randomhero00
2011-01-21, 12:57 PM
The Rush Adept
PF/3.5 (this is really done in PF but would pretty much be the same in 3.5)
The way of speed and martial war. The Rush Adept is extremely good at moving quickly, finding his target, and moving on. He can disable traps and hide with the best of them. His quick thinking can make him a good diplomat or inquisitor. Warning: gestalting this character is advised against because of action economy. They rarely stay in one spot long, and often travel a lot.
Role: The Rush Adepts are expert skirmishes, running in and out of melee. They are great at confusing the enemy into chasing them, or using a bow and suddenly be gone. They are also useful for disarming traps.
Alignment: any chaotic
Hit Die: D8
Skill ranks per level 6 + int mod
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Diplomacy, Escape Artist, Fly, Heal, Intimidate, Linguistics, Perception, Perform, Profession, Sleight of hand, Stealth, Swim, and Survival
Class Features
All of the following are class features of the Rush Adept.
Weapon and Armor Proficiency
Proficient with all simple and martial weapons. Can wear light armor. If he wears heavy or medium he cannot use special abilities and rush points.
Special: The Rush Adept can never spend more than 7 Rush points in one round.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+0|+2|+2|Ambush 1d6, Fast Move +5, Rush Point, Trap Finding
2nd|+2|+0|+3|+3|Evasion, AC bonus
3rd|+3|+1|+3|+3|Fast Movement +10
4th|+4|+1|+4|+4|Uncanny Dodge, Run feat free
5th|+5|+1|+4|+4|Fast Move +15, Imp Iniative
6th|+6/+1|+2|+5|+5|Ambush 2d6
7th|+7/+2|+2|+5|+5|Improved uncanny dodge
8th|+8/+3|+2|+6|+6|Quick Mind
9th|+9/+4|+3|+6|+6|Improved Evasion
10th|+10/+5|+3|+7|+7|Ambush 3d6
11th|+11/+6/+1|+3|+7|+7|Fast Move +20, Super dodge
12th|+12/+7/+2|+4|+8|+8|Quickened
13th|+13/+8/+3|+4|+8|+8|Fast Biology
14th|+14/+9/+4|+4|+9|+9|Ambush 4d6, Speedy
15th|+15/+10/+5|+5|+9|+9|Quick Metabolism
16th|+16/+11/+6/+1|+5|+10|+10|Fast Move +25
17th|+17/+12/+7/+2|+5|+10|+10|Quick Roll
18th|+18/+13/+8/+3|+6|+11|+11|Ambush 5d6
19th|+19/+14/+9/+4|+6|+11|+11|Super Speed
20th|+20/+15/+10/+5|+6|+12|+12|Ambush 6d6, Full Speed, fast move 30[/table]
AC Bonus: At 2nd level the Rush Adept gets +1 to AC from his speed (untyped). Every 3rd level after (5, 8, etc) he gets another point to AC.
Ambush: Ambush is similar to a sneak attack, but has none of the requirements. You spend a rush point for up to each attack you can perform. For instance if you full attack 4 times then you need to spend 4 rush points to use Ambush damage for each attack. In addition to the extra die damage, you are so fast that you blow through your opponents defense. For each die of Ambush you get +1 to hit.
Speedy You no longer suffer attacks of opportunity if you move through threatened squares. While Running you are also moving so fast you gain a 50% miss chance.
Super Dodge: As an immediate action the Rush adept can roll a reflex save DC=to damage dealt to avoid a single attack completely. Counts as 3 rush points for his turn. Lvl 11.
Fast Biology: The Rush Adept’s own body has quickened to the point his immune system and internal organs can process poisons and disease quicker. He gets a free extra check to beat what disease or poison is affecting him every time he’d need to roll. He can choose the better roll.If in combat costs a Rush Point. Lvl 13
Fast Move: Works just like fast movement but keeps increasing up to + 30 to move speed.
Fast Thinking: The Rush Adept has such a quick mind he can reroll any failed will or reflex saves once an encounter. Costs 3 rush points.
Full Speed: The Rush adept, can charge without penalty and make a full attack similar to pounce, each time he does this he regains 2 rush points. And in addition may retreat at 7x his normal speed. (lvl20)
Rush Points: The Rush Adept gets rush points equal to his level. He regains rush points after a short rest (between encounters) or 5 minutes. 1 rush point per Ambush. 1 rush point for a swift action (only once turn.) 2 rush points for an extra move action (only once per turn). And 4 rush points for a standard action (only once per turn). He can also spend 1 rush point for an additional +50 enhancement to move speed for one round. Can never spend more than 7 per turn.
Quickened: The Rush Adept has become so quick he gets 1 extra attack per round, does not stack with haste. He may instead choose to cast an extra spell so long as its considered a standard action. Costs 1 Rush point. 3 rush points for a spell. Level 12
Quick Metabolism: The Rush Adept is even faster at healing. He can heal up to his HPs each day by 5 hp a round. He may split it up anyway he chooses. His natural healing is tripled. If used in combat costs 4 rush points to activate. .
Quick Roll: Once per encounter he can roll away from a deathblow. Costs 4 Rush points to avoid a death blow. Lvl 17
Super Speed: Once an encounter the Rush Adept may make a full attack for 4 rush points in addition to his normal actions.
summary of table: Full BAB, poor, good, good saves.
PF/3.5 (this is really done in PF but would pretty much be the same in 3.5)
The way of speed and martial war. The Rush Adept is extremely good at moving quickly, finding his target, and moving on. He can disable traps and hide with the best of them. His quick thinking can make him a good diplomat or inquisitor. Warning: gestalting this character is advised against because of action economy. They rarely stay in one spot long, and often travel a lot.
Role: The Rush Adepts are expert skirmishes, running in and out of melee. They are great at confusing the enemy into chasing them, or using a bow and suddenly be gone. They are also useful for disarming traps.
Alignment: any chaotic
Hit Die: D8
Skill ranks per level 6 + int mod
Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Diplomacy, Escape Artist, Fly, Heal, Intimidate, Linguistics, Perception, Perform, Profession, Sleight of hand, Stealth, Swim, and Survival
Class Features
All of the following are class features of the Rush Adept.
Weapon and Armor Proficiency
Proficient with all simple and martial weapons. Can wear light armor. If he wears heavy or medium he cannot use special abilities and rush points.
Special: The Rush Adept can never spend more than 7 Rush points in one round.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+0|+2|+2|Ambush 1d6, Fast Move +5, Rush Point, Trap Finding
2nd|+2|+0|+3|+3|Evasion, AC bonus
3rd|+3|+1|+3|+3|Fast Movement +10
4th|+4|+1|+4|+4|Uncanny Dodge, Run feat free
5th|+5|+1|+4|+4|Fast Move +15, Imp Iniative
6th|+6/+1|+2|+5|+5|Ambush 2d6
7th|+7/+2|+2|+5|+5|Improved uncanny dodge
8th|+8/+3|+2|+6|+6|Quick Mind
9th|+9/+4|+3|+6|+6|Improved Evasion
10th|+10/+5|+3|+7|+7|Ambush 3d6
11th|+11/+6/+1|+3|+7|+7|Fast Move +20, Super dodge
12th|+12/+7/+2|+4|+8|+8|Quickened
13th|+13/+8/+3|+4|+8|+8|Fast Biology
14th|+14/+9/+4|+4|+9|+9|Ambush 4d6, Speedy
15th|+15/+10/+5|+5|+9|+9|Quick Metabolism
16th|+16/+11/+6/+1|+5|+10|+10|Fast Move +25
17th|+17/+12/+7/+2|+5|+10|+10|Quick Roll
18th|+18/+13/+8/+3|+6|+11|+11|Ambush 5d6
19th|+19/+14/+9/+4|+6|+11|+11|Super Speed
20th|+20/+15/+10/+5|+6|+12|+12|Ambush 6d6, Full Speed, fast move 30[/table]
AC Bonus: At 2nd level the Rush Adept gets +1 to AC from his speed (untyped). Every 3rd level after (5, 8, etc) he gets another point to AC.
Ambush: Ambush is similar to a sneak attack, but has none of the requirements. You spend a rush point for up to each attack you can perform. For instance if you full attack 4 times then you need to spend 4 rush points to use Ambush damage for each attack. In addition to the extra die damage, you are so fast that you blow through your opponents defense. For each die of Ambush you get +1 to hit.
Speedy You no longer suffer attacks of opportunity if you move through threatened squares. While Running you are also moving so fast you gain a 50% miss chance.
Super Dodge: As an immediate action the Rush adept can roll a reflex save DC=to damage dealt to avoid a single attack completely. Counts as 3 rush points for his turn. Lvl 11.
Fast Biology: The Rush Adept’s own body has quickened to the point his immune system and internal organs can process poisons and disease quicker. He gets a free extra check to beat what disease or poison is affecting him every time he’d need to roll. He can choose the better roll.If in combat costs a Rush Point. Lvl 13
Fast Move: Works just like fast movement but keeps increasing up to + 30 to move speed.
Fast Thinking: The Rush Adept has such a quick mind he can reroll any failed will or reflex saves once an encounter. Costs 3 rush points.
Full Speed: The Rush adept, can charge without penalty and make a full attack similar to pounce, each time he does this he regains 2 rush points. And in addition may retreat at 7x his normal speed. (lvl20)
Rush Points: The Rush Adept gets rush points equal to his level. He regains rush points after a short rest (between encounters) or 5 minutes. 1 rush point per Ambush. 1 rush point for a swift action (only once turn.) 2 rush points for an extra move action (only once per turn). And 4 rush points for a standard action (only once per turn). He can also spend 1 rush point for an additional +50 enhancement to move speed for one round. Can never spend more than 7 per turn.
Quickened: The Rush Adept has become so quick he gets 1 extra attack per round, does not stack with haste. He may instead choose to cast an extra spell so long as its considered a standard action. Costs 1 Rush point. 3 rush points for a spell. Level 12
Quick Metabolism: The Rush Adept is even faster at healing. He can heal up to his HPs each day by 5 hp a round. He may split it up anyway he chooses. His natural healing is tripled. If used in combat costs 4 rush points to activate. .
Quick Roll: Once per encounter he can roll away from a deathblow. Costs 4 Rush points to avoid a death blow. Lvl 17
Super Speed: Once an encounter the Rush Adept may make a full attack for 4 rush points in addition to his normal actions.
summary of table: Full BAB, poor, good, good saves.