Wavedasher
Tadpoles become frogs. Princes become kings. Readers become writers.
Wavedashers are the start of a journey to become something even greater.
The ipso-facto “modern Neo-Atlantean hybrid,” any who can pass the genetic testing required to acquire a Tideshell must first undergo extensive training and a time of growth. It takes time to get to know and master the Tideshell artifact, and it’s one that the Wavedasher gladly indulges in.
Backed and supported by Neo-Atlantis and their allies, Wavedashers are at the forefront of cutting edge geopolitical training and misadventures alike!
Hit Dice: d10
Starting Skill points: (6+Con Mod)x3
Skill points: 6+Dex Modifier
Starting Golds: 10gp
Class Skills: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Search (Int), Gather Information (Cha), Disguise (Cha), Sense Motive (Wis), Craft: Weapon (Int), Sleight of Hand (Dex), Escape Artist (Dex), Move Silently (Dex), Alchemy (Wis), Pilot (Dex or Int), Navigate (Int), Drive (Dex or Int), Intimidation (Cha), Controlled Breathing (Con), Poisons (Int), Read Lips (Int), Research (Int), Computer Use (Int), Demolitions (Int),
Class basic abilities: Wavedashers are proficient with all simple and light weapons. Proficient with light armor and cloth armors while outside of the Tideshell. While activated, the Tideshell acts as Heavy Armor and a Major Artifact.
Neo Atlantean Training - Neo-Atlantean Training ensures the Dasher is able to use trident (polearm), net, blunderbuss (guns), medium leather armor (outside of Tideshells), a standard length of chain (improvised weapons) and cestus knuckles (Hand to Hand) as if they were proficient with them. Counts towards all proficiency, feat, skill and ability trees as if they had the basics of those particular trees. Also grants access to Neo-Atlantean language, knowledge of culture and history, and Knowledge: Atlantean Tech as well as considered a basic Profession: Geneticist (note: as if recently graduated with a 4 year degree). This works constantly so long as this Jorb Ability hasn’t been suppressed or otherwise edited.
Tideshell Trainee (Novice - Mastery) - Dashers undergo training in order to better unlock and utilize their mysterious Tideshell armor.
All “extra abilities” granted beyond the norm will not activate until the Dasher achieves at least Professional level.
Number of Rounds The Tideshell Stays Active
Novice - 1d4, takes up one round to activate
Journeyman - 1d6, takes up half a round to activate
Professional - 1d10, takes up a standard action to activate
Expert - 1d12, activate as a free action on your turn only
Master - don on or off whenever you wish, even mid-activity on other’s turns.
Special Move: Power Surfing - Wavedashers and Stormrunners are both steeped in the lore and legacy of global Surf culture. Surfing literally originated with the Atlanteans, and they won’t nor care to hear otherwise about it.
You may now use the Power Surf or Surf skills. Unlike normal surfing, Power Surfing involves a waterproof engine and feeding it your own mana.
It’s the only artifact a Dasher/Runner can normally use outside of the Tideshell for reasons even Bob cannot fathom.
Tideshells (Major Artifact) - AC 16, double base mobility on top of and in water, grants Water Breathing passively
NOTE: You cannot use other artifacts while wearing the Tideshell unless otherwise specified.
Special Movement: Wavedash - is the genuine start of a Wavedasher’s journey to Stormrunner. The Wavedash is the most basic of basics leading up to the Stormrun, allowing the user to “walk on water” up to 15 feet, or stand in place while taking actions without needing concentration checks. Anything beyond that will require an increasing concentration check to ensure they don’t just fall into the water. This can only be done on salt water of at least 10 feet deep below the Dasher.
Electricity Resistance - at this level, the Dasher gains a +50% resistance to Electrical-based attacks.
Special Attack: Blender - 10 EP, Crit x3
Costs 1 standard action, takes up your entire round. After activation, allows you to attack up to twice as many standard actions as you gave up.
Special Attack: The Brazilian - 25 EP
Costs 1 standard action, takes up your entire round. Launches an attack of supernatural origin that deals [Favored Weapon Damage]. Until the user’s next round, the damage from the very next attack they suffer is negated unless otherwise specified.
Special Attack: Bob’s Trick - 100 EP
Costs 3 standard actions. Allows the user to enter a special phase of existence, allowing them to move through solid matter yet to affect solid matter with their own actions. This lasts until they successfully make an action. Cannot affect targets/obstacles of a higher Elan than the user.
NOTE: this grows exponentially the more you use it in combat.
Specialization - while wearing the Tideshell, as the Wavedasher progresses they may customize the Artifact with the following choices. These customizations only work while the Tideshell is active -
Naval Support or Combat - gain +10 to Naval Repair or +5 damage while wielding a specific weapon (or unarmed)
Ability Score or Feat - +2 ASI or a Feat. This may increase the score total.
AC or Offense - +2 to AC or +1 to BaB
Attack or Feat - Special Attack+1 or a Feat
Attack or Skill - Special Attack +1 or Skill [Your Choice] +10
AC or Offense 2 - +4 to AC or +5 to BaB
Variant Table Roll +1 - gets a free roll of the Variant Table
Stormrunner+1 - while training, a Wavedasher may gain experience which directly ties into their Stormrunner jorb. They must have at least two levels lower than the +1 granted here for it to work, and for all intents and purposes are considered the combined total when calculating ECL. Anything that suppresses or lowers ECL will affect Stormrunner levels granted by the Wavedasher jorb first.