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View Full Version : D&D 3.x Class Swift Like a Bunny: The Martial Swiftblade (PrC ToB conversion, PEACH)



Solaris
2015-10-16, 11:21 AM
This class is a martial version of the swiftblade prestige class. It has a somewhat higher requirement for entry, opening after 7th level (scout 4/swordsage 3) and working primarily off of Diamond Mind.
Also, it's called a Rabbit Champion after the Chinese zodiac. If my muse cooperates, it's the first in a series.

Rabbit Champion
Some masters of the Diamond Mind discipline have an uncanny ability to act and strike with a swiftness that seems preternatural. Rabbit champions make these look like clumsy, slow, and bumbling buffoons with their supernatural speed and superhuman grace.
Hit Die: d6. Rabbit champions are swift, not sturdy.

Requirements
To qualify to become a rabbit champion, a character must fulfill all of the following criteria. Base Attack Bonus: +5.
Skills: Concentration 9 ranks, Tumble 6 ranks.
Feats: Dodge, Mobility.
Martial Maneuvers: Must know one 2nd-level Diamond Mind maneuver, plus one Diamond Mind maneuver of any level and one Setting Sun maneuver of any level.
Martial Stances: Any one Diamond Mind stance of 3rd level or higher.
Special: Skirmish (+1d6, +1 AC).

Class Skills
The rabbit champion's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

PDF Link (https://www.dropbox.com/s/xt8lrwyun5tdb7m/Rabbit%20Champion.pdf?dl=0), because I hate working the table coding.
BAB: Good.
Maneuvers Known: Each even-numbered level.
Maneuvers Readied: 5th and 9th level.
Stances Known: 1st and 6th level.
Saves: Fort poor, Ref and Will good.
Special Spring Attack, stance of celerity
Swift surge +1/+0 ft.
Blurred alacrity
Cunning reflexes, swift surge +1/+10 ft.
Evasive celerity
Improved evasion
Bounding Assault, swift surge +2/+10 ft.
Diligent rapidity
Perpetual options
Innervated speed, swift surge +2/+20 ft.

Class Features
All of the following are class features of the rabbit champion prestige class.
Weapon and Armor Proficiencies: Rabbit champions are proficient with all simple and martial weapons, with light armor, and with shields. Wearing medium or heavy armor restricts much of the rabbit champion's class features, as they are contingent upon the use of the stance of celerity and he cannot use that stance while wearing anything heavier than light armor.

Maneuvers: At each even-numbered level, the rabbit champion gains one new maneuver from the Diamond Mind or Setting Sun disciplines. He must meet a maneuver prerequisite to learn it. He adds his full rabbit champion levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 5th and 9th level, the rabbit champion gains an additional maneuver readied per day.

Stances Known: At 1st level and again at 6th level, the rabbit champion learns a new martial stance from the Diamond Mind or Setting Sun disciplines. He must meet a stance's prerequisite to learn it.

Spring Attack: At 1st level the rabbit champion gains this as a bonus feat.

Stance of Celerity (Su): At 1st level, the rabbit champion may exchange one of his 3rd-level or higher Diamond Mind stances for the stance of celerity. This is considered a 3rd-level Diamond Mind stance, but is available only through this prestige class and grants the following benefits. Unlike a normal stance, the stance of celerity requires tremendous focus to maintain. The rabbit champion must use a swift action and a Concentration check each round to maintain the stance. The DC of the Concentration check is 10 + 1 per round spent in the stance of celerity, and ending the stance fatigues the rabbit champion for 1 minute.
While in the stance of celerity, the rabbit champion moves and acts more quickly than normal as his consciousness expands and the world around him seems to slow down. When making a full attack action, the rabbit champion may make one extra attack with any weapon he is holding. The attack is made using the champion's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so he can't use it to cast a second spell or otherwise take an extra action in the round.)
A rabbit champion in the stance of celerity gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes him lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses.
All of the rabbit champion's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the champion's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the champion's jumping distance as normal for increased speed. If the rabbit champion already has an enhancement bonus to his speed from a class feature, then this bonus stacks.
The stance of celerity can be used only when the rabbit champion is wearing light or no armor, and when unencumbered. Wearing medium armor, heavy armor, or a medium or heavy load prevents the rabbit champion from utilizing this stance. Using a tower shield likewise restricts the use of the stance of celerity, but not the use of bucklers, light shields, or heavy shields.

Swift Surge (Ex): The 2nd-level rabbit champion's body is augmented with the residual energy of mastering the stance of celerity. He gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, he gains a +10 foot enhancement bonus to all of his modes of movement and deals an extra 1d6 points of damage during any round in which he moves at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which he moves at least 20 feet. These bonuses stack with the bonuses gained from the stance of celerity and skirmish ability, as well as with enhancement bonuses to speed gained through class feature.

Blurred Alacrity (Ex): At 3rd level, the rabbit champion's understanding of the stance of celerity makes him difficult to target with melee and ranged attacks. While under the effect of that stance, he gains concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.

Cunning Reflexes (Ex): At 4th level, the rabbit champion's mental discipline enhances his natural reaction time. He receives a competence bonus on initiative rolls equal to his Wisdom bonus (if any).

Evasive Celerity (Ex): At 5th level, the rabbit champion's knowledge of the stance of celerity makes him difficult to target with spells. While under the effect of the stance of celerity, individually targeted spells have a 20% chance of failing against him. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.

Improved Evasion (Ex): At 6th level, the rabbit champion can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. On a failed save, the damage is reduced by half. Improve evasion can be used only if the rabbit champion is wearing light armor or no armor. A helpless rabbit champion does not gain the benefit of evasion.

Bounding Assault: At 7th level, the rabbit champion gains Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. He need not have the prerequisites normally required for Bounding Assault to gain this feat. If he already has Bounding Assault, choose a different feat for which he meets the prerequisites.

Diligent Rapidity (Ex): At 8th level, the rabbit champion's mental and physical discipline is such that he automatically overcomes magic and mundane obstacles with the stance of celerity. While under the effect of the stance of celerity, he can move and attack normally even while under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, he can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. He immediately sinks any time he make a single move action in a round or come to a complete stop while traversing water.

Perpetual Options (Ex): At 9th level, the rabbit champion can perform even more actions with the stance of celerity. Instead of making one extra attack at his highest base attack bonus while under the effect of the stance, he now has the choice of making one extra move action or one extra standard action. For example, he could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.

Innervated Speed (Ex): At 10th level, the rabbit champion's mastery of the stance of celerity can bring the world around him to a standstill. He may expend a 6th-level Diamond Mind maneuver while in the stance of celerity and subsume its normal effects to increase his speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. See the spell description on page 294 of the Player's Handbook. For each maneuver level higher than 6th level expended, the rabbit champion can extend innervated speed by 1 additional round. For example, he could subsume an 8th level Diamond Mind maneuver to create three rounds of innervated speed. The rabbit champion cannot subsume a new maneuver spell until the original innervated speed duration expires and his turn ends. The rabbit champion can use this ability for a total number of rounds per day equal to his ranks in the Concentration skill.

Solaris
2015-10-16, 11:57 AM
As written, the stance of celerity is usable pretty much all the time. That's... a bit much. It won't break the game, but it's still too good. I'm wanting to restrict it without being too restrictive, considering how much casting the arcane equivalent can use to bring haste into play. I'm thinking about having it last a number of rounds equal to Wis + Rabbit Champion level per use, and the character's fatigued for 1 minute after using it. Alternatively, having it require a swift action each round to maintain (with the same fatigue afterwards).

Stratovarius
2015-10-16, 12:07 PM
Solaris, you might find the discussions from this thread (http://www.giantitp.com/forums/showthread.php?437202-Swiftblade-PRC-adaption-to-Initiator-(Tome-of-Battle)-PEACH-Version-3-30-08-15) handy - it was a ToB swiftblade built here about a month ago.

The answer to the celerity problem that that thread settled on was turning it into a boost, rather than a stance - it's a way around the problem of haste being too strong compared to existing ToB stances, but without losing much of the flavour of the class. And given some of the more accelerated recovery methods (Warblade, for instance), it's possible to use it every other round if desired.