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  1. - Top - End - #1
    Orc in the Playground
     
    AustontheGreat1's Avatar

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    Default Speedster Base Class [3.5]

    Eh im not very good at homebrewing stuff or D&D in general so I guess ill explain my reasoning on some of this stuff.

    SPEEDSTER
    {table=head]Level|BAB|Fort|Ref|Will|Special|Speed Bonus

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Speed Speak, Speed Strike, Run|+5 feet

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Evasion, Evasive Maneuvers|+10 feet

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Bonus Feat, Think Fast (+2)|+10 feet

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Accelerated Metabolism 1|+20 feet

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Alacrity|+20 feet

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Special Ability|+30 feet

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Bonus Feat, Think Fast (+4)|+30 feet

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Accelerated Metabolism 2|+40 feet

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Improved Evasion|+40 feet

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Special Ability|+50 feet

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Bonus Feat, Think Fast (+6)|+50 feet

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Accelerated Metabolism 3|+60 feet

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Lend Speed|+60 feet

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Special Ability|+70 feet

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Bonus Feat, Think Fast (+8)|+70 feet

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Accelerated Metabolism 4|+80 feet

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Accelerate|+80 feet

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Special Ability|+90 feet

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |Bonus Feat, Think Fast (+10)|+90 feet

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Celerity, Accelerated Metabolism 5|+100 feet[/table]

    Hit Die: 1d6

    Class Skills
    The Speedster’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Slight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
    (4 + Int modifier) ×4 at first level.

    Class Features

    Weapon and Armor Proficiency: Speedsters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, and short sword. Speedsters are proficient with light armor, but not with shields.

    Speed Bonus: When wearing light armor or when unarmored, the speedster gets a bonus to his base land speed as indicated by the speedster class table.

    Speed Speak: Speedsters have a special language of their own. Speedsters can speak so rapidly that only those as fast as they are can understand. This is not a language but a way of talking comprehendible only to speedsters. Those who are not speedsters hear only high pitched gibberish. This language cannot be learned or understood through none magical means (such as the polyglot feat) but can be interpreted through magical effects such as the comprehend language spell. (this ability was added because its one of my favorite speedster tricks. and a unique language only speakable by 1 class has been done before so, why not?)

    Speed Strike (Ex): A speedster can attack someone while moving at high speeds. Whenever a speedster moves at least 50 feet during his turn, he deals an extra +1d8 damage per 20 feet moved above 30 feet ((rounded down) to a maximum of 1d8 per speedster class level.) with all attacks until the start of his next turn. (this use to have something about the character dropping his weapon on a failed strength check. i removed it because no one seemed to like it.)

    Run: At first level a speedster gains run as a bonus feat.

    Evasion (Ex): Whenever a speedster is subject to an attack that allows a reflex save for half damage, a speedster takes no damage on a successful save. A speedster only gains benefit from this ability when he is wearing light armor or is unarmored.

    Bonus Feat: At 3rd level and every 4 levels thereafter a speedster gains a bonus speed feat. The speedster must meet any prerequisites for these feats as normal. In addition to the speed feats, these feats are also available: Agile, Athletic, Bounding Assault, Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Endurance, Improved Initiative, Improved Unarmed Strike Lightning Reflexes, Quick Draw, Rapid Reload, and Weapon Finesse.

    Evasive Maneuvers (Ex): At 2nd level a speedster receives a +1 dodge bonus to his armor class for every 10 feet more than 30 he moves in a round (to a maximum of +1 per speedster class level). This increase only applies to any round in which he does not take an attack action. This bonus remains until the beginning of his next turn. A speedster only gains benefit from this ability when he is wearing light armor or is unarmored.

    Think Fast (Ex): A Speedster not only moves fast, he thinks fast. At 3rd level a speedster receives a +2 bonus to all will saves vs. mind affecting effects and to all initiative checks. These bonuses increase to +4 at 7th level, +6 at 11th level, +8 at 15th level, and +10 at 19th.

    Accelerated Metabolism (Ex): A speedster’s body works on a faster pace than those of others. At 4th level a speedster gains fast healing 1. This healing increases by 1 every 4 levels thereafter, fast healing 2 at 8th level, fast healing 3 at 12th, fast healing 4 at 16th and fast healing 5 at 20th.
    (I've never really cared about fast healing as a combat ability, I just like it as an in-between thing, so that I don't have to worry about damage from one battle to another)

    Alacrity (Ex): When a speedster makes a charge, he can follow with a full attack. (this ability may be a little early, but...I don't really feel like changing the chart.)

    Improved Evasion (Ex): this ability functions like evasion except that on a failed save, the speedster takes only half damage.

    Special Abilities: On attaining 6th level, and at every four levels thereafter (10th, 14th, and 18th), a speedster gains a special ability of her choice from among the following options.

    Agile Runner: When charging or running, the speedster may make a single 90 degree turn. This ability may be selected multiple times, allowing multiple turns during a charge or run.

    Impeccable Speed: Once per day, and only once per round, as an immediate action, the speedster may move up to their land speed. If this would bring the speedster out of an attack's reach or range out of a spell's area or range, that attack or spell has a 50% chance of not affecting the speedster. This ability may be selected multiple times, granting additional uses per day.

    Unbelievable Speed: A number of times per day equal to the speedster's Dexterity bonus, he can run at ten times his normal speed for 1 round. This ability may be selected multiple times, each time granting additional uses equal to the speedster's Dexterity bonus. A speedster cannot make an attack in any round he has used this ability.

    Impact Resistance (Ex): A speedster is highly resistant to damage from high speed impacts. All bludgeoning damage he takes is considered nonlethal. This includes falling damage.

    Passing Strike (Ex): A speedster can attack enemies along his path of movement. A speedster can make a number of attacks equal to his dexterity modifier against any opponents he moves by during a move action. He can make no more than a single attack against any single opponent during this movement. If the speedster is unsuccessful on this attack, the target may make an attack or opportunity against the speedster as typical for moving out of a threatened square.

    Bonus Feat: the speedster may select a bonus speed feat in place of a special ability.


    Accelerate (Ex): A speedster can achieve speeds that shouldn’t be normally possible without the aid of magic. For a number of rounds per day equal to the speedsters dexterity modifier the speedster may accelerate himself, granting himself an extra round, though doing so pushes the speedster beyond his normal limits. These extra rounds function similarly to those granted by the time stop spell, in that while acting in an round granted by this ability, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. For every round beyond the first that the effect lasts, the speedster takes 2 points of constitution damage due to the speedster pushing himself beyond his physical limits.

    Celerity (Ex): At 20th level a speedster has realized his full potential. A Speedster gains the ability to, once per round; take an extra standard action, either before or after his other actions in the round. In this manner, a speedster may even take an extra standard action after taking a full-round action during a single round.


    -0-

    Flavor to come later. or never depending on how i feel. not really needed though, the idea "is your really fast." create whatever flavor you like, that's what being a superhero is all about.

    One more thing. Realms_of_Chaos really brought this whole thing together, I don't really claim to have created this, I just brought to the table, he put it together. I just wanted to give credit where credit was due.
    Last edited by AustontheGreat1; 2010-02-23 at 01:55 AM.

  2. - Top - End - #2
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    Default Re: Speedster Base Class [3.5]

    SPEED FEATS

    Vertical Momentum [Speed Feat]

    Benefit: A Speedster can move so quickly that his momentum can carry him straight up vertical surfaces. A speedster can take part of one of his move actions to traverse a wall or other relatively smooth vertical surface if he begins and ends his move on a horizontal surface. The height he can achieve on the wall is limited only by this movement restriction. If he does not end his move on a horizontal surface, he falls prone, taking falling damage as appropriate for his distance above the ground. Treat the wall as a normal floor for the purpose of measuring his movement. Passing from floor to wall or wall to floor costs no movement; he can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. The speedster can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows him to make an attack from the wall against a foe standing on the ground that is within the area he threatens; however, if he is somehow prevented from completing his move, he falls. Likewise, he could tumble along the wall to avoid attacks of opportunity.
    ________________________________________________
    Blur [Speed Feat]

    Benefit: When a speedster runs, he seems to be a blur shooting across the battlefield. A speedster gains a miss chance against attacks of opportunity from moving into, through, or out of a threatened square. This miss chance is equal to (5 x speed guy class level)%.
    ________________________________________________
    Hydroplane [Speed Feat]


    Prerequisites: Vertical Momentum
    Benefit: A speedster can move so quickly that he can run right across water. A speedster can take part of one of his move actions to travel across liquid surfaces so long as he begins and ends his move on a solid surface. If he does not complete the move on a solid surface he sinks beneath whatever liquid he was traveling across. Treat the liquid as a normal solid surface for the purpose of measuring movement, though choppy or otherwise rough water is considered difficult terrain. The speedster can take other move actions in conjunction with moving along the water. For instance, the Spring Attack feat allows him to make an attack from the water against a foe standing on the ground that is within the area he threatens; however, if he is somehow prevented from completing his move, he falls. Likewise, he could tumble along the water to avoid attacks of opportunity.
    __________________________________________________
    Quick Step [Speed Feat]

    Prerequisites: Speedster Level 7th
    Benefit: A speedster can move from on place to another so quickly he seems not have moved at all. A number of times per day equal to the speedster’s dexterity modifier, a speedster can recreate the effects of a dimension door spell (caster level equal to his speedster class level) with the exception that the speedster cannot carry any other creature with him nor can he carry any more than a light load, and he cannot move into an area to which there is no entrance, such as a room with no door; due to the fact that the speedster is not teleporting, but moving very quickly. This is an immediate action which can only be used once per round. A speedster cannot take a move action in any turn after using his Quick Step ability; he can make an attack if he still has a standard action. Quick Stepping out of a threatened square does not provoke an attack of opportunity, but stepping into one does. A speedster can use this ability a number of times per day equal to his dexterity modifier. A speedster cannot use this ability if he is using heavy or medium armor.
    ________________________________________________
    Flurry of Stone [Speed Feat]

    A speedster can create a barrage of small stones and objects to pummel his opponents.

    Prerequisites: Speedster level 6th
    Benefit: As a standard action that does not provoke an attack of opportunity, a speedster can create a cone of flying rocks and debris. Creatures in the cone are entitles to a reflex save for half damage, those who fail take 1d4 for every point of dexterity modifier that the character possess. This ability can be used a number of times per day equal to 2 + the number of speed feats that the character possesses and can only be done once every 2d4 rounds.
    _________________________________________________
    Snatch! [Speed Feat]

    Speedster can leave you empty handed before you even see him move.

    Prerequisites: Improved Disarm, Quick Step
    Benefit: A speedster can disarm a group of opponents in the blink of an eye. As a standard action that does not provoke an attack or opportunity, a speedster can attempt to disarm all opponents in a 10ft area around himself. The speedster makes a single disarm check against all the opponents roll in the area. The speedster may use his dexterity on this check instead of his strength when making the disarm attack. This ability consumes a use of the Quickstep ability.
    __________________________________________________
    Wind Thrust [Speed Feat]


    A speedster can create powerful gales of wind by spinning his arms rapidly.

    Benefit: As a full round action that does not provoke at attack of opportunity, a speedster may create a burst of air forceful enough to knock people back. In a 60ft line emanating from the speedster, all creatures must make a Fort Save (DC = 10+ 1/2 speedster level + Dexterity Modifier.) or be flung back a number of feet equal to 5 x save DC – the opponents save result. If the opponent is stopped before he reaches the distance he would have been pushed he takes damage equal to 1d6/10ft remaining. Creatures that succeed on their Fortitude saves are not knocked back but are stunned for 1 round. Creatures who larger than the speedster get a +4 circumstantial bonus to the save for every category larger than the speedster the creature is. Alternatively, the creature get a -4 for every category smaller it is. This ability can be done a number of times per day equal to the number of speed feats the speedster possess.
    ______________________________________________
    Whirlwind [Speed Feat]

    By spinning rapidly, a speedster can create a powerful vortex with enough strength to hamper all within, or even lift them right off the ground.

    Prerequisites: Wind Thrust
    Benefit: A Speedster may, by spending a Full round action that does provoke an attack of opportunity, create a powerful whirlwind with a radius of (5 x dexterity modifier)ft. the area within this whirlwind is considered difficult terrain. All creatures within this area are subject to a fort save (DC = 10 + speedster level + dexterity modifier) or are lifted into the air and are considered slowed. Creatures get a +4 to this check for every size category larger than the speedster. Those lifted are considered flat footed and cannot move. Ranged weapons cannot function in the effect of a whirlwind due to high speed winds; all ranged attacks have a 90% miss chance. This miss chance does not apply against ranged spells. They may act normally but must make a concentration check (DC 25 + spell level) in order to cast any spells. Creatures caught inside take a -4 penalty to dexterity as well as a – 2 to all attacks. Creatures that do succeed on this check are not lifted but are considered slowed. A speedster may use this ability a number of times per day equal to the number of speed feats he possess. A speedster may continue to spend full round actions to maintain this whirlwind until he wishes to stop or he is physically stopped by a successful attack or some outside force. Maintaining or activating this consumes a speedsters entire turn, he may not take any action in a turn he is maintaining or activating a whirlwind, even if he has an ability that grants him an extra action; Doing so will immediately end the current whirlwind and creating another uses up another daily use of the whirlwind. A whirlwind lasts as long as the speedster desires to maintain it, but doing so longer that a number of rounds equal to 2x the speedsters dexterity modifier will result in the speedster becoming fatigued. If maintained for longer than 4x dexterity modifier rounds the speedster will become exhausted. When a speedster ends a whirlwind (Whether by force or by choice) the whirlwind will continue until the beginning of the speedsters next turn. The speedster cannot use this ability if he is wearing medium or heavy armor.
    __________________________________________________
    Quicker than they Eye [Speed Feat]

    Benefit: A speedster gains a +2 bonus to his slight of hand checks for every speed feat he possesses.
    __________________________________________________
    Too Fast to See [Speed Feat]

    Prerequisites: Quicker than the Eye
    Benefit: In any round in which a speedster moves more than 60 feet, he is considered invisible until the beginning of his next turn. The speedster cannot use this ability if he is wearing medium or heavy armor.
    __________________________________________________
    Fast Images [Speed Feat]

    A speedster can move so quickly he appears to be in multiple places at once.

    Prerequisites:
    Quick Step, Blur
    Benefit: a speedster can recreate the effects of a mirror image spell with a caster level equal to his speedster class level. This effect is not penetrated by the true seeing spell or any other spell that allows that penetrates illusory magic, as this effect is not illusion but the result of a speedster moving very quickly. A use of this ability Consumes a use of the Quick Step ability. The speedster cannot use this ability if he is wearing medium or heavy armor.
    __________________________________________________
    Agile Reposte [Speed Feat]

    Prerequisite: Dex 13+, Dodge, Weapon Finesse, base attack +1 or higher.
    Benefit: If the opponent you have designated as your Dodge target (see the Dodge feat) misses you with a melee attack or melee touch attack and you are wielding a weapon you have chosen for the Weapon Finesse feat, you may attempt an attack of opportunity against that opponent.
    This feat can be used only once per round, even if you are allowed more than one attack of opportunity each round.

    I didn't make this feat and I don't claim to have. It is found in the Dragon Magazine, issue #305
    __________________________________________________ __
    Momentous Charge [Speed Feat]

    [B]
    Benefit: You deal double damage on any charge attack you make in any round in which you have move your full movement.
    __________________________________________________ __
    Eat my Dust! [Speed Feat]

    Prerequisites: Wind Thrust
    Benefit: By spending a full round action a speedster can create a cylinder of concealment (Cylinder (15-ft. radius, 50 ft. high)) the grants total concealment to those within. The radius extends from the place where the speedster was standing when he activated the ability. this ability can be used a number of times per day equal to 3 + the number to speed feats the speedster possess.


    -0-

    Just some examples of speed feats, based off of some tried and true comic book speedster speed tricks. Got some more in mind.

    Edit: I've removed the prerequisites on the speed feats because I suck at making them, ideas for what they should be would be much appreciated.
    Last edited by AustontheGreat1; 2010-01-16 at 08:33 PM.

  3. - Top - End - #3
    Ettin in the Playground
     
    Zeta Kai's Avatar

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    Default Re: Speedster Base Class [3.5]

    1) For base classes, it is customary to type out the iterative attacks in the BAB column.

    2) I think the capstone should have +100'. At that point, an extra +10' wouldn't matter much, but it would make the 20th level more appealing & definitive.

    3) Conversely, I'd only have +5' at first level. It gets the point across, without giving 1st level characters too much power (see points 6 & 7).

    4) Without any fluff text, I'm not sure what a character's concept should be, other than Run-Really-Fast-Guy. I kinda need a bit more to go on.

    5) The feats are a nice touch. Please send more.

    6) Evasion at first level makes this a very attractive dip class. In fact, that first level is overstuffed with goodies.

    7) Speed Strike is too powerful at first level. +2d6? At 1st? Really?

    8) The rules for Speed Strike are unclear. Is it an unarmed strike? Is it an armed attack, but using it armed causes you to drop the weapon after using it? I don't quite get that.

    9) Overall, not a bad class. I'll give it a more in-depth look later.

  4. - Top - End - #4
    Orc in the Playground
     
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by Zeta Kai View Post
    1) For base classes, it is customary to type out the iterative attacks in the BAB column.

    2) I think the capstone should have +100'. At that point, an extra +10' wouldn't matter much, but it would make the 20th level more appealing & definitive.

    3) Conversely, I'd only have +5' at first level. It gets the point across, without giving 1st level characters too much power (see points 6 & 7).

    4) Without any fluff text, I'm not sure what a character's concept should be, other than Run-Really-Fast-Guy. I kinda need a bit more to go on.

    5) The feats are a nice touch. Please send more.

    6) Evasion at first level makes this a very attractive dip class. In fact, that first level is overstuffed with goodies.

    7) Speed Strike is too powerful at first level. +2d6? At 1st? Really?

    8) The rules for Speed Strike are unclear. Is it an unarmed strike? Is it an armed attack, but using it armed causes you to drop the weapon after using it? I don't quite get that.

    9) Overall, not a bad class. I'll give it a more in-depth look later.
    Flavour is soon to come, right now Im just using this as a place to bring it all together. A lot of it was just thrown together.

    Speed Strike was what i was mainly referring to when i said that the abilities were poorly worded. I'm pretty sure I'm going to scrap it. in favour of giving the speedster more bonus speed feats. If the ability is too powerful it is because i wanted to give the speedster something for giving up a full attack. if i am correct you cant make a full attack after taking a move action, dont you need a full round action to do that?

    More speed feats definitely on the way, in fact the entire concept started with the speed feats.

  5. - Top - End - #5
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    Default Re: Speedster Base Class [3.5]

    It has a very low speed strike damage, and, since you take it after a full movement, it requires huge wide open spaces... and you still lose your weapon if you don't make a strength check? It's strictly worse than the scout for adding damage... maybe if you added damage on a charge. Of course, then everybody would dip into barbarian for pounce with this, but everybody does that anyway.

    Celerity is a pretty powerful capstone, though.

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    Default Re: Speedster Base Class [3.5]

    1) You have to make your full movement in order to get Speed Strike? So at 1st level, if I'm a human, I have to move 40 feet to get bonus damage? And at, say, 18th level, I have to move 120 feet? This seems inconvenient.

    2) So you have to move faster than normal to be better at hiding and moving silently? Boy, those silly rogues have been doing it wrong all this time.

    3) I also agree that some 1st level is a little absurd. True, you get only one attack off if you move your full speed so it's not quite the same as a rogue's sneak attack, but still with that one attack, you can power attack, leap attack, etc. And Evasion right off the bat?
    Zombitar courtesy of Djinn_In_Tonic.

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    biggrin Re: Speedster Base Class [3.5]

    Well, overall I really like the idea. Fast moving character with a lot of interesting abilities. I think exchanging "full attacks" for bonuses is a really interesting downside for a class to have. also I adore characters that move faster then normal (Gnome barabarians = win).

    as for the abilities:
    Speed Strike: a nice idea, but a little overpowered (especially in the first few levels) for my tastes. I personally loath the scout ability to charge attack for more damage then a skilled rogue can sneak attack, but if the ability was shifted 1 or 2 levels down (maybe a level 2 ability?) I'd call it playable.
    Also I'd wind down the "full movement" part to maybe 30-40ft? as currently (as has been stated before) as he levels up it gets harder for him to use this rather then easier.

    Accelerated Metabolism: once again, I like the idea. But needs to be shifted slightly toward higher levels. Not by much just by 1. Imo its about equivalent to the barbarian Damage resistance in power (maybe slightly better). Barbarians get damage resistance at level 7 in 3.5 rules so starting this ability at level 7, rather then 5 or 6 would bring it in line.

    Celerity: Awsome. Very powerful but... awsome. needs to specify "can only do this in light armour or unarmoured" as otherwise it would get abused (knowing my group we'd end up with a group of speeder wizard (don't ask how I know they'd find a loophole) wearing full plate casting 2 spells a round)

    Speed Feats: erm... Moar plz? :D I really like them.


    All in all, with a the few notes I mentioned here, if any of my group asked to play one of those i'd be well up for it :D

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    Default Re: Speedster Base Class [3.5]

    Is this a skillful class or a martial class? Right now it seems you haven't decided. If it's a skillful class, you need 6+ skill points per level. If it's a martial class you need full base attack bonus and proficiency with all martial weapons. You might even do both. Consider adding Iaijutsu focus to the class skill list, as it's relevant flavor-wise and could give you some ideas for how to improve your Speed Strike. Also, since you have a class ability that grants you bonuses to Sleight of Hand, you should include that as a class skill.

    Speed Strike: needs revision. It's awkward and difficult to use considering that it is the signature ability of the class. It deals too much damage at low level and not enough damage at high level. You should deal no more than +1d6 at level 1, and max level you should deal +10d6 (or more, considering that most of the classes that deal +x6 damage are pretty low on the power curve). Perhaps at higher levels you could make an opponent flat-footed in some way.

    Quicker than the Eye: Moving fast should not grant benefits to Hide and Move Silently. The eye is drawn to rapid motion, and greater velocity means greater noise when you impact the floor/grass/small woodland animals/whatever.

    Accelerated Metabolism: Damage and hit points scale rapidly at higher levels. Your fast healing needs to keep up. Increase it to fast heal 1 at 5th, fast healing 3 at 11th, and fast healing 5 at 17th. FYI, your chart and your text disagree about which levels this ability is granted/improved at.

    Think Fast: Don't create new bonus types. This game is complicated enough as it is. Just make these untyped bonuses.

    Celerity: A lesser celerity (granting a move action instead of a standard action) acquired somewhere between 11th and 15th level would be nice.


    You need more class features. A lot more class features. Right now you could compress all these powers into a 10-level prestige class and it would be balanced. THe class needs to acquire many more new options as it advances in level.

    There's a common misconception, even in WotC products, that a linear improvement of an existing ability is a new class feature. It's not so. For example, from levels 7 -19, you have 14 entries on your chart, but you only provide 3 new class features: improved evasion and two bonus feats. Everything else is just old ablities being upgraded to remain relevant. Three class abilities in 13 levels is just not enough. "Your Speed Strike improves by +1d6" is just like saying "your Fort save improves by +1". It's not really an improvement, because the opposition also gets more hit points and higher save DCs to counter your improvement. ten levels of improvements like that and your class is merely treading water.
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    Default Re: Speedster Base Class [3.5]

    I think celerity is really powerful, but it might be justified.

    Think fast is better than the scout's battle fortitude. I'm not sure if this is intended or not. +8 initiative at level 20 is really good--not to mention +8 on will saves vs. mind-affecting attacks.

    Why does speed strike require a Strength check to keep holding a weapon? That's just penalizing melee fighters and even ranged fighters. It also should probably do +1d6 at first level, adding bonuses after that every three levels like so:
    • 1st -- 1d6
    • 4th -- 2d6
    • 7th -- 3d6
    • 10th -- 4d6
    • 13th -- 6d6
    • 16th -- 8d6
    • 19th -- 10d6


    It's not linear, but as long as you say that in text, you should be fine. Use what you want though.

    Don't use new types of bonuses...

    Evasion shouldn't be at 1st level. 2nd level at the earliest.
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    Default Re: Speedster Base Class [3.5]

    Review of your feats:

    Vertical Momentum: should be available at 2nd or 3rd level, since, it's basically a watered-down spider climb.

    Blur: Blur should substitute for, rather than require, Mobility. It should be available at 1st level; it's self-balancing at lower levels, since the miss chance is indexed to your class level, and the benefit provided (avoid opportunity attacks) isn't very potent anyhow.

    Hydroplane: This should be available around 5th or 6th level, since that's when clerics and favored souls gain access to water walk.

    Quick Step: this ability should be available at 7th or 8th level, since it's effectively a very limited form of dimension door. The limitation you're trying to apply in the following round is called the staggered condition: simply state that the character is staggered for one round after using Quick Step. Also, I see no reason why the speedster could not carry a creature with him if he remains within his light load limit (for example, this allows a speedster/wizard to carry his familiar).

    I'd recommend you add Improved Initiative to the list of Speed Feats.

    These feats are good and very flavorful, but they're not nearly as strong as you think they are, judging from the level prerequisites you're putting on them. I'd recommend you spend some time reading the higher-level spells in the Player's Handbook to get a better feel for what types of actions are available to high-level characters.
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    Default Re: Speedster Base Class [3.5]

    Also: the speed bonus is kind of counterproductive. Every time you get a boost in speed, you have to go that much farther to get the bonus damage from speed strike.

    Again, that makes it justifiable to at least use higher damage, if not a status effect as well. Or just the status effect and minor damage.
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by Temotei221 View Post
    Also: the speed bonus is kind of counterproductive. Every time you get a boost in speed, you have to go that much farther to get the bonus damage from speed strike.

    Again, that makes it justifiable to at least use higher damage, if not a status effect as well. Or just the status effect and minor damage.
    Agreed, for this class it might be almost worth it to just wear heavy armor. You'd only lose the speed bonus but be able to use Speed Strike much more often. To solve this problem, have a lot more of the class abilities depend on wearing light armor or less, and change speed strike to a flat distance you need to move in order to use Speed Strike. Perhaps if you move more than the base required amount you gain bonuses to Speed Strike.
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    Default Re: Speedster Base Class [3.5]

    You could simply make speed strike be based on how much you moved prior to hitting the target. That way the max damage would scale with the leveling (more speed) and it wouldn't be entirely useless if you couldn't hit your whole move speed per round. I'd also suggest possibly looking into the disarm rules for losing your weapon instead of just a strength check, seeing as how some things (such as a locked gauntlet) that help with disarming would similarly help with that.

    Also, a possible class ability might be something like the ability to essentially overexert yourself and run fast enough to create a sonic boom in an area (damage, deafening, etc.) but then be exhausted afterwards or something (and ignore the fact that I'm pretty sure a regular body would be torn apart by doing that) An idea for the hide/move silently thing too could be that instead you could just move at higher speeds while retaining your current bonus (like you're so used to moving at ridiculous speeds it's easier to move faster than most while staying as quiet/stealthy as them). Just suggestions though to possibly streamline things a bit. All in all pretty nice.

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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by THE_BIG_CHEESE View Post
    Also, a possible class ability might be something like the ability to essentially overexert yourself and run fast enough to create a sonic boom in an area (damage, deafening, etc.) but then be exhausted afterwards or something (and ignore the fact that I'm pretty sure a regular body would be torn apart by doing that)
    Perhaps a feat that allows you to, instead of making a normal Speed Strike, to make a sonic boom and change it to an AoE that also deafens those nearby for a certain number of rounds.
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    Default Re: Speedster Base Class [3.5]

    The Harrier from Monte Cooke's Iron Heroes does basically this [without the feats] and does it a little better.

    On the Speed Strike, my suggestion is that you use his method of calculation and base it on the number of squares travelled in the round. This can be made more effective than it seems by including the distance moved with Spring Attack after the fact.

    Why are Spring Attack and its improved forms not on the list of bonus feats? They seem like outright no-brainers for such a class. The lack of Mobility also feels like something of a jip [i doubt it would make much of a difference to balance just including it around 3rd level because it's not all that great in most games].

    As it stands, the core weakness of this class is that it has no defensive abilities prior to [almost inevitably] taking blur at 6th level and yet has no ability to make an escape, Flash style, from the scuffle after making its attack.

    Edit: PS. Someone mind telling me what this whole "dip into Barbarian = Pounce" thing is? I may just not have noticed it in my books but i'm still confused.
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by Mulletmanalive View Post
    Edit: PS. Someone mind telling me what this whole "dip into Barbarian = Pounce" thing is? I may just not have noticed it in my books but i'm still confused.
    Spirit Lion Totem Barbarian from Complete Champion gives Pounce as an ACF.

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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by Terazul View Post
    Spirit Lion Totem Barbarian from Complete Champion gives Pounce as an ACF.
    That would explain it. I've read very little of CC because the PrCs were so dire... Reserve feats are pretty good, mind.
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    Default Re: Speedster Base Class [3.5]

    Reading this class, i'm tempted to play a stygian knife wielding powerful charge specialist...

    Or a superior unarmed attack specialist with flying kick.

    Celerity seems a bit too powerful, should make it an extra move action or attack at highest base rather than a standard (or you'll see some very broken combos). Maybe tone down the speed strike at level 1, make it more sneak attacky, or if you want to be more unique, make it more powerful, but slap on some situational requirements.

    Otherwise, looks very nice, i like to see love for the charging abilities.

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    Post Re: Speedster Base Class [3.5]

    Quote Originally Posted by katarl View Post
    Reading this class, i'm tempted to play a stygian knife wielding powerful charge specialist...

    Or a superior unarmed attack specialist with flying kick.

    Celerity seems a bit too powerful, should make it an extra move action or attack at highest base rather than a standard (or you'll see some very broken combos). Maybe tone down the speed strike at level 1, make it more sneak attacky, or if you want to be more unique, make it more powerful, but slap on some situational requirements.

    Otherwise, looks very nice, i like to see love for the charging abilities.
    Dude, it's not too powerful. It's on a class that requires you to take massive amounts of movement to use the class feature. An extra standard action per round isn't that much, honestly, especially compared to wizards, or just the fact you can't make full attacks and get your damage bonus (without a dip into pounce, which loses you your capstone.)

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    Default Re: Speedster Base Class [3.5]

    Yeah, at 20th level, celerity is nothing. The spellcasters have been able to do the same thing since 17th/18th level by shapechanging into a choker, and they get spells too.

    Perhaps you could add an ability called Speed Leach, whereby you spend a swift action to draw energy from an opponent. If he fails a save, you get a bonus move action and your opponent is staggered for one round. At more powerful levels, you could leach a standard action from your opponent, and he'd be nauseated, or a full-round action, and he'd be dazed.
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    Default Re: Speedster Base Class [3.5]

    ...HD size?
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    Default Re: Speedster Base Class [3.5]

    Requiring Full movement doesn't seem like that big of a deal. Except in 3 situations.

    1. Area effects that halt movement are littering the field.
    2. Mooks are waiting everywhere, waiting to make attacks of opportunity.
    3. The area is very crampt.

    Correct me if I'm wrong but this guy can just run in very small circles (requiring 4 5-foot squares) for most of their movement and use the last of it to reach their enemy.
    Even in a worst case scenario, you can run in circles around an enemy, only provoking 1 attack of opportunity unless the enemy has combat reflexes (or, as stated, mooks are waiting for you).

    Speaking of attacks of opportunity, there is a single change that I'd make which would make the entire thing more palatable. Keeping with the flavor of "quicker than the eye", I would add that bonus to AC against attacks of opportunity. That would let you use the speedster's mobility to the fullest.

    Also, one thing that I find wierd is that a speedster wearing medium armor might only need to move 20 feet to make their speed strike, even at 20th level. I take it that this isn't your intention.
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    Default Re: Speedster Base Class [3.5]

    Yeah, at 20th level, celerity is nothing. The spellcasters have been able to do the same thing since 17th/18th level by shapechanging into a choker, and they get spells too.
    I'm most worried about speedsters using magic item activation at this point, i consider the shapechanging into a choker (or for that matter, a spellweaver) to be just a tiny bit cheap, as having a free standard action is much like having a quickened spell every round without the prohibitive level increase.

    The wording seems a little vague, you say after or before your turn. Do you mean immediately after or before, or can he take turns out of sequence?

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    Default Re: Speedster Base Class [3.5]

    Changed a lot, added a lot. Lots of new speed feats, though some I'm more happy with than others.

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    Default Re: Speedster Base Class [3.5]

    Of course, now you have nothing to do at 1st level and you have alot of dead levels aside from that.

    Here is what I suggest doing, a fix that will bring this thing up to a playable (just below competative) level.
    1. Drop speed strike down to first level as a speedster should have some mode of attack at 1st level.
    2. Alter speed strike to read something like the following:

    Speed Strike (Ex): A speedster can attack someone while moving at high speeds. Whenever a speedster moves at least 50 feet during his turn, he deals an extra +1d8 damage per 20 feet moved above 30 feet (rounded down) with all attacks until the start of his next turn. Holding a weapon while attacking at these speeds can often be difficult. The speedster must make a strength check, (DC = 12 + 1 for every d6 added to the damage.) or drop his weapon in a square adjacent to the target.

    The advantages of using this version are that 1) this reading allows the speedster to gain extra benefits when charging, which seems like a natural thing for speedsters to do and that 2) this allows the speedster to pull off some truly wicked attacks of opportunity if they've been running around.

    3. Gran Run as a bonus feat at 1st level. It's flavorful and not too powerful.

    4. Switch the benefits of 2nd and 3rd level (thus moving 6th level abilities to 7th level, 10th to 11th, 14th to 15th, and 18th to 19th). There is no good reason for this guy to get evasion after rogues and monks. Also, Evasive Maneuvers seem pretty important considering how many attacks of opportunity he'll provoke.

    5. At 5th level, grant the pounce ability, letting this guy make a full attack after charging. It makes sense for this character.

    6. At 6th, 10th, 14th, and 18th level, let's give this guy some special options on par with the rogue's special abilities (slippery mind, defensive roll, skill mastery, etc.) A couple ideas for options might be.

    Agile Runner: When charging or running, the speedster may make a single 90 degree turn. This ability may be selected multiple times, allowing multiple turns during a charge or run.
    Impecable Speed: Once per day, as an immediate action, the speedster may move up to their land speed. If this would bring the speedster out of an attack's reach or range out of a spell's area or range, that attack or spell has a 50% chance of not affecting the speedster. This ability may be selected multiple times, granting additional uses per day.
    Unbelievable Speed: A number of times per day equal to the speedster's Dexterity bonus, he can run at ten times his normal speed for 1 round. This ability may be selected multiple times, each time granting additional uses equal to the speedster's Dexterity bonus.
    Impact Resistant: As the ability you wrote up. If you choose to make it a special ability, consider replacing it with something that lets you make a single attack while running.
    Bonus Feat: the speedster may select a bonus speed feat in place of a special ability.
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by The Dark Fiddler View Post
    ...HD size?
    This IS fairly important. (And the only thing I could contribute <.<)
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by The Dark Fiddler View Post
    This IS fairly important. (And the only thing I could contribute <.<)
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by Realms of Chaos View Post
    Here is what I suggest doing, a fix that will bring this thing up to a playable (just below competative) level.
    1. Drop speed strike down to first level as a speedster should have some mode of attack at 1st level.
    2. Alter speed strike to read something like the following:

    Speed Strike (Ex): A speedster can attack someone while moving at high speeds. Whenever a speedster moves at least 50 feet during his turn, he deals an extra +1d8 damage per 20 feet moved above 30 feet (rounded down) with all attacks until the start of his next turn. Holding a weapon while attacking at these speeds can often be difficult. The speedster must make a strength check, (DC = 12 + 1 for every d6 added to the damage.) or drop his weapon in a square adjacent to the target.

    The advantages of using this version are that 1) this reading allows the speedster to gain extra benefits when charging, which seems like a natural thing for speedsters to do and that 2) this allows the speedster to pull off some truly wicked attacks of opportunity if they've been running around.
    Whats the real point of lowering the ability? assuming that you have a base move speed of 30, then you wont be able to gain benefit from it until 4th level. I'm not saying that it isn't a good idea, I just don't understand..
    Quote Originally Posted by Realms of Chaos View Post
    3. Gran Run as a bonus feat at 1st level. It's flavorful and not too powerful.
    Considered that, don't really know why I didn't put it.

    Quote Originally Posted by Realms of Chaos View Post
    4. Switch the benefits of 2nd and 3rd level (thus moving 6th level abilities to 7th level, 10th to 11th, 14th to 15th, and 18th to 19th). There is no good reason for this guy to get evasion after rogues and monks. Also, Evasive Maneuvers seem pretty important considering how many attacks of opportunity he'll provoke.

    5. At 5th level, grant the pounce ability, letting this guy make a full attack after charging. It makes sense for this character.

    6. At 6th, 10th, 14th, and 18th level, let's give this guy some special options on par with the rogue's special abilities (slippery mind, defensive roll, skill mastery, etc.) A couple ideas for options might be.

    Agile Runner: When charging or running, the speedster may make a single 90 degree turn. This ability may be selected multiple times, allowing multiple turns during a charge or run.
    Impecable Speed: Once per day, as an immediate action, the speedster may move up to their land speed. If this would bring the speedster out of an attack's reach or range out of a spell's area or range, that attack or spell has a 50% chance of not affecting the speedster. This ability may be selected multiple times, granting additional uses per day.
    Unbelievable Speed: A number of times per day equal to the speedster's Dexterity bonus, he can run at ten times his normal speed for 1 round. This ability may be selected multiple times, each time granting additional uses equal to the speedster's Dexterity bonus.
    Impact Resistant: As the ability you wrote up. If you choose to make it a special ability, consider replacing it with something that lets you make a single attack while running.
    Bonus Feat: the speedster may select a bonus speed feat in place of a special ability.
    All really good ideas, Im going to make the smart decision and follow your instructions.

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    Default Re: Speedster Base Class [3.5]

    The point of lowering the ability is that said ability has been reworded to work with charges. For example, a 1st level human speedster with speed 35 can charge 70 feet before making an attack, gaining +2d8 damage along with the normal attack bonus and AC penalty. Powerful to be sure but almost completely unusable after the first round of combat.
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    Default Re: Speedster Base Class [3.5]

    Quote Originally Posted by Realms of Chaos View Post
    The point of lowering the ability is that said ability has been reworded to work with charges. For example, a 1st level human speedster with speed 35 can charge 70 feet before making an attack, gaining +2d8 damage along with the normal attack bonus and AC penalty. Powerful to be sure but almost completely unusable after the first round of combat.
    Thank you for the clarification.

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