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This class is based on Zenanarchist's Hunter-Slayer class that he didn't get a chance to complete. I really liked Death Step as a feature, and I wanted to make a class based around speed. This is my first homebrew base class.


The Swift Slayer
{table="head"]Level|BAB|Fort|Ref|Will|Special |Maneuvers Known|Maneuvers Readied|Stances Known

1st|+1|+0|+2|+0|Death Step, Maneuvers|3|3|1

2nd|+2|+0|+3|+0|Trackless Speed, Bonus feat|4|3|1

3rd|+3|+1|+3|+1|Fast Movement|5|3|1

4th|+4|+1|+4|+1|Uncanny Dodge|5|4|2

5th|+5|+1|+4|+1|Evasion|6|4|2

6th|+6/+1|+2|+5|+2|Improved Death Step|6|4|2

7th|+7/+2|+2|+5|+2|Bonus Feat|7|4|2

8th|+8/+3|+2|+6|+2|Acrobatics|7|5|2

9th|+9/+4|+3|+6|+3|Improved Uncanny Dodge|8|5|2

10th|+10/+5|+3|+7|+3|Swift Appraisal|8|5|3

11th|+11/+6/+1|+3|+7|+3|Blurred Step|9|5|3

12th|+12/+7/+2|+4|+8|+4|Gravity Defying Speed|9|5|3

13th|+13/+8/+3|+4|+8|+4|Bonus Feat|10|6|3

14th|+14/+9/+4|+4|+9|+4|Aggressive Death Step|10|6|3

15th|+15/+10/+5|+5|+9|+5|Improved Evasion|11|6|3

16th|+16/+11/+6/+1|+10|+10|+5|Slow Down|11|6|4

17th|+17/+12/+7/+2|+5|+10|+5|Freedom of Speed|12|6|4

18th|+18/+13/+8/+3|+6|+11|+6|Bonus Feat|12|6|4

19th|+19/+14/+9/+4|+6|+11|+6|Unknown Movement|13|7|4

20th|+20/+15/+10/+5|+6|+12|+6|Deadly Speed|14|7|4

[/table]
Hit Die: d8

Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (One of your choice) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight Of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)

Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features

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Weapon and Armor proficiencies:
The swift slayer is proficient with all simple and martial weapons, and with light armor.

Maneuvers:
You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Shadow Hand and Tiger Claw, plus one additional of your choice, chosen at first level. He gains the key skill of his chosen discipline as a class skill if he does not have it already.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied below). A maneuver usable by a swift slayer is considered an extraordinary ability unless noted otherwise in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver’s prerequisite in order to learn it. See the table on page 39 of the Tome of Battle to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered swift slayer level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you can lose the old maneuver in exchange for the new one. You can chose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level maneuver for a maneuver of 5th-level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied:
You can ready all of your maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Your ready your maneuvers by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all of your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You may recover a single expended maneuver by staying in the same space for a round. You may not switch stances or initiate any maneuvers the round you wish to recover a maneuver.

Stances Known:
You begin play with knowledge of one 1st-level stance from any discipline you have access to. At 5th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless noted otherwise in the stance description.

Unlike with new maneuvers you cannot learn a new stance at higher levels in place of one you already know.

Death Step (Ex):
The swift slayer has disassociated his movements so much from reality that existance just barely manages to acknowledge that he has moved at all.

His primal speed carries him from one spot to another in the blink of an eye, ignoring nearly all obstacles and pitfalls in their way. This ability uses a move action, and is almost exactly similar to regular movement except that he may ignore all difficult terrain and any obstacles so long as he has line of sight to the area. He may not pass through solid matter, or an effect such as Force Wall. The swift slayer still actually moves through the area, so area effect spells, such as cloud kill, effect him as he passes through them. This ability does not trigger attacks of opportunity, even if he passes through someone's threatened space. He may not use this ability when grappled, unless he succeeds at an opposed grapple or escape artist check.
At first level he may do this once per round, as a move action.
At fourth level he gains an additional use as a swift action, once per round.
At eight level he gains an additional use as a free action, once per round.
At twelfth level he gains an additional use as a free action, once per round.
Finally, at 16th level, gains one more additional use as a free action, once per round, for a total of 3 free Death Steps per round, one swift Death Step per round, and one move action Death Step per round.
The swift slayer must still make move silently and hide checks while utilising this method of movement, even at later levels. He is not teleporting, merely moving faster than the eye can follow.
The swift slayer may not perform this act of speed if he is wearing greater than light armor.

For example if a swift slayer of eighth level was twenty feet away from an opponent who was over a ledge ten feet wide, he may death step to his opponent, full attack, then death step up to his base land speed away. If he used a standard action attack instead of a full attack, he could then death step one more time(using his move death step)

Trackless Speed (Ex):
A swift slayer leaves no tracks.

Bonus Feats:
At 2nd level, and every 5 levels thereafter, a swift slayer gains a bonus feat from the following list. He must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Blind-Fight, Combat Reflexes, Darkstalker, Improved Initiative, Quick Draw, Rapid Reload, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Weapon Finesse.

Fast Movement (Ex):
The swift slayer's speed is supernaturally quick. His land speed increases by +10 feet.

Uncanny Dodge (Ex):
The swift slayer has keen perception, allowing him to react swiftly to sudden danger. Starting at 3rd level, he retains his Dexterity bonus to Armor Class (if any) even when caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If the swift slayer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Evasion (Ex):
At 3rd level and higher, a swift slayer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swift slayer is wearing light armor or no armor. A helpless swift slayer does not gain the benefit of evasion.

Improved Death Step (Ex):
At 7th level the swift slayer's death step becomes even more deadly. Now, the swift slayer does not immediately become visible after making a death step. However, he will still become visible if he attacks a foe, and he becomes visible at the end of his turn (unless he becomes invisible from a different source). This class feature also allows the swift slayer to touch one willing being and move them with him when he death steps.

Acrobatics (Ex):
A swift slayer of eighth level has taken his physical fitness to new heights. He gains +5 bonus to Balance, Climb, Jump, Swim, and Tumble checks and may use his death step to traverse a wall or other relatively smooth vertical surface if he begins and ends his move on a horizontal surface. Treat the wall as a normal floor for the purpose of measuring his movement. Passing from floor to wall or wall to floor costs no movement; he can change surfaces freely. If he ends his movement on a vertical surface, he must make a climb check to keep from sliding down. Additionally, any time the swift slayer falls and is within five feet of an uneven surface (cave wall, tree, broken brick wall) may slow his fall so that he takes 1 less die of falling damage for every two class levels of swift slayer he has.

Improved Uncanny Dodge (Ex): The swift slayer’s reaction time improves further, allowing him to evade attacks normally even when being attacked by multiple assailants. At level 8, the swift slayer can no longer be flanked. The swift slayer cannot be sneak attacked unless the attacker has four more effective rogue levels than the swift slayer has effective swift slayer levels. If the swift slayer has uncanny dodge from a different class, the levels from the classes that grant uncanny dodge stack to determine the minimum effective rogue level an attacker must have to flank the character.

Swift Appraisal(Ex):
The swift slayer add his Intelligence bonus to his Initiative.

Blurred Step (Ex):
The swift slayer's sheer speed makes him extremely difficult to track in combat starting at 11th level. On any turn when he uses his death step, the swift slayer's form appears to waver and shift, and he gains 20% concealment as if he was affected by a blur spell. This effect lasts until the beginning of his next turn. In addition, the Improved Death Step's invisibility is now not counteracted by See Invisibility spell, but it is counteracted by a True Seeing spell.
At 15th level, the blur effect cannot be counteracted with a true-seeing spell.

Gravity Defying Speed (Ex):
At 12th level the swift slayer is no longer bound by gravity. His death step is treated as flight if he wishes, and if he ends movement in the air, he may hover there for two rounds before he starts to fall.

Aggressive Death Step (Ex):
At 14th level, the swift slayer gains the ability to take an unwilling being with him when he death steps if he chooses. He must either be grappling the being, or make a touch attack against it. The being makes a will-saving throw, with a DC equal to 10+1/2 the swift slayer's level+his Dex modifier. If he fails, he is transported with the swift slayer, arriving in a square within 5 feet of where the swift slayer arrives. (If they are grappling, they remain grappling when they arrive)

Improved Evasion (Ex):
This ability works like evasion, except that while the swift slayer still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless swift slayer does not gain the benefit of improved evasion.

Slow Down
The swift slayer's perception is fast and detail-oriented, to keep up with his break-neck speed. When he slows down, however, his senses do not, making him quick at sizing up situations. Once per encounter, when the swift slayer stays in the same space for a round, he may take stock of his surroundings as a swift action that does not provoke attacks of opportunities. He gains one of the following benefits:
  • Gains a number of temporary HP equal to his HD. The use of this ability lasts for three rounds and doesn't stack with temporary HP from any other source or with itself.
  • Gain +2d6 insight bonus to damage on all attacks next round.
  • Gain +2 to attack on all attack rolls during the following round.
  • Gain +2 Dodge bonus to AC during the following round.
  • If there is an unwanted effect upon him whose duration is measured in rounds, make another saving throw against the effect to remove it if it originally granted a save.


Freedom of Speed (Ex):
At 17th level, a swift slayer acts as if he is permanently under the effect of a freedom of movement spell.

Unknown Movement (Ex):
A swift slayer is practically undetectable in his steps. He can't be detected by blindsight, touch sight, or tremor sense unless a successful spot check is made opposed to the swift slayer's hide check.

Deadly Speed(Ex):
At 20th level, the swift slayer gains the ability use a burst of superhuman speed to take two turns worth of actions in one round once per combat encounter. Following the use of Deadly Speed, the swift slayer must succeed a Fortitude save (DC 30) or become fatigued for 1d4+1 rounds.


Previous versions and changelog

Edited in the new class, this post is for keeping track of changes.
This post took a long time, holidays got the best of me, but now I'm back in business.
I edited the skills, changed death step, and tweaked class features. Traded invisibility for hide in plain site. I think it's looking pretty good.
I would like feedback on Slow Down's bonuses, Ethereal Step, and Aggressive Step primarily, as well as any other criticisms, concerns, or compliments