Hefty Lefty
2011-11-28, 09:51 PM
As you will be able to tell, this is my spin on the Scout (sort of). It's less wilderness focus and more combat-oriented. Rush is my adjustment of Skirmish - I feel it progresses much to slowly. Other than that, the abilities are all ideas I had to play off the idea of speed. Also, I'm open to a new name :smalleek: . I'm not a huge fan.
Also as you'll be able to tell, this is my first homebrew ever. I know nothing about balance, so please help!! Thank you everyone!
The Atlantean
Description
Atlanteans are quick and agile warriors of speed. They can manipulate a battlefield by putting their opponent in indefensible positions by rushing past them in a whirlwind of blades. Most Atlanteans are humans, influenced by their athletic builds to take to guerilla combat. Some elves and half-elves, with their lithe frames, become Atlanteans of archery, perplexing their foes by pouring arrows from hundreds of feet apart. Most half-orcs prefer brute strength over illusive speed, but those who commit to the combat style find themselves some of the most feared Atlanteans. Gnomes and Halflings, with their reduced speed and strength, struggle to make use of the style's abilities.
Alignment
Any.
Hit Die
d8
Class Skills
The Atlantean's class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profression (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at First Level
(2+Intelligence Modifier) x 4
Skill Points at Each Additional Level
2+Intelligence Modifier
The Atlantean
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Speed Bonus (+10), +1d6 Rush, Dodge
2nd|
+2|
+0|
+3|
+0|Evasion
3rd|
+3|
+1|
+3|
+1|+2d6 Rush, Mobility
4th|
+4|
+1|
+4|
+1|Combat Style, Uncanny Dodge
5th|
+5|
+1|
+4|
+1|Speed Bonus (+20), +3d6 Rush
6th|
+6/+1|
+2|
+5|
+2|Improved Bull Rush
7th|
+7/+2|
+2|
+5|
+2|+4d6 Rush
8th|
+8/+3|
+2|
+6|
+2|Speed Bonus (+30)
9th|
+9/+4|
+3|
+6|
+3|+5d6 Rush
10th|
+10/+5|
+3|
+7|
+3|Improved Combat Style
11th|
+11/+6/+1|
+3|
+7|
+3|Speed Bonus (+40), +6d6 Rush
12th|
+12/+7/+2|
+4|
+8|
+4|Blur 1/day
13th|
+13/+8/+3|
+4|
+8|
+4|+7d6 Rush
14th|
+14/+9/+4|
+4|
+9|
+4|Speed Bonus (+50), Charge of Lightning
15th|
+15/+10/+5|
+5|
+9|
+5|+8d6 Rush
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Blink 1/day
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Speed Bonus (+60), +9d6 Rush
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Charge of Thunder
19th|
+19/+14/+9/+4|
+6|
+11|
+6|+10d6 Rush
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Speed Bonus (+70), Time Stop 1/day[/table]
Class Features
Speed Bonus (Ex)
The Atlantean's entire focus is on his speed. At 1st level and every four levels after, his base land speed increases by 10 feet. This ability is lost if the Atlantean chooses to wear medium or heavy armor or carry a medium or heavier load.
Rush (Ex)
The blinding speed of the Atlantean allows him to add damage to each attack he makes where he moves at least 10 feet before the attack. The bonus starts at +1d6 damage, and every other level after, the bonus increases by 1d6.
The extra damage only applies against living creatures that have discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Atlantean must be able to see the target well enough to pick a vital spot and must be able to reach such a spot. Atlanteans can apply this extra damage to ranged attacks made while rushing, but only if the target is within 30 feet.
An Atlantean loses this ability when wearing medium or heavy armor or when carrying a medium or heavier load.
Dodge (Ex)
The Atlantean gains the Dodge feat at first level, even if he does not meet the prerequisites.
Evasion (Ex)
At second level, the Atlantean can avoid damage from certain attacks with a successful Reflex save.
Mobility (Ex)
The Atlantean gains the Mobility feat at third level, even if he does not meet the prerequisites.
Combat Style (Ex)
At fourth level, the Atlantean must choose between up-close combat and archery. If the former is chosen, the Atlantean recieves the feat Spring Attack. If archery is chosen, he recieves Shot on the Run. He earns these feats even if he does not meet the prerequisites.
Uncanny Dodge (Ex)
Starting at 4th level, an Atlantean can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If an Atlantean already has uncanny dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Improved Bull Rush (Ex)
The Atlantean gains the Improved Bull Rush feat at sixth level, even if he does not meet the prerequisites.
Improved Combat Style (Ex)
The Atlantean's combat style improves at level ten. If he chose up-close combat earlier in his career, he gains the Flipping Attack (http://www.giantitp.com/forums/showthread.php?t=172910) feat even if he does not meet the prerequisites. If he chose archery, the range for his rush attack increases to 60 feet.
Blur (Sp)
At 12th level, the Atlantean develops the ability to cast Blur on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Charge of Lightning (Ex)
At 14th level, the Atlantean can focus his rush attack once per day. One round per day, for every attack made in that round, the Atlantean doubles the damage applied by his rush attack.
Blink (Sp)
At 16th level, the Atlantean develops the ability to cast Blink on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Charge of Thunder (Ex)
At 18th level, the Atlantean can attack in a gruesome string of blazingly fast strikes. One round per day, the Atlantean may double the amount of attacks he may make in that round. For each attack, the damage applied by his rush attack is doubled.
Time Stop (Sp)
The Atlantean, at 20th level, gains the ability to cast Time Stop once per day.
Also as you'll be able to tell, this is my first homebrew ever. I know nothing about balance, so please help!! Thank you everyone!
The Atlantean
Description
Atlanteans are quick and agile warriors of speed. They can manipulate a battlefield by putting their opponent in indefensible positions by rushing past them in a whirlwind of blades. Most Atlanteans are humans, influenced by their athletic builds to take to guerilla combat. Some elves and half-elves, with their lithe frames, become Atlanteans of archery, perplexing their foes by pouring arrows from hundreds of feet apart. Most half-orcs prefer brute strength over illusive speed, but those who commit to the combat style find themselves some of the most feared Atlanteans. Gnomes and Halflings, with their reduced speed and strength, struggle to make use of the style's abilities.
Alignment
Any.
Hit Die
d8
Class Skills
The Atlantean's class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profression (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at First Level
(2+Intelligence Modifier) x 4
Skill Points at Each Additional Level
2+Intelligence Modifier
The Atlantean
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Speed Bonus (+10), +1d6 Rush, Dodge
2nd|
+2|
+0|
+3|
+0|Evasion
3rd|
+3|
+1|
+3|
+1|+2d6 Rush, Mobility
4th|
+4|
+1|
+4|
+1|Combat Style, Uncanny Dodge
5th|
+5|
+1|
+4|
+1|Speed Bonus (+20), +3d6 Rush
6th|
+6/+1|
+2|
+5|
+2|Improved Bull Rush
7th|
+7/+2|
+2|
+5|
+2|+4d6 Rush
8th|
+8/+3|
+2|
+6|
+2|Speed Bonus (+30)
9th|
+9/+4|
+3|
+6|
+3|+5d6 Rush
10th|
+10/+5|
+3|
+7|
+3|Improved Combat Style
11th|
+11/+6/+1|
+3|
+7|
+3|Speed Bonus (+40), +6d6 Rush
12th|
+12/+7/+2|
+4|
+8|
+4|Blur 1/day
13th|
+13/+8/+3|
+4|
+8|
+4|+7d6 Rush
14th|
+14/+9/+4|
+4|
+9|
+4|Speed Bonus (+50), Charge of Lightning
15th|
+15/+10/+5|
+5|
+9|
+5|+8d6 Rush
16th|
+16/+11/+6/+1|
+5|
+10|
+5|Blink 1/day
17th|
+17/+12/+7/+2|
+5|
+10|
+5|Speed Bonus (+60), +9d6 Rush
18th|
+18/+13/+8/+3|
+6|
+11|
+6|Charge of Thunder
19th|
+19/+14/+9/+4|
+6|
+11|
+6|+10d6 Rush
20th|
+20/+15/+10/+5|
+6|
+12|
+6|Speed Bonus (+70), Time Stop 1/day[/table]
Class Features
Speed Bonus (Ex)
The Atlantean's entire focus is on his speed. At 1st level and every four levels after, his base land speed increases by 10 feet. This ability is lost if the Atlantean chooses to wear medium or heavy armor or carry a medium or heavier load.
Rush (Ex)
The blinding speed of the Atlantean allows him to add damage to each attack he makes where he moves at least 10 feet before the attack. The bonus starts at +1d6 damage, and every other level after, the bonus increases by 1d6.
The extra damage only applies against living creatures that have discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Atlantean must be able to see the target well enough to pick a vital spot and must be able to reach such a spot. Atlanteans can apply this extra damage to ranged attacks made while rushing, but only if the target is within 30 feet.
An Atlantean loses this ability when wearing medium or heavy armor or when carrying a medium or heavier load.
Dodge (Ex)
The Atlantean gains the Dodge feat at first level, even if he does not meet the prerequisites.
Evasion (Ex)
At second level, the Atlantean can avoid damage from certain attacks with a successful Reflex save.
Mobility (Ex)
The Atlantean gains the Mobility feat at third level, even if he does not meet the prerequisites.
Combat Style (Ex)
At fourth level, the Atlantean must choose between up-close combat and archery. If the former is chosen, the Atlantean recieves the feat Spring Attack. If archery is chosen, he recieves Shot on the Run. He earns these feats even if he does not meet the prerequisites.
Uncanny Dodge (Ex)
Starting at 4th level, an Atlantean can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If an Atlantean already has uncanny dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Improved Bull Rush (Ex)
The Atlantean gains the Improved Bull Rush feat at sixth level, even if he does not meet the prerequisites.
Improved Combat Style (Ex)
The Atlantean's combat style improves at level ten. If he chose up-close combat earlier in his career, he gains the Flipping Attack (http://www.giantitp.com/forums/showthread.php?t=172910) feat even if he does not meet the prerequisites. If he chose archery, the range for his rush attack increases to 60 feet.
Blur (Sp)
At 12th level, the Atlantean develops the ability to cast Blur on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Charge of Lightning (Ex)
At 14th level, the Atlantean can focus his rush attack once per day. One round per day, for every attack made in that round, the Atlantean doubles the damage applied by his rush attack.
Blink (Sp)
At 16th level, the Atlantean develops the ability to cast Blink on himself once per day. He may only cast the spell on himself. The spell requires a standard action to use. The duration of the spell is calculated as if he were a wizard of the same level.
Charge of Thunder (Ex)
At 18th level, the Atlantean can attack in a gruesome string of blazingly fast strikes. One round per day, the Atlantean may double the amount of attacks he may make in that round. For each attack, the damage applied by his rush attack is doubled.
Time Stop (Sp)
The Atlantean, at 20th level, gains the ability to cast Time Stop once per day.