Speeder (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 10/4/2024
Status: Going fast
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Gotta go fast! The speeder is faster at everything they do. 20 1 Poor Poor Poor Poor

":Alternate Magic" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full


Speeder[edit]

Speed energy infuses their very being, making them quicker than enemies can react. But not too quick, the only thing that keeps the Flash from winning at everything he does is that all of his enemies have invulnerable plot armor vs Speedsters.

Making a Speeder[edit]

Speeders go fast. They gotta pick up level-appropriate abilities from feats or items or multiclassing or something, but when they do, they use them well.

Abilities: None. Whatever else it is they do probably requires ability scores though.

Races: Brightly colored races are more likely to take this class for whatever reason.

Alignment: Any.

Starting Gold: 1d4×10 gp (25 gp).

Starting Age: Simple.

Table: The Speeder

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Speed Bonus Caloric Reserve
Fort Ref Will
1st +0 +0 +0 +0 +1
2nd +1 +0 +0 +0 Burst of Speed, Consume Essence +1 1
3rd +1 +1 +1 +1 +2 1
4th +2 +1 +1 +1 Slow Down +2 2
5th +2 +1 +1 +1 +3 2
6th +3 +2 +2 +2 Stop Time +3 3
7th +3 +2 +2 +2 +4 3
8th +4 +2 +2 +2 Greater Burst of Speed +4 4
9th +4 +3 +3 +3 +5 4
10th +5 +3 +3 +3 +5 6
11th +5 +3 +3 +3 +6 6
12th +6/+1 +4 +4 +4 +6 8
13th +6/+1 +4 +4 +4 +7 8
14th +7/+2 +4 +4 +4 +7 10
15th +7/+2 +5 +5 +5 +8 10
16th +8/+3 +5 +5 +5 +8 12
17th +8/+3 +5 +5 +5 +9 12
18th +9/+4 +6 +6 +6 +9 14
19th +9/+4 +6 +6 +6 +10 14
20th +10/+5 +6 +6 +6 +10 16

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any (Int), chosen individually) (), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Speeder.

Weapon and Armor Proficiency: Speeders are proficient with simple and martial weapons, light and medium armor, and shields (except tower shields).

Speed Bonus (Su): The Speeder has a speed bonus, representing their generally increased rate of time, as everything they do, they can do faster. Being faster than other people dramatically improves reaction time, so the Speed Bonus adds its value to: attack rolls, reflex saves, and dodge AC. It adds its value again to dodge AC versus Attacks of Opportunity. It adds three times its value to initiative, balance, concentration, move silently, tumble, and spot checks. It gives a penalty equal to three times its bonus to bluff, diplomacy, intimidate, and perform checks as the extra speed makes the Speeder talk funny. Their movement speeds increase, after all other bonuses: for every 15' of movement, they get +5' of movement per +1 Speed Bonus. For every +2 of Speed Bonus, they get an additional attack of opportunity.

Long term activities also get faster, for every +3 Speed Bonus they do long term tasks (1 minute or longer) faster, at an increased rate of +1 minute per minute. This includes getting older. If you care, you may calculate fractional benefits for Speed Bonuses not a multiple of 3. (So a Speeder with a Speed Bonus of +6 could get 8 hours of rest in 2 hours and 40 minutes.)

When the Speed Bonus is +5 or higher, they can attempt to coup de grace a non-helpless foe.

When the Speed Bonus is high, they're no longer fully bound by the turn order, and can act in between characters' turns to some extent: at +2, when they take a movement action, they may reserve some of that movement for later, and use some or all of it at the end of any character's turn until their turn comes up again. At +3 if they don't use their swift action on their turn, they may use it at the end of another character's turn. At +6 they can do the same with a standard action; at +9 a full-round. At +4, they can reserve individual attacks in a full-round or standard action attack, and take them at the end of other characters' turns. At +7, they can use their reserved movement in response to another creature declaring an action, but at a reduced rate of 10' per 5' moved. At +10 they can use their reserved attacks in response to another creature declaring an action, but at a reduced rate of two reserved attacks for one attack taken.

Table: Speed Bonus Action Effects

Speed Bonus Extra Effect
+2 Delay some movement
+3 Delay Swift
+4 Delay individual attacks
+5 Coup de grace
+6 Delay Standard
+7 Interrupting movement (half rate)
+9 Delay Full-Round
+10 Interrupting attacks (half rate)

Caloric Reserve (Su): The Speeder rapidly converts food in their digestive system into speed energy that they can spend for sudden boosts of speed. They store a number of points of Caloric Reserve as shown on the table, and each point of Caloric Reserve takes one day's worth of food to replenish. If the creature does not eat, they can still replenish their reserve using Consume Essence.

Burst of Speed (Su): At level 2, at the start of their turn, the Speeder can spend 1 point of their Caloric Reserve to boost their Speed Bonus until their next turn by +3.

At level 8, this ability improves, and they may spend additional points of Caloric Reserve when using Burst of Speed for an extra +1 per additional point spent.

Consume Essence (Su): At level 2, the Speeder hungers even for life force itself. As a full-round action, they can deal 1 point of Constitution drain to a touched creature of CR 1 or greater to regain 1 point of Caloric Reserve. Fortitude save (DC 15 + three quarters effective character level) negates.

Slow Down: At level 4, the Speeder figures out how to almost pretend to be normal. The penalty to bluff, diplomacy, intimidate, and perform checks decreases to -1 per +1.

Stop Time (Sp): At level 6, the Speeder learns to focus their speed so well they go faster than the world. They gain time stop as a spell-like ability with a casting time of a 1-round action and a duration of 1 round (apparent time), for a cost of 1 Caloric Reserve point. The duration increases by 1 every 3 Speeder levels after 6 (9, 12, 15, and 18).


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Facts about "Speeder (3.5e Class)"
Article BalanceVery High +
AuthorFoxwarrior +
Base Attack Bonus ProgressionPoor +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Balance +, Climb +, Concentration +, Craft +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Heal +, Hide +, Jump +, Knowledge +, chosen individually) +, Move Silently +, Open Lock +, Search +, Sleight of Hand +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryGotta go fast! The speeder is faster at everything they do. +
TitleSpeeder +
Will Save ProgressionPoor +