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    Firbolg in the Playground
     
    Milo v3's Avatar

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    Aug 2010
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    Australia
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    Default Swift as a thief, Strong as a cannon [3.PF Class](PEACH)

    Swift Kinetic
    "You want me to kinetically charge these cards - and use 'em to make a new doorway outta the wall instead? Just when I was afraid the only reason ya asked me to come along is my irresistible animal magnetism."

    Magical taint in the blood can have very eldritch effects, often this would result in a sorcerer, but sometimes a person is born who has different talents.

    Born with the power to manipulate kinetic energy, the Swift Kinetic's are nimble dervishes; who can energize objects, accelerate his healing, move with supernatural agility, and immobilize foes with but a touch.

    Role: Swift Kinetics are nimble warriors, but there lack of protection reduces their potential at fighting at the frontline. Instead, they use their wide-range of skills to access areas others cannot, and strike foes when they can't strike back.

    Alignment: Swift Kinetics can be of any alignment.

    Hit Die: d6.

    Starting Gold: As Rogue.

    Class Skills
    The Swift Kinetic's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

    Skill Points per level: (6 + Int modifier)

    Swift Kinetic
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fast Movement

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Kinetic Charge +1d6, Thrown Force|
    -

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Improvised Accuracy, Trapfinding|
    -

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Evasion, Kinetic Charge +2d6|
    -

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Mental Static, Weapon Finesse|
    -

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Kinetic Charge +3d6, Swift Step|+10 ft.

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Sneak Attack +1d6|+10 ft.

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Kinetic Charge +4d6|+10 ft.

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Improved Mental Static, Swift Stealth|+10 ft.

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +7
    |Uncanny Dodge, Kinetic Charge +5d6|+10 ft.

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Weapon Subtly|+20 ft.

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +8
    |Kinetic Charge +6d6, Telekinetic|+20 ft.

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Improved Evasion, Sneak Attack +2d6|+20 ft.

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +9
    |Concussion Blast, Kinetic Charge +7d6|+20 ft.

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |Kinetic Burst|+20 ft.

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +10
    |Kinetic Agitation, Kinetic Charge +8d6|+20 ft.

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Improved Uncanny Dodge|+20 ft.

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Kinetic Charge +9d6, Zero Kinetic|+20 ft.

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Improved Kinetic Burst, Sneak Attack +3d6|+20 ft.

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Kinetic Charge +10d6|+20 ft.

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Swift as Death|+30 ft.[/table]

    Class Features
    All of the following are class features of the Swift Kinetic.

    Weapon and Armor Proficiencies: Swift Kinetics are proficient with all improvised, and simple weapons. They are proficient with light armor, but not with shields.

    Kinetic Charge (Su): With a touch the Swift Kinetic can charge an object with Kinetic Energy. When an object charged with Kinetic energy hits, it deals additional sonic damage damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Kinetic levels thereafter. Should the Swift Kinetic score a critical hit with a sneak attack, this extra damage is not multiplied.

    To charge an object, the Kinetic must be in physical contact with it, and expend an action, how long this action takes is dependent on the size of the object. Note, after an object is charged, it only remains charged for 1d4 rounds.


    Ranged attacks can count as sneak attacks only if the target is within 30 feet, and the ammunition fired was charged with kinetic energy. When making an unarmed attack, the Swift Kinetic can charge his limbs with Kinetic energy as a free action.

    Thrown Force (Ex): Swift Kinetics generally fight at range, utilising thrown weapons with great skill. When throwing a weapon, its range is tripled.

    Improvised Accuracy (Ex): Swift Kinetics know that anything can be a weapon when force is correctly applied, but aiming it correctly is a skill. Upon reaching second level, a Kinetic gains the Weapon Focus (Improvised Weapons) feat as a bonus feat. This feat affects one type of Improved Weapon, chosen when this ability is gained.

    Trapfinding: A Swift Kinetic of Second level adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Kinetic can use Disable Device to disarm magic traps.

    Evasion (Ex): At 3rd level and higher, a Swift Kinetic 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Mental Static (Su): The Kinetic energy which infuses your body disturbs attempts to read your mind. Upon reaching fourth level, anyone targeting the Swift Kinetic with a thought detection, mind control, or telepathic ability must make a Concentration check (DC 10) or have the attempt fail.

    At 8th level, the DC for the Concentration check is increased by a number equal to your Swift Kinetic Level.

    Weapon Finesse: Once a Swift Kinetic attains 4th level he gains Weapon Finesse as a bonus feat.

    Swift Step (Su): When a Swift Kinetic reaches 5th level, he starts to increase the kinetic energy within his body. He gains a +10 ft. bonus to his Base Land Speed.

    At 10th level, this bonus increases to +20 ft., and at 20th level, it increases to +30 ft.

    Sneak Attack: When a Swift Kinetic reaches 6th level, hecan strike a vital spot for extra damage.

    The Kinetic's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Kinetic flanks his target. This extra damage is 1d6 at 6th level, and increases by 1d6 every six Swift Kinetic levels thereafter. Should the Kinetic score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Swift Kinetic can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

    The Kinetic must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Swift Kinetic cannot sneak attack while striking a creature with concealment.

    Swift Stealth (Ex): At 8th level, a Swift Kinetic can move at full speed using the Stealth skill without penalty.

    Uncanny Dodge (Ex): Starting at 9th level, a Swift Kinetic can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Kinetic with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

    If a Swift Kinetic already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

    Weapon Subtly (Ex): A Swift Kinetic of 10th level can add half of his dexterity bonus (rounded down) to damage rolls as long as the weapon used in the attack is an acceptable weapon for Weapon Finesse.

    Telekinetic (Su): At 11th level, a Swift Kinetic can manipulate kinetic energy so well he can do it at range. He can now use his Kinetic Charge ability on objects up to 20 ft. away from himself.

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

    Concussion Blast (Su): By launching kinetic energy at foes, a Swift Kinetic of 13th level can strike enemies at range without weapons. As a standard action the Kinetic can make ranged touch attack, if this hits then the target takes Bludgeon damage equal to the amount of additional damage that the Kinetic Charge ability deals as if he was a Swift Kinetic of 2 levels lower.

    Kinetic Burst (Su): Upon reaching 14th level, the Swift Kinetic can travel through the air by expending immense amounts of kinetic energy. He gains a Fly Speed of 40 ft. with Clumsy Maneuverability.

    At 18th level, this Fly Speed increases to 80 ft. with Average Maneuverability.

    Kinetic Agitation (Su): Whenever a Swift Kinetic of 15th level uses Concussion Blast, he may choose to deal Fire damage instead of Bludgeon.

    Improved Uncanny Dodge (Ex): A Swift Kinetic of 16th level or higher can no longer be flanked.

    This defense denies another the ability to sneak attack the character by flanking her, unless the attacker has at least more Rogue or Swift Kinetic levels than the target does.

    If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

    Zero Kinetic (Su): A Swift Kinetic of 17th level, can spend a standard action to make a touch attack. If this touch attack succeeds, the target must make a Fort Save (DC 10 + 1/2 Swift Kinetic Level + Cha Modifier) or be Paralyzed for 1d10 rounds. This ability can affect creatures immune to Paralysis.

    Swift as Death (Ex): Upon a Swift Kinetic reaching 20th level, he can increase the energy of his body so much that it is comparable to light. When running, the Swift Kinetic's speed is multiplied by ten instead of four. If the Swift Kinetic possesses the Run feat, his speed is multiplied by twenty instead of five.
    Last edited by Milo v3; 2012-10-19 at 10:54 PM.
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  2. - Top - End - #2
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

    Default Re: Swift as a thief, Strong as a cannon [3.PF Class](PEACH)

    Any critques or comments?
    Spoiler: Old Avatar by Aruius
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