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HypoSoc
2010-06-18, 08:59 PM
This is my first Homebrew, but still criticize excruciatingly.

"Boom"

-Sound a Speed Daemon makes when bored.

Hit Die: d8
Skill Points at First Level: (4+Int Modifier)x4
Skill Points in following levels: 4+Int Modifier
Class Skills: Balance(Dex), Climb(Str), Escape Artist(Dex), Jump(Str), Perform()(Cha), Profession()(Wis), Slight of Hand(Dex), Swim(Str), Tumble(Str), and Use Rope(Dex)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Speedy 1, Race
2nd|
+2|
+3|
+3|
+0|Burst of Speed
3rd|
+3|
+3|
+3|
+1|Reflexive
4th|
+4|
+4|
+4|
+1|Quick Rest 1
5th|
+5|
+4|
+4|
+1|Pacer, Sprinter
6th|
+6/+1|
+5|
+5|
+2|Swift Strike, Swift Charge
7th|
+7/+2|
+5|
+5|
+2|Reaction, Speedy 2
8th|
+8/+3|
+6|
+6|
+2|Quick Rest 2
9th|
+9/+4|
+6|
+6|
+3|Reflexes
10th|
+10/+5|
+7|
+7|
+3|Sonic Speed
11th|
+11/+6/+1|
+7|
+7|
+3|Runner's High
12th|
+12/+7/+2|
+8|
+8|
+4|Stamina, Quick Rest 3
13th|
+13/+8/+3|
+8|
+8|
+4|Speed of Thought, Speedy 3
14th|
+14/+9/+4|
+9|
+9|
+4|Speed of Blows
15th|
+15/+10/+5|
+9|
+9|
+5|Light Shadow
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Quick Rest 4, Greater Reaction
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Cold Winds
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Great Friction
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Speedy 4
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Vacuum Speed
[/table]

Exhaustion
Whenever a Speed Daemon takes ability damage to constitution after her temporary constitution penalty is greater than her dexterity bonus, she must make a fortitude save of dc 20 or become exhausted. Exhausted players cannot move at more than half 10 ft base land speed and are flatfooted. Exhaustion is removed after 8 hours sleep, along with ability damage caused by Speed Daemon's Abilities.

Speedy
A Speed Daemon learns to master her movement. Her base land speed increases by 10ft at the 1st, 7th, 13th, and 19th levels.

Race
A Speed Daemon learns how to use actions on the go. By taking 1 point ability damage to constitution, an extra movement action may be used for a turn. This action cannot be used while exhausted, but can be used during full round actions. This is a free action, and may be used multiple times in a round.

Burst of Speed
A Speed Daemon prides themselves on their sprinting ability. By taking 1 point ability damage to constitution, base land speed increases by 30 feet for 1 round. This action cannot be used while exhausted. This is a free action, and may be used multiple times in a round.

Reflexive
Speed Daemons learn to dodge in high speed environments. At any time, a Speed Daemon my opt out of using her armor class to determine if she is hit, in favor of a reflex save against the attack roll. This distinction must be made during her turn before the attack. This ability cannot be used while flatfooted.

Quick Rest X
A Speed Daemon must be able to recover from exhaustion. As a full round action, she may use Quick Rest to heal X points of Constitution Ability damage. She may also make a fortitude roll to remove exhaustion with dc 15.

Pacer
Pacer or Sprinter may be taken, not both. A Pacer knows her limits and watches out for them. Her constitution permanently increases by 6 and her Dexterity permanently decreases by 4.

Sprinter
Pacer or Sprinter may be taken, not both. A Sprinter tries to get things done fast, no matter the costs. Her dexterity permanently increases by 6 and her constitution permanently decreases by 4.

Swift Strike
A Speed Daemon is fast on her feet and with her hands. By taking 1 point ability damage to constitution, she may take an additional Standard Action. This action cannot be used while exhausted. This is a free action, and may be used multiple times in a round.

Swift Charge
A Speed Daemon must be able to get into and out of battle quickly. She, and one other person, may use a full round action to travel the distance of three times her base land speed by having her take 1 point ability damage to constitution. This action cannot be used while exhausted.

Reaction
A Speed Daemon knows how to dodge into a run. She may take a free move action whenever she succeeds a reflex save while she is not exhausted.

Reflexes
Speed Daemons are known for their great dexterity. Dexterity permanently increases by 6.

Sonic Speed
Speed Daemons run fast enough to break the sound barrier. For every move action she makes, everyone within a reverse cone of her with a diameter half as long as her base land speed, takes 2d10 sonic damage with a fortitude save dc of 10 plus her Speed Daemon level to halve it. She can choose whether or not to use this ability. It cannot be used while exhausted.

Runner's High
Low stamina is known to wear off after a bit, and a Speed Daemon knows this. The fortitude check dc for become exhausted becomes 15 and the check for curing exhaustion becomes 10.

Stamina
Constant running makes a Speed Daemon more fit. Her constitution permanently increases by 6.

Speed of Thought
A Speed Daemon of this level is often able to act faster than they can think. By taking 1 point of constitution damage, her intelligence and wisdom modifiers equal her dexterity modifier for 1 hour. This is a swift action, and can't be used while exhausted. You do not gain additional skill points if you level up during this hour.

Speed of Blows
A Speed Daemon of this level can punch fast enough for strength not to matter. By taking 1 point of constitution damage, her strength modifiers equal her dexterity modifier for 1 hour. This is a swift action, and can't be used while exhausted.

Light Shadow
A Speed Daemon can now move faster than the eye can see. Before each attack, opponents must make an opposing dexterity roll to see if they are aiming at the correct position. Failure counts as a natural 1 on the attack roll.

Greater Reaction
Given enough time between actions, a Speed Daemon is able to react with extreme speed. Should she succeed a Reflex save by 5 or more, she gets an free standard action, along with the move action.

Cold Winds
The winds of a Speed Daemon running can chill the bones. For every move action she makes, everyone within a reverse cone of her with a diameter half as long as her base land speed, takes 2d10 cold damage with a fortitude save dc of 10 plus her Speed Daemon level to halve it. She can choose whether or not to use this ability. It cannot be used while exhausted. This ability can stack with Sonic Speed.

Great Friction
Air friction of a Speed Daemon stopping can burn those not prepared. For every move action she makes, everyone within a reverse cone of her with a diameter half as long as her base land speed, takes 2d10 fire damage with a fortitude save dc of 10 plus her Speed Daemon level to halve it. She can choose whether or not to use this ability. It cannot be used while exhausted. This ability can stack with Sonic Speed and Cold Winds.

Vacuum Speed
The movement of a Speed Daemon causes a Vacuum to pull anyone behind her into its wake. DC's of Sonic Speed, Cold Wind, and Great Friction increase to 15+Speed Daemon Level, damage increases to 2d10+10, and the area increase to a reverse cone with a diameter equal to her base land speed.

zantes
2010-06-18, 09:18 PM
My first thought is those saves are horrible. We only have Good (+2 to +12) or Poor (+0 to +6) for saves. None of the saves you have listed are standard.

Milskidasith
2010-06-18, 09:21 PM
My first thought is that it seems to have no offensive options at all.

HypoSoc
2010-06-18, 09:22 PM
What would you recommend them being changed to?

Fable Wright
2010-06-18, 10:40 PM
At least average BAB, if not more. And fix the save bonuses.

HypoSoc
2010-06-19, 08:33 AM
Edited to the best of my understanding

Milskidasith
2010-06-19, 08:38 AM
Edited to the best of my understanding

You don't seem to understand that nothing in D&D has saves besides "good" and "bad". Good starts at +2 and ends at +12, bad starts at +0 and ends at +6. Your saves end at +40, which is absurd.

HypoSoc
2010-06-19, 08:46 AM
Thank you for the explanation

DracoDei
2010-06-19, 08:53 AM
My first thought is those saves are horrible. We only have Good (+2 to +12) or Poor (+0 to +6) for saves. None of the saves you have listed are standard.
Breaking such conventions is perfectly acceptable, IF you have a good reason. "Average" saves exist in some books.

Obrysii
2010-06-19, 08:58 AM
Always use stat changes in even numbers - something that boosts Dex by +3 is no better than something that boosts Dex by +2.

The fact this class burns through Constitution to do things means it dies pretty quickly.

HypoSoc
2010-06-19, 09:07 AM
But can't someone have an odd score, so odd numbers do make a difference?

EDIT: And the constitution burn was meant to be realistic and equal tradeoff. If you think it isn't strong enough, then I could change it to chance of burn instead of actual burn, but I wasn't sure if that would be too powerful.

Innis Cabal
2010-06-19, 09:25 AM
Monk gets 8 all across the board. So, that'd be wrong on the "only two types of saves". In fact, there are three.

DragoonWraith
2010-06-19, 09:26 AM
The Monk (http://www.d20srd.org/srd/classes/monk.htm) gets +12 across the board. They have all good saves. What are you talking about?

HypoSoc
2010-06-19, 10:03 AM
Added Hit Die and Class Skills

Obrysii
2010-06-19, 01:20 PM
But can't someone have an odd score, so odd numbers do make a difference?

Yes, but that's not how ability score changes are balanced. You won't find a race that adds Str +3 for example.

HypoSoc
2010-06-19, 01:21 PM
Ok, I'll increase the odd numbers by 1.