Wanna Be a Speedster??? Meet The Jetrunner!


Homebrew


Howdy folks. Wrote up a new class design. Still needs some fluff and crunch work, and I'm quite sure I've made a ruddy mess of the damage scaling system, but enough's been written up that I'd love to hear you people's thoughts and critiques on what I've built so far. The Jetrunner is a speedster class, inspired by the likes of Flash, Tracer, Star Fox, Silver Surfer, Starfire, and the likes. They are supporting, anti-melee combatants who tow a fine line between a caster and a close combat fighter, who are rewarded for risky behavior and good use of battlefield awareness and character positioning.

But enough talk. Here's what I got.

Opsylum's Jetrunner

Jetrunner

While most live bound by the flow of time, you soar over it. Where others barely perceive the miniscule motions of a spitting gun barrel, or the surging velocity of a high-speed enercycle race, you see reality in full, contemplating the rhythms of cause and effect as slowly progressing portraiture: an intricate world composed with simple, precise strokes. To everyone else, you are a brief glimpse, a rush of wind, or a strange flash of light. You manipulate the world around you with sudden, imperceptible movements, together flowing into a grand design. Whether you are rushing in to incapacitate your foes with perilous stunts, throwing a pursuer off your tail by disappearing into a wave of identical phantasms, or hurling your own body like a rocket to deal devastating damage, you manage to stay out of your enemy’s reach by always staying one step ahead.

Hit Points: 6
Stamina Points: 6
Base Attack Bonus: 3/4
Fortitude Save: Poor
Reflex Save: Good
Will Save: Poor

Key Ability Score: Dexterity
Your Dexterity allows you to stay nimble and hard to reach on the battlefield, while your Charisma boosts the effects of your Sonic Boom and many of your Jetrunner Dynamic abilities.

Class Skills
The Jetrunner's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Culture (Int), Disguise (Cha), Intimidate (Cha) Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Wis), Stealth (Dex).
Skill Points at each Level: 6 + Int modifier

Proficiencies
Armor: Light Armor
Weapons: Basic Melee Weapons, Grenades, Small Arms

Class Progression:

Level 1: Sonic Boom (5 ft.), Quick Movement, Runner’s Gambit
Sonic Boom 1d4 / Deadly Impact 1d8

Level 2: Sonic Echo, Jetrunner Dynamic

Level 3: Deadly Impact, weapon specialization
Sonic Boom 2d4 / Deadly Impact 2d8

Level 4: Jetrunner Dynamic

Level 5: —
Sonic Boom 3d4 / Deadly Impact 3d8

Level 6: Jetrunner Dynamic

Level 7: Slippery Moves +1d4
Sonic Boom 4d4 / Deadly Impact 4d8

Level 8: Jetrunner Dynamic

Level 9: Reactive 1/day
Sonic Boom 5d4 / Deadly Impact 5d8

Level 10: Sonic Boom (10 ft., weapon special property), Jetrunner Dynamic

Level 11: Impulse, Slippery Moves +2d4
Sonic Boom 6d4 / Deadly Impact 6d8

Level 12: Jetrunner Dynamic

Level 13: —
Sonic Boom 7d4 / Deadly Impact 7d8

Level 14: Jetrunner Dynamic

Level 15: Uncanny Speed, Slippery Moves +3d4, Reactive 2/day
Sonic Boom 8d4 / Deadly Impact 8d8

Level 16: Jetrunner Dynamic

Level 17: —
Sonic Boom 9d4 / Deadly Impact 9d8

Level 18: Jetrunner Dynamic

Level 19: Slippery Moves +4d4, Reactive 3/day
Sonic Boom 10d4 / Deadly Impact 10d8

Level 20: Faster Than Time, Jetrunner Dynamic

Class Features

Sonic Boom (SU) - 1st Level:

Your sonic boom is a ranged attack that counts as a magical grenade with the explode weapon special property, targets EAC, and uses your Ranged Attack Bonus instead of your Thrown Attack Bonus. For any calculation that requires the item level of your sonic boom, treat your jetrunner level as your sonic boom’s item level. Although you do not need a free hand to use your sonic boom, it counts as a one-handed weapon for other purposes. The save DC is equal to 10 + half your jetrunner level + your Dexterity modifier.

At 1st level, your sonic boom deals sonic damage equal to 1d4 + your Charisma modifier, has a radius of 5 feet, and a range of 30 feet. This damage and radius increases as you gain levels. In addition, you can spend 1 Resolve Point per any target who takes full damage from your sonic boom to apply the dazzled, deafened, or staggered condition for 1d4 rounds. Once an attacker has been affected by this ability, it can’t be affected by it again for 24 hours.

If you are 10th level or higher, your sonic boom’s radius increases to 10 feet, and you can also apply the boost, bright, penetrating, or stun weapon special property to your sonic boom. Your sonic boom's boost does an amount of extra damage equal to your Slippery Moves die.

Quick Movement (EX) - 1st Level:

As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Runner’s Gambit (EX) - 1st Level:

As a full action, you can move up to one square short of your maximum speed, and enter a square that is threatened by an enemy. Whether or not you moved, you can then make an attack with a melee weapon with the archaic or operative special property or with any small arm. Just before making your attack, attempt an Acrobatics, Athletics, Bluff, or Stealth check with a DC equal to 20 + your target's CR. If you succeed at the check, you can make the creature flat-footed or off-target until the beginning of your next turn.

After resolving your attack, you must move out of the threatened square up to your remaining speed, provoking an attack of opportunity. You cannot leave more than one threatened square, and the target must have a free reaction when you make this attack (even if they do not make an attack of opportunity), or your attack will automatically fail. Abilities that prevent you from leaving a threatened space cancel your remaining movement after your attack.

Sonic Echo (SP) - 2nd Level:

As a standard action, you can move up to your speed. Anywhere along your path, you may place a number of doubles on any square you leave behind, up to an amount equal to your Dexterity modifier (minimum of 1), and you cannot place more than one double on any one square. These doubles cannot be targeted by any ability requiring an attack roll, do not provide soft cover, do not inhibit another creature from occupying their space, and cannot otherwise affect any action or be affected by any action. Each time you place a double, your maximum Dexterity bonus to AC decreases by 2 until your next turn. Upon your next turn, all doubles you placed disappear.

Before your next turn, if your jetrunner threatens any square around them, your doubles also threaten their surrounding squares (including the squares they are occupying), and you may use a reaction to make an attack of opportunity or trip combat maneuver through them as if your jetrunner were physically adjacent to their target. You can use your doubles to take multiple reactions, but no one double can make more than one reaction in one round. If you have no free reactions and an enemy provokes an attack of opportunity in a space your doubles threaten, you can spend 1 Resolve Point to gain a free reaction to attack them.

Jetrunner Dynamic - 2nd Level:

You learn your first jetrunner dynamic at 2nd level, and you learn an additional dynamic every 2 levels thereafter.

If a jet runner dynamic allows a saving throw to resist its effects, the DC is equal to 10 + half your jetrunner level + your Charisma modifier. Unless otherwise specified, you can’t select the same dynamic more than once.

Weapon Specialization (EX) - 3rd Level:

You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Deadly Impact (SU) - 3rd Level:

As a full action, draw a line from your jetrunner to a grid intersection at a distance equal to your maximum jetrunner speed, that is not impeded by any obstacle. Make an attack roll targeting this intersection, as per thrown weapon rules. Whether or not you succeed, as a full action, move your maximum jetrunner speed in a straight line, ending your movement in the intersection you were targeting, or wherever else you land as per Missing with a Thrown Weapon rules (Core Rulebook 245). You cannot land in a space occupied by another combatant, and this attack does not provoke an attack of opportunity.

Upon moving to the intersection, you make a sonic boom attack with your jetrunner in the center of the area of effect, and fall prone. Every combatant in this area must make a Dexterity saving throw, taking damage equal to your deadly impact die, or half damage on a successful save. Your jetrunner also takes damage from this attack, equal to your sonic boom die. You may remove a number of die from your total equal to your Constitution modifier, up to no more than half of the die.

Slippery Moves (EX) - 7th Level:

As a reaction, you can spend 1 Resolve Point to roll a d4. Subtract this total from one enemy’s attack of opportunity you provoke by moving out of a threatened space this turn. At 11th, 15th level, and 19th level, you can add one additional d4 die, though you cannot apply this ability to any more than one attack of opportunity per round.

Reactive (EX) - 9th Level:

Once per day, you can take an additional reaction during one round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, though not during a surprise round in which you are unable to act.

At 15th level and again at 19th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event.

Impulse (EX) - 11th Level:

You have learned to to manipulate your momentum to perform stunning feats others might think impossible. You can add a bonus equal to double your jetrunner level to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. As a reaction when you are falling, you can also reduce the falling damage you take by half.

In addition, you move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position. By moving at least half of your maximum jetrunner speed in a straight line, you also gain a +1 circumstance bonus to your AC for that round.

If you have hoverskates (Starfinder Armory 104), you still gain all the benefits of this ability while they are equipped.

Uncanny Speed (EX) - 15th Level:

When making a full attack, you can also take a separate move action to move. The movement can occur before, after, or between the attacks from the full attack. All the movement must occur at the same time. This is a haste effect.

Faster Than Time (SP) - 20th Level:

As a standard action, you can spend all of your remaining Resolve Points (minimum of 4) to become a physical portal to the Dimension of Time. You and any creature or vehicle you touch are then transported to the edge of the Material Plane where it borders the Dimension of Time. The effect is largely illusory, but the path is quasi-real. All targets must be in direct contact with one another. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Dimension of Time can attempt a Will saving throw to negate the effect.

In the Dimension of Time, you move at a rate of 200 miles per hour. Because of the blurring of reality between the Dimension of Time and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no saving throw).

Faster Than Time can also be used to travel to other planes that border on the Dimension of Time (except for the Drift), but this usage requires you to travel across the Dimension of Time to arrive at a border with another plane of reality, which takes 1d4 hours. It is also possible to use the Dimension of Time to travel back to a previous point in time in the last 10 days. When you do so, you may alter a subtle detail that happened during that time, but can not affect a significant outcome. This a Wish effect. Once you use this ability, you cannot use it again for 24 hours.

Jetrunner Dynamics:

2nd Level
You must be 2nd level or higher to choose these jetrunner dynamics.

Afterburner (SU)
You gain Jet Dash as a bonus feat.

Alpinist (SU)
Gain a climb speed equal to half your land speed. If you already have a climb speed, you can now climb at a pace equal to your maximum jetrunner land speed.

Anonymous Donation (SU)
Make a Disguise skill check to grant a creature a circumstance bonus equal to your Slippery Moves die to one skill check they make, once per day. A target of this ability (or a creature attending or observing your target) can attempt an opposed Perception check to determine that you are the origin of this activity.

Blink and You Miss It (SU)
Perform Acrobatics or Athletics skill checks in half the time.

Calculated Destruction (EX)
You can exclude as many targets from your sonic boom as your Charisma modifier.

Elemental Reaction (SU)
Every long rest, you can change the elemental type for you sonic boom attack to acid, cold, electricity, fire, or sonic.

Spring Jump (SU)
You can now jump at a distance equal to half your land speed feet as a move action (either vertically, horizontally, or in any combination that does not exceed your maximum land speed).

Temperamental Trickster (SU)
Make a Bluff skill check to grant a creature a circumstance penalty equal to your Slippery Moves die to one skill check they make, once per day. A target of this ability (or a creature attending or observing your target) can attempt an opposed Sense Motive check to determine that you are the origin of this activity.

Trace Back (SU)
As a reaction, you can spend 1 Resolve Point to swap places with a sonic echo after an attack is rolled against you, but before the attack's outcome is known.

Wave Dash (SU)
Gain a swim speed equal to half your land speed. If you already have a swim speed, you can now swim at a pace equal to your maximum jetrunner land speed. In addition, you can move normally across the surface of liquid terrain for 1 round. You must end your movement on a surface that can support you normally. You can run across liquid terrain indefinitely.

6th Level
You must be 6th level or higher to choose these jetrunner dynamics.

Breach the Heart (SU)
Vibrate through an enemy’s body to grasp their heart (if they have one). This is a grapple effect, and you can attempt this attack with your Ranged Attack Bonus even while unarmed, though you must be adjacent to your target for the duration of this ability. While grappled like this, your target takes a -2 penalty to escape your grapple, and to grapple you. You can forego giving your target this penalty to deal an amount of damage equal to your Slippery Moves die each round, directly to their Hit Points. Once you’ve used this ability to grapple a creature, that creature is immune to your breach the heart for 24 hours.

Faster Than the Eye (SP)
Spend 1 Resolve Point to cast Dimension Door as a spell-like ability.

Kinetic Battery (SU)
You create enough kinetic energy to provide a technological item enough charge to operate for one round, and can spend 1 Resolve Point every round after to maintain this effect.

Mix Up Wires (SU)
Make a Sleight of Hand skill check against a technological device adjacent to you to cause it to malfunction. A target of this ability (or a creature attending or observing your target) can attempt an opposed Perception check to determine that you are the origin of this activity.

One of Many (SU)
You can use a reaction on your turn to swap places with any sonic echo you've placed. As part of this reaction, you can make a Disguise skill check to conceal your location.

Power of Flight (SU)
You gain a flight speed equal to half your land speed with average maneuverability.

Quick Stow (EX)
Sheathe a weapon as a swift action.

Stop Motion (SU)
Learn Deflect Projectiles as a bonus feat. You can take this action even while unarmed, using your Ranged Attack Bonus modifier for your attack roll.

Time Bomb (SU)
Give your Sonic Boom damage equal to your Deadly Impact damage by causing it to detonate one turn later.

Unlock the Mind (SU)
You access hidden potential in your brain. As the world slows around you, you process hundreds of calculations and variables in meremoments. Once per day, spend 1 RP to gain a circumstance bonus equal to your Slippery Moves die to any skill check you make, even one you aren't qualified for.

10th Level
You must be 10th level or higher to choose these jetrunner dynamics.

Battering Ram (SU)
You can choose not to fall prone after making the Deadly Impact attack.

Flying Ace (SU)
Your Power of Flight ability gains good maneuverability. You must have the Power of Flight jetrunner dynamic to learn this dynamic.

Guardian Angel (SU)
Your Sonic Echoes can also use your Stop Motion ability as a reaction. You must have the Stop Motion jetrunner dynamic to learn this dynamic.

Invisible Wall (SU)
Your Sonic Echoes can use Stand Still as a bonus feat when making an attack of opportunity. You must have the Stand Still feat to learn this dynamic.

Rebound (SU)
You can take up to ten feet of free movement before moving in a straight line for your Deadly Impact attack. For however many feet you move, you decrease the distance you travel in a straight line (which must be no less than half your jetrunner land speed).

Speeding Bullet (SU)
Your flight speed increases to your maximum jetrunner land speed. You must have the Power of Flight jetrunner dynamic to learn this dynamic.

14th Level
You must be 14th level or higher to choose these jetrunner dynamics.

Fiery Contrails (SU)
You can spend 2 Resolve Points as a standard action to move your maximum jetrunner speed in a straight line, leaving behind hazardous terrain in every square you pass through. Any target that enters these squares is treated as if they were attacked by your Sonic Boom. This effect lasts for a number of rounds equal to your Charisma modifier (minimum of 1).

Phase Out (SU)
You can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 2 Resolve Points to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using Phase Out, you can’t use it again until after you’ve taken a full 8-hour rest.

Too Slow (SP)
Once per combat, you can spend 2 Resolve Points to cast Slow as a spell-like ability.

U-Turn (SU)
You can now take up to twenty feet of free movement before moving in a straight line for your Deadly Impact attack. For however many feet you move, you decrease the distance you travel in a straight line (which must be no less than half your jetrunner land speed). You must have the Rebound jetrunner dynamic to learn this dynamic.

Wake the Wind (SP)
Once per combat, you can spend 2 Resolve Points to cast Cosmic Eddy as a spell-like ability.

18th Level
You must be 18th level or higher to choose these jetrunner dynamics.

Army of Clones (SU)
At the beginning of your turn, you can spend 3 Resolve Points to make any Sonic Echoes you placed last round remain until the beginning of your next turn.

Hindsight (SU)
Once per combat, you can spend 3 Resolve Points to step back in time. You can immediately reroll any one failed attack roll, skill check, initiative roll, reaction, or saving throw you make before your next turn.

Rewind the Clock (SU)
Out of combat, you can spend 3 Resolve Points to step back in time up to one minute, rewinding events and erasing them as if they never happened. If you take the same course as you did before, you gain a circumstance bonus to one skill check equal to your Slippery Moves die. You cannot use this ability to rewind any events that occurred inside of combat. Once you use this ability, you cannot use it again for 24 hours.

Spontaneous Combustion (SU)
You can now take up to thirty feet of free movement before moving in a straight line for your Deadly Impact attack. For however many feet you move, you decrease the distance you travel in a straight line (which must be no less than half your jetrunner land speed). You must have the U-Turn jetrunner dynamic to learn this dynamic.

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