RolePlay onLine RPoL Logo

, welcome to Overflow ideas and musings

22:12, 24th April 2024 (GMT+0)

swiftblade.

Posted by DeveloperFor group 0
Developer
GM, 63 posts
Not here
Not now
Sun 5 Mar 2023
at 12:09
  • msg #1

swiftblade

Krite,

You can join some other games I have characters in both of these:
Welcome to An Online Roleplaying Game Community
link to another game

Welcome to The Mines of Nemrac (an ADnD campaign)





Making a swiftblade....
Race Silverbrow Human?
Class Factotum 5 / trapsmith 1

Feats:
Expeditious Dodge (RotWild pg 150): A tier one choice. chose this over the PHB dodge. At higher levels with spring attack you will regularly be moving more than 40 ft. in a single turn. The +2 bonus will really make a difference. Best of all, you can substitute this feat for the dodge feat for meeting the requirements of the Swiftblade PrC.

Bonus feat???

3rd level Mobility

6th level Practiced Spellcaster (so TS haste lasts longer than 1 round initially)

9th level:
Elusive target
(Complete Warrior, p. 110)
[Tactical]
Trying to land a blow against you can be a maddening experience.
Prerequisite
Dodge (PH) , Mobility (PH) , base attack bonus +6,
Benefit:
The Elusive Target feat enables the use of three tactical maneuvers.
Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.





Swiftblade
(Web 3.5 variant, p. None)

While sorcerers and wizards consider haste one of many spells in their repertoire, swiftblades covet haste above all others. As a swiftblade, your arcane-assisted speed combined with melee skill can turn your first strike into a deadly assault. Swiftblades discover unconventional ways to utilize the haste spell, permanently augmenting their speed and fusing complimentary spell effects into each casting. In a very real sense, swiftblades bond to their chosen spell until the two become immutable.

Requirements
Base Attack Bonus: +3

Skills: Concentration 6 ranks , Spellcraft 6 ranks

Feats: Dodge , Mobility

Spellcasting: Ability to cast haste.
Weapon Proficiency: Must be proficient with at least one martial weapon.
Special: Must have spent the entire previous level using all 3rd level spell slots to exclusively cast haste.


Hit die
d6

Skill points
4 + Int

Class Features
Spellcasting: At each level indicated on the swiftblade table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a swiftblade, they must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known.

Spring Attack: Beginning at 1st level, you gain Spring Attack (see page 100 of the Player's Handbook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.

Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability.

Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.

Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.

Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier.

Evasive Celerity (Ex): At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.

Fortified Hustle (Ex): At 6th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a continuous spell effect, and therefore cannot be dispelled by any means. The haste spell otherwise functions as it normally would, is expended normally, and can be countered as a spell at the moment of casting.

Bounding Assault: At 7th level, you gain Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.

Diligent Rapidity (Ex): At 8th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.

Perpetual Options (Ex): At 9th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.

Innervated Speed (Ex): At 10th level, your mastery of the haste spell can bring the world around you to a standstill. Any time you prepare or spontaneously cast haste in a 6th level spell slot, you can subsume the spell at the moment of casting instead, increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. See the spell description on page 294 of the Player's Handbook. For each spell slot level higher than 6th level, you can extend innervated speed by 1 additional round. For example, a sorcerer could subsume haste in an 8th level spell slot to create three rounds of innervated speed. You cannot subsume a new haste spell until the original innervated speed duration expires and your turn ends. Moreover, you cannot subsume a metamagic version of haste .

Advancement
Level BAB Fort Ref Will Special Spellcasting
1st +1 +0 +2 +2 Spring Attack, swift surge +1/+0 ft. —
2nd +2 +0 +3 +3 Blurred alacrity +1 level of arcane spellcasting class
3nd +3 +1 +3 +3 Sudden casting +1 level of arcane spellcasting class
4th +4 +1 +4 +4 Arcane reflexes, swift surge +1/+10 ft. —
5th +5 +1 +4 +4 Evasive celerity +1 level of arcane spellcasting class
6th +6 +2 +5 +5 Fortified hustle +1 level of arcane spellcasting class
7th +7 +2 +5 +5 Bounding Assault, swift surge +2/+10 ft. —
8th +8 +2 +6 +6 Diligent rapidity +1 level of arcane spellcasting class
9th +9 +3 +6 +6 Perpetual options +1 level of arcane spellcasting class
10th +10 +3 +7 +7 Innervated speed, swift surge +2/+20 ft. —
This message was last edited by the GM at 19:11, Thu 31 Aug 2023.
Sign In