d20 Modern

Classes / Undead Celerity

Some vampires are renowned for their supernatural speed and agility. Vampires with Undead Speed can become blindingly fast, quicksilver-like engines of destruction.

Prerequisite: Cainite or Ghoul.

Hit Die: 1d8 (but remember that Undead always have 1d12)

Class Skills: The Undead Celerity class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Sleight of Hand (Dex), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier.

Level Base Attack Fort Ref Will Class Feature Def Rep
1 +0 +0 +2 +1 Flurry +1 +2 +0
2 +1 +0 +3 +2 Talent +3 +0
3 +2 +1 +3 +2 Flurry +2 +3 +0
4 +3 +1 +4 +2 Talent +4 +0
5 +3 +1 +4 +2 Flurry +3 +4 +1
6 +4 +2 +5 +3 Talent +5 +1
7 +5 +2 +5 +4 Flurry +4 +5 +1
8 +6/+1 +2 +6 +4 Talent +6 +1
9 +6/+1 +3 +6 +4 Flurry +5 +6 +2
10 +7/+2 +3 +7 +5 Talent +7 +2

Class Features

All of the following are features of the Undead Celerity class.

Flurry (Su): You can act with inhuman speed. You can make one extra move or one extra attack in each round. All such attacks are at your highest base attack bonus. You get this extra attack even when you are moving, but not when you run. During a full-round attack action an extra move becomes an extra 5-foot step instead.

The number of extra attacks or moves increase at 3rd, 5th, 7th, and 9th level. You can mix extra attacks and extra moves in any ratio you want.

If you have the Martial Artist's Flurry of Blows or the Gunslingers Lightning Shot, the extra attacks stack.

Cost: 1 blood point for each extra attack or move. These points can be spent in addition to the your normal per-round limit.

Talents

You can pick any one of these talents at level 2, 4, 6, 8, and 10. If a talent has prerequisites, you must fulfill them in order to pick that talent.

Blood Wind (Ex): When can combine a charge with a full melee attack. You cannot attack the same target more than once, except for Flurry and Cleave attacks. You can continue your charge even when you have run out of attacks. Your charge provokes attacks of opportunity as normal.

Increased Move (Ex): Your speed increases by 5 feet. It stacks with the Increased Speed talents in the Increased Speed talent tree in the [Fast Hero](Classes/Basic.html#fast Classes/Basic) class.

Improved Increased Move (Ex): Your speed increases by another 5 feet, for a total of +10 feet. It stacks with the Increased Speed talents in the Increased Speed talent tree in the [Fast Hero](Classes/Basic.html#fast Classes/Basic) class.
Requirements: Increased Move.

Advanced Increased Move (Ex): Your speed increases by another 5 feet, for a total of +15 feet. It stacks with the Increased Speed talents in the Increased Speed talent tree in the [Fast Hero](Classes/Basic.html#fast Classes/Basic) class.
Requirements: Improved Increased Move.

Sprint (Su): By spending 1 Blood Point as a free action, the speed bonus of your Increased Move and Increased Speed talents is doubled. The Sprint lasts a single round, but can be repeated as long as you have blood to spend. By combining Sprint, Increased Speed, and Flurry, you can move at very high speeds.
Requirements: Increased Move.

Superior Initiative: You get a +4 inherent bonus to Initiative.

Blur (Ex): You can move so fast that you become little more than a blur. During rounds in which you spend blood to get a Flurry, you gain the equivalent of a blur spell, giving anyone trying to hit you a 20% miss chance.
Requirements: Superior Initiative.

Displacement (Ex): Your speed is so great that the eye cannot track you properly. During rounds in which you spend blood to get a Flurry, you gain the equivalent of a displacement spell, giving anyone trying to hit you a 50% miss chance.
Requirements: Blur, Superior Initiative, Increased Move.

Double Step (Ex): Whenever you would normally make a 5-foot step, you can make a 10-foot step instead. A 10-foot step is handled as two consecutive 5-foot steps, and do not trigger attacks of opportunity.
Requirements: Increased Move.

Triple Step (Su): As Double Step, but you can make a 15-foot step. It is handled as three 5-foot steps.
Requirements: Double Step, Improved Increased Move.

Light Step (Su): You are so fast that you can run across any surface. You must run at least 30 feet on solid ground to gain speed. After that, you can continue across water, thin ropes, snow, and other such surfaces without sinking or falling. You can also run up or down walls, but each 5ft of upwards movement counts as 10ft moved. You must reach solid ground before the end of the round, or the ground or lack thereof will affect you as normal.
Requirements: Increased Move.
Cost: 1 blood point.

Resist Earth's Grasp (Su): You can not only run, but also Jump, Tumble, and fight on any surface. If you want to fight on a wall, you must have another wall to jump to and from, or run up from the ground each round. You do not have to end the round on solid ground, but if not you must continue to Resist Earth's Grasp the next round.
Requirements: Light Step, Increased Move.
Cost: 1 blood point each round.