Fast Hero

Hit Die: 1d8

Class Skills: The Fast hero’s class skills (and the key ability for each skill) are:

Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Knowledge (current events, popular culture, streetwise) (Int), Linguistics (Int), 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 Points Per Level: 5 + Int modifier.

Starting Feats

In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.

Table: The Fast Hero

Level BAB Fort Save Ref Save Will Save Class Features Armor Class
1st +0 +0 +1 +0 Talent +3
2nd +1 +0 +2 +0 Bonus feat +4
3rd +2 +1 +2 +1 Talent +4
4th +3 +1 +2 +1 Bonus feat +5
5th +3 +1 +3 +1 Talent +5
6th +4 +2 +3 +2 Bonus feat +6
7th +5 +2 +4 +2 Talent +6
8th +6 +2 +4 +2 Bonus feat +7
9th +6 +3 +4 +3 Talent +7
10th +7 +3 +5 +3 Bonus feat +8

Class Features

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


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 armor or no armor.

Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense 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 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, 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 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 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.

Sneak Attack Talen Tree

The Fast hero gains the ability to strike vital spots for extra damage.

Sneak Attack: The Fast Hero’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Fast Hero flanks her target. This extra damage is 1d6 for a 1st level Fast Hero, and increases by 1d6 every two additional Fast Hero levels. Should the Fast Hero 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 Fast Hero can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Fast Hero 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 Fast Hero cannot sneak attack while striking a creature with concealment.

Beilitating Injury: Whenever a Fast Hero deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a Fast Hero talent or other special ability). The Fast Hero can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the Fast Hero. At 10th level, the penalty to AC against attacks made by the Fast Hero increases by –2 (to –6).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the Fast Hero. At 10th level, the penalty on attack rolls made against the Fast Hero increases by –2 (to –6).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Prerequisite: Sneak Attack.

Bleeding Attack: A Fast Hero with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the Fast Hero’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Prerequisite: Sneak Attack.

Distracting Attack: A Fast Hero with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The Fast Hero cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.

Prerequisite: Sneak Attack.

Powerful Sneak: Whenever a Fast Hero with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.

Prerequisite: Sneak Attack.

Underhanded : A Fast Hero with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A Fast Hero can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).

Prerequisite: Sneak Attack.

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. These bonus feats must be from the following list: Acrobatic, Agile Maneuvers, Combat Expertise, Cleave, Combat Expertise, Great Fortitude, Iron Will, Lightning Reflexes, Precise Shot, Point Blank Shot, Power Attack, Stealthy, Weapon Finesse, Improved, Great, or Greater versions of these feats, and Improved or Greater Maneuver feats.

Fast Hero

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