman.
Weapons of the Sea (Su): The cetacean knight fights with the pure power of fish. Using magical power, she can summon fish to use in her righteous battles. As a swift action, she may summon one or two fish weapons which remain until they leave her grasp (unless it’s a ranged weapon, in which case the attack is resolved first).
At first level, she may summon any light or ranged fish. At 3rd level, she may summon any one-handed fish as well. At 5th level, she may summon any two-handed fish as well.
Something Fishy (Ex): Due to her extensive training with discerning spoiled fish, the cetacean knight is excellent at uncovering the truth. Beginning at 2nd level, she receives a bonus equal to her class level on Sense Motive checks.
Awesome Blow (Ex): Beginning at 4th level, the cetacean knight discovers the true secrets of fish domination. She is treated as having the Awesome Blow monstrous feat whenever she makes an attack with a fish weapon of Large size or larger.
New Feat
Fish Proficiency [General]
You learn how to use fish to their full potential, by beating the tar out of your enemies with them.
Benefit: You make attack rolls with fish normally.
Normal: When using a weapon you are not proficient with, you take a -4 penalty.
Special: This feat may be selected as a fighter bonus feat.