Difference between revisions of "User:DraconicMan/Bionic Speedster (3.5e Class)"
DraconicMan (talk | contribs) (High speed, lots of fun) |
DraconicMan (talk | contribs) (High speed, lots of fun) |
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− | + | =Bionic Speedster= | |
Speedsters have devoted their bionics to become faster than anything else. | Speedsters have devoted their bionics to become faster than anything else. | ||
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|hitdie=d6 | |hitdie=d6 | ||
|length=10 | |length=10 | ||
− | |bab= | + | |bab=good |
|fort=good | |fort=good | ||
|ref=good | |ref=good | ||
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|special8= [[#Speedster|Speedster 8]], [[#Movement Focus|Movement Focus 4]], +1 dodge bonus to AC | |special8= [[#Speedster|Speedster 8]], [[#Movement Focus|Movement Focus 4]], +1 dodge bonus to AC | ||
|special9= [[#Speedster|Speedster 9]] | |special9= [[#Speedster|Speedster 9]] | ||
− | |special10= [[#Speedster|Speedster 10]], [[#Movement Focus|Movement Focus 5]], +3 dodge bonus to AC | + | |special10= [[#Speedster|Speedster 10]], [[#Movement Focus|Movement Focus 5]], [[#Bionic Adaptation|Bionic Adaptation]] +3 dodge bonus to AC |
|skillpoints=8+Int mod (x4 at first level) | |skillpoints=8+Int mod (x4 at first level) | ||
|skills= | |skills= | ||
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Level 5: Acts as if intangible, becomes undetectable to any test except to detect (insert speedster's alignment), +2 to any Climb, Escape Artist, Jump, or Tumble roll | Level 5: Acts as if intangible, becomes undetectable to any test except to detect (insert speedster's alignment), +2 to any Climb, Escape Artist, Jump, or Tumble roll | ||
+ | '''{{Anchor|Bionic Adaptation}}:'''At level 10 a Bionic commando has learned all it can for this, it may be a level one during this level in either of the other 2 bionic classes without needing any extra exp. | ||
====Ex-bionics==== | ====Ex-bionics==== | ||
Revision as of 18:53, 20 September 2014
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A bionic who devotes their power to increasing their speed 1
Bionic Speedster
Speedsters have devoted their bionics to become faster than anything else.
Making a speedster
Speedsters move across the battle field with extreme speed to quickly subdue opponents.
Abilities: dexterity, strength.
Races: Only [[Bionic (3.5e Race)|bionics may become this.
Alignment: Any.
Starting Gold: 3d4x10.
Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Speedster 1 | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Speedster 2, Movement Focus 1,+1 dodge bonus to AC | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | Speedster 3 | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Speedster 4, Movement Focus 2, +1 dodge bonus to AC | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Speedster 5 | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Speedster 6, Movement Focus 3, +1 dodge bonus to AC | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | Speedster 7 | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Speedster 8, Movement Focus 4, +1 dodge bonus to AC | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Speedster 9 | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Speedster 10, Movement Focus 5, Bionic Adaptation +3 dodge bonus to AC | ||||||||||||||||||||||||||||||||||||
Class Skills (8+Int mod (x4 at first level) + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Speedsters.
Note:Any character with a speedster level may not gain the run feet unless they have 10 level 2 bionic classes.
Weapon and Armor Proficiency: Light armor, bows, crossbows, any one hand weapon.
Speedster: Each level a speedster becomes higher based on level and some additional bonuses, feats gained ignores any prerequisites:
Level 1: 50 feet, Dodge, Evasion,
Level 2: 60 feet, Mobility, Point Blank Shot
Level 3: 70 feet, Spring Attack, Shot on the Run
Level 4: 80 feet, Whirlwind Attack (this may be used with Spring attack)
Level 5: 100 feet, Rapid shot, moving no longer causes an attack of opportunity unless opponent in range has reach of 5 foot or greater.
Level 6: 110 feet, Manyshot, Ghost Attack
Level 7: 120 feet, Greater Manyshot
Level 8: 130 feet, Jack of All Trades
Level 9: 140 feet, once per encounter a speedster may super charge any creature to give them all abilities and feats gained from this class for 1d10 rounds, the speedster looses these bonuses until the super charge wears off. They may not use the run feat. Level 10: 200 feet, each attack gains 3d6 electrical damage.
Movement Focus: While using this they may only make a movement action this turn, however any speed is doubled and gain the following affects based on the level, these affects last until the next round and acts as if it doesn't end if the speedster chooses to use it again, must be able to move 5 feet before activating, must move at least 10 feet each turn. bonus to skills are accumulative:
Level 1: Make no sound when running, act as if usingSpider Climb, +1 to any Climb, Escape Artist, Jump, or Tumble roll
Level 2: Acts as if using Invisibility, +1 to any Climb, Escape Artist, Jump, or Tumble roll
Level 3: May run on water, does not trigger any weight sensitive traps, +1 to any Climb, Escape Artist, Jump, or Tumble roll
Level 4: May run on air as if flying at the same speed, +1 to any Climb, Escape Artist, Jump, or Tumble roll
Level 5: Acts as if intangible, becomes undetectable to any test except to detect (insert speedster's alignment), +2 to any Climb, Escape Artist, Jump, or Tumble roll
Bionic Adaptation:At level 10 a Bionic commando has learned all it can for this, it may be a level one during this level in either of the other 2 bionic classes without needing any extra exp.
Ex-bionics
If a bionic looses their bionics they loose all bionic powers. If regained they also gain back all powers
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