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View Full Version : [PF Base Class] The Dynamo



Zjordan85
2013-06-17, 08:05 AM
{table=head]Level|BAB|Fort|Ref|Will|Special|[b]Base Speed Bonus

1st|+0|+0|+2|+2|Dynamo Focus, Dynamo Tactic|+5

2nd|+1|+0|+3|+3|Dynamo Focus Skill|+10

3rd|+2|+1|+3|+3|Dynamo Tactic|+10

4th|+3|+1|+4|+4|Fast Metabolism|+15

5th|+3|+1|+4|+4|Dynamo Focus, Dynamo Tactic|+20

6th|+4|+2|+5|+5|Dynamo Focus Skill|+20

7th|+5|+2|+5|+5|Dynamo Tactic|+25

8th|+6/+1|+2|+6|+6|Tactical Synergy|+30

9th|+6/+1|+3|+6|+6|Dynamo Focus, Dynamo Tactic|+30

10th|+7/+2|+3|+7|+7|Dynamo Focus Skill|+35

11th|+8/+3|+3|+7|+7|Dynamo Tactic|+40

12th|+9/+4|+4|+8|+8|Moves Like Lightning|+40

13th|+9/+4|+4|+8|+8|Dynamo Focus, Dynamo Tactic|+45

14th|+10/+5|+4|+9|+9|Dynamo Focus Skill|+50

15th|+11/+6/+1|+5|+9|+9|Dynamo Tactic|+50

16th|+12/+7/+2|+5|+10|+10|Forever on the Run|+55

17th|+12/+7/+2|+5|+10|+10|Dynamo Focus, Dynamo Tactic|+60

18th|+13/+8/+3|+6|+11|+11|Dynamo Focus Skill|+60

19th|+14/+9/+4|+6|+11|+11|Dynamo Tactic|+65

20th|+15/+10/+5|+6|+12|+12|Transcedent Speed|+70
[/table]

Alignment: Any
Hit Die: 1d10
Weapon and Armor Proficiencies: The Dynamo is proficient with Light Simple Martial Weapons; One handed Simple and Martial Weapons; and Light Armor.
Class Skills:
Acrobatics, Bluff, Climb, Escape Artist, Perception, Sleight of Hand, Stealth, Swim
Skill Points at 1st Level: (2 + Int modifier)
Skill Points at Each Additional Level: 2 + Int modifier
Starting Wealth: 4D6x10 Average 140gp
Class Features:
Speed Bonus (Ex): A Dynamo gains 15 ft of Base Land Speed every 4 levels, refer to the column labeled Base Speed Bonus for specific levels.
A Dynamo’s Class Features cease to work when he is wearing anything heavier than light armor, or carrying a heavy load.

Dynamo Focus: A Dynamo learns to channel his extra speed into other aspects of physical skill. At 1st level, and every 4 levels thereafter, he chooses a Focus path from which to draw skills, known as Dynamo Tactics. The Dynamo may choose to learn one Tactic he qualifies for from a single Focus he has chosen at each opportunity.
Each Tactic has a Class Level Requirement and a Movement Requirement. For example, a 1st level Tactic may require a class level of 1 and requires that the dynamo move 10 feet before being able to use the Tactic. A Dynamo may use as many tactics as he meets the requirements for each round, but each Tactic only applies once.
The earlier a Focus is chosen, the more Tactics can be chosen from it. Each successive Focus requires more levels to benefit. For example, the Focus chosen at 5th counts ½ his class levels as his level for Tactic requirements, the Focus chosen at 9th counts 1/3 his class levels, etc. This is known hereafter as his Effective Dynamo Level

Dynamo Focus Skill (Ex): Beginning the level after a Focus is chosen, the Dynamo gains a bonus to a specific skill equal to his Effective Dynamo Level for that Focus, to a maximum of ½ his Class Level.

Fast Metabolism (Ex): At 4th level, the Dynamo’s speed increases his body’s ability to heal naturally. When he rests, he recovers double the normal amount of hit points. In addition, each round in which he moves at least 10’, he heals 1 hit point for every 4 class levels he possesses. This does not apply when he moves outside of combat unless he moves at least half his current maximum Base Land Speed.

Tactical Synergy (Ex): At 8th level, the Dynamo learns to blend Tactics seamlessly to greater effect. If the Dynamo uses Tactics from more than one Focus in a given round, he gains a +1 bonus to Attack Rolls, Damage Rolls, Saves and Skill Checks for each Focus from which he used Tactics, to a maximum of +5.

Moves Like Lightning (Ex): At 12th level, the Dynamo may make an additional attack anytime he uses an action that allows him to make only one attack. This attack uses the same Base Attack Bonus as the original attack, as well as bonuses from Strength, Flanking, Feats such as Weapon Focus, and Enhancement Bonuses. This does not allow him to make more attacks in a round than he would normally be allowed by his Base Attack Bonus.

Forever on the Run (Ex): At 16th level, the Dynamo need not rest, so long as he maintains a Run of at least half of his current maximum Base Land Speed.

Transcendent Speed: At 20th level, the Dynamo becomes a being of pure speed. So long as he maintains his maximum possible speed, he gains the ability to travel between planes unaffected; he need not sleep, eat or breathe; and he becomes an Outsider (Native) in addition to his other creature type.

Dynamo Foci:
Mobility Focus:
Focus Skill: Acrobatics
Tactics:

Sudden Leap
Requirements: 1st level, 10’ minimum movement
Benefit: You may make an Acrobatics check to Jump as a swift action and move the distance allowed by your check, with a minimum of 10’. You count as having a running start for this check.
Accelerated Tumble
Requirements: 3rd level, 20’ minimum movement
Benefit: Acrobatics checks made to tumble do not reduce movement speed when part of a move action

Up The Walls
Requirements: 5th level, 30’ minimum movement
Benefit: When making any movement, you can run on walls at full speed provided he begins and ends his movement on a horizontal surface. You may jump off of a wall at any point if you have met the minimum movement requirement, so long as you have movement left to do so, though you may be subject to falling damage as normal.

Fall With Grace
Requirements: 7th Level, 40’ minimum movement
Benefit: When falling from any distance, add the distance fallen to distance traveled as part of a move action this turn to meet the movement requirement for this tactic. You can use this Tactic as a swift action to negate falling distance equal to the result of an Acrobatics roll, rounded down to the nearest 10 in feet. (IE: A result of 20 negates 20’ of fall)

There and Gone
Requirements: 9th level, 50’ minimum movement
Benefit: You may move and attack as though you had the Spring Attack Feat, if you move your maximum speed before making the attack, you may move up to your maximum speed after the attack.

Strategic Focus:
Focus Skill: Bluff

Tactics:

Immediate Withdrawal
Requirements: 1st level, 10’ minimum movement
Benefit: You may withdraw as a move action, provided you do not wind up within 10’ of an opponent. You may use your standard action as normal, but may not make an attack action with it.

Take His Place
Requirements: 3rd level, 20’ minimum movement
Benefit: If an ally is in a space threatened by an opponent at the start of your turn, you may squeeze into his space as part of a move action. The ally may make a 5’ step as a free action provided he does not end up in a square threatened by the same opponent, and you remain in his previous square.

Within and Without
Requirements: 5th level, 30’ minimum movement
Benefit: You count as threatening all squares you pass through as part of your movement during your turn if you move at least 30’ and provoke attacks of opportunity with your movement. This allows you to gain Flanking bonus as though the square opposed from you were threatened by an ally.

First to Act
Requirements: 7th level, 40’ minimum movement
Benefit: You may make a full action in the surprise round, which must include a move action of at least 40’, or a charge action.

Everywhere at once
Requirements: 9th level, 50’ minimum movement
Benefit: As part of a full-round action, you must move at least 50’ during your turn. At any point during this movement you may make a feint against any opponent you threaten, a number of times equal to your maximum number of base attacks, and continue moving. If successful, the next ally to attack that opponent may benefit from the feint provided the opponent has not moved from that square.

Defensive Focus:
Focus Skill: Stealth

Tactics:

Moving Target
Requirements: 1st level, 10’ minimum movement
Benefit: When you move greater than 10’ as part of a move action, you gain a +1 Dodge bonus to AC for every 10’ you moved, until your next turn.
Evasive Reflexes
Requirements: 3rd level, 20’ minimum movement
Benefit: If you move at least 20’ during your turn, you count as having Evasion for the round. If you have Evasion from another source, you gain Improved Evasion instead.

Uncanny Dodge
Requirements: 5rd level, 30’ minimum movement
Benefit: If you move at least 30’ during your turn, you count as having Uncanny Dodge for the round. If you have Uncanny Dodge from another source, you gain Improved Uncanny Dodge instead.

Displacing Dance
Requirements: 7th level, 40’ minimum movement
Benefit: As part of a full-round action, you must move through all unoccupied squares adjacent to an ally and end your movement not adjacent to him. That ally gains 5% concealment for each square you passed through in this manner until his next turn provided he does not move.

Focused Parry
Requirements: 9th level, 50’ movement
Benefit: You may, as a free action whenever you provoke an attack of opportunity from movement, make an opposed attack roll to negate the attack. You gain a +1 bonus to this roll for every 10’ you have moved this round. The opponent still counts as having expended his attack of opportunity for the round.

Offensive Focus:
Focus Skill: Perception

Tactics:

Over the Mountain
Requirements: 1st level, 10’ minimum movement
Benefit: You may make an Overrun attempt with a +1 bonus for every 10’ you have moved, if this attempt is successful, you may make a melee attack against the same target as a free action. This does not allow you to exceed the number of attacks allowed by your Base Attack Bonus.
Horns of the Bull
Requirements: 3rd level, 20’ minimum movement
Benefit: You may make a Bull rush attempt as normal, however, if the movement ends against a wall or solid object, the creature takes damage equal to 2d6 for every 5’ traveled, plus your strength bonus.

Charge of Life
Requirements: 5rd level, 30’ minimum movement
Benefit: If you move at least 30’ during your charge, you gain a +1 bonus to damage rolls for every 10’ traveled.

Force of Gravity
Requirements: 7th level, 40’ minimum movement
Benefit: You may make an attack after falling from a height of at least 10’ above your opponent. If successful, this attack deals double damage. This bonus only applies to one attack per use of this Tactic.

Blitzkrieg
Requirements: 9th level, 50’ movement
Benefit: As a Full Round action, you may move up to double your speed and, at any point during your movement, make an attack or combat maneuver, as many times as you are allowed by your Base Attack Bonus. (Ex. You may move up to an opponent, make an overrun or Bull Rush attempt, continue moving regardless of success or failure, make a melee attack against an opponent, etc, until your movement and attacks are expended)

Supernatural Focus:
Focus Skill: Sleight of Hand

Tactics: (All Supernatural Tactics are Spell-Like Abilities that function a number of times per day equal to 3 + your Intelligence modifier)

Expeditious Retreat
Requirements: 1st level, 10’ minimum movement
Benefit: If you make a double move action during your turn, you may choose to count as being under the effect of Expeditious Retreat for both move actions.
Blur
Requirements: 3rd level, 20’ minimum movement
Benefit: If you move at least 20’ during your turn, you may choose to count as being under the effect of Blur for the round.

Displacement
Requirements: 5rd level, 30’ minimum movement
Benefit: If you move at least 30’ during your turn, you may choose to count as being under the effect of Displacement for the round.

Dimension Door
Requirements: 7th level, 40’ minimum movement
Benefit: If you move at least 40’ during your turn, you may teleport as per the Dimension Door spell.

Passwall
Requirements: 9th level, 50’ movement
Benefit: If you move at least 50’ during your turn, you may pass through walls as per the Passwall spell, though you must end your movement not inside a wall. This spell only allows you this movement.