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Magic does a lot of misunderstood things. At times, it can feel like it’s a gift from the gods. Other times, a curse. Some see magic as a fundamental power in the universe, others are born with it the same way a human is born with the ability to see and feel.

When magic awakens within an accelerist, whether through natural growth, careful study and practice, or alchemical happenstance, it brings with it the drive to go faster.

Every accelerist is unique. Some develop specific powers early and build them up over time to be better than others with them. Others take a more general approach, gaining flexibility and versatility in many different situations. One thing remains constant, however. All accelerists yearn to be the fastest there is.

Note: The accelerist is an alternate class for the unchained monk.

Role: Accelerists can quickly change their combat tactics to take advantage of different situations. Against multiple enemies, it isn’t uncommon for an accelerist to move between them, hampering their movement and drawing attention away from allies. In single combat, the accelerists’ velocity helps keep them dealing enough damage to make them a threat worth dealing with.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The accelerist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Perception (Wis), Perform (Cha), Profession (Wis), and Sleight of Hand (Dex).

Skill Ranks per Level: 4 + Int modifier.

Table: Accelerist Unchained
Level Base Attack Bonus Fort Save Ref Save Will Save Special Velocity Damage AC Bonus Fast Movement
1st +1 +2 +2 +0 Accelerant, flurry (bonus attack) 1d6 +0 +0 ft.
2nd +2 +3 +3 +0 Bonus feat, evasion 1d6 +0 +0 ft.
3rd +3 +3 +3 +1 Fast movement, momentum 1d6 +0 +10 ft.
4th +4 +4 +4 +1 Rapid Processing, speed power 1d8 +1 +10 ft.
5th +5 +4 +4 +1 Accelerated Metabolism, speed strike (1/round) 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Bonus feat, speed power 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +2 Adaptation 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +2 Speed power 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +3 Improved evasion, speed strike 1d10 +2 +30 ft.
10th +10/+5 +7 +7 +3 Bonus feat, speed power 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +3 Flurry (bonus attack) 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +4 Speed power 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +8 +4 speed strike 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +9 +4 Bonus feat, speed power 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +9 +5 speed strike (2/round) 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +5 speed power 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +10 +5 speed strike 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, speed power 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +11 +6 Flawless processing 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +12 +6 Perfect speed, speed power 2d10 +5 +60 ft.

Class Features

All of the following are class features of the accelerist.

Weapon and Armor Proficiency

Accelerists are proficient with all simple weapons, but not with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, an accelerist loses her AC bonus, as well as her fast movement and flurry abilities.

AC Bonus

When unarmored and unencumbered, the accelerist adds her accelerant modifier (see below) to her AC and CMD. In addition, an accelerist gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four accelerist levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the accelerist is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.


Accelerists can gain their supernatural speed from a variety of sources, each of which provides a different mix of benefits. At 1st level, the accelerist chooses an accelerant. As she gains levels, her accelerant becomes more potent, granting her even more power.

Alchemy: The accelerist gains Knowledge (nature) (Int) and Use Magic Device (Cha) as class skills, and her accelerant modifier is Intelligence. At 1st level, she discovers how to create a personalized tincture that she can imbibe in order to heighten her speed at the cost of her personality. It takes 1 hour to brew a dose of this tincture, and once brewed, it remains potent until used. An accelerist can only maintain one dose of tincture at a time—if she brews a second dose, any existing tincture becomes inert. A tincture that is not in an accelerist’s possession becomes inert until an accelerist picks it up again.

It’s a standard action to drink a tincture. Upon being imbibed, the tincture causes the accelerist to appear lithe and ready to act, granting her a +4 alchemical bonus to her Dexterity score and increasing her land speed by +20 feet for 10 minutes per accelerist level. In addition, while the tincture is in effect, the accelerist takes a –2 penalty to her Wisdom.

A non-accelerist who drinks a tincture must make a Fortitude save (DC 10 + 1/2 the accelerist’s level + the accelerist’s Intelligence modifier) or become nauseated for 1 hour—a non-accelerist can never gain the benefit of a tincture, but an accelerist can gain the effects of another accelerist’s tincture if she drinks it. (Although if the other accelerist creates a different tincture, the effects of the “stolen” tincture immediately cease.) The effects of a tincture do not stack. Whenever an accelerist drinks a tincture, the effects of any previous tincture immediately end.

Bloodline: The accelerist gains Bluff (Cha) and Knowledge (arcana) (Int) as class skills and her accelerant modifier is Charisma. She also gains Weapon Finesse as a bonus feat. Starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the accelerist from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The accelerist can select a second weapon at 11th level and a third at 19th level. Finally, she gains fast movement sooner than other accelerists, which increases her speed by +20 feet at 1st level, and +10 feet at 3rd level and every 3 levels thereafter, to a maximum of +80 ft. at 18th level.

Divine: The accelerist gains Heal (Wis) and Knowledge (religion) (Int) as class skills and her accelerant modifier is Wisdom. She also gains the Air domain (or one of its subdomains) as a cleric of her accelerist level. As a swift action, the accelerist can spend 1 use of lightning arc or wind blast to move up to 30 feet. At 3rd level, she can also spend points of momentum to cast her domain spells when she gains them. Each spell cast costs 1 point per spell level.

Occult: The accelerist gains Knowledge (planes) (Int) as a class skill and Improved Unarmed Strike as a bonus feat. Her accelerant modifier is Constitution. Any time the accelerist spends momentum, she also takes 1 point of nonlethal damage per character level (referred to by some occult followers as burn). She cannot become immune to nonlethal damage or otherwise ignore its effects. As a move action, the accelerist can move up to twice her speed. When she does, she cannot use this ability again until she spends one round without taking a move action (She can still use her standard action to move during the round she uses to regain this ability).

In addition, As a standard action, the accelerist can unleash a blast of air that deals velocity damage at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from an air blast is treated as air, bludgeoning, and magic for the purpose of bypassing damage reduction. Air blasts count as a weapon for the purpose of feats such as Weapon Focus. The accelerist is never considered to be wielding or gripping the air blast and she can’t use Vital Strike feats with air blasts. Even the weakest air blast involves a sizable mass of energy, so air blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied air blast can be used to counterspell any spell of equal or lower level that shares its descriptor.


At 1st level, an accelerist can flurry as a full-attack action. When using flurry, the accelerist can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the accelerist can make these attacks with any combination of her unarmed strikes and one-handed weapons with which she is proficient. She takes no penalty for using multiple weapons when using flurry, but she does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, an accelerist can make an additional attack at her highest base attack bonus whenever she flurries. This stacks with the first attack from this ability and additional attacks from haste and similar effects.


The damage for Small or Large accelerists is listed below.At 1st level, an accelerist can move fast enough that her weapons become an extension of her speed. When attacking with an unarmed strike or a weapon with which she is proficient, the accelerist can use the velocity damage listed on Table: Accelerist instead of the base damage for that weapon (for example, a 5th-level accelerist wielding a punching dagger deals 1d8 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The accelerist can decide to use the weapon’s base damage instead of her adjusted velocity damage—this must be declared before the attack roll is made. An accelerist’s size does not change her velocity damage.

Bonus Feat

At 2nd level, and every 4 levels thereafter, an accelerist can select a bonus feat. These feats must be taken from the following list: Acrobatic, Agile Maneuvers, Combat Reflexes, Deflect Arrows, Deft Hands, Dodge, Fleet, Improved Initiative, Lightning Reflexes, Nimble Moves, Quick Draw, Rapid Reload, Run, Spider Step, Step up, Strike Back, Swap Places, Weapon Finesse. The accelerist must still meet all prerequisites for her bonus feats.

At 6th level, she adds feats with the above as prerequisites to the list (a 6th-level accelerist could take Mobility as a bonus feat if she has Dodge or Spring Attack if she had Dodge and Mobility).


At 2nd level, an accelerist can avoid damage from many area-effect attacks. If an accelerist succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if an accelerist is wearing light armor or no armor. A helpless accelerist does not gain the benefit of evasion.

Fast Movement

At 3rd level, and every 3 levels thereafter, an accelerist gains a +10-foot enhancement bonus to her land speed, as shown on Table: Accelerist. An accelerist in armor or carrying a medium or heavy load loses this extra speed.

Momentum (Su)

At 3rd level, an accelerist learns how to build momentum quickly to disperse in many different ways. The amount of momentum an accelerist can build up is equal to 1/2 her accelerist level + her accelerant modifier.

By spending 1 point of momentum as a swift action, an accelerist can make one additional attack at her highest attack bonus when using flurry. This bonus attack stacks with all bonus attacks gained from flurry, as well as those from haste and similar effects. An accelerist gains additional powers that consume points from her momentum as she gains levels.

Momentum is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Rapid Processing (Ex)

At 4th level, an accelerist gains a +2 bonus on saving throws against illusion spells and effects.

Speed Power (Su)

At 4th level and every 2 levels thereafter, an accelerist can select one speed power. Once a speed power is selected, it cannot be changed. Some speed powers require the accelerist to be of a specific level or higher before they can be chosen. Unless otherwise noted, an accelerist cannot select an individual speed power more than once. Once a speed power is selected, it cannot be changed.

A full list of accelerist speed powers can be found here.

Accelerated Metabolism (Ex)

At 5th level, an accelerist gains immunity to all diseases, including supernatural and magical diseases.

Speed Strike (Ex)

Beginning at 5th level, as long as she has at least 1 point of momentum, an accelerist can make a speed strike. Whenever she flurries, she can designate one of her melee attacks as a speed strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, an accelerist learns an additional speed strike. She must choose which speed strike to apply before the attack roll is made. At 15th level, she can designate up to two of her attacks each round as a speed strike, and each one can be a different type. The accelerist can choose from any of the following strikes.

Dashing Strike: The accelerist leaps through the air to strike a foe. Before the attack, the accelerist can move a distance equal to her fast movement bonus. This movement is made as part of the accelerist’s flurry and does not require an additional action. At the end of this movement, the accelerist must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal.

Defensive Speed: The accelerist speeds about, confounding her foe. If the attack hits, the accelerist gains a +4 dodge bonus to AC against any attacks made by the target of the speed strike until the start of her next turn. This bonus does not stack with itself. The accelerist must attack with a fist to use this speed strike.

Hurried Smash: The accelerist follows up an attack with a strike from her elbow or knee. If the attack hits, the accelerist can make an additional unarmed attack using the same attack bonus at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The accelerist must attack with a fist to use this speed strike.

Foot Stomp: The accelerist stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the accelerist ends her turn adjacent to that foe, the foe’s movement is restricted. Until the start of the accelerist’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the accelerist. Alternatively, it can attempt a combat maneuver check (against the accelerist’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The accelerist must attack with a kick to use this speed strike.

Knock-Back: The accelerist attempts to knock her foe back. If the attack hits, the accelerist can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the accelerist. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the accelerist’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement.

Sweep: The accelerist attempts to sweep her foe’s leg, knocking the opponent down. If the attack hits, the accelerist can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.

Shattering Strike: The accelerist delivers a brutal strike that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.

Sudden Strike: The accelerist delivers a strike her foe did not expect. The accelerist makes her attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this speed strike.

Adaptation (Ex)

At 7th level, an acceleristcan choose to take a penalty to her AC bonus and gain a bonus on all damage rolls while using flurry. The penalty can be any amount up to her AC bonus, and the bonus to damage is twice that amount. This bonus does not stack with similar bonuses, such as from Power Attack or Deadly Aim.

Improved Evasion (Ex)

At 9th level, an accelerist’s evasion ability improves. She still takes no damage on successful Reflex saving throws against attacks, but henceforth she takes only half damage on failed saves. A helpless accelerist does not gain the benefit of improved evasion.

Flawless Processing

At 19th level, an accelerist gains total control over her mental faculties. Whenever she attempts a Will save, she can roll twice and take the better result. If she fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the accelerist can attempt a new saving throw at the end of each hour to end the effect.

Perfect Speed

At 20th level, the accelerist’s speed becomes legendary. The accelerist can take her turn at any point during a round (she still rolls initiative against other accelerists with this ability) as if she won initiative and held her action. Spells and effects that have duration always last until the end of the final round of their duration, regardless of when the accelerist acts.

In addition the accelerist can rest for up to 10 minutes to regain 1 point of momentum, to her maximum.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Android Add +1/2 damage when using adaptation, to a maximum total damage of 3x the penalty to AC.  
Catfolk Add +10 minutes to the duration of the alchemy accelerant’s tincture. PZO1121
Elf Add +1 to the accelerist’s base speed. This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature. PZO1115
Human Add +1/4 point to the accelerist’s momentum. PZO1115
Leonin Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces. BoMT
Otterling  Add +1 damage to the accelerist’s attacks made after moving, to a maximum of twice the accelerist’s Strength or Dexterity bonus. BoMT
Ratfolk Add a +1 bonus on Acrobatics checks made to move through threatened squares. PZO1121
Seeker  Add +1 damage to the accelerist’s attacks made after moving, to a maximum of twice the accelerist’s Strength or Dexterity bonus. BoMT
Sylph Add 1/3 point of damage to the occult accelerant’s blast of air or to the damage of the divine accelerant’s lightning arc or wind blast. PZO1121
Swarmborn  Add +10 minutes to the duration of the accelerist’s alchemical tincture accelerant option. BoMT
Tiefling Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces. PZO1121
Vanara Add a +1 bonus on Acrobatics checks made to jump. PZO1121
Xendauni Add +1/2 on Escape Artist checks and +1 to the accelerist’s CMD when resisting a grapple. BoMT
Section 15: Copyright Notice

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