Quicksilver (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 11-3-24
Status: Complete
Editing: Mechanical changes on Talk
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A speedster who fights with the power of fast. 0 20 Good Poor Good Poor Other Other


Quicksilver[edit]

You are The Flash. Or Quicksilver. Or any other speedster trope, I don't judge.

Making a Quicksilver[edit]

Abilities: Speed implies Dexterity, and with your light armor it is advised. Wisdom adds to your AC, as well as for your Heart Stopper ability. Constitution keeps you alive when your speed is not enough. Anything else is just extra.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Quicksilver

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmored
Speed Bonus
Fort Ref Will
1st +1 +0 +2 +0 Bonus Feat, Quickening +0 ft.
2nd +2 +0 +3 +0 AC Bonus, Uncanny Dodge +0 ft.
3rd +3 +1 +3 +1 Evasion +10 ft.
4th +4 +1 +4 +1 Accelerate Skill 10 ft.
5th +5 +1 +4 +1 Bonus Feat, Improved Uncanny Dodge 10 ft.
6th +6 +2 +5 +2 Flurry Motion, Sudden Step 1/day 10 ft.
7th +7 +2 +5 +2 Quick Dodge (20% physical) 20 ft.
8th +8 +2 +6 +2 Accelerate/Decelerate Duration 20 ft.
9th +9 +3 +6 +3 Bonus Feat 20 ft.
10th +10 +3 +7 +3 Improved Evasion 30 ft.
11th +11 +3 +7 +3 Greater Quickening, Quick Travel 30 ft.
12th +12 +4 +8 +4 Arrest Duration, Sudden Step 2/day 30 ft.
13th +13 +4 +8 +4 Bonus Feat, Quick Spirit (20% magic) 40 ft.
14th +14 +4 +9 +4 Shudder Through 40 ft.
15th +15 +5 +9 +5 Heart Stopper 40 ft.
16th +16 +5 +10 +5 Arrest Fatality, Time Stop 50 ft.
17th +17 +5 +10 +5 Bonus Feat, Tireless 50 ft.
18th +18 +6 +11 +6 Motion in Stillness, Sudden Step 3/day 50 ft.
19th +19 +6 +11 +6 Improved Time Stop 60 ft.
20th +20 +6 +12 +6 Superior Quickening 60 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Quicksilver.

Weapon and Armor Proficiency: Quicksilvers are proficient with all simple weapons, plus light martial melee weapons. Quicksilvers are proficient with light armor, but not with shields.

Bonus Feats: The quicksilver gains a bonus feat you qualify for at 1st level and every four levels beyond (5th, 9th, etc.) selected from the following list. You may also trade out your 1st level bonus feat to obtain unarmed strike proficiency and progression of a monk of your class level. Choose from the following: Bounding AssaultPHBII, Combat Reflexes, Dodge, Evasive ReflexesToB, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Quick Draw, Rapid AssaultToB, Rapid BlitzPHBII, Run, Snap KickToB, Spring Attack, Superior Unarmed StrikeToB, Two-Weapon Fighting, Two-Weapon RendPHBII, or Weapon Finesse.

Quickening (Su): A quicksilver is fast, very fast. Starting at 1st level, a quicksilver can use the quickening for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 1st, she can quickening for 2 additional rounds. Temporary increases to Constitution such as from rage or spells like bear’s endurance, do not increase the total number of rounds that a quicksilver can quicken per day. A quicksilver can enter quickening as a swift action. The total number of rounds of quickening per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While quickened the quicksilver gains the benefits of haste, including countering the effects of slow, but only for themselves. Each round consumes a round of quickening per day. The quicksilver can end her quickening as a free action and is fatigued after quickening for a number of rounds equal to 2 times the number of rounds spent in the quickening. A quicksilver cannot enter a new quickening while fatigued or exhausted but can otherwise enter quickening multiple times during a single encounter or combat. If a quicksilver falls unconscious, their quickening immediately ends, and their fatigue or exhaustion will begin upon returning to consciousness.

AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Uncanny Dodge (Ex): At 2nd level, a quicksilver 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 a quicksilver already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Evasion (Ex): At 3rd level and higher, a quicksilver can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the quicksilver is wearing light armor or no armor. A helpless quicksilver does not gain the benefit of evasion.

Accelerate Skill (Ex): The 4th level quicksilver can use dexterity, intelligence, and wisdom based skills quicker than others. For such skills that are their own action (and not part of another action, like tumbling), their action cost is reduced. Move actions become swift actions. Standard actions become move actions. Full round actions become standard actions. And skills which take more than 1 round have their action divided in half (round down, minimum 1 round). For example, they may use Escape Artist as a move action, and Disable Device a difficult trap in 2d4/2 rounds.

Improved Uncanny Dodge (Ex): At 5th level and higher, a quicksilver can no longer be flanked. This defense denies a rogue the ability to sneak attack the quicksilver by flanking him, unless the attacker has at least four more rogue levels than the target has quicksilver levels. The levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Flurry Motion (Ex): At 6th level and higher, a quicksilver can attack even when they have moved. They may move and make a full attack in the same full round action, though they must move at least 5 ft between attacks.

Sudden Step (Ex): Sometimes you need to react immediately. At 6th level you may use an immediate action to move up to 5 ft. Your motion does not provoke attacks of opportunity, and may place you out of range for an attack. You may use this once per day, and an additional time per day at 12th and 18th.

Quick Dodge (Su): At 7th level the quicksilver is so fast that they are a blur of motion. They gain a 20% miss chance against physical attacks. This is not an illusion or concealment, simply speed, so true seeing does not bypass it, though other effects which ignore miss chances and true strike still apply. A helpless quicksilver does not gain the benefit of quick dodge.

Accelerate/Decelerate Duration (Su): At 8th level and higher the quicksilver can alter the passing of time of effects upon them. At the start of their round as a free action they can choose one effect which they are currently under and count as having 2 rounds of duration expended (accelerated), or 1/2 rounds of duration expended (decelerated). Using this allows them to extend helpful buffs, or push through debuffs quicker than normal. They consume 1 round of quickening per effect they have altered in that round.

Improved Evasion (Ex): At 10th level, a quicksilver's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless quicksilver does not gain the benefit of improved evasion.

Greater Quickening (Su): At 11th level, the benefits of quickening improve to grant +2 on attack rolls, +2 dodge to AC and Reflex, and grants a second bonus attack on a full attack at -5 penalty.

Quick Travel (Sp): The 11th level quicksilver may duplicate the effects of shadow walk at will, but only after uninterrupted movement in a straight line for 1 minute. They move at twice the normal speed (100 mph), but otherwise acts as the spell.

Arrest Duration (Su): At 12th level, a quicksilver can choose to arrest the duration of any one effect instead of merely accelerating or decelerating it. Arresting a duration costs 1 point of quickening a round in combat, or 1 point per hour out of combat. During it the duration does not pass, and the benefit or penalties of the effect do not apply. If the quicksilver ever loses consciousness, the effect begins again. They may only arrest a single effect at any one time, and only effects with a duration.

Quick Spirit (Su): At 13th level the quicksilver's quick dodge ability now applies to all effects, including targeted magic effects but not area of effects.

Shudder Through (Su): By vibrating really fast, a 14th level or higher quicksilver can pass through solid objects up to 5 ft thick and appear on the other side. It is a full round action, and if they end their turn within a solid object they are ejected back to their original position, taking 2d6 points of backlash damage.

Heart Stopper (Su): Once per day the 15th level quicksilver can use their shudder through ability offensively, burrowing through armor, skin, and bone to strike a killing blow. As a full round action, make a single touch attack. The target must make a Fortitude save DC 10 + 1/2 HD + Wisdom modifier or die as you strike a vital organ. On a successful save, you still deal damage as if it were a confirmed critical hit. On an actual critical hit, the save DC rises by your critical multiplier (so +2 for 18-20/x2, or +4 for 20/x4). Creatures immune to precision damage are immune to death from this ability, but still take critical damage as if they were not immune.

Arrest Fatality (Su): At 16th level, the quicksilver can use their arrest duration ability to halt any one effect that would kill them, such as falling victim to a death effect or being brought to sufficiently low hp (assuming they are conscious to do so). Death is held in abeyance for rounds or hours at a time, but it is a temporary fix. They are still doomed to die, and the moment their arrest duration/arrest fatality ends for any reason they perish, no matter how much healing they may have received. Effects that transform the body upon death, such as disintegrate, still function. This counts as use of arrest duration, and may only have one such effect at a time.

Time Stop (Sp): The 16th level quicksilver may consume 9 points of quickening duration to cast time stop. They must wait at least 1 minute before they are able to use time stop again in this manner.

Tireless (Ex): The 17th level quicksilver no longer needs to sleep, and is immune to sleep, fatigue, and exhaustion effects.

Motion in Stillness (Su): At 18th level, the quicksilver can adjust to changes in time frames around him. When a creature under the effects of time stop or similar effects is within 30 ft of the quicksilver, they may act normally within the creature's time stop ability.

Improved Time Stop (Sp): When casting time stop, the 19th level quicksilver may drag a single willing ally into the effect as if they had also been the caster, so long as they are within touch range. For non-speedsters the effect is taxing, and anyone who benefits from this are dazed for 1 round upon the effect ending.

Superior Quickening (Su): At 20th level, the benefits of quickening improve to grant +3 on attack rolls, +3 dodge to AC and Reflex, and grants a third bonus attack on a full attack at -10 penalty.

Elf Quicksilver Starting Package[edit]

Weapons: Two Short Swords.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Escape Artist 4 Dex 0
Search 4 Int
Sense Motive 4 Wis
Tumble 4 Dex 0

Feat: Two-Weapon Fighting.

Bonus Feats: Dodge.

Gear: Padded Armor.

Gold: 95 gp.

Campaign Information[edit]

Quicksilver Lore[edit]

Characters with ranks in Knowledge Arcana can research Quicksilvers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 They are speed. Quicksilvers have a natural ability to haste themselves like the spell.
15 Quicksilvers can move and attack in the same motion, and some dodge attacks from others who are moving in slow motion compared to them.
20 Powerful quicksilvers can stop time, or act in the stopped times of others. No one is faster!
30 Those that reach this level of success can research specific quicksilvers, their whereabouts, behaviors, and other trivia.

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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length0 +
Minimum Level20 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Craft +, Decipher Script +, Disable Device +, Escape Artist +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Search +, Sleight of Hand +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryA speedster who fights with the power of fast. +
TitleQuicksilver +
Will Save ProgressionPoor +