Stormrunner (Advanced)(Uber)
“The oldest Overpowered project on Earth. The fourth oldest profession. The newest and strongest naval presence on the PLANET!”
The elite and epitome of Neo-Atlantean gene technology, the wielders and masters of the Tideshell artifact are the greatest known naval warriors known to Terran history. Growing ever stronger through fortune and fate alike, the Stormrunner is both free and yet chained by their destiny to aid and assist in the revitalization of the Atlantean population.
And yet these bonds are of gratitude and familial love. Given the resources and supplies, training time and other necessities, the Stormrunners are the true backbone of modern Neo-Atlantean power and the main reason why they’re such a force in today’s world.
A Stormrunner’s #1 duty is to support the ship in case of storm attack or actual warfare. They are skilled and highly trained in ship repair, ship destruction, and naval techniques. Every ship from Neo-Texas usually contains at least 1-5 Stormrunners, and only bandits/pirates are unable to acquire them (save for a couple of Dark Generation defectors who are technically unknown by the populace - only Stormrunners are aware of these two jackasses, and have a Shoot To Kill On Sight order on them among themselves).
Stormrunners have a secondary position dependent on the individual, and individualism is highly prized by them.
Hit Dice: Determined by the kind of Tideshell it is
Skill Points: 10+[Favored Ability]
Requirements:
*Successfully completed Riding The Storm Out mission
*BaB 10+
*Mobility, maxed out Z-Running, has walked on water at least three times
*Has figured out a way to acquire the Wavedash outside of Jorb abilities
*Found a proper master for the Tideshell training
*Acquired a genetically compliant Tideshell
or
*Successfully achieved mastery of the Tideshell through the Wavedasher jorb
Note: there are four points involved with the progression of a Stormrunner that the GM is aware of. These points will determine if this counts as an Advanced Jorb or Uber Jorb.
Tideshell Variant - each time the Stormrunner gains a new Tideshell Variant, a new attempt at the Variant Table can be made. They must score at least 75% or higher on a d100 check in order to access the table.
Wavedasher’s Bonus - if the Stormrunner has graduated from Wavedasher level 10 to Stormrunner 1, they gain the following benefits:
*Advanced Weapons Training (an extra +5 to hit with trident, net, improvised chain, cestus, or blunderbuss.)
*Advanced Tideshell Armor Plating (+2 AC from Tideshell armor)
*Dex+1 (this can increase ability score total)
Undertow - allows the user to Stormrun underwater, so long as the basic requirements are met: down to 1 fathom, and a successful FORT check. If successful, user can move at 10 feet per action.
Tradewind - allows the user to use Stormrun even during actual storms, so long as the basic requirements are met: above 50% HP and a REF check. If successful, user can move at 10 feet per action no matter the kind of storm is affecting the water.
Airwalking - allows the user to use Stormrun to literally walk on the air, so long as the following basic requirements are met: a current wind speed of at least 25 mph and a successful jump check. At this point, the user can move at 10 feet per action.
Stormrun 1-5 (Finale) - Stormrunning is the literal name of the ability that defines the Jorb. Each Runner is able to, at first, run with a check or penalty depending on environment and their level. As they progress, though, their understanding of Stormrunning grows, granting the following benefits with each advancement:
1 - can run 15 feet at a time with no checks or penalties
2 - can run 30 feet at a time with no checks or penalties
3 - can run 50 feet at a time with no checks or penalties
4 - can run 100 feet feet at a time with no checks or penalties
Finale - any body of salt water is considered reasonable, normal ground to the user. This can still only be used in the ocean or sea, although a salty lake or any salty liquid with a depth of five feet can work.
Electrical Immunity - The Stormrunner never takes damage from any source of Electricity unless otherwise specified.
Elemental Resistance - The Stormrunner has 50% resistance to any single elemental attack of any form, even supernatural, unless otherwise specified. The element can be changed once per day outside of combat as a free action.
Elemental Resistance 2 - Gain 50% resistance to a second element. This, too, can be changed once per day but DURING combat as a standard action, or outside of combat as a free action. Make sure you know which one’s which!
Reroute - allows the Tideshell user to redirect any form of lightning/electrical attack that targets one target directly. Requires a REF check and an active source of lightning/electrical attack. If used on a source that is not an attack, requires both a REF and a CON check.
Specialization 1-4 - at this point in time of their growth, the Stormrunner can gain access to a specialized field of training at the loss of all other growth paths for this Jorb. This includes:
1 - Mobility, Repair, Siege, Combat
2 - Scout’s Path, Healer’s Path, Plankton’s Path, Maester’s Path
3 - Swift Will, Will o’ Wisp, Drillomancer, Hybrid
4 - Voyager, Vengeful, Destroyer, Warlord
Mobility
Mobility - Easier stormrunning, doesn’t provoke AoO while in motion
Scout’s Path - easier Airwalking, Undertow, and Tradewind checks
Extra options available for Airwalking:
10-25 mph - coast
25 - 50 - walk up to full movement speed
50+ - movement speed x2 (balance check with every action not movement-based, up to GM’s discretion due to hazard)(no jump check required)
Swift Will - Gain Blink as a SLA (ECL times x day)
Voyager - Can never be grappled or bound by any means other than supernatural
Repair
Repair - opens up the Knowledge: Repair skill, can be applied to non-magical healing attempts
Healer’s Path - allows the user to apply Repair skill to healing/protection spells and abilities
Will o’ Wisp - allows the user to use EP or spell slots to repair an entire ship at once. This is a magical skill ability.
Vengeful - as much damage as the user’s party has taken, the user can then revisit onto a single target once per combat. This is a magical attack.
Seige
(Note: Siege line DOES NOT stack with itself)
(Note: unless the ship has a running engine, all ships on the ocean are considered “half-immobile” even with sails or oars out)
Siege - automatic crit when attacking nonliving, half-immobile, nonsentient targets
Plankton’s Path - double crit when attacking nonliving, immobile targets
Drillomancer - grants usage of the Drill artifact. Crit x5 versus nonliving, nonsentient targets.
Destroyer - Crit x10 versus nonliving, half-immobile targets OR automatic double crit versus nonliving targets.
Combat
Combat - gain an additional +10 to hit and +10 damage (before crit) when using Atlantean trained weapons.
Maester’s Path - AC+5 or BaB+5. This can only be shifted once per combat as a free action on your turn only.
Hybrid - AC+2 and Damage+10 with traditional Atlantean weapons.
Warlord - Crit Range+2 for traditional Atlantean weapons. User may use one more Tideshell-approved artifact. User may wear other forms of armor and can use them all. User may wear a shield (even with the Tideshell) and can use them all as if trained for them. Only Warlords can create Atlantean Elixir.
Your Decision - each time you gain a Your Decision check, you may “lock” an ability/skill/feat of the Tideshell until you reach Conclusion. This ability/skill/feat must be approved of by the GM. While locked by Your Decision, the Tideshell does not gain benefits nor can actively/passively use the locked ability/skill/feat.
The Conclusion Of Those Choices - all locked ability/skill/feats held by Your Decision are now unlocked at twice the original effects, unless otherwise specified.
As of the Conclusion, the Tideshell will attempt to create a Poseidon Drive to completion if it hasn’t already. There is a low chance of it creating one.
Poseidon Drive+1 - your Tideshell may utilize one more Poseidon Drive than usual.
NOTE: there is a high chance for failure if you attempt to dock more than one Poseidon Drive.
Desperation: High Voltage - upon hitting 50% HP total, the Stormrunner immediately explodes outwards in a 360 degree electric attack. All within a twenty foot range of the Stormrunner immediately takes 12d8 (Crit x3) damage.
Augment: by immediately giving up 25% HP total more, the Stormrunner may choose to target only enemies/obstacles.
Retcon - not all Tideshells remain the same, no matter how mass produced they are. As a Stormrunner grows, they gain the chance to give up 1/10th of their HP and EP total for a chance to reroll their entire Tideshell set. This includes bonuses gained from Wavedasher. Do note that the HP and EP requirement increases depending on level and may require ECL sacrifice at GM’s will. Should the Stormrunner decide to NOT Retcon, they instead gain +2 ASI or a free Feat. Do note that these cannot increase ability totals.
NOTE: depending on combinations of feats and abilities, this Jorb may count as a Uber Jorb instead of Advanced Jorb, at GM’s fiat.
Special Attack: Tsunami Impact - 50 EP, one standard action.
Allows the user to counter a single attack on an enemy’s turn with a basic attack of their own. If this counter succeeds, their basic attacks can do double damage in the very next round (before crit). This can be done 3 times a day.
Special Ability: Storm Watch - while wearing the Tideshell, the user gains the ability to use Truesight and double the vision distance while on open sea/ocean.
Special Ability: Atlantean Ideals - while wearing the Tideshell, double all HP and EP gains from potions or food.
Special Ability: Splash Down - while wearing the Tideshell, should the Stormrun be stopped or turned off then the user may choose to Take 10 to regain their footing without losing their balance.
Special Ability: Magistry - while wearing the Tidshell, the user gains double the dice rolls when attempting to persuade, intimidate, or otherwise Charm living, sentient creatures of their same basic form (humanoid, jelly, quadroped, etc).
Secret Art: Electrical Interface - so long as there is an electric attack occurring, you may (as a free action no matter whose turn it is) give up a standard action in order to redirect the electrical attack to the same number of targets as originally targeted. In order to redirect an enemy’s attack, you must roll a Reflex save higher than their spell/ability DC.
Secret Art: The Gambler - the final Secret Art of the Stormrunners is a literal coin toss, a 50/50 shot at one of two different Arts that will determine the outcome of either your Tideshell or your Stormrun….
*Fathomless - the final ability of the Stormrun grants them the ability to run through matter itself for one solid minute three times a day, remaining ethereal while still manipulating matter at will without taking damage or negative side effects. Commonly called “Bob’s Favorite Trick.” This is an interdimensional ability at Speed Check 10. This cannot be suppressed by any enemy with less Elan than the user.
*Final Destination - the final ability of the Stormrunner is the ability to absorb their Tideshell. The Tideshell becomes one with the host and, ultimately, replaces their skin in a swift metamorphosis.
If this happens during combat, it takes 1d4 rounds for the Stormrunner to emerge from their cocoon pod (AC40).
The Tideshell’s stats are added to the Stormrunner’s stats, feats, and abilities. This stacks with all stats, feats, skills and abilities the Stormrunner already has unless otherwise specified. GM may make exceptions for those that do not normally stack.
The Stormrunner immediately gains +100 Gnosis so long as they’re under 250g of Elan. GM may make exceptions for those who are over 250g. You cannot go over 1000g with this method.