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Speed Powers

Accelerist Tricks (Sp)

An accelerist with this ability learns several minor tricks that can take non-accelerists years to master. Using one of these tricks is identical to casting the spell of the same name, costs 1 point of momentum per spell level (minimum 1), and the saving throw DC (if any) is always 10 + the spell’s level + the accelerist’s accelerant modifier. Anticipate peril (self only), blurred movement, expeditious retreat, feather fall, memorize page (self only), mage hand, open/close, scoop.

Advanced Accelerist Tricks (Sp)

An accelerist with this ability learns more powerful tricks that she can use as spells of the same name. Bladed dash, blur, heightened awareness, investigative mind, kinetic reverberation, protection from arrows, tactical acumen. The accelerist must have the accelerist tricks speed power before selecting this speed power.

Aerodynamics (Su)

An accelerist with this ability can spend 1 point of momentum as a swift action to increase the range increment of any thrown accelerist weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.

Burst of Speed (Su)

An accelerist with this speed power can move so fast as to seemingly disappear from one place only to appear in another, as if using the spell dimension door. Using this ability is a move action that consumes 2 points of momentum. The accelerist can spend additional points of momentum to include other creatures at a rate of 1 point per Medium creature. An accelerist must be at least 8th level before selecting this speed power.

Feather Balance (Ex)

An accelerist with this ability can spend 1 point of momentum as a swift action to achieve perfect balance. While this is active, the accelerist treats any Acrobatics attempt made to balance as if she had rolled a 20. This ability lasts for 1 minute.

Gate (Sp)

An accelerist with this ability can spend 5 points of momentum as a standard action to create a gate, as the spell, but only for planar travel. The accelerist must be at least 18th level and have the accelerist tricks and plane shift speed powers before selecting this speed power.

Haste (Sp)

An accelerist with this ability can spend 3 points of momentum as a standard action to gain the effects of haste. The accelerist must be at least 6th level and have the accelerist tricks speed power before selecting this speed power.

High Jump (Ex)

An accelerist with this speed power adds her level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point of momentum as a swift action, the accelerist gains a +20 bonus on Acrobatics checks to jump for 1 round.

Ignore Armor (Ex)

As long as she has at least 1 point of momentum remaining, as a standard action, an accelerist with this power can make an unarmed strike against a foe as a touch attack. She adds 1/2 her accelerist level as a bonus on the damage roll. She can spend 1 point of momentum to double this bonus for that attack. An accelerist must be at least 12th level before selecting this speed power.

Immediate Defense (Ex)

By spending 1 point of momentum as an immediate action, an accelerist with this speed power can grant himself a +4 dodge bonus to AC until the end of her next turn. The accelerist can activate this ability and the formless mastery speed power with the same immediate action for a total cost of 3 points of momentum. An accelerist must be at least 7th level before selecting this speed power.

Light Steps (Ex)

An accelerist with this speed power can move effortlessly across nearly any surface. Whenever the accelerist activates her feather balance speed power, she can also ignore all difficult terrain. In addition, while active, she can cross any solid surface, even if it would normally not support her weight. This does not allow her to walk on liquids. An accelerist must be at least 8th level and have the feather balance speed power before selecting this speed power.

Out of Phase (Su)

An accelerist with this speed power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using her accelerist level as her caster level. Using this ability is a move action that consumes 3 points from the accelerist’s speed pool. This ability affects only the accelerist and cannot be used to make other creatures ethereal.

Phase Transition (Su)

An accelerist who selects this speed power must select one type of energycold, electricity, or fire. Once this choice is made, it cannot be changed. The accelerist can expend 1 point of momentum as a swift action to imbue her attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 her accelerist level. An accelerist must be at least 6th level before selecting this speed power.

Plane Shift (Sp)

An accelerist with this ability can spend 5 points of momentum as a standard action to create a plane shift effect. The accelerist must be at least 10th level and have the accelerist tricks speed power before selecting this speed power.

Rapid Healing (Su)

An accelerist with this speed power can heal her own wounds as a standard action. By spending 2 points from her speed pool, she can heal an amount of damage equal to 1d8 + her accelerist level.

Rapid Recovery (Su)

By spending 1 point of momentum, an accelerist with this power can remove one toxin from her body as if using neutralize poison, using her accelerist level as her caster level. She can remove only one poison in this way per use of this ability. An accelerist must be at least 8th level before selecting this speed power.

Ricochet Magic (Su)

When a targeted spell or spell-like ability fails to overcome the accelerist’s spell resistance from shunt magic, she can spend 2 points of momentum as an immediate action to send that spell back at its caster as spell turning. An accelerist must be 16th level or higher and possess the shunt magic speed power before selecting this speed power.

Shared Momentum (Su)

An accelerist with this ability can spend 1 point of momentum as a standard action and choose an adjacent ally. As long as the accelerist and her ally are adjacent, the ally shares the benefits of whichever of the AC bonus, evasion, high jump, improved evasion, speed strike, perfect speed, and rapid processing abilities the accelerist possesses. An accelerist must be at least 6th level before selecting this speed power.

Shunt (Ex)

By spending 1 point of momentum as a swift action, the accelerist gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. An accelerist must be at least 12th level before selecting this speed power.

Shunt Magic (Ex)

An accelerist can spend 2 points of momentum as a swift action to gain spell resistance equal to her accelerist level + 10. This spell resistance lasts for a number of rounds equal to the accelerist’s level. An accelerist must be at least 12th level before selecting this speed power.

Slow Fall (Su)

An accelerist within arm’s reach of a wall can use it to slow her descent by expending 1 point of momentum. When she uses this ability, she takes no damage from the fall (as if using feather fall), but she must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).

Speed Blocker (Su)

An accelerist with this ability can spend 1 point of momentum as a free action before making an attack against a foe. If the attack hits, the accelerist can interrupt the target’s momentum. If the accelerist successfully damages the target of her attack, that opponent’s cost to activate abilities with momentum increases by 1 point of momentum for 1 hour. If the accelerist spends 2 points of momentum, she can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, ki pool, or panache points instead of its momentum. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. An accelerist must be at least 10th level before selecting this speed power.

Speed Guardian (Su)

As an immediate action before she rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, an accelerist with this ability can spend any amount of momentum and designate a number of adjacent allies equal to the amount of momentum spent. The accelerist rolls one saving throw for each designated ally, using her bonus instead of the ally’s. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the accelerist fails any of the saving throws (including her own original saving throw), the accelerist treats the effect as if she had failed the saving throw. An accelerist must be at least 6th level before selecting this speed power.

Speed Hurricane (Ex)

As a full-round action, an accelerist with this ability can move up to twice her speed. At any point in that movement, the accelerist can spend 1 point of momentum to make the first attack in her flurry. She can later spend another point of momentum to make the next attack in her flurry, and so on, until she either stops spending points of momentum or has exhausted all the attacks from her flurry. An accelerist must be at least 10th level and possess the sudden speed speed power before selecting this speed power.

Speed Memories (Su)

An accelerist with this ability often sees visions of events she has yet to live in her dreams. On any given night during which the accelerist dreams, she can use this ability to gain the benefits of a divination. If she does, she spends 2 points of momentum from the next day’s total. An accelerist must be at least 10th level before selecting this speed power.

Spider Climb (Sp)

An accelerist with this ability can spend 1 point of momentum as a standard action to gain the effects of spider climb, but only while moving. When standing on a wall or ceiling, if the accelerist doesn’t move at least 5 feet on her turn, she falls. The accelerist must have the accelerist tricks speed power before selecting this speed power.

Sudden Speed (Su)

An accelerist with this speed power can spend 1 point of momentum as a swift action to grant himself a sudden burst of speed. This increases the accelerist’s base land speed by 30 feet for 1 minute.

Time Stop (Sp)

An accelerist with this ability can spend 5 points of momentum as a standard action to gain the effects of time stop. The accelerist must be at least 18th level and have the accelerist tricks speed power before selecting this speed power.

Vanish (Sp)

An accelerist with this ability can spend 2 points of momentum as a standard action to gain the effects of vanish. The accelerist must have the accelerist tricks speed power before selecting this speed power.

Vibrating Palm (Su)

An accelerist can set up vibrations within the body of another creature that can thereafter be fatal if the accelerist so desires. Using this ability is a standard action that costs 4 points of momentum, and the accelerist must announce her intent to use this ability (and spend the points of momentum) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the accelerist can try to slay the victim at any time within a number of days equal to her accelerist level. To make such an attempt, the accelerist merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the accelerist’s level + the accelerist’s accelerant modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. An accelerist can have no more than one quivering palm in effect at one time. If an accelerist uses quivering palm while another is still in effect, the previous one is negated. An accelerist must be at least 16th level before selecting this speed power.

Water Sprint (Su)

An accelerist with this speed power can spend 1 point of momentum as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per accelerist level. An accelerist must be at least 6th level before selecting this speed power.

Windy Escape (Sp)

An accelerist with this ability can spend 2 points of momentum as a standard action to gain the effects of windy escape. The accelerist must have the accelerist tricks speed power before selecting this speed power.

Wind Jump (Su)

An accelerist with this speed power can spend 1 point from her speed pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to her base land speed. She must end her movement each round on solid ground (or some other surface that can support her weight) or fall as normal. Once activated, this ability lasts for 1 minute. An accelerist must be at least 8th level and have the high jump speed power before selecting this speed power.

Section 15: Copyright Notice

The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.