King of Racers (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Eiji-kun (talk)
Date Created: 7-16-18
Status: Complete
Editing: Mechanical changes on Talk
Scale.png Unquantifiable
ArticleUndiscussed.png
Rate this article
Discuss this article

Become a master of driving cars, turning a vehicle into a weapon. 3 2 Other Other Other Other Other Other


King of Racers[edit]

Stop steering and start driving. This ain't no dead piece of metal. A car's a living, breathing thing, and she's alive. Feel it talking to you. Telling you what she wants, what she needs. All you gotta do is listen. Close your eyes and listen.
—Lex, Human King of Racers, Secrets of Speed Vol 1.

They told you that you should be going into battle with a weapon and armor, or ride a horse like some common knight. Fools, you have a car! You will be the fastest warrior of them all!

Becoming a King of Racers[edit]

Entry Requirements
Skills: Pilot or Ride 5 ranks.
Feats: Mounted Combat.

Table: The King of Racers

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Astral Car, Special Partial Advancement, Stunt Feat
2nd +0 +0 +0 +0 Stunt Feat, Vehicle Link
3rd +0 +0 +0 +0 Stunt Feat, You've Got Boost Power

Class Skills (2 + Int modifier per level.)
. As previous class.

Class Features[edit]

All of the following are class features of the King of Racers.

Astral Car (Su): The king of racers can summon a special car from the astral plane formed from the essence of speed at will as a 1 round action. This is not unlike an astral construct and the vehicle can appear to be anything from a car, a truck, or even a motorcycle. The astral car is one size larger than its summoner and by default can only hold and be operated by the summoner themselves. It is considered a quadruped for the purposes of carrying capacity. They can choose to appear in the car or outside of it up to a range of Close. The car is technically made of ectoplasm, but is appears quite real. A close inspection reveals a magic rune that reveals its supernatural nature.

The astral car is open-top and doesn't provide any more cover than a normal mount would. It has no will to move on its own, but when driven by the king of racers it has 10 hit points per character level and a speed of 10 ft per character level (maximum 200 ft at 20th). Though it has a land speed, its wheels give it a maneuverability as if it had a fly speed (average maneuverability). It cannot make jump checks without some form of ramp or cliff. It has a feral strike slam sized for it, and the ability scores and saving throws of an astral construct of a psion of your level, though it uses its actual size modifier. When attended, it uses its own saves or yours, whichever is better. It does not receive bonus hit points for size. It is one size larger than you and counts as a (long) creature. It cannot take attacks of opportunity, but you may make attacks of opportunity through it.

Operating the astral car requires both hands and a standard action, allowing it to make its full round of actions such as moving or attacking. Attacks with the astral car's feral slam use your BAB + your Dexterity modifier to attack, and use the car's Strength for damage. No matter how many times you summon or dismiss your astral car it is the same vehicle each time, and retains hp and damage from previous. If it loses all of its hit points the astral car disappears and cannot be re-summoned for 24 hours after which it is repaired at full hit points. Any effect which repairs constructs can also repair an astral car.

The astral car's slam attack may be enhanced as a manufactured weapon or even reforged with special materials, and the astral car's body can be enhanced as light armor or reforged with special materials. The body can also be replaced with unique armor, which costs as much as barding for a creature of its size. However it is not considered proficient in this armor unless the driver also is, and medium and heavy armors reduce its speed by 2/3 as normal. The astral car can also be equipped with magic items suitable for a mount, using tires in place of horseshoes and seating in place of saddles.

The astral car counts as astral construct for the purpose of feats and pre-requisites, though most astral construct abilities do not function on it. Astral cars come with built in bullseye lanterns with unlimited fuel.

Special Partial Advancement: The king of racers levels stack with levels in one other pre-existing class of your choice (determined each time you take a level of king of racers) for the purpose of determining abilities based off class level. For example, you can advance caster level, initiator level, sneak attack, rages per day, and other abilities. You do not gain new abilities granted by your class (including greater and mighty rage), nor do you learn any new maneuvers known or spells known.

In addition king of racers adopts the BAB, HD, saves, skill points, and class skills of your previous class, advancing them as if you never stopped taking your previous class.

Stunt Feat: The king of racers can unlock special abilities which apply to both their astral car, or any valid vehicle. They gain a bonus feat every level from any feat which requires Mounted Combat or from the following list: All Terrain Wheels, Attack on the Run, Dive Drive, Drill Drive, Drift Mastery, Drive Charge, Expand Astral Car, Hydraulic Acrobatics, Improved Vehicle Maneuverability, Inertial Movement, Nitro Burst, Nitro Warp, Run, Sealed Vehicle, Sky Drive, Spinout, and Weaponize Astral Car.

You must qualify for the feat as normal. Feats which apply to mounts now apply to your astral car, and any of these feats here can apply to yourself or your astral car if applicable to both.

Vehicle Link (Su): A 2nd level king of racers have a supernatural bond to any vehicle they ride. While driving any vehicle, said vehicle requires no fuel, no wind, or no other source of motive force. If your vehicle is somehow toppled or placed in an environment it cannot operate in you can right it right side up and move it to the nearest valid surface it can ride over the course of 1 round of focus. You must be driving said vehicle in order to do this.

Both your astral car and the last vehicle you rode have a spiritual link to you so long as no one else has operated the vehicle. You may call it to your side, with the car moving to your location at its normal speed. It drives using your abilities but can only move and cannot perform any other actions other than moving to your side on the shortest route.

You've Got Boost Power (Ex): A king of racers ideally goes first. At 3rd level, if the king of racers goes first in initiative or is in a surprise round, they gain an extra standard action on the first round of combat.

Campaign Information[edit]

Playing a King of Racers[edit]

Combat: You will likely want to pick up Attack on the Run or Spring Attack, zooming back and forth attacking on the way. However not every fight can be on an open field, so a king of racers must be prepared to handle what to do when they are unable to drive their car.

Advancement: A king of racers is a side goal on a main build. More feats can always be placed into improving your car, but you can follow your previous path as well.

Resources: Kings of racers may end up in official racing scenarios, and get sponsors as a result. This however is not the life of an adventuring racer.

Kings of Racers in the World[edit]

You're too slow!
—Maurice Bushpig, Needlemus King of Racers

NPC Reactions: Commoners get out of the way, you're trying to race here!

King of Racers Lore[edit]

Characters with ranks in Knowledge Arcana can research Kings of Racers 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 A king of racers can summon a car made from the essence of speed. They zoom around and fight with the car as their weapon.
15 Kings of racers need no fuel, and can summon any vehicle they have made their own with a thought.
20 The best kings of racers always start first and make the best of it. Life is a race, and you're going to lose.
30 Those that reach this level of success can research specific kings of racers, their car, and other bits of trivia.

Kings of Racers in the Game[edit]

Adaptation: It will be difficult to pull off in a setting without cars, but in theory any autonomously powered vehicle might function.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv