Speedster (Pathfinder Class)

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How they became this way may vary, some were born with it, others encountered a strange ritual, others were test subjects of an alchemist. However it happened a speedster relies on their immense speed to take out their enemies.

Making a Speedster[edit]

Fragile and weak speedsters count on their fast movements and fighting styles that compliment this.

Abilities: Speedsters

Races: Any whose movement speed is 20 or higher. This may be either natural land, swim, or fly speeds

Alignment: Any.

Starting Gold: 3d6×10 gp.

Hit Die: d6

Starting Age: As monk.

Table: The Speedster

Level Base
Attack Bonus
Saving Throws Speedy Punches Special
Fort Ref Will
1st +0 +0 +2 +0 -5/-5/-5 Fast Movement, Speedy Punches, Uncanny Dodge, Improved Unarmed Strike, Rapid Response
2nd +1 +0 + 3 +0 -4/-4/-4 Improved Charge, Static Build Up
3rd +2 +1 +3 +1 -4/-4/-4/-4 Improved Uncanny Dodge, Unseen Speed
4th +3 +1 +4 +1 -3/-3/-3/-3 True Speed, Snatch Arrows
5th +3 +1 +5 +1 -2/-2/-2/-2 Improved Uncanny Dodge, Phasing, Mobility
6th +4 +2 +5 +2 -2/-2/-2/-2/-2 Lightning Strike, Lightning Discharge
7th +5 +2 +5 +2 -1/-1/-1/-1/-1/-1 Kinetic Build Up, Blur
8th +6/+1 +2 +6 +2 0/0/0/0/0/0 Water Running, Tornado, Improved Fast Movement
9th +6/+1 +3 +6 +3 0/0/0/0/0/0 Share the Speed, Steal Speed
10th +7/+2 +3 +7 +3 +1/+1/+1/+1/+1/+1 Instant Movement
11th +8/+3 +3 +7 +3 +2/+2/+2/+2/+2/+2 Improved Unseen Speed, Enter Speed Force 1
12th +9/+4 +4 +8 +4 +2/+2/+2/+2/+2/+2/+2 Kinetic Force
13th +9/+4 +4 +8 +4 +3/+3/+3/+3/+3/+3/+3 Improved True Speed
14th +10/+5 +4 +9 +4 +4/+4/+4/+4/+4/+4/+4 Greater Phasing, Time Barrier, Speed Construct.
15th +11/+6/+1 +4 +9 +5 +4/+4/+4/+4/+4/+4/+4/+4 Travel Planes
16th +12/+7/+2 +5 +10 +5 +5/+5/+5/+5/+5/+5/+5/+5 Time Barrier Greater
17th +12/+7/+2 +5 +10 +5 +6/+6/+6/+6/+6/+6/+6/+6 Great True Speed
18th +13/+8/+3 +6 +11 +6 +6/+6/+6/+6/+6/+6/+6/+6/+6 Bonus Feat, Stop time
19th +14/+9/+4 +6 +11 +6 +7/+7/+7/+7/+7/+7/+7/+7/+7 Bonus Feat
20th +15/+10/+5 +6 +11 +6 +7/+7/+7/+7/+7/+7/+7/+7/+7/+7 Infinite Mass Punch, enter speed force 2

Class Skills (4 + Int modifier per level)
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Class Features[edit]

All of the following are class features of the Speedster. Please note all Speedster effects are extraordinary. Not supernatural, spell-like, or magical.

Weapon and Armor Proficiency: Speedster is proficient with all Simple and Martial weapons, as well as Light armor and shields (except Tower Shields).

Fast Movement: At first level a Speedster gains +40ft of movement speed to any natural movement speeds (except fly) they have, this bonus increases by 20ft for every additional level they have in this class. A speedster Requires twice as much food as normal for it's race.

Speedy Punches: As a full attack action a speedster can preform a series of unarmed attacks as many times as shown on the speedy punches table. These do 1d6 damage each and attack rapidly enough that every hit from them in one round count as a single attack just for purposes of DR. Attacks made with this have the Speedster's dexterity modifier to hit instead of their strength. When doing this they may choose to take two less attacks to have this is just a standard action.

Dodge: A Speedster gains Uncanny Dodge at 1st Level as a bonus feat.

Improved Unarmed Strike: A Speedster gains Improved unarmed strike at 1st level as a bonus feat. In addition any unarmed attacks are dexterity based to hit, not strength.

Rapid Response: A speedster's speed is unmatched, they gain their half-speedster level+3 to their initiative, acrobatics and slight of hand checks.

Improved Charge: A Speedster may do a charge attack ending with speedy punches as a full round action. For every 30 feet traveled before he comes into contact with the target, the first strike that hits this turn gains an additional 1d6 (Maximum number of extra dice equal to Speedster level+2) lighting damage, this does stack with Static Build Up.

Static Build Up: When doing a double movement, or triple with True Speed, action a Speedster's body sparks and crackles with electricity. The next time the speedster comes in contact with anything they may discharge this electricity dealing 1d8 (Maximum number of extra dice equal to Speedster level) damage for every 30 feet moved. This electricity fades from the Speedster's body at the end of their next turn. A Speedster with Static Build Up charge glows slightly, illuminating 10 ft. This does not count as a stealth penalty to Unseen Speed.

Improved Uncanny Dodge: At 3rd level a Speedster gains Uncanny Dodge.

Unseen Speed: When moving at his doing the maximum movement for a move action in a turn, a speedster may attempt a stealth check at -10 regardless of what else he is doing. He still takes penalties for attack or anything else that would incur a negative for a creature that is invisible.

True Speed: As long as a speedster is at a light load, he may move at seven times his movement speed when running. Double move instead goes at x3

Snatch Arrows: A speedster may snatch 1 arrow/4 lvls that pass within 5 feet of him a turn. He may throw it back or keep it. Throwing it back has the same range and damage that it originally did.

Phasing: When using True Speed, a Speedster may use 20 feet of movement speed to go through a 5 foot area, passing through harmlessly. If they end their turn in a occupied space they are forcibly ejected to the nearest empty space, taking 1d4 damage for every 5 foot moved.

Improved Uncanny Dodge: At 5th level a Speedster gains improved Uncanny Dodge.

Mobility: A speedster gains a climb, swim, and land speed if they don't already have one. This speed is equal to 10 ft for every speedster level. This climb speed is done as if the speedster is running along the surface. They also gain a burrow speed at 5 ft for every 15 ft of movement they have.

Lightning Strike: A Speedster can release their Static Build Up as a standard action in a line that extends 1/4 of the movement traveled for it. Anything within the line may do a reflex save for half damage DC= 10+Dex+Half lvl.

Lightning Discharge: A Speedster can release their Static Build Up as a standard action in a 10 foot burst. Anything within the line may do a reflex save for half damage DC= 10+Dex+lvl.

Kinetic Build Up: As a standard action after moving a Speedster may do a single punch, dealing an additional 1d8 (Maximum number of extra dice equal Speedster level) damage for every 30 feet moved. If a double or triple move is preformed this bonus lasts until the end of the next turn. If that turn another Double or Triple move then the amount of energy stored is kept until the end of the next. They may build this up to triple their speedster level.

Blur: When moving at least 10 feet a speedster gains 20% miss chance on himself until the beginning of their next turn. This part of the effect only starts after 10 ft of movement. When using True Speed at max movement a speedster gains 50% miss chance instead of 20%. This effect starts with the start of movement.

Tornado: As a full attack action, a speedster can spin making a small tornado in a 10 foot radius/ grows by 10 feet per speedster level. This effect is as Wild Wall except for the area. The Speedster is unaffected by this tornado. It persist for 1 round/level.

Improved Fast Movement: Starting at 8th level fast movement's bonus improves to +60 ft from +30 ft.

Water Running: A Speedster may run along any surface without penalty. Any damage that may occur for running on a harmful surface still happens.

Share The Speed: A speedster may transfer their bonus speed from this class to another character for up to 1 round/lvl. They may dismiss this at any time. They benefit from all class abilities except for those gained at level 10 and after. Also for every round they do a double move or use true speed they must make a DC 10+lvl perception check or be tripped up, due to them being unuse to the speed.

Steal Speed: As an immediate action, once a day per level whenever a speedster is in contact with a creature they may take any movement speed they have for 1 round/level. This may be through sword or physical contact. DC 10+lvl Fort save. If there is a fly speed that the speedster does not have than it is simply removed from the creature for the duration. If Share The Speed is used during the duration than this speed is transferred to the creature as well.

Instant Movement: When a speedster is at light load, they may use Dimension Door at will for them self and their equipment only as a move action. When doing this they count as running through as if using Phasing. They move too fast to be seen normally but still activate any effects that would happen by moving through any spaces, though they take no damage during this time. They may choose a path that would still be under the maximum range.

Improved Unseen Speed: When moving at his doing the maximum movement for a move action in a turn, a speedster may attempt a stealth check as if invisible. He takes no penalties for any action when it comes to finding his location.

Kinetic Force: As the last attack in Speed Punches, a Speedster may choose to empower their last attack. This attack counts as a touch attack. If it connects the speedster harashfully transfers their speed into the target for a moment it will cause them to go flying in the opposite direction for the speedster's highest movement speed, unless they succeed in a DC 10+1/2 lvl+dex fort save. Whenever it connects with anything it and the object hit takes 1d6 bludgeoning damage for every 40 ft left in it's movement. If the thing it connects with breaks the creature continues flying for another 5 feet for every 12 damage over the first hit's hp. The damage happens again if it connects with anything else. A speedster loses fast movement until the end of their next turn if they use this.

Improved True Speed: True speed now causes x10 speed instead of x7 for running, and x6 instead of x3 for double move.

Greater Phasing: As a standard action a Speedster can vibrate so rapidly that they count as being incorporeal until the end of their next turn.

Speed Construct: As a standard action a speedster can make a solid construct from their rapid movement and energy. This construct can take up to a 10 foot cube. It acts as a normal thing of it's type. If made into a sentient creature it must be a creature with CR 5 or less. It acts as that creature would be will obey what the speedster wishes. This lasts for 2 hours and a speedster can do it a number of times per day equal to his dexterity modifier.

Time Barrier: A Speedster can run so fast that they break the fabric of time. They can travel back in time 2d4 rounds once a week. Only they remember what happened before the time travel. The other version of the Speedster in that time vanishes.

Great True Speed: A Speedster can move at x15 movement for running and x10 for a double move.

Infinite Mass Punch: Limits for Improved Charge, Static Build Up, and Kinetic Build Up are removed. All dice increase by 1 size.

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