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2010-12-11, 10:33 AM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
I like the idea, but Death Step is really abuseable and makes the class too good as a dip. It's like a scaling, more flexive Shadow Jaunt. I really really like the idea but this seems too powerful. Maybe you could make so that, at 1st level, you need a full-round action to shadow step and make a single melee attack.
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2010-12-11, 04:19 PM (ISO 8601)
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2010-12-16, 08:28 AM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Yes, but then you can use a strike. With my suggestion, you are restricted to a vanilla melee attack.
Also, I believe this class should get a lot less maneuvers/level than it does. The only other ToB class with access to teleportation has the worst bab on the book and only gets it at level 3. If I could play a class with this class features, access to two disciplines and one or two less maneuvers per day I'd already be pretty satisfied.
I really liked this, so I made it an in-depth analysis.
Man, that's a bit soon. This class gains better class features than Warblades and they have to wait until 5th level for their first bonus feat...
...and their bonus feat list is a lot worst. See, I wouldn't change your feat list though, because Warblade's bonus feat list is the one that should use some love. If you do use my option of removing maneuvers known/readied and discipline access, I'd add Martial Study/Stance to the bonus feat list.
I really think this should be a part of death step. You gain increasingly higher speed.
That's a lot of cookies for a single level. You should spread this a little. No full base attack class gains those so fast and no class actually gets uncanny dodge before 4th, IIRC.
I think this is too powerful. First, I think hide in plain sight works a lot better, since you have to hide (with a penalty due to movement/attacking) and thus can be detected (and those very fast guys in fiction are always eventually detected). Secondly, I think the swift slayer should have to carry that person and it would to be a light load.
I like the skill bonus. I just think the wall walking is a bit too powerful. It should work more like Up the Walls (the psionic feat), IMHO.
You should add the level in which the abilities are gained. A little fluff would be welcome as well.
As I said before, I think it should apply to attacks of opportunity around level 4. During the whole round seems nice enough at level 11.
I think this is too much. Also if you do change invisibility for hide in plain sight, you don't need this, as divinations can't do squat about Hide.
Dunno. This is level apropriate but sounds like too much. I like the flavor, don't get me wrong, but an actual flight speed seems too much, specially if it's unlimited. Levitate as a spell-like ability (triggered by a swift action, even) maybe a number of times per day equal to your Int or Dex modifier would be better, IMHO.
First, I don't think you should allow it on a touch attack. Too powerful. Also... a will saving throw? I thought this was not a teleport!
Also, I think this should work more like bull rush, except the Swift Slayer can change direction and would gain a bonus based on how much he moved before hitting the victim (say, +1 or +2 per square).
I think 'neck breaking speed' sounds a lot better. I love this ability, btw.
[QUOTE=The Antigamer;9795352]
- 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.
I think you should change 'next round' to 'until the end of the next round'. Slow Down requires no action, only that you don't move (actually, maybe you should require a swift action here - heck, make it a move action, it fits the flavor and you can also change stances) and this would allow you to benefit from it at the same round you use it.
I'd increase the dodge bonus to AC, btw. I just don't see anyone using it as it is.
17th level is 17th level so I think this is ok.
Why did you even bother with Darkstalker as a bonus feat, then? I think this is unnecessary.
I love it, awesome capstone. I just think consequences should be harsher - I'm thinking Rock Lee here. Maybe ability damage, daze instead (or in addition to) fatigue. Also, I'd make it a Constitution check (DC 20) instead of a Fortitude save... or maybe remove the check.Last edited by true_shinken; 2010-12-16 at 10:04 AM.
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2010-12-16, 07:55 PM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
But I'm ok with that, I think using a strike after death stepping is a good feature. However, I may make it so you can't use a strike immediately after death-stepping until later in the class.
Also, I believe this class should get a lot less maneuvers/level than it does. The only other ToB class with access to teleportation has the worst bab on the book and only gets it at level 3. If I could play a class with this class features, access to two disciplines and one or two less maneuvers per day I'd already be pretty satisfied.
I really liked this, so I made it an in-depth analysis.
Skills
This I disagree with. See, the class as you put it is simply better than the classes in Tome of Battle. The class features are really really good, the chassis is not so bad (it's a Swordsage with full bab), you gain proficiency with ranged weapons (Warblades don't) and you also get to pick a discipline. This is a choice none of the ToB classes have.
Most homebrewed disciplines include an 'access option' like spending skill points, XP or a feat, so I would leave the Swift Slayer with only Shadow Hand and Tiger Claw. Maybe even swap Shadow Hand for Diamond Mind, since it deals more with speed. The Slow Down class feature has a lot in common with Time Stands Still.
I usually allow ToB classes to trade out a discipline for free anyway.
This is more Diamond Mind flavour, btw.
I really like this recovery method, I just thought I'd say that.
I really like the way you put this. I like how you avoided the Shadow Jaunt text here (as in, teleports that require line of sight and line of effect). This means skills like Climb and Tumble are still important for a Swift Slayer.
I don't really get this. If he can't go through solid matter, how does he ignore all difficult terrain and obstacles? If you are going for a more mudane 'very fast' thing here, I think you should make so that the Swift Slayer does not ignore obstacles or anything; he needs to circumvent them. Difficult terrain would still allow him to use this ability, he would only do it at half speed (as usual).
This I dislike. You just made the Tumble skill useless. Perhaps the Swift Slayer could gain an effect similar to Quicksilver Boots - 20% miss chance on all attacks of opportunity. I wouldn't give this ability at this level, though.
You should just say he can't use this while grappled. He needs to escape the grapple to use Death Step and he needs a grapple/escape artist check to do so.
See, what I dislike here is that you cramped a lot of power into the first level of Death Step and then only the action you need to perform it increases. Remember that miss chance on attacks of opportunity I mentioned earlier? That would be a nice level to gain it.
Here, things start going crazy. That's too much death steps! This guy is now D&D's Road Runner! Nothing will be as fast as him - he can run as a full-round action to move 4x his speed, then he death steps as a free action for another time his speed and then he death steps as a swift action for another time his speed. This guy just moved 6x his speed (which gets enhancements), 7x if the took the Run feat. If he is a xeph, with xeph celerity and fast movement, his base speed would be 70. That means 490ft without spending any expandable resources. No class can do anything similar - wizards need their higher level spell to cast something that move that far (it moves even farther and has no restrictions, bu that's wizards we are talking about).
So it just seems too much, really. Instead of giving additional death steps, I think you should give additional abilities. Maybe some kind of Hide in Plain Sight while moving, walking over water, that kind of thing.
You could use the full text of the Trackless Step feature here.
Man, that's a bit soon. This class gains better class features than Warblades and they have to wait until 5th level for their first bonus feat...
...and their bonus feat list is a lot worst. See, I wouldn't change your feat list though, because Warblade's bonus feat list is the one that should use some love. If you do use my option of removing maneuvers known/readied and discipline access, I'd add Martial Study/Stance to the bonus feat list.
I really think this should be a part of death step. You gain increasingly higher speed.
That's a lot of cookies for a single level. You should spread this a little. No full base attack class gains those so fast and no class actually gets uncanny dodge before 4th, IIRC.
I think this is too powerful. First, I think hide in plain sight works a lot better, since you have to hide (with a penalty due to movement/attacking) and thus can be detected (and those very fast guys in fiction are always eventually detected). Secondly, I think the swift slayer should have to carry that person and it would to be a light load.
I like the skill bonus. I just think the wall walking is a bit too powerful. It should work more like Up the Walls (the psionic feat), IMHO.
You should add the level in which the abilities are gained. A little fluff would be welcome as well.
I think this is too much. Also if you do change invisibility for hide in plain sight, you don't need this, as divinations can't do squat about Hide.
Dunno. This is level apropriate but sounds like too much. I like the flavor, don't get me wrong, but an actual flight speed seems too much, specially if it's unlimited. Levitate as a spell-like ability (triggered by a swift action, even) maybe a number of times per day equal to your Int or Dex modifier would be better, IMHO.
First, I don't think you should allow it on a touch attack. Too powerful. Also... a will saving throw? I thought this was not a teleport!
Also, I think this should work more like bull rush, except the Swift Slayer can change direction and would gain a bonus based on how much he moved before hitting the victim (say, +1 or +2 per square).
I think you should change 'next round' to 'until the end of the next round'. Slow Down requires no action, only that you don't move (actually, maybe you should require a swift action here - heck, make it a move action, it fits the flavor and you can also change stances) and this would allow you to benefit from it at the same round you use it.
I'd increase the dodge bonus to AC, btw. I just don't see anyone using it as it is.
17th level is 17th level so I think this is ok.
Why did you even bother with Darkstalker as a bonus feat, then? I think this is unnecessary.
I love it, awesome capstone. I just think consequences should be harsher - I'm thinking Rock Lee here. Maybe ability damage, daze instead (or in addition to) fatigue. Also, I'd make it a Constitution check (DC 20) instead of a Fortitude save... or maybe remove the check.
Thanks for such an in-depth review, I'll consider your words very carefully as I edit later tonight.
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2010-12-28, 04:57 AM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Previous Version
SpoilerThis 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
SpoilerWeapon 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
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2011-01-10, 11:23 AM (ISO 8601)
- Join Date
- Jan 2010
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- Boston, MA
Re: The Swift Slayer [3.5 base class] PEACH appreciated
Alrighty.
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, Blurred Step, Death Step(Swift)|5|4|2
5th|+5|+1|+4|+1|Evasion|6|4|2
6th|+6/+1|+2|+5|+2|Hidden Step|6|4|2
7th|+7/+2|+2|+5|+2|Bonus Feat, Friendly Step|7|4|2
8th|+8/+3|+2|+6|+2|Acrobatics, Death Step(Free, 2/round)|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|Improved Blurred Step|9|5|3
12th|+12/+7/+2|+4|+8|+4|Gravity Defying Step, Death Step(3/round)|9|5|3
13th|+13/+8/+3|+4|+8|+4|Bonus Feat|10|6|3
14th|+14/+9/+4|+4|+9|+4|Aggressive 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, Death Step(4/round)|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|Ethereal Step|13|7|4
20th|+20/+15/+10/+5|+6|+12|+6|Deadly Speed|14|7|4
[/table]
Hit Die: d8
Class Skills:
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (One of your choice) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Sleight Of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
[SPOILER]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. A Swift Slayer chooses his maneuvers from two disciplines chosen at first level. He gains the key skill of his chosen discipline as a class skill if he does not have it already.
<standard maneuver rules cut>
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 remaining motionless 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 not moving, 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 trigger attacks of opportunity, if he passes through someone's threatened space. He may not use this ability when grappled.
At first level he may do this once per round, as a move action.
At fourth level it only takes a swift action to Death Step
At eight level it only takes a free action to Death Step, and from now on he treats his base land speed as 10' higher for the purpose of Death Step.
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.
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, and full attack.
Trackless Speed (Ex):
Starting at 2nd level, a Swift leaves no trail and cannot be tracked. He may choose to leave a trail if so desired, but he must move at 50% speed.
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. At third level his base 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 4th 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.
Blurred Step (Ex):
Starting at 4th level, the swift slayer's form becomes a blurred shape when he death steps. He gains a 20% miss chance to attacks of opportunity that would be triggered by death step movement.
Evasion (Ex):
At 5th 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.
Hidden Step (Ex):
At 6th level the swift slayer's movement is so quick he becomes practically invisible. A swift slayer gains hide in plain sight (can use the Hide skill even while being observed) when he is Death Stepping, and for one round after a Death Step, or until the slayer attacks.
Friendly Step (Ex);
At 7th level, a swift slayer may take a willing being 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): At 9th level, 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):
Starting at 10th level, the swift slayer add his Intelligence bonus to his Initiative.
Improved 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.
Gravity Defying Step (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 until the end of his next turn before he starts to fall.
Aggressive Step (Ex):
At 14th level, the swift slayer is able to transfer his speed to an unwilling opponent. If he death steps to a square adjacent to an enemy, he may make a special bull rush attempt as a standard action. He adds 2 to his opposed strength check, and, in addition, may forgoe any number of death steps he has remaining in the round; he gains an additional +1 to his check for every 5' of death step forgone in this manner. He does not need to move with his opponent to continue pushing him back an additional 5 feet for each 5 points by which his check result is greater than the defender’s check result, and the opponent can exceed his normal movement limit.
Improved Evasion (Ex):
At 15th level, the swift slayer's reflexes have become superhuman. 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 (Ex):
The swift slayer's perception is fast and detail-oriented, to keep up with his neck-breaking speed. When he slows down, however, his senses do not, making him quick at sizing up situations. Starting at 16th level, 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 +3d6 insight bonus to damage on all attacks until the end of the next round.
- Gain +6 to attack on all attack rolls until the end of the round.
- Gain +9 Dodge bonus to AC during the following until the end of the 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.
Ethereal Step (Ex):
At 19th level, the Swift Slayer's speed breaks through reality. Whenever he death steps, he may act as if under the effects of an etheral jaunt spell, except that he moves at full speed.
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 constitution save (DC 25) or become fatigued for 1d4+1 rounds.
Overall, I like the class. It's got maneuvers (which are always fun) and a lot of powerful abilities. The issue I find is that its maneuvers don't really add a lot except power. They seem tacked on. This class would be a solid low T3 without maneuvers, but is bordering on T2 with them. Consider sharply reducing the number of maneuvers available (and maneuvers you can ready) but giving them a stronger recharge mechanic (maybe close to a warblade's) to make them more supplementary to the class's very powerful motion and combat abilities. Its Death Step ability should feel like it's the focus of its combat power rather than a big pile of maneuvers.HOMEBREW
The Phase Dancer - A spellsword who has learned to use teleportation to stab people.
The Stalwart - An unarmed, unarmored wall of muscle that fights with surges of strength and massive combat maneuver combos.
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2011-01-10, 01:31 PM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Hmm, I don't quite agree here. T2 is supposed to be classes with abilities that are gamebreaking, as in chain gating, infinite PP and similar stuff. Adding maneuvers don't add such things (except IHS, under a generous interpretation, but considering the Warblade is T3, I don't think so.), so it's still a T3. A T3 with more power and flexibility, but still a T3.
Every time I post a statement feel free to add 'In my opinion...' whenever applicable.
Avatar by Balford
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2011-01-10, 02:48 PM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Thanks for the review Cheesey!
Basic mechanics look alright, though full BAB seems a bit much for a class more focused around movement.
Seems fine. Maybe an exotic weapon of their choice?
I like the readying mechanic, but...I'm not sure about the recovery. One the one hand it seems kind of weak. Swordsage-esque, almost. On the other hand, you can still attack while you're doing this, you just can't move. I suppose it's all right, it just seems odd. The two disciplines thing is really, really limiting. I'd recommend allowing more disciplines from a limited list instead. Also, see my bit at the end about restructuring maneuvers.
So he can move over obstacles and ignore difficult terrain, using swift actions to do it at later levels. Seems like a good tradeoff, though that's an impressive amount of movement at higher levels. Can he do this between attacks in a full attack like you can with 5-foot steps? If so you may want to tone down the movement a bit. Otherwise a very fun ability. It should probably be supernatural, though. It doesn't seem like something you could do from pure skill.
Sounds fine, though Darkstalker's a pretty powerful feat to be putting in here for free.
Give the bonus a type (enhancement, preferably). Otherwise fits perfectly with the class.
Not sure how I feel about this. HiPS is powerful, even situationally like that. I'd recommend taking a second look at this.
Getting pretty parkour-esque at this point, but alright. As long as it doesn't extend to ceilings.
Haven't seen int used for this class anywhere else. This seems kind of out of the blue, mechanics-wise.
I'd make him start falling at the start of his next turn if he doesn't death step. Continual movement is fine, but I can't envision a frontline melee character shooting through the air like this and attacking and the like.
I think this should come into play at a higher level. Improved evasion is really strong. >>
Significantly decrease the dodge bonus. +4 or +5, preferably. I'd also move the attack bonus down to +4 or so. I'm also not sure how he gets a save against an effect from "sizing things up". That seems odd.
Pretty powerful, but good for level 19. This should absolutely, definitely, certainly be supernatural, though. It's almost the definition of what supernatural is.
Overall, I like the class. It's got maneuvers (which are always fun) and a lot of powerful abilities. The issue I find is that its maneuvers don't really add a lot except power. They seem tacked on. This class would be a solid low T3 without maneuvers, but is bordering on T2 with them. Consider sharply reducing the number of maneuvers available (and maneuvers you can ready) but giving them a stronger recharge mechanic (maybe close to a warblade's) to make them more supplementary to the class's very powerful motion and combat abilities. Its Death Step ability should feel like it's the focus of its combat power rather than a big pile of maneuvers.
Yes, like he said.
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2011-01-10, 05:52 PM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Yeah, I misused that analogy a bit. I'm aware of the tier system, but...well, I don't know. I feel like the class shouldn't be just another heavy maneuver-using class. Maneuvers feel better to me as an auxiliary. It's not great reasoning, but my gut hasn't steered me wrong in the past.
EDIT: I can phrase this a lot better, sorry. Basically, don't disregard what I'm saying just because of one tiny slip-up in language.Last edited by Cheesy74; 2011-01-10 at 05:56 PM.
HOMEBREW
The Phase Dancer - A spellsword who has learned to use teleportation to stab people.
The Stalwart - An unarmed, unarmored wall of muscle that fights with surges of strength and massive combat maneuver combos.
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2011-01-11, 05:49 AM (ISO 8601)
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- Seattle
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
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2011-01-11, 06:29 AM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Try some precision damage. Gestalt this with Scout for a slightly rapetastic insanity.
Alternatively, define which two schools you have (Desert Wind x Shadow Hand seem appropriate).
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2011-01-11, 04:49 PM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
Funny thing is, I had precision damage at first, and it was decided that maneuvers would be better
I don't define the schools because I love me some homebrewed disciplines, and it's the main way for individual swift slayers to differentiate themselves in style. I guess I probably should though.
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2011-01-11, 05:28 PM (ISO 8601)
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Re: The Swift Slayer [3.5 base class] PEACH appreciated
What you could do is decide one and leave the other open, or give a list to choose from.
Every time I post a statement feel free to add 'In my opinion...' whenever applicable.
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2011-01-11, 05:45 PM (ISO 8601)
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