FLYING FISH

For Spuk's Ocean DnD
Attribute Requirement: DEX 12
Alignment: Chaotic
Weapons: None
Armor: None
Languages: Reef, Fish Bubbling
Movement: Free Swim 45m (150ft)
Flying Fish live for one thing: speed. These little adrenaline junkies have developed a motto: Live Fast, Fly High. They can be found in schools racing eachother, just trying to one-up their previous record. Their thrill-seeking nature leads them to end up as the cause of many accidents.
| Level | XP | HD | D/W/P/B/S |
|---|---|---|---|
| 1 | 0 | 1 | 12/13/14/11/11 |
| 2 | 1000 | 1+1 | 12/13/14/11/11 |
| 3 | 3000 | 1+2 | 12/13/14/11/11 |
| 4 | 9000 | 1+3 | 10/11/12/9/9 |
| 5 | 18,0000 | 1+4 | 10/11/12/9/9 |
| 6 | 55,0000 | 1+5 | 10/11/12/9/9 |
| 7 | 165,000 | 1+6 | 8/9/10/7/7 |
Acceleration
Flying Fish cannot attack normally. Instead they may accelerate. 1 Turn of continuous movement allows them to gain 1 “Acceleration” Point, up to their level, multiplying their speed by their current acceleration. They may then reduce all their acceleration for one of two options:
- Bullet: The Fish propels themselves at maximum speed at their target. The target must Save vs Wands or take 1d6 damage per point spent. The Fish must Save vs Death or take that much damage as well.
- Leap: The fish may leap out of the water, gliding for one round per Point Spent at their base speed. This is used to fly above air.
Racing
A Flying Fish can never turn down a race, especially from another Flying Fish. Beating a race against a non-flying fish lets you gain ½ of the Next Level’s required XP. Beating a Flying Fish or your old record lets you automatically gain the next Level’s required XP. Losing a race halves for XP.