The Fast Hero in Gamma World | World Anvil

The Fast Hero

Ability: Dexterity   Hit Die: 1d8   Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.   Class Skills: Acrobatics (Dex), Craft (mechanical, visual art) (Int), Escape Artist (Dex), Knowledge (gossip, streetwise) (Int), Perception (Wis), Perform (dance) (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), and Stealth (Dex).   Also, the starting occupation the character selects can provide additional class skills to choose from.   Skill Ranks Per Level: 4 + Int modifier.  
Table: The Fast Hero
Starting Feats: In addition to the feat all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.  

Class Features

All of the following are class features of the Fast hero.  

Talents

At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.  
Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.   Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armour or no armour.   Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defence regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defence if the hero is immobilized.)
Prerequisite: Evasion.   Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.   Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or mêlée attack), the Fast hero can attempt to roll with the damage.   A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.   Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.   Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in mêlée by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
Prerequisite: Evasion.  
Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.   Increased Speed: The Fast hero’s base speed increases by 5 feet.   Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.   Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.  
Coordination Talent Tree
The Fast hero has extremely good hand-eye coordination and fine manipulation, making her very effective in close-quarters combat and delicate work.   Nimble Fingers: The Fast hero gains a +2 competence bonus when using the following skills: Demolitions, Disable Device, and Sleight of Hand.   Fast Hands I: A Fast hero armed with a light or one-handed mêlée weapon may make an additional attack of opportunity each round, above and beyond those granted by the Combat Reflexes feat (if any). The player must spend 1 action point to activate this talent; the character does not gain the bonus dice.
Prerequisite: Nimble Fingers.   Fast Hands II: When armed with a light or one-handed mêlée weapon, the Fast hero’s lightning-quick reflexes allow him to negate an attack of opportunity aimed at himself by making a Reflex save against DC 10 + the total attack bonus of the attacker). If the saving throw succeeds, the attack of opportunity is foiled, missing automatically; the attempt does count against the attacker’s total number of attacks of opportunity for the round.
Prerequisites: Nimble Fingers, Fast Hands I.  

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.   Acrobatic, Armour Proficiency {Light}, Combat Expertise, Combat Throw, Defensive Martial Arts, Dodge, Double Tap, Elusive Target, Focused, Heroic Focus, Improved Disarm, Mobility, Personal Firearms Proficiency, Point-Blank Shot, Stealthy, Weapon Finesse.


Cover image: Trash Planet by nkabuto