Hier eine neue Prestigeklasse von mir. Wahrscheinlich werdet ihr das Englisch etwas holprig finden, aber ich möchte es auch mal auf den Wiz-Boards zur Debatte stellen.
The Quickmind
The Quickmind is always alert. When it comes down to combat again, he is the first to react. While the enemies are still fumbling with their weapons, he has it already unsheathed and considered all options.
In short, the Quickmind concentrates on being wary and prepared for combat in every possible situation, thus getting an enormous advantage over the respective enemy, who is taken by surprise.
Special training to lock out all distractions pushes his sensory perception to a new, higher level to dumbfound even the most attentive foes.
Hit die: d8.
Entry requirements:
Feats: Improved Initiative, Alertness, Quick Reconnoiter
Skills: Listen, 10 Ranks, Spot, 10 Ranks
Class Skills: Craft, Escape Artist, Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Tumble.
Skill Points per Level: 4+Int-Mod.
Level BAB Fort Ref Will Special Class Features
1 +0 +0 +2 +0 Always wary, -
2 +1 +0 +3 +0 Lightning Initiative, Alert Allies +1, +1 level of existing class features
3 +2 +1 +3 +1 Fight tentatively, +1 level of existing class features
4 +3 +1 +4 +1 See and React, Alert Allies +2, +1 level of existing class features
5 +3 +1 +4 +1 Proper Preparations -
Armor and Weapon Proficiency: No additional proficiencies.
Class Features: On second, third and fourth level, the Quickmind gets new class features as if he had also gained a level in a class he had before taking the Quickmind. This includes things like Sneak Attack Progression, the ability to Turn and Rebuke Undead or Spell Progression, but not Base Attack Bonus, Saving Throw Bonuses or Hit Points.
Always Wary: The Quickmind is no longer flat-footed because of not yet having acted in combat. He can still, however, become flat-footed because of other conditions like being flanked.
Lightning Initiative: If the Quickmind “wins” the Initiative, he gains momentum and therefore a +1 bonus on attack and damage rolls and saving throws for 1 round per class level. DCs for all his spells are also increased by 1.
Alert Allies: All allies within 9 meters of the Quickmind gain a +1 bonus to initiative rolls. If a new initiative roll is required later in that combat, the allies must be around the Quickmind anew to get the bonus again.
The bonus on initiative rolls granted by this ability increases to +2 on 4. level.
Fight tentatively: From 3rd level onwards, the Quickmind can decide to substract 2, 4 or 6 from his initiative roll (before he rolls) to get a dodge bonus of 1, 2 or 3to AC. The dodge bonus lasts for 1 round per class level.
See and react: 2 times per day, the Quickmind may use a free action to get an insight into the initiative order. He can now freely choose a new position in the initiative order for himself, but cannot reset himself at the first position.
Proper Preparations: At 5th level, once per day, when the Quickmind “wins” the Initiative, he can cast a “Time Stop”, like the spell with a caster level equal to his character level.
Kritik, Anregungen?