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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