User:DraconicMan/Bionic Speedster (3.5e Class)

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Author: DraconicMan (talk)
Date Created: 9/20/2009
Status: complete
Editing: corrections only
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A bionic who devotes their power to increasing their speed 1


Bionic Speedster[edit]

Speedsters have devoted their bionics to become faster than anything else.

Making a speedster[edit]

Speedsters move across the battle field with extreme speed to quickly subdue opponents.

Abilities: dexterity, strength.

Races: Only bionics may become this.

Alignment: Any.

Starting Gold: 3d4x10.

Starting Age: As rogue

Table: The Bionic Speedster

Hit Die: dd6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Speedster 1, Friction
2nd +2 +3 +3 +0 Speedster 2, Movement Focus 1,+1 dodge bonus to AC
3rd +3 +3 +3 +1 Speedster 3
4th +4 +4 +4 +1 Speedster 4, Movement Focus 2, +1 dodge bonus to AC
5th +5 +4 +4 +1 Speedster 5
6th +6/+1 +5 +5 +2 Speedster 6, Movement Focus 3, +1 dodge bonus to AC
7th +7/+2 +5 +5 +2 Speedster 7
8th +8/+3 +6 +6 +2 Speedster 8, Movement Focus 4, +1 dodge bonus to AC
9th +9/+4 +6 +6 +3 Speedster 9
10th +10/+5 +7 +7 +3 Speedster 10, Movement Focus 5, Bionic Adaptation +3 dodge bonus to AC

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the Speedsters.

Note:Any character with a speedster level may not gain the run feet unless they have 10 level 2 bionic classes.

Weapon and Armor Proficiency: Light armor, bows, crossbows, may choose one exotic or two mundane weapons to be proficient in.

Speedster: Each level a speedster becomes higher based on level and some additional bonuses, feats gained ignores any prerequisites:

Level 1: 50 feet, Dodge, Evasion, can draw weapon or get any weapon out of their belongings as a free action.

Level 2: 60 feet, Mobility, Point Blank Shot

Level 3: 70 feet, Spring Attack, Shot on the Run

Level 4: 80 feet, Whirlwind Attack (this may be used with Spring attack)

Level 5: 100 feet, Rapid shot, moving no longer causes an attack of opportunity unless opponent in range has reach of 5 foot or greater.

Level 6: 110 feet, Manyshot, Ghost Attack

Level 7: 120 feet, Greater Manyshot

Level 8: 130 feet, Jack of All Trades

Level 9: 140 feet, once per encounter a speedster may super charge any creature to give them all abilities and feats gained from this class for 1d10 rounds, the speedster looses these bonuses until the super charge wears off. They may not use the run feat. Level 10: 200 feet, may make 2 free actions and 2 standard actions a turn, may not use both to do the same thing (i.e. using it to do multiple attacks).

Friction: Whenever an attack is made when you use your full movement speed this round before the attack the commando deals +2 damage per level as fire damage. They may not make any other action other than the movement and to attack, or, as a standard action, they may project a fire ball that deals 1d4 (+1 per level), this is a single target and must be aimed.

Movement Focus: While using this they may only make a movement action this turn, however any speed is doubled and gain the following affects based on the level, these affects last until the next round and acts as if it doesn't end if the speedster chooses to use it again, must be able to move 5 feet before activating, must move at least 10 feet each turn:

Level 1: Make no sound when running unless a listen check is made for Dc 15+ 1 per level, act as if usingSpider Climb, +1 to any Climb, Escape Artist or Tumble roll, When jumping over an obstacle causes it to count as 10 foot less jump

Level 2: Acts as if using Invisibility, +2 to any Climb, Escape Artist or Tumble roll, When jumping over an obstacle causes it to count as 15 foot less jump

Level 3: May run on water, does not trigger any weight sensitive traps, +3 to any Climb, Escape Artist or Tumble roll, When jumping over an obstacle causes it to count as 20 foot less jump

Level 4: May run on air as if flying at the same speed, +4 to any Climb, Escape Artist or Tumble roll, When jumping over an obstacle causes it to count as 25 foot less jump

Level 5: Acts as if Incorporeal, +5 to any Climb, Escape Artist or Tumble roll, When jumping over an obstacle causes it to count as 30 foot less jump

Bionic Adaptation:At level 10 a Bionic commando has learned all it can for this, it may be a level one during this level in either of the other 2 bionic classes without needing any extra exp.

Ex-bionics[edit]

If a bionic looses their bionics they loose all bionic powers. If regained they also gain back all powers



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