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Speedster (Pathfinder Class)

From D&D Wiki

Speedster
How they became this way may vary, some were born with it, others encountered a strange ritual, others were test subjects of an alchemist.
However it happened a speedster relies on their immense speed to take out their enemies.

Making a Speedster
Fragile and weak speedsters count on their fast movements and fighting styles that compliment this.

Abilities: Speedsters

Races: Any whose movement speed is 20 or higher. This may be either natural land, swim, or fly speeds

Alignment: Any.

Starting Gold: 3d6×10 gp.

Starting Age: As monk.

Table: The Speedster Hit Die: d6


Base
Saving Throws
Attack
Level Bonus Fort Ref Will Speedy Punches Special
+0 +0 +2 +0 -5/-5/-5 Fast Movement, Speedy Punches, Uncanny Dodge, Improved
1st Unarmed Strike, Rapid Response
+1 +0 +3 +0 -4/-4/-4 Improved Charge, Static Build Up
2nd
+2 +1 +3 +1 -4/-4/-4/-4 Improved Uncanny Dodge, Unseen Speed
3rd
+3 +1 +4 +1 -3/-3/-3/-3 True Speed, Snatch Arrows
4th
+3 +1 +5 +1 -2/-2/-2/-2 Improved Uncanny Dodge, Phasing, Mobility
5th
+4 +2 +5 +2 -2/-2/-2/-2/-2 Lightning Strike, Lightning Discharge
6th
+5 +2 +5 +2 -1/-1/-1/-1/-1/-1 Kinetic Build Up, Blur
7th
+6/+1 +2 +6 +2 0/0/0/0/0/0 Water Running, Tornado, Improved Fast Movement
8th
+6/+1 +3 +6 +3 0/0/0/0/0/0 Share the Speed, Steal Speed
9th
+7/+2 +3 +7 +3 +1/+1/+1/+1/+1/+1 Instant Movement
10th
+8/+3 +3 +7 +3 +2/+2/+2/+2/+2/+2 Improved Unseen Speed
11th
+9/+4 +4 +8 +4 +2/+2/+2/+2/+2/+2/+2 Kinetic Force
12th
+9/+4 +4 +8 +4 +3/+3/+3/+3/+3/+3/+3 Improved True Speed
13th
+10/+5 +4 +9 +4 +4/+4/+4/+4/+4/+4/+4 Greater Phasing
14th
+11/+6/+1 +4 +9 +5 +4/+4/+4/+4/+4/+4/+4/+4 Speed Construct
15th
+12/+7/+2 +5 +10 +5 +5/+5/+5/+5/+5/+5/+5/+5 Time Barrier
16th
+12/+7/+2 +5 +10 +5 +6/+6/+6/+6/+6/+6/+6/+6 Great True Speed
17th
+13/+8/+3 +6 +11 +6 +6/+6/+6/+6/+6/+6/+6/+6/+6 Bonus Feat
18th
+14/+9/+4 +6 +11 +6 +7/+7/+7/+7/+7/+7/+7/+7/+7 Bonus Feat
19th
+15/+10/+5 +6 +11 +6 +7/+7/+7/+7/+7/+7/+7/+7/+7/+7 Infinite Mass Punch
20th

Class Skills (4 + Int modifier per level)

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int),


Diplomacy (Cha), Disable Device (Dex), Disguise (Cha),
Escape Artist (Dex), Intimidate (Cha), Perception (Wis),
Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight
of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim
(Str).

Class Features

All of the following are class features of the Speedster. Please note all Speedster effects are
extraordinary. Not supernatural, spell-like, or magical.

Speedster is proficient with all Simple and Martial weapons, as


Weapon and Armor Proficiency:
well as Light armor and shields (except Tower Shields).

At first level a Speedster gains +10ft of movement speed to any natural


Fast Movement:
movement speeds (except fly) they have, this bonus increases by 10ft for every additional
level they have in this class. A speedster Requires twice as much food as normal for it's
race.

As a full attack action a speedster can preform a series of unarmed attacks as


Speedy Punches:
many times as shown on the speedy punches table. These do 1d6 damage each, no
modifier, and attack rapidly enough that every hit from them in one round count as a
single attack just for purposes of DR. Attacks made with this have the Speedster's dexterity
modifier to hit instead of their strength. When doing this they may choose to take two less
attacks to have this is just a standard action.

A Speedster gains Uncanny Dodge at 1st Level as a bonus feat.


Dodge: A Speedster gains Uncanny Dodge at 1st Level as a bonus feat.

A Speedster gains Improved unarmed strike at 1st level as a bonus


Improved Unarmed Strike:
feat. In addition any unarmed attacks are dexterity based to hit, not strength.

A speedster's speed is unmatched, they gain their speedster level to their


Rapid Response:
initiative, acrobatics and slight of hand checks.

Improved Charge:A Speedster may do a charge attack ending with speedy punches as a full
round action. For every 10 feet traveled before he comes into contact with the target, the
first strike that hits this turn gains an additional 1d6 (Maximum number of extra dice equal
to Speedster level+2) lighting damage, this does stack with Static Build Up.

When doing a double movement, or triple with True Speed, action a


Static Build Up:
Speedster's body sparks and crackles with electricity. The next time the speedster comes in
contact with anything they may discharge this electricity dealing 1d4 (Maximum number of
extra dice equal to double Speedster level) damage for every 10 feet moved. This electricity
fades from the Speedster's body at the end of their next turn. A Speedster with Static Build
Up charge glows slightly, illuminating 10 ft. This does not count as a stealth penalty to
Unseen Speed.

Improved Uncanny Dodge: At 3rd level a Speedster gains Uncanny Dodge.

When moving at his doing the maximum movement for a move action in a turn,
Unseen Speed:
a speedster may attempt a stealth check at -10 regardless of what else he is doing. He still
takes penalties for attack or anything else that would incur a negative for a creature that is
invisible.

As long as a speedster is at a light load, he may move at seven times his


True Speed:
movement speed when running. Double move instead goes at x3

A speedster may snatch 1 arrow/4 lvls that pass within 5 feet of him a turn. He
Snatch Arrows:
may throw it back or keep it. Throwing it back has the same range and damage that it
originally did.

When using True Speed, a Speedster may use 20 feet of movement speed to go
Phasing:
through a 5 foot area, passing through harmlessly. If they end their turn in a occupied
space they are forcibly ejected to the nearest empty space, taking 1d4 damage for every 5
foot moved.

Improved Uncanny Dodge: At 5th level a Speedster gains improved Uncanny Dodge.

A speedster gains a climb, swim, and land speed if they don't already have one. This
Mobility:
speed is equal to 10 ft for every speedster level. This climb speed is done as if the speedster
is running along the surface. They also gain a burrow speed at 5 ft for every 15 ft of
movement they have.

A Speedster can release their Static Build Up as a standard action in a line that
Lightning Strike:
extends 1/4 of the movement traveled for it. Anything within the line may do a reflex save
for half damage DC= 10+Dex+Half lvl.
A Speedster can release their Static Build Up as a standard action in a 10
A Speedster can release their Static Build Up as a standard action in a 10
Lightning Discharge:
foot burst. Anything within the line may do a reflex save for half damage DC= 10+Dex+lvl.

As a standard action after moving a Speedster may do a single punch, dealing


Kinetic Build Up:
an additional 1d8 (Maximum number of extra dice equal triple Speedster level) damage for
every 10 feet moved. If a double or triple move is preformed this bonus lasts until the end
of the next turn. If that turn another Double or Triple move then the amount of energy
stored is kept until the end of the next. They may build this up to triple their speedster
level.

When moving at least 10 feet a speedster gains 20% miss chance on himself until the
Blur:
beginning of their next turn. This part of the effect only starts after 10 ft of movement.
When using True Speed at max movement a speedster gains 50% miss chance instead of
20%. This effect starts with the start of movement.

Tornado:As a full attack action, a speedster can spin making a small tornado in a 10 foot
radius. This effect is as Wild Wall except for the area. The Speedster is unaffected by this
tornado. It persist for 1 round/level.

Improved Fast Movement: Starting at 8th level fast movement's bonus improves to +20 ft from +10
ft.

A Speedster may run along any surface without penalty. Any damage that may
Water Running:
occur for running on a harmful surface still happens.

A speedster may transfer their bonus speed from this class to another
Share The Speed:
character for up to 1 round/lvl. They may dismiss this at any time. They benefit from all
class abilities except for those gained at level 10 and after. Also for every round they do a
double move or use true speed they must make a DC 10+lvl perception check or be tripped
up, due to them being unuse to the speed.

As an immediate action, once a day per level whenever a speedster is in contact


Steal Speed:
with a creature they may take any movement speed they have for 1 round/level. This may
be through sword or physical contact. DC 10+lvl Fort save. If there is a fly speed that the
speedster does not have than it is simply removed from the creature for the duration. If
Share The Speed is used during the duration than this speed is transferred to the creature
as well.

When a speedster is at light load, they may use Dimension Door at will for
Instant Movement:
them self and their equipment only as a move action. When doing this they count as
running through as if using Phasing. They move too fast to be seen normally but still
activate any effects that would happen by moving through any spaces, though they take no
damage during this time. They may choose a path that would still be under the maximum
range.

When moving at his doing the maximum movement for a move action
Improved Unseen Speed:
in a turn, a speedster may attempt a stealth check as if invisible. He takes no penalties for
any action when it comes to finding his location.

As the last attack in Speed Punches, a Speedster may choose to empower their
As the last attack in Speed Punches, a Speedster may choose to empower their
Kinetic Force:
last attack. This attack counts as a touch attack. If it connects the speedster harashfully
transfers their speed into the target for a moment it will cause them to go flying in the
opposite direction for the speedster's highest movement speed, unless they succeed in a DC
10+lvl+dex fort save. Whenever it connects with anything it and the object hit takes 1d6
bludgeoning damage for every 5 ft left in it's movement. If the thing it connects with breaks
the creature continues flying for another 5 feet for every 3 damage over the first hit's hp.
The damage happens again if it connects with anything else. A speedster loses fast
movement until the end of their next turn if they use this.

True speed now causes x10 speed instead of x7 for running, and x6
Improved True Speed:
instead of x3 for double move.

As a standard action a Speedster can vibrate so rapidly that they count as


Greater Phasing:
being incorporeal until the end of their next turn.

Speed Construct:As a standard action a speedster can make a solid construct from their rapid
movement and energy. This construct can take up to a 10 foot cube. It acts as a normal
thing of it's type. If made into a sentient creature it must be a creature with CR 5 or less. It
acts as that creature would be will obey what the speedster wishes. This lasts for 2 hours
and a speedster can do it a number of times per day equal to his dexterity modifier.

A Speedster can run so fast that they break the fabric of time. They can travel
Time Barrier:
back in time 2d4 rounds once a week. Only they remember what happened before the time
travel. The other version of the Speedster in that time vanishes.

Great True Speed: A Speedster can move at x15 movement for running and x10 for a double
move.

Limits for Improved Charge, Static Build Up, and Kinetic Build Up are
Infinite Mass Punch:
removed. All dice increase by 1 size.

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