Alacrite (3.5e Class)

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Alacrite[edit]

To the alacrite, speed is everything. They use their superior agility to overwhelm opponents with an astounding amount of attacks, dodge any attacks made against them, and get in close before the enemy has a chance to respond. They must also have a good physique.

Making an Alacrite[edit]

An alacrite is like a fighter that relies on speed, and nothing else. She is there to get in close, attack, and keep the weaker party members from being hurt.

Abilities: Dexterity allows greater Armor Class (as well as melee for most alacrites), a higher Constitution means more hit points and longer running time, and Intelligence determines skills.

Races: Air Goblins are the most prominent race for this class, with elves as a close second.

Alignment: Any

Starting Gold: 6d4 × 10 (150 gp).

Starting Age: Moderate

Table: The Alacrite

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Speed Bonus
Fort Ref Will
1st +1 +0 +2 +0 Two-Weapon Fighting +10 ft.
2nd +2 +0 +3 +0 Two-Weapon Defense +10 ft.
3rd +3 +1 +3 +1 +10 ft.
4th +4 +1 +4 +1 Uncanny Dodge +20 ft.
5th +5 +1 +4 +1 +20 ft.
6th +6/1 +2 +5 +2 Improved Two-Weapon Fighting +20 ft.
7th +7/2 +2 +5 +2 +30 ft.
8th +8/3 +2 +6 +2 Improved Two-Weapon Defense +30 ft.
9th +9/4 +3 +6 +3 +30 ft.
10th +10/5 +3 +7 +3 +40 ft.
11th +11/6/1 +3 +7 +3 Quickness +40 ft.
12th +12/7/2 +4 +8 +4 +40 ft.
13th +13/8/3 +4 +8 +4 Evasion +50 ft.
14th +14/9/4 +4 +9 +4 +50 ft.
15th +15/10/5 +5 +9 +5 +50 ft.
16th +16/11/6/1 +5 +10 +5 Greater Two-Weapon Fighting +60 ft.
17th +17/12/7/2 +5 +10 +5 +60 ft.
18th +18/13/8/3 +6 +11 +6 Greater Two-Weapon Defense +60 ft.
19th +19/14/9/4 +6 +11 +6 +70 ft.
20th +20/15/10/5 +6 +12 +6 Perfect Two-Weapon Fighting +70 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Move Silently (Dex) Ride (Dex), Tumble (Dex).

Class Features[edit]

All of the following are class features of the alacrite.

Weapon and Armor Proficiency: An alacrite is proficient with all Simple weapons, 2 one-handed martial weapons, and 1 exotic light or double weapon of her choice. An alacrite is proficient with light armor and Bucklers.

Fast Movement (Ex): An alacrite has an enchantment bonus to her speed. The bonus starts at +10 and increases by 10 feet every 3 levels (4th, 7th, 10th, etc.). An alacrite loses this bonus if she is carrying a load above light, or wearing armor that hinders her Dexterity bonus.

Two-Weapon Fighting: At level 1 an alacrite gains Two-Weapon Fighting as a bonus feat, even if she lacks the prerequisites for it.

Two-Weapon Defense: At level 2 an alacrite gains Two-Weapon Defense as a bonus feat, even if she lacks the prerequisites for it.

Uncanny Dodge (Ex): Starting at 4th level, an alacrite can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Improved Two-Weapon Fighting: At level 6 an alacrite gains Improved Two-Weapon Fighting as a bonus feat, even if she lacks the prerequisites for it.

Improved Two-Weapon Defense: At level 8 an alacrite gains Improved Two-Weapon Defense as a bonus feat, even if she lacks the prerequisites for it.

Quickness (Su): An alacrite is supernaturally quick. At 11th level and higher, she can take an extra standard action or move action during her turn each round.

Evasion (Ex): At 13th level and higher, an alacrite 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 alacrite is wearing light armor or no armor. A helpless alacrite does not gain the benefit of evasion.

Greater Two-Weapon Fighting: At level 16 an alacrite gains Greater Two-Weapon Fighting as a bonus feat, even if she lacks the prerequisites for it.

Greater Two-Weapon Defense: At level 18 an alacrite gains Greater Two-Weapon Defense as a bonus feat, even if she lacks the prerequisites for it.

Perfect Two-Weapon Fighting: At level 20 an alacrite gains Perfect Two-Weapon Fighting as a bonus feat, even if she lacks the prerequisites for it.

Epic Alacrite[edit]

Table: The Epic Alacrite

Hit Die: d10

Level Special Speed Bonus
21st +70 ft.
22nd +80 ft.
23rd Bonus Feat +80 ft.
24th +80 ft.
25th +90 ft.
26th Bonus Feat +90 ft.
27th +90 ft.
28th +100 ft.
29th Bonus Feat +100 ft.
30th +100 ft.

2 + Int modifier skill points per level.

Fast Movement (Ex): Increases as before.

Bonus Feats: The epic alacrite gains a bonus feat (selected from the list of epic alacrite bonus feats) at 23rd level and every 3rd level thereafter, in levels after 20th.

Epic Alacrite Bonus Feat List: An alacrite may select any fighter feat or any epic fighter feat as an epic bonus feat, as well as: Great Dextarity and Great Constitution. They may also select the following, even if they do not fulfill the prerequisites: Dexterous Fortitude and Dexterous Will

Air Goblin Alacrite Starting Package[edit]

Weapons: Morningstar, Handaxe, Light Crossbow.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Tumble 4 Dex
Ride 4 Dex

Feat: Weapon Finesse.

Gear: Leather Armor, Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, quiver with 20 arrows.

Gold: 4d4

Campaign Information[edit]

Playing an Alacrite[edit]

Religion: Alacrites have no set way of approaching religion.

Other Classes: Alacrites often get along with dead eyes and arcane casters, how they react to individual divine casters depends on their beliefs, though they are usually willing to put them aside when they need help. Alacrites do not get along with Barbarians, seeing their attack form based on strength as brutish and unrefined.

Combat: Alacrites are a melee class. They keep things from attacking the more fragile party members.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Alacrites in the World[edit]

Either you tell me what I want to know, or I reduce you to a red, chunky, puddle.
—<-NPC name->, Airgoblin Alacrite

Alacrites are mercenaries, hit men, soldiers, and the like.

Daily Life: Alacrites who are not on a mission or some kind spend a few hours each day in training and exercise.

Notables: <-notable NPCs of this class->.

Organizations: Alacrites do not have any unique form of gathering, but congregate with others like them, often in guilds.

NPC Reactions: Alacrites are perceived much like a fighter to the public.

Alacrite Lore[edit]

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

Knowledge (Local)
DC Result
5 Alacrites move with alacrity.
10 Alacrites dual wield weapons.
15 Much of the alacrite's quickness is magical in nature.
20 <-very rare information->.

Alacrites in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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