Devil Fruits in Pathfinder


Homebrew and House Rules


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Sorry if this has been posted before, but I was unable to find a similar post.

Recently I have began re-reading One Piece and a thought hit me. What if you had Devil Fruit Powers in Pathfinder?

I'm not saying you could select them, but if you stumble upon a magical piece of fruit that could give you the powers to transform into a crocodile or change your body into rock at a whim, you would eat it, wouldn't you? Granted, you lose your ability to swim and effectively become paralysed under water, but probably worth it.

On that note, how would you put them into practice? It's a rare one of a kind item that gives X power, right, but I mean mechanically? Would the Zoan type fruits give powers similar to Lycanthropy, being able to use it at will but unable to pass it on to another?

What other types of fruits would you even consider putting in your game, knowing the players might find them?


I've never used Devil Fruit specifically, but I did put a device into a game that would allow characters to gain monster traits. The key for implementing something like this is have an idea of how it works before hand.

For example, in your case pick out a dozen or so fruit effects that you'd be willing to stat out. You can compare to existing spells and monster abilities for ideas of the mechanics. I'd suggest trying to make them more unique than direct lifts from spells though. I wouldn't worry too much about balance, something like this is going to be inherently unbalancing. You could try to tailor some of them to abilities you think would benefit specific characters or types of characters, but if finding them is random, don't be surprised if the "right" characters don't find the fruit that would help them best.

Speaking of finding them, that's the last step: figure out where and how they'll appear. You could decide that one is in a hidden treasure hoard, and roll randomly, or just have the party "trip" over one out of the blue. Another important aspect to this though, if you only distribute them one at a time at random, the characters that don't get cool extra abilities might feel marginalized.

What do you want to do with them? Do you want to use them as a rare reward, or let the whole party have some extra ability? If you want to let it be a party wide thing, then I would suggest you either do it as part of their backstory, or in the first game. Basically, give them the option to take a random roll on your fruit list. If it's the reward route, I would anticipate some chaos.


Dot for interest.

Though, really.... This just reminds me of the Magic Pool my characters used to both die and power up in all the time way back when...

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Scythia has a good point. You should decide what role the fruit will have in the game. It could be a rare reward, a one-time way to give each character a snowflake ability, or macguffins. You could actually revolve the entire campaign around them where the party either goes on treasure hunts looking for devil fruit trees to become superhuman beings or stop a Big Bad from doing the same.

As for the effects themselves, I believe choosing some kind of effect with inherent value is the best approach. In other words, pick the fluff and then figure out the mechanics. Also, you don't need to be constrained by the Devil Fruit of the manga. Perhaps each fruit confers some kind of Achilles heel other than the inability to swim in the ocean? Perhaps something related to the power in question, but thematic to the idea that the characters are abominations to the natural world. For example, if you have a power to change into an animal, animals do not willingly approach you because they instinctively sense you are a creature neither human nor animal.

A good place to start with powers might be ones from the manga:

Rubber Fruit: Your body takes on a rubbery property, becoming incredibly flexible and capable of absorbing trauma. You gain DR 15/slashing or piercing and are immune to nonlethal damage from bludgeoning weapons. You take minimum damage from falling any height. As a swift action, you may stretch your limbs to increase your reach by 5 feet.


Personally, I was thinking about adding them in as loot, possibly with one tied into the story early on to explain what they are and why they are so powerful. Maybe have one get stolen from a merchant en route to deliver it as a gift to the royal family, or something. The party can (if they recover it) decide to either eat it themselves, give it back to the merchant, or keep it for future use (give to a cohort, sell on the black market, or so on)

I like the concept of determining exactly what the fruit is by rolling on a table, excluding any previously obtained or used fruits. It would add a bit of variety and risk to eating such a cursed fruit. The idea of customizing each weakness is nice, as certain class builds already avoid water like it's diseased, for fear of sinking in full plate.

Since I would only be using one of each fruit in the world, it would be extremely difficult, if not impossible, to identify each one based off of appearance alone. People would need to reference a guide book of sorts, or pass a rather high DC knowledge check, with it climbing higher based on the rarity of the type of fruit.

I'm personally thinking of creating a large number of fruits, for as large of a variety of possibilities as i can get. I rather like the idea of the Zoan type fruits, and by allowing the changing of weaknesses would let me make a 'Shark-Shark Fruit' that could give the user a swim speed, the ability to breathe in water and a powerful bite attack.

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After looking up the zoan fruits (I'm not that familiar with the manga), those could be easily designed to grant the user the ability to do beast shape II to become a particular animal or monstrous physique I to change into a hybrid form.


i'm loving this thread, and disappointed that more people are not adding to it
Zoans would be very easy to set up

for the elemental ones, i would maybe give them a miss chance v.s magical weapons, and immunity to non-magical weapons (not counting non-magical ammunition)

i'm not sure

maybe just awesome DR

the water thing will be less of a negative in a normal campaign, so you will have to make new negatives, that said, they need to have a serious impact

theres too many fruits for us to describe here
there is tons we don't even know about at this point


Leveled mutations. It won't break the game if the character becomes more powerful as they gain experience. Being a magical mutagen, the gumgum fruit seeds would all grow up to grant different mutations. When the characters show up, and one of them has wings, the royal family will accept the crate and thank them for testing it. Wings vastly limit your armor options.


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I like the idea of the user gaining powers as they level, where the fruits would be more like a Bloodline than a single power. That way Logia type users would have to 'learn' how to avoid getting hit by weapons, or allow for a new attack to be available after the user has had several levels to practice with their powers.

For the Logia types, or any that would grant an immunity to weapon damage, I would personally just use DR instead. Certain powers might grant a miss chance when used, like the Smoke-Smoke fruit for example, while others might allow for elemental resistances or immunities.

For weaknesses, the elements should more than likely gain weakness to their opposition elements, like Ice should take more damage from a source of fire with a possible small penalty to saves against fire effects.

Lastly, I would personally never give someone access to a crate of devil fruits, it would rob them of their rarity and potential for being a story element. It is supposed to be difficult to find such a treasure, with many a man searching for one their whole lives and never catching a glimpse of one. That's basically how they were described in the series, until the Grand Line where everyone and their grandmother had a devil fruit power.


It supports the existence of an entire gang of fish like, aquatic, ruffians. Obviously they all ate from the same bush/tree.
Also, everyone kept taking one glance at Lupie and saying "Gumgum fruit?"


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I would make it a class, and behave like bloodlines from a sorcerer.


They would be popular in Cheliax... :-)


The crate would have one tree/bush harvest for one year. The rest would be packing material. I think excelsior is shredded wood. Bushes are found in ruins because important people would transplant them into their hidden garden.


I've been talking with my girlfriend on this one and it's likely that when she runs Skull and Shackles, the Devil Fruits will make an appearance!

God help us if the enemy gets a hold of Blackbeard's fruit.

Still, Smokers, Ace's, Akainu's, Aokiji's, Luffy's, Whitebeard's, Kuma's.....all fun!

I'll help to contribute here when I can think of this in more detail!

Shadow Lodge

Treat 'em as magical treasure. Don't feel like one player is going to get an "unfair" boost - slap a price on there and people will treat it as any other treasure. If someone gets to eat the fruit, that's part of their share of the loot.


Personally, I was always thinking of using them like Magical Treasure or story rewards/plot elements. As I've stated before, I see them as really rare and unable to be easily obtained.

There has been an idea for a Devil Fruit bouncing around in my head for a while. I've been trying to flush it out for a bit, but here is the basic idea. The idea started from Brook's fruit, but kinda took a bit of a turn.

The Revive Fruits are rather simple, they have two abilities. The first grants the spell Animate Dead as a spell like ability, using your hit dice as caster level. It must be mentioned that if you choose to release an undead creature using this ability, it is immediately destroyed, as your power was the only thing animating it. The second power of the fruit is that should the user die, the fruit may raise them (once) in the form of the power of the fruit. To clarify, I was thinking of making two fruits, one that creates Skeletons and would allow the user to rise as a Skeletal Champion the first time they die. The other would animate Zombies and allow the user to rise as a Zombie Lord after their first death.

I would also state that rising once you die would not automatically change your alignment to evil, but let's face it, using the corpses of your fallen foes as pawns is kind of a slippery slope. Anyone who gets these fruit might have some moral issues simply using their power.


The devil fruit from the first tree causes an animal to grow thumbs, normal human intelligence, alignment, ability to talk, and ability to stand upright. It is often called thumb fruit and was eaten by both of the parents of the doctor of the straw hat pirates.


Some of the fruits would be do-able.

Zoans, certainly. It's just Beast Shape, pretty much, or more likely a lycanthrope template. An Ancient Zoan would give you access to things like a dinosaur form. A Mythic Zoan, if you could get it, I would say grants you all the supernatural/spell-like abilities of the mythic creature. So if you had Marco's Phoenix fruit, you'd get the spell-likes (firestorm, greater restoration, heal, etc.) as well as the supernatural powers (self-resurrection, immolation). Powerful, but a Mythic Zoan is obscenely rare, so to me it fits.

Logias are usable, though there will be power discrepancies (running them like a bloodline is a good idea). At the higher levels of Logia power you have people like Akainu and Aokiji ruining all of Punk Hazard (or Aokiji one-shot-icing two massive tidal waves), and don't forget Ace's Dai Enkai attack against Blackbeard either, which wrecked a good portion of an island. You might be able to model them with an swift/immediate action Elemental Body (I, II or III) coupled with gaining an elemental subtype and some at-will powers tied to said element (e.g. for fire you'd have things like fireball; for magma you'd obviously have meteor swarm) as you progress. Logias can be extraordinarily powerful, and would require careful balancing.

Paramecia, though? I throw up my hands in disgust, because that type of fruit is simply too modular to get working right. Devil Fruits reward ingenuity - Oda has said that it isn't the fruit that becomes more powerful, only the user's ability to think up ways in which to use it - and that same ingenuity is also in many ways what, to me, locks them out.

They have things like the Gomu-Gomu making your body like rubber. Which seems simple enough, but suddenly you're pulling out all of Luffy's abilities: reach, Gears, UFO, immunity to bullets, gatling area attacks, and so on. Then there's the Nikyu-Nikyu, which is a fruit that allows you to push things. And then its user realised that abstract concepts like pain are also things. And can effectively teleport by pushing himself. And can launch air-pressure attacks by pushing air (probably the least-offensive use). And any number of other equally bizarre powers. Yet even more crazy is the Hobi-Hobi, where (spoilered for Dressrosa arc related reasons):

Spoiler:
...the user turns people into toys with a touch. No save, no SR. She touches you, you're a toy forever (or until she's knocked unconscious, which she avoided for ten years running). Oh, and she gets an immediate ability to make a no-save Geas effect that lasts forever on you. And nobody remembers you exist. Even if you were married to somebody and had a daughter. And they don't find this unusual. And the person with the fruit power never ages.

The only way to model just the forgetfulness part within the rules is an augmented mythic modify memory (8th tier minimum), and even that allows a save, which this doesn't.


So. Zoan is easy, Logia a bit harder and needing careful checks and balances. Paramecia I would say is right out, though.

(I tend to think that the Nasuverse material is easier to adapt to a d20 ruleset than is One Piece.)


The heart and soul of FRPG is treating the fictional characters as epic and giving the characters powers and drawbacks appropriate to their level. Luffi(Dubbed version of his name) probably has damage resistance that goes up by level. Reach is like the aberration bloodline. He has the hand to hand powers like a monk(Including flurry of blows). Pirate captain is his profession.


As Alleran pointed out, Devil Fruits require ingenuity. Part of the fun of adding such concepts into a game is to see what the players come up with that you yourself could not.

For example, lets say a player gets a Spike-Spike fruit. It allows them to make spikes grow out of their body and lets them change their arms into basically spears or lances should they choose. The user might want to grow spikes all over their body to act like thorns, so any natural attack or grapple attempt would hurt their opponent. Another thing they might do is change their fingers and feet to spikes so they could easily scale a building by piercing the wall with their new pointy digits.

Using your imagination to come up with creative uses for your abilities to solve a problem is a major point of the game. I have watched members of my party use Enlarge Person as a debuff so that they could escape from a sticky situation. (They enlarged the person who was chasing them, so he was unable to squeeze through the opening they used.) Hiding from zombies by using Alter Self or the like to appear undead and then shamble through the room.

Obviously every ability has its limits and it is up to the GM to enforce them. Would I give the player who uses their spiky fingers a climb speed? No, probably not, but I would definitely give them a bonus to the climb check. Would I allow the player to make a cloak of spikes to defend themselves? Probably, using either damage dice equal to a dagger of your size or maybe a static 1 point per 2 hit dice damage. Nothing crazy powerful, but still gets the point across.


I'm working on the natural weaponry mutation. If a fruit gives them spikes and natural weaponry, their teeth will become spiky for their bite attack. While the spikes are deployed, they could hurt themselves too.


I love this, i will actually play a pathfinder module, with elements from Naruto, One piece and Bleach.


I have pretty much figured out how I would make the Zoan types now, at least for my game. Basically they would be lycanthropes without DR (both because it doesn't fit my concept and we don't want to constantly be looking for silver weapons), no curse or chance to pass the ability on, and there would be no +2 Wisdom, -2 Charisma bonus/penalty. Using Lycanthropy does mean that some fruits might give a large boost to physical stats, but other than a natural attack, that's pretty much what that type of fruits are supposed to do.

Since looking into this concept, I have realized that the majority of the Devil Fruits in play will probably end up being Zoan types, as they are easier to create and unbalance the game less than the other types.

I am tempted to add in an item for the Zoan users, as used in the show by Tony Tony Chopper, a wonderful and dangerous medicine known as the Rumble Ball. It would give Zoan type users several effects, with only one of which being active at a time. One effect would be that as a swift action when in the animal or hybrid form, to increase the damage dice of one natural weapon gained by the fruit up one step. The user could also use a swift to give their natural armour a +2 bonus. One more effect would be variable by the fruit, but could be a bonus to racial skills like climb or acrobatics as well as a potential boost to a climb or burrow speed by 10 feet. The Rumble ball lasts for three minutes.

Using such a powerful medicine comes at a price. Using just one doesn't seem to have any real drawbacks, aside from maybe a small chance to become fatigued for a few minutes (possibly a low DC Fortitude save). However, using two within 6 hours of each other causes the transformations of the user to behave erratically, with the user rolling a dice (similar to confusion) to find out what form their body will take that round. The user also must make a higher DC save or become exhausted until they rest for 8 hours. If the user consumes 3 balls within 6 hours they transform into a monstrous version of their hybrid form.

This form would be one size larger than their normal hybrid form (medium to large or large to huge) with all the other bonuses from the rumble ball active. However the user would also be in a berserk state, unable to speak and attacking any living (or most likely moving) target nearby, friend or foe. The beast might continue attacking a downed target for several rounds if no other targets are nearby, before moving off in search of something else to destroy. This form is very painful, and quite harmful to the body. Every round the berserk monstrosity takes more than a single standard or a move action, it must make a DC 15 fort save or lose a point of Con. After the three minutes are up, the user reverts back to their original form, and is unconscious for 2d6 minutes. The user is also exhausted and unable to use their Devil Fruit powers until they have rested for 8 hours.

Again, this is just an idea that I have been playing around with. I would also not have such a medicine readily available to the public, for obvious reasons. However, a Zoan type user with Craft (Alchemy) might just be able to make them. Also, think of the party's surprise when an enemy crams three in his mouth at the same time (full-round action that provokes, transforms over the next round) and goes on a rampage.


the implementation for the rumble ball as you have it sounds awesome, and i think a craft alchemy to make them sounds about right
for your players, you should probably give some sort of warning about using them too much, in case any of them don't watch the show, or aren't that far into it.
other than that they sound great
ALSO
maybe as they advance in levels, or spend a few feats, they can unlock advanced powers of their Zoan fruits
and no spoilers were given


If you need to control the rumble balls, make them a variant mutagen. Chopper rarely, if ever, gives someone else a rumble ball.


Ok, I thought of something else I might do with this.

The original fruits robbed the users of their ability to swim, a well known fact amongst those with any contact with the fruits. Deadly to those out at sea, but harmless to anyone on land.

I've been thinking about a more appropriate pathfinder alternative, and might have come up with one, it also solves another fundamental problem I would have come across. What about replacing the drowning weakness with something along the lines that Devil Fruit users in pathfinder are unable to be revived?

It makes it a very costly choice when eating a fruit, and makes it easier to deal with when someone dies and their power returns to another fruit. Thoughts?


I'm going to have to cross post this. Here is my suggestion for using devil fruit on a prison island.
Eating a devil fruit does several things in One Piece.
Random mutation: Each tree(my idea, more later) causes a different mutation. While all the fruits of a tree cause the same mutation, the seeds grow a tree with a different mutation. There is only one tree with gum gum fruit, one with elephant elephant fruit, etc.
Can't swim: The mutation fails from contact with sea water and swim skill is always zero. Another reason a fruit should be tested on inmates.
Devil Fruit? They are all offspring of the tree of the knowledge of good and evil from the garden of Eden. They were specially cursed. They are also immortal till cut down. If one is cut down, or otherwise killed violently, a new tree with that mutation may grow.

In your game world you can change out the guaranteed defect.
You can even have each tree grow only one fruit a year or less. That would mess with my suspension of disbelief, but whatever.


I'll put in my stock refrain for unusual magical effects:

Net Libram of Random Magic Effects

This is a good place to springboard unusual magic effects. Not all of them work well, but I find great success for inspiration out of the 10,000 options.

I like this devil fruit idea. have you considered any fruits that might grant skill ranks/bonuses or feats?

The no resurrection drawback is interesting, much like a sold soul. If you are still in the market for other ideas, perhaps the consumption of some/all the fruits causes the consumer to be unable to heal damage of a certain source except through natural means (like acid, fire, stone weapons, iron weapons, perhaps bone weapons for your necro devil fruit). In One Piece, the weakness in water could be substituted with another terrain as a lack of mastery. Using the ranger favored terrains as a base, suppose in a mountainous area they effectively have acrobatics and climb 0? In a forest they have perception 0? Perhaps a character with darkvision instead is blind in total darkness?


Good ideas. One of the reasons why I'm thinking of the no resurrection idea was that I personally wanted a single drawback to all fruits, partially to lessen the workload of creating a ton of different powers, and partially so the players could weigh the pros and cons in character.

If the characters understand that there will be no way whatsoever for them to come back from the dead (short of perhaps a Miracle or Wish), they might hesitate before scarfing down a magical power source. If it comes with a random downfall, they players might just risk the severity of the penalty, and have it somehow ruin their entire character concept. Think of the Perception skill of 0 in a forest idea, and the fruit is eaten by an Elven Ranger who specializes in tracking down prey in a forest... Kinda really hurts...

I have thought about adding skill boosts or feats, but they can be slightly more difficult to create thematically. Are you thinking along the lines of suddenly learning a Martial Art Style? Gaining a lot of Knowledge? Or instantly becoming a world class acrobat/escape artist?


You could have ditto fruit, which enables the character to copy any skill or feat they see. They can retain one behavior for every feat slot, but they don't automatically gain feats or skills, just fill able slots.

They can take the mutant class, and all their class abilities will be mimicked. They can cast spells they saw as bonus spells. Further mutations will be mimicked too. Monster traits can be mimicked as if mutations. If they survive a Medusa's petrifying gaze they can use it. Once they replace an ability, it's lost till they see it again.

If they take a normal class, such as sorcerer, they can't mimic class abilities, such as helping disarm traps or casting healing spells, except for the arcana(One thing).


I like the idea of a Ditto Fruit, to be able to mimic anything you see an enemy do. Could easily turn some fights around, or in general keep things interesting.

The thing is, I'm not looking to use the fruits to replace classes, feats, or spells, but to augment them. I'm not looking to change class abilities to make somebody a devil fruit user, but to have any class be able to gain abilities from a fruit they ate.

A wizard eats a Zoan type fruit and becomes a physical beast? Awesome.
A Fighter eats an elemental based fruit and can now throw fire? Wicked.


Volvagnos wrote:

I like the idea of a Ditto Fruit, to be able to mimic anything you see an enemy do. Could easily turn some fights around, or in general keep things interesting.

The thing is, I'm not looking to use the fruits to replace classes, feats, or spells, but to augment them. I'm not looking to change class abilities to make somebody a devil fruit user, but to have any class be able to gain abilities from a fruit they ate.

A wizard eats a Zoan type fruit and becomes a physical beast? Awesome.
A Fighter eats an elemental based fruit and can now throw fire? Wicked.

That's fine. Nobody is forcing you to play a mutant class. I've just been adapting sorcerer bloodlines as something that affects anybody and anything. The original bloodlines for sorcerers was too exclusive. You can just give anyone who eats the fruit the entire bloodline powers except the bonus spells, and the fruit drawback you chose for your gameworld.

I was just saying a fighter who eats the ditto fruit and can suddenly copy a wizards fireball would be game unbalancing.


Actually, I have to disagree that a fighter with Fireballs would not be unbalancing. Any class has the capability to use Fireballs via items like a Necklace of Fireballs or a Wand of Fireball. They might need ranks in UMD, but it's possible.

By limiting a Ditto fruit to a specific number of uses per borrowed ability, it balances out fairly.
If a Monster has a Aura, and it cannot be turned off, then the Fruit User can only use it for so long before they lose that particular ability.
Have the ability reset whenever the User sleeps for 8 hours so they cannot hold onto Dragon's Breath or Medusa's Gaze permanently.
Make the User need to touch the target before they can steal a power, and they must already have seen that specific enemy use it once.
Make the ability use the Users base stats, not the targets, thus potentially weakening the borrowed ability.

There are many ways that one can balance this ability while still having it be very fun to use.


Volvagnos wrote:

Actually, I have to disagree that a fighter with Fireballs would not be unbalancing. Any class has the capability to use Fireballs via items like a Necklace of Fireballs or a Wand of Fireball. They might need ranks in UMD, but it's possible.

By limiting a Ditto fruit to a specific number of uses per borrowed ability, it balances out fairly.
If a Monster has a Aura, and it cannot be turned off, then the Fruit User can only use it for so long before they lose that particular ability.
Have the ability reset whenever the User sleeps for 8 hours so they cannot hold onto Dragon's Breath or Medusa's Gaze permanently.
Make the User need to touch the target before they can steal a power, and they must already have seen that specific enemy use it once.
Make the ability use the Users base stats, not the targets, thus potentially weakening the borrowed ability.

There are many ways that one can balance this ability while still having it be very fun to use.

Since the bonus spell slots are once a day, the sleep resetting seems fine. The arcana holds one and only one monstrous ability so having that reset when they sleep seems ok too.

A Medusa's gaze attack is charisma based so a Ch 8 fighter is unlikely to petrify anybody.
To keep it simple, all aspects of ditto fruit power are touch based, or ocular. There can be two trees that are mirror images of each other. If you eat the touch based fruit it's like being a spell thief. You touch your pet dragon in the morning and you either get fire breath or you sprout dragon wings. Likewise you touch the party cleric on the shoulder and you cast a random first level spell they have prepaired.


I have a few other ideas about the Ditto fruit, such as how to make it work against a target who has also eaten a Devil Fruit, but I'm just going to make notes of them and move on for now.

One other power I like the idea of is a Poison Fruit. Eating it gives the user the ability to poison a target with natural attacks, the user is immune to their own poison. Once the users hit dice reach a certain amount they can coat a weapon using their poison, as a standard action that provokes. I was also thinking of giving them the Poisonous Blood defensive ability at a later hit die, as well as a slight bonus to save against other poisons that increases based on HD.

The issue I seem to be having is how should I set up the poison itself?
Should the poison deal Strength or Constitution damage? What should the damage dice be and how long is the duration? Should the user be able to change the type of poison every morning, switching the type of poison they want to make, target Con for deadliness or Str for more of a paralytic effect? Should the user be able to add a second effect, like daze or sleep if they willingly lower the DC accordingly?

Setting up the initial DC seems simple enough, just by following the Monster Rules. I wouldn't be using the racial hit dice, only because chances are the player is a race whose hit dice are determined by class.
DC= 10 + 1/2 HD + CON modifier.


Poison effect table
1: Con. Damage. 0 Con is lethal.
2: Str. Damage.
3: Dex. Damage.
4: Int. Damage.
5: Wis. Damage.
6: Charisma Damage
7: Sleep Poison
8: Paralysis. Slows if they save.
There are 8 trees.
Character creation is player's choice. Encountered fruit may be random.


Weakness: automatically fail swim checks, lose swim speed, 1st round causes fatigue, 2nd round causes exhaution, 3rd round causes unconsciousness.


For the Poison Fruit, I'm thinking about going the route of allowing the user to switch poison damage type every morning upon resting. This allows for some change in tactics, like attempting to subdue a target alive should the need arise.

For the damage dice, I had the idea to increase it based on HD. Starting at a d2 and maybe turning into a d6 by endgame. For the duration, it will do something similar, starting at two rounds or so and eventually reaching six at later HD. Basically, the poison gets more potent the more powerful the user.

Another thing I was thinking of was allowing the user to forgo the damage of the poison (or maybe cut it in half at later levels) in order to have a different effect like paralysis or sleep.


You could have it based on alignment. Neutral can reset, good gets non lethal, and evil gets stat damage.
I have non evil Driders have sleep venom instead.


The idea of setting up a devil fruit to use alignment to determine it's effects is interesting, but not really in line with my personal concept. I like the idea of the fruit having an ability, and the character using that ability within their alignment. By giving players the choice to use lethal actions or not, it allows actual character options as well as the potential for some interesting consequences.

Anyways, I know I stated earlier that I would more than likely use DR to determine the defensive abilities of the Logia type Fruits, but recently had a different idea that fits a little more thematically.
What if a Logia Fruit user could activate an ability as an immediate action upon being attacked that would allow them to turn incorporeal for a bit? The length of time the user would be in that state would be difficult to set up. Maybe they are like that just for the attack directed at them, or even the remainder of the round until they act again.

As I type this, I thought what if they could instead use their AoO to turn incorporeal against an attack. Like, the User can decide to burn their AoO to change their body to the element of their fruit (fire, for example) on a 1-1 ratio per attack. A Logia User with combat reflexes could effectively dodge as many attacks as they had Dex, or they could choose to take their AoO's normally.

I will state again that the Logia fruits will be exceedingly rare. I'm planning on a list of like 100 fruits, and I'm thinking there will be less than 10 Logias up for grabs. My players will never get the choice of a fruit unless they actively search the black markets, even then they will be chosen randomly, they will always roll on a table to determine the effects of the ones they find. Chances are that most Logias will eventually wind up with rivals or major enemies.


My concept was that adventurers will only get a fruit because someone rich and powerful has the tree and want someone to test the goods. Monkey D. Luffy, got the GumGum fruit from another pirate so stolen goods is another source.
They are probably like a potion, so one bite makes the rest of the fruit inert, but still delicious.


Sorry if this is kind of a dead thread but I have been thinking of trying to write in Devil Fruits to a Pirate-y style adventure for a while and am happy to see this thread. Just some quick cannon information on Devil Fruits.
1. Devil fruits actually taste disgusting and can cause the consumer to be sick for a couple hours before the fruit takes over them.
2. Zoan types are basically as discussed above. They are explained to Multiply the users present martial and physical capabilities but do not add any new abilities other than those from the animal/mythical creature transformation
3. Logia (element/forces) fruits similarly don't change the users inherent abilities but the combat abilities granted by the fruit (for example Ace's Fire Fist) are present and at full capacity as soon as the user is acclimated to their power. The immunity to attacks doesn't happen until the user gets used to the fact that they do not have a physical form anymore (so that could work well for scaling abilities for level up)
4. Paramecia types tend to get a small static boost to their inherent abilities but it's usually explained that the users power will grow as they become more creative with their power. This would be a good fruit to give certain feats or abilities at various levels and such.
5. There are some abilities that trump others in nonstandard ways. Like how Luffy was immune to the Electricity logia fruits powers as he is made of rubber.

Anyways that was a lot but I really like this idea and had noticed not many had thrown in ideas on how to add paramecia types and that some of the information on Logia's was slightly inaccurate... Ftr, the information comes from the wiki and the show XD


Paramecia. Is that what gave the reindeer an alchemist's talent with mutagens?


Minor Show spoiler:
Actually, Chopper was a regular old reindeer who ate the Human-Human Fruit, a Zoan type. His transformations are all abilities gained by the fruit itself, that he discovered after creating the Rumble Ball to amplify his current abilities (by accident). In later story arcs he has trained so he no longer requires the Rumble Ball to use those forms.

The fact that he has similar talents to an Alchemist is that he was trained that way by a doctor. Basically, he took class levels after he ate a fruit that boosted his intelligence, he did not gain the ability to create a mutigen-like medicine just by eating the Devil Fruit.

Onifrius, glad to see interest in the thread, as I'm still semi-working on the concept here and there. I've got a lot of time before my next turn in the GM seat. The reason why I'd rather make the Logia fruits increase incrementally is that when the players find a fruit, they will roll on a table to determine what type it is. If a player gets a Logia early on (say before 6th level) and is able to throw around end game abilities at full power, it really unbalances the game. I just feel it would make the other players annoyed that one of them can turn into a Turtle-man or something, while another is basically a god of electricity.


That's why I'm developing "Leveled Mutations".
A first level character will just have shocking grasp. At least 5th level is required before he can hurl mighty bolts of power. Sure, there is no max dice, but it's still by level.

I'm sorry if that is not true to the source material, but game balance is not an issue for Anime. If the turtle man drops on sparky shell first, I think the turtle man wins.

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