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[FLUMPH] Avatars of the Flumph PrC
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<blockquote data-quote="HellHound" data-source="post: 732269" data-attributes="member: 3397"><p>Avatars of the Flumph</p><p></p><p>There are those who laugh a the strange pancake-esque creature that is a flumph, but there are others who see in it something noble and powerful, a lawful hunter of the underdark, almost a floating jellyfish paladin, if such an entity could be imagined. Some even become avatars of the flumph.</p><p></p><p>The avatars of the flumph are those who seek to emulate the flumph in all fashions. They consume an ichor of flumph acids and study the actions and ways of the flumph to become more in tune with their “inner flumph” and to finally draw out many of the powers of the flumph from within themselves. The most powerful of the avatars of the flumph begin to effect changes of their own anatomy, not only becoming able to magically float about, but even growing strange eyestalks.</p><p></p><p>Some misinformed individuals call these idealists of the flumph “flumph cultists” which is the generic name for members of this class. In fact, minor churches of th eflumph have sprung up here and there across the lands, providing flumph with rodents and other easy food. These “churches” are always quite dark, and are usually built in the basement of a home or common building.</p><p></p><p>Unfortunately, not all avatars of the flumph emulate the lawful good underground hunters, there are a small number who have taken this path in order to emulate the dark flumph itself. These are always the followers of the dark flumph itself, and no few of them are on their path to becoming a blackguard.</p><p></p><p>Hit Die: d8</p><p></p><p>Requirements:</p><p>To qualify to become an avatar of the flumph (Aof), a character must fulfill all the following criteria.</p><p>Race: Any humanoid or monstrous humanoid</p><p>Alignment: lawful neutral, lawful good or neutral good (avatars of the flumph) or chaotic neutral, chaotic evil or neutral evil (avatars of the dark flumph)</p><p>Alchemy: 4 ranks</p><p>Hide: 4 ranks</p><p>Special: Must have suffered damage from a flumph attack, or witnessed someone being slain by a hunting flumph.</p><p>Special: Must worship the flumph god, or be a follower of the dark flumph.</p><p></p><p>Class Skills</p><p>The avatar of the flumph’s class skills (and the key ability for each skill) are Animal Empathy (Cha – exclusive skill), Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Int), Knowledge (nature) (Int), Use Rope (Dex) and Wilderness Lore (Wis).</p><p></p><p>Skill Points per level: 4 + Int modifier</p><p></p><p>Class Features</p><p>All of the following are class features of the avatar of the flumph prestige class.</p><p></p><p>Weapon and Armor Proficiency: The avatar of the flumph gains no additional weapon or armour proficiencies.</p><p></p><p>5 level class</p><p></p><p>BAB: Cleric</p><p>Saves: Fort & Will strong</p><p></p><p>Level 1 – Float</p><p>Level 2 – Eyestalks</p><p>Level 3 – Acid spike</p><p>Level 4 – Improved aerial manoeuvrability</p><p>Level 5 – Improved acid</p><p></p><p>Float (Sp): At level 1, the avatar of the flumph gains the ability to cast levitate on himself only as a spell-like ability, as if cast by a sorcerer of three times his class level. This ability may be used once per day per class level.</p><p></p><p>Eyestalks (Ex): At level 2, the avatar of the flumph grows a pair of small eyestalks from the top of his head. As long as these eyestalks are visible, the character gains a +2 circumstance bonus to spot checks and cannot be flanked because he can see in all directions at once.</p><p></p><p>Acid Spike (Ex): At level 3, the avatar of the flumph sprouts spikes from his wrists that he can attack with as natural weapons. These spikes deal 1d4 damage and inject an acid that deals an additional 1d4 damage for 1d3 rounds after injection. Immersion in running water or cleansing the wound for two full rounds stops the acid damage.</p><p></p><p>Improved Aerial Manoeuvrability (Ex): When a level 4 avatar of the flumph is levitating, he gains the ability to move laterally up to 15 feet per round.</p><p></p><p>Improved Acid (Ex): The acid injected by the acid spikes of the level 5 avatar of the flumph increases in potency. It now deals 1d6 damage upon injection, and continues to deal damage for 2d4 rounds after injection.</p></blockquote><p></p>
[QUOTE="HellHound, post: 732269, member: 3397"] Avatars of the Flumph There are those who laugh a the strange pancake-esque creature that is a flumph, but there are others who see in it something noble and powerful, a lawful hunter of the underdark, almost a floating jellyfish paladin, if such an entity could be imagined. Some even become avatars of the flumph. The avatars of the flumph are those who seek to emulate the flumph in all fashions. They consume an ichor of flumph acids and study the actions and ways of the flumph to become more in tune with their “inner flumph” and to finally draw out many of the powers of the flumph from within themselves. The most powerful of the avatars of the flumph begin to effect changes of their own anatomy, not only becoming able to magically float about, but even growing strange eyestalks. Some misinformed individuals call these idealists of the flumph “flumph cultists” which is the generic name for members of this class. In fact, minor churches of th eflumph have sprung up here and there across the lands, providing flumph with rodents and other easy food. These “churches” are always quite dark, and are usually built in the basement of a home or common building. Unfortunately, not all avatars of the flumph emulate the lawful good underground hunters, there are a small number who have taken this path in order to emulate the dark flumph itself. These are always the followers of the dark flumph itself, and no few of them are on their path to becoming a blackguard. Hit Die: d8 Requirements: To qualify to become an avatar of the flumph (Aof), a character must fulfill all the following criteria. Race: Any humanoid or monstrous humanoid Alignment: lawful neutral, lawful good or neutral good (avatars of the flumph) or chaotic neutral, chaotic evil or neutral evil (avatars of the dark flumph) Alchemy: 4 ranks Hide: 4 ranks Special: Must have suffered damage from a flumph attack, or witnessed someone being slain by a hunting flumph. Special: Must worship the flumph god, or be a follower of the dark flumph. Class Skills The avatar of the flumph’s class skills (and the key ability for each skill) are Animal Empathy (Cha – exclusive skill), Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Int), Knowledge (nature) (Int), Use Rope (Dex) and Wilderness Lore (Wis). Skill Points per level: 4 + Int modifier Class Features All of the following are class features of the avatar of the flumph prestige class. Weapon and Armor Proficiency: The avatar of the flumph gains no additional weapon or armour proficiencies. 5 level class BAB: Cleric Saves: Fort & Will strong Level 1 – Float Level 2 – Eyestalks Level 3 – Acid spike Level 4 – Improved aerial manoeuvrability Level 5 – Improved acid Float (Sp): At level 1, the avatar of the flumph gains the ability to cast levitate on himself only as a spell-like ability, as if cast by a sorcerer of three times his class level. This ability may be used once per day per class level. Eyestalks (Ex): At level 2, the avatar of the flumph grows a pair of small eyestalks from the top of his head. As long as these eyestalks are visible, the character gains a +2 circumstance bonus to spot checks and cannot be flanked because he can see in all directions at once. Acid Spike (Ex): At level 3, the avatar of the flumph sprouts spikes from his wrists that he can attack with as natural weapons. These spikes deal 1d4 damage and inject an acid that deals an additional 1d4 damage for 1d3 rounds after injection. Immersion in running water or cleansing the wound for two full rounds stops the acid damage. Improved Aerial Manoeuvrability (Ex): When a level 4 avatar of the flumph is levitating, he gains the ability to move laterally up to 15 feet per round. Improved Acid (Ex): The acid injected by the acid spikes of the level 5 avatar of the flumph increases in potency. It now deals 1d6 damage upon injection, and continues to deal damage for 2d4 rounds after injection. [/QUOTE]
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