(MUST BE HIT WITH STAND ARROW AND GET THIS STAND)
Tusk Act 1(Level 1-6): You can shoot bullets made of your fingernails imbued with spin. These bullets can be fired once from each finger for a total of 10 times. Each nail can go about 30 feet. These nails grow back every 5 rounds. Each nail deals 1d8+Dexterity piercing damage. The user can shoot 2 nails per attack action.
Tusk Act 2(Level 7-10): You learn to imbue your nails with the golden ratio, allowing for extremely powerful attacks. Your nails shoot way farther, now shooting 60 feet. However, the nails grow back at a speed of 8 rounds(Compared to 5). When hit, these new nails deal 3d8+Dexterity Piercing damage and have a new affect. A dark hole is created, following the hit target until contact is made. These holes move at 50 ft every turn and can only move on their turn. They take this turn right after the hit target. When hit, this hole deals 5d6 necrotic damage. These holes go away after ten minutes. When they hit, there is no roll to hit or saving throw.
Tusk Act 3(Level 11-14): You learn how to use your ability of the Dark Holes to your advantage. By shooting yourself, you create a wormhole in which the dark holes are located, giving you insane abilities. For starters, you can pretty much go anywhere within 100 ft of you. Any being you do not wish to travel with you that attempts to go with you instead gets shredded, taking 7d10 slashing damage and becoming prone. Along with this, you can use your reaction to dodge one attack coming in your direction as you seamlessly travel through your wormhole. Also, when you teleport, any shot you make has advantage as you reposition yourself to an easier point or location. Your shots also get a +5 when you teleport and your dark holes deal 7d6 necrotic damage.
Tusk Act 4(Level 15+): This form embodies infinity and all energy, the pinnacle of spin, inescapable fate, unrestrained power, and perseverance. Tusk Act 4 is by nature, inescapable. For starters you cannot be restrained. Also any and all barriers do not stop and interfere with you. Any barrier of protection, damage, force, ect do not work on you or get in your way. All of your bullets are +3 and deal 3d10+ Dexterity piercing damage and imbue the hit target with "Infinite Spin". The creatures limbs, body parts, even cells, all spin. This deals 2d8 spin(Unresisted) damage every turn until the creature is dead or until the creature is hit by a nail spinning in the opposite direction. Also, every time the creature attempts to escape, they are brought back to the place they were when hit. Also, the ranger becomes 300 ft as the power of Tusks shots have reached an unprecedented level
Previous Versions
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5/22/2024 4:45:31 PM
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Coming Soon
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