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Lizard Lizard Fruit (Chameleon)

Physical Description The user of this fruit looks completely normal when in their original human form. When they transform, they take on the appearance of various chameleon body parts. For example, bulging eyes which are too far apart to be human, scales, the ability to change skin color, and gripping toes which make climbing easier. Their tongue also becomes longer and more tube-like in appearance. The fruit user develops a taste for small insects and often snatches them with his tongue, even in normal human form. They are also drawn to clothing which camouflages them, such as army prints or hunting clothes. Power Summary The Chameleon Zoan fruit has many useful abilities for hiding, climbing, and ambushing enemies. They have the ability to change colors to blend into their environment. They can look in two directions at once, giving them 360 degree vision at all times. Their specialized hands and feet help them to climb up surfaces. Lastly, they have many natural weapons at their disposal such as horns, claws, a crest, and their powerful tongue. Feats WICKED TONGUE [ STANCE ] Benefit: The chameleon man can transform into a humanoid shape which has minor chameleon attributes such as greenish skin, bulging eyes, and a large head. The main purpose of this stance is to use the full power of their long, powerful tongue. As a standard action the chameleon man may attack using his tongue up to 20ft away, as a ranged shot attack dealing 1d6 damage. The tongue is so large, it cannot pass through a 5x5 space without hitting a target within, so be sure to double check line of sight on your intended target. Special: This feat may be taken once more after purchasing the Tongue Tactics feat, increasing the damage dealt to 2d6. TONGUE TACTICS [ MISC ] Prerequisites: Wicked Tongue Benefit: The wicked tongue attack now has a 50% chance to stick to the enemy and pull them to the 5x5 space in front of the chameleon man. Additionally, the chameleon man now has more control over this attack and may choose to hit an ally with it, but not deal any damage. Special: This feat may be taken more than once, each time increasing the change of sticking by 25, up to 100% CRAZY EYES [ STANCE ] Prerequisites: Wicked Tongue Benefit: In this stance, the chameleon mans eyes shift to the sides of his head and he is now able to see in two different directions at once. While in this stance the chameleon mans spot, search, and sense motive checks gain a +2 bonus. THE CLAMPS [ STANCE ] Prerequisites: Crazy Eyes Benefit: While in this stance the chameleons hands and feet become soft, clamp-like appendages which make gripping ropes, cloth, and other objects much easier. They gain a +5 climbing bonus to climbing things like vines, ropes, wires, tapestries, fences, gates, and other non-flat surfaces. TREE GRAPPLER [ SKILL BONUS ] Prerequisites: The Clamps Benefit: The chameleon man now gains a +3 bonus to grapple checks while in their clamps stance. CAMOUFLAGE [ STANCE ] Prerequisite: The Clamps Benefit: The chameleon mans skin becomes green and scaly, but can be changed to perfectly match any surface

behind them. While in this stance the chameleon man gains a +5 hide bonus while hiding in a well-lit area where camouflage would play a factor. CREST [ STANCE ] Prerequisites: Camouflage Benefit: The chameleon mans head grows much larger and forms a large crest on his forehead. The rest of his body also hardens with scales, increasing his DR by +2. As a full round action This crest can be used to headbutt targets within melee range as an unarmed strike. This attack deals 3d6 damage and has a 50% chance to knock the target prone. TAIL SPIKES [ STANCE ] Prerequisites: Crest Benefit: In this stance the chameleon man has a long, thin, spiky, green tail. The extra balance granted from having a tail increases the users DEX by +2. As a standard action the tail can be used to attack at a range of 10 ft, but is still considered an unarmed strike attack. This attack deals 2d6 damage and has a 25% chance to cause bleeding. BUZZSAW [ DAMAGE ] Prerequisites: Tail Spikes Benefit: While in the tail spike stance, the chameleon man may rapidly spin on his side, shredding the surrounding targets with his spine and tail spikes. This is a full around action and will hit any targets within melee range. Targets may make a reflex save vs a DC of 20 to take half damage. TWO HORN [ STANCE ] Prerequisites: Tail Spikes Benefit: The chameleon man grows two large green horns out of his forehead and their body becomes more muscular increasing their strength by +2. Theyre demonic in appearance, although the green throws that image off a bit. As a standard action the horns may be used in melee range as an unarmed strike attack which deals 3d6 damage. LIZARD RUSH [ SKILL BONUS ] Prerequisites: Two Horn

Benefit: While in the two horn stance, the chameleon man gains a +3 bonus to attack rolls made during Bull Rush and Charge attempts. CHAMAELEONIDAE [ STANCE ] Prerequisites: Two Horn Benefit: Changing into this stance is a full round action. While in this stance the user becomes a giant chameleon, with barely as humanoid features left. They become uncontrollable and will attack the closest or more threatening target around them, even allies. They gain +2STR, +2DEX, +3DR, and +50HP 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. DOMESTICATED [ MISC ] Prerequisites: Chamaeleonidae Benefit: The chameleon man is now in full control while in the chamaeleonidae stance and is no longer forced to attack a target every turn. They can now distinguish friend from foe. They can also disable the stance as a full round action.

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