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Skunk Skunk Fruit

Physical Description The user of the Skunk Skunk fruit develops a white stripe through the middle of their hair. Their hair and facial hair becomes more wild and stiff. Unfortunately, the user also develops a slight hint of skunk smell no matter how much they shower or douse themselves in perfumes.

Power Summary The Skunk Skunk Fruit is a Zoan type fruit that allows the user to gain characteristics base on the skunk. As the user becomes more skilled at using their abilities, they will be able to unlock more stances that can improve their natural abilities. Feats FERAL INSTINCTS [ BUFF ] Benefit: As a standard action, you become closer with your animal instincts you gain a +2 DEX and an additional +10 feet per turn on land. This will last until end of battle. SPRAY [ STANCE ] Benefit: As a full round action you raise your tail and aim your bottom towards a direction. You spray a strong smell towards anyone within a 30 feet cone radius. Anyone in this area must roll Fortitude save DC 15 + player level; if they fail the target will be nauseated for 1d4 rounds. STINK BOMB [ MISC ] Prerequisite: Spray Benefit: For a full round action, you are able to store your stink in an enclosed container of glass, and can throw it at a distance of 100 feet away. When the container breaks it covers a 10 x 10 feet area where anyone who is caught in the area will be nauseated for 1d8 rounds. They must make a will save DC 15 + player level, if successful they will only be nauseated for half the number of rounds instead of the full number. CLAW AND ORDER [STANCE] Prerequisite: Spray Benefit: While in this stance, your nails get longer and sharper. You are able to slash anyone within a 5 foot radius dealing 2d6 damage, the enemy will bleed for 1d4 turns. Leaving this stance will take a full round action.

BORROW [ DAMAGE ] Prerequisite: Claw and order Benefit: You burrow into the ground and attack your enemy that is within a 50ft radius. This takes two full turns. The first turn is digging down towards your target, during the second turn the user will burrow up and attack the target, provided that the enemy is still in range. The victim will take 4d6 damage. GAS DEN [ MISC ] Prerequisite: Burrow Dig a hole underneath the enemy and fill it up with your stench, on the next turn grab the enemy by the ankles and drag him down. The enemy will be nauseated until he or she is able to get out of the hole and must make a will save before resuming combat. RABID BITES [ DAMAGE ] Prerequisite: Claw and order Benefit: As a standard action, you lunge towards an enemy within 5 foot of you dealing 2d6 damage, the enemy will be infected with rabies for 1d4 turns, during this time the enemy is enraged for that amount of time. TAIL WHIP [ STANCE ] Prerequisite: Claw and order Benefit: The user has the ability to extend and shorten the tail at will; the tail will also be covered with the skunks scent. Anyone who is hit by this most roll a will save to avoid being nauseated.

STENCH SHIELD [ STANCE ] Prerequisite: Tail Whip Benefit: Wrap yourself around in your stench that permit your foes from attacking you in melee range, they must make a will save first before attacking you. FUR COAT [ STANCE ] Prerequisite: Stench Shield Benefit: A majority of your body is covered in fur, the fur acts as a shield that is hard as stone. During this stance the user gains +2 DR and a +1 defense bonus. ONE WITH NATURE [ STANCE ] Prerequisite: Fur Coat Benefit: Your fur protects you from the cold giving you a +10 to cold resistance, while in this stance the user is also able to switch to another stance as a free action. ALPHA MALE [ STANCE ] Prerequisite: One with nature Benefit: The final stance, the player becomes a giant skunk with barely any resemblance of their human characteristics. They become uncontrollable and will attack anyone at random. The user gains +2STR, +2DEX and +2DR and +75HP while in this stance. They must use the attack abilities from the other six stances every turn and all of their damage rolls for these abilities gain a +2 damage bonus. The player is not in control of their character during this time, once transformed into this stance, the DM has full control over their wild and random actions. They must use the attack abilities from the other six stances every turn and all of their damage rolls for these abilities gain a +2 damage bonus. The player is not in control of their character during this time, once transformed into this stance, the DM has full control over their wild and random actions. DOMESTICATED [ MISC ] Prerequisite: Alpha Male Benefit: You gain full control of your Alpha Male form and can distinguish friend from foe. You can also fully control your spray to go in the direction you want it to be, this can be in a range of even single target. CHOKE [ DAMAGE ] Prerequisite: Tail Whip Benefits: As a full round action, the user chokes his or her victim within 5 foot with their tail. The user will be

unable able to move but can still attack or defend, the victim will be bind by the users tail for 1d4 rounds and takes 1d6 damage per round during the bind. TOUGH COAT [ BUFF ] Prerequisite: Fur coat Benefit: As a standard action, your fur coat now has a 50% chance to deal half the damaged received from melee attacks back to your attacker and the user gains +1 DR. This buff last until the battle is over. NOCTURNAL [ BUFF ] Prerequisite: Feral Instincts Benefit: The user heals faster when asleep in this mode; healing rate will be doubled in a full day of rest. This buff last until the break of day. AROMA [ MISC ] Prerequisite: Stench Shield Benefits: As a standard action, your stink produces a mesmerizing aroma causing anyone within a 15 feet radius to not target you for 1d4 rounds. GAS SCREEN [ BUFF ] Prerequisite: Stench Shield Benefit: As a full round action, your stench shield now surround all your allies who are within 15 feet of you. They also gain the ability of Stench Shield until the battle is over.

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