Fast in Genetic Disorder | World Anvil
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Fast

The Fast hero uses her Dexterity score to best advantage. Taking a level in this class demonstrates training in handeye coordination, agility, and reflexes. Better defenses, a good attack progression, and a natural aptitude in athletics that require speed and grace combine to define the Fast hero. A Fast hero might be literally quick on her feet, or she might simply move with a catlike grace. She might possess uncanny coordination and amazing reflexes. She uses her natural inclination toward Dexterity-based endeavors to make her way in the world. EHamples oF Past Heroes Athletes who employ speed and grace instead of raw ___ _ power, stunt people, pilots, professional drivers, law enforcement or military professionals who concentrate on using ranged weapons, and agents-on either side of the law-who employ stealth and sleight of hand are just some of the professional choices available to the Fast hero. Game Rule Information Fast heroes have the following game statistics. Ability Dexterity is the ability associated with this class. Fast heroes often find it advantageous to place good scores in Charisma, Wisdom, and Intelligence. Hit Die Fast heroes gain 1d8 hit points per level. The character's Constitution modifier applies. A 1st-level Fast hero receives hit points equal to 8 + his or her Constitution modifier Action Points Fast heroes gain a number of action points equal to 5 + onehalf their character level, rounded down, at 1st level and every time they attain a new level in this class. Class S~ills The Fast hero's class skills, and the key ability for each skill. are as follows (see Chapter Two for skill descriptions). Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex). Also, the starting occupation you select can provide you with additional class skills to choose from. Skill Points at 1st Level: (5 + Int modifier) x 4. Skill Points at Each Additional Level: 5 + Int modifier. Starting feats In addition to the two feats all characters get at 1st level (see Table 1-2), a Fast hero begins play with the Simple Weapons Proficiency feat. Class Peatures 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, you can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Beginning Talents: A 1st-level Fast hero can choose either evasion or increased speed. Oerensiue Talent Tree The Fast hero gains the ability to improve her innate defensive talents as she attains new levels. If the Fast hero decides to go this route, select talents from this tree. Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw forhalf damage (such as getting caught in a grenade blast), the Fast hero suffers no damage if she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. Uncanny Dodge 1: The Fast hero retains her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she's immobilized.) Prerequisite: Evasion. Uncanny Dodge 2: The Fast hero can no longer be flanked; she can react to opponents on opposite sides of herself as easily as 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 melee 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, she makes a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage. The Fast hero must be able to react to the attack to execute her defensive roll-if she is immobilized, 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. she can make an attack of opportunity against an opponent who has just been struck for damage in melee 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 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. Bonus reats 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, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap. Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse

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