Here's what I have so far. I'm leaving the original up so that you can compare them directly.
Level | Abilities
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1 | Opportunism, Spellcasting, Slide Movement, Slide, Speed Tricks
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2 | Advanced Learning
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3 | You Move Like They Do
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4 | Blueshift 1
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5 | Integrated Slide
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6 | Whoa
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7 | Reflexes
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8 | Blueshift 2
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9 |
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10 | Improved Reflexes
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11 |
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12 | Blueshift 3
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13 |
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14 |
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15 | Precognitive Planning
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All of the following are Class Features of the Speedened class:
Weapon and Armor Proficiency: Speedened are proficient with non-exotic light weapons and ranged weapons. Speedened are proficient with light armor and shields. If a Speedened wears heavy armor, they lose all of their class abilities except for their spellcasting. Speedened are subject to arcane spell failure chance if wearing medium or heavy armor.
Opportunism (Ex): Speedened are able to take advantage of any opportunity they see. They make make any number of AoO's per round.
Spellcasting: The Speedened is a spontaneous arcane spellcaster with the same spells per day progression as the Bard. A Speedened casts spells from the Speedened Spell List (below). A Speedened automatically knows every spell on the Speedened spell list, and can cast them without preparing them ahead of time, provided that spell slots of the appropriate level are available and unused. A Speedened cannot cast spells while flat-footed. A Speedened's caster level is equal to his class level.
To cast a Speedened spell, he must have an Intelligence score at least equal to 10 + the Spell level. The DC of the Speedened's spells is Intelligence-based and bonus spells are Intelligence-based.
Slide Movement (Ex): Speedened are so blindingly fast that they can even do things while it is not their turn. A Speedened has a pool of "Slide Movement", which they can expend to interrupt others' actions. Most uses of Slide are free actions
at any time; Speedened can even do things like wait until a Wizard declares the target square of his
Fireball before choosing how to use his Slide Movement. A Speedened has five feet of Slide Movement per round per Speedened class level; this improves to five feet of Slide Movement per character level when they gain Integrated Slide later. A Speedened's Slide Movement replenishes at the beginning of his turn. Speedened may not expend Slide Movement while flat-footed until they gain the Reflexes ability later.
Note that attack rolls and damage rolls occur simultaneously, so Speedened must choose to use their abilities before attack rolls are resolved.
Slide (Ex): The most basic use of Slide, and the ability from which it takes its name, is the ability to move. By expending 5' of Slide Movement as a free action at any time, a Speedened may move 5' by any means for which they have a listed movement speed. For example, a Speedened with a land speed could expend 10' of Slide Movement to instantly translate 10', moving himself out of the area of a
Fireball. Sliding does not allow a Speedened to dodge targeted attacks, but it does allow him to void preconditions such as range, area inclusion, or line of effect. For example, a Speedened being attacked by an archer could not move out of the way once an attack roll has been made, but could move to break line of effect so that the archer could not target him. In general, Speedened may Slide out of areas of effect and may void preconditions, but it's too late once a roll has been made.
A Speedened provokes attacks of opportunity as normal while Sliding, although he may also make tumble checks to suppress attacks of opportunity as normal.
Speed Trick (Ex): At every level, the Speedened gains one ability from the following list:
- Snatch: a Speedened can attempt to grab spell components, arrows, or similar small objects held by an adjacent target as an immediate action. The target makes a reflex save (DC is 10+Speedened's reflex save bonus); if they fail, the Speedened ends up holding the item, and the target's action fails if it was employing that item.
- Hey, Over Here!: You attempt to distract enemies, safely provoking attacks of opportunity from them in hopes of catching them off-balance. By expending 5' of Slide Movement while in a square adjacent to an enemy, you may provoke an attack of opportunity from every enemy that threatens you, all of which automatically miss.
- Contrail: When you begin a run or double move action, until the beginning of your next turn, any square you occupy immediately becomes filled with condensation clouds formed the shock of your passage. These squares behave as if filled with Obscuring Mist. These clouds disperse after one round per Speedened level.
- Defensive Awareness: When taking a full defense action, you may additionally concentrate on responding more efficiently to threats nearby. When in the square you declared the full defense action in and any squares adjacent to it (edges and corners), you may use your Slide ability without expending Slide Movement.
- Defensive Mastery: The area affected by Defensive Awareness expands to any square adjacent to its original area (any square touching any square touching your original square).
- Faster: All of your listed modes of movement improve by 15'.
- Air Dodge: You may Slide as though you had a perfect fly speed listed. This ability does not allow you to negate falling damage. If you try to do that the DM gets to hurt you (more than the falling already would, that is).
- Ground Dodge: You may Slide through earth, clay, sand, etc as though you had a burrow speed listed. You do not leave a tunnel behind you. Note that if you end your movement inside, say, a rock, you get what you deserve.
- Pop: Once per round as a free action, you may spend up to 10' of Slide movement to teleport an equal distance, as Dimension Door. You must be able to cast Dimension Door to take this speed trick.
- Double Team: Whenever you slide or move out of a space, you threaten enemies as if you were in that space until the beginning of your next turn.
- Dive for Cover: You may spend 5' of Slide Movement to automatically succeed on any single reflex saving throw against an attack that deals half damage on a successful save. If you have Quicken 2, you may spend an additional 5' of Slide Movement to avoid the attack entirely.
- Surf the Shockwave: If you are subjected to an area attack which allows a reflex saving throw for half damage, you may spend 10' of Slide Movement to attempt to have the power of the effect carry you to its edge without hurting you. Make a Balance check against the DC of the effect's reflex save. If you succeed, you move to the nearest edge of the effect and you take no damage. If you fail, nothing happens, and you automatically fail the reflex save to avoid half damage.
- Deflect: If you are within 5' of the origin of a non-conical area of effect, you may expend Slide Movement to deflect the effect. For every 5' of Slide Movement that you spend, you may move the origin of the effect up to 10' in any direction. If you are within 5' of the origin of a conical area of effect, you may expend Slide Movement to change the direction of the cone by 45 degrees per 5' expended.
- Block: If a line of effect passes within 5' of you, you may choose to block that line of effect with yourself, causing it to hit you or your square instead of its original target. For example, you could intercept an arrow, taking damage as if it had hit its original target, or you could intercept a Fireball, causing it to detonate in your square.
- Standing Still: Your incredible speed and precision make you able to see through an opponent's dodges and parries as if they didn't exist. You may spend 10' of Slide Movement to make your target flat-footed against one attack you make against them before the end of your next turn.
- Facestab: Your speed allows you to take perfect opportunities in combat. Whenever you make an attack, you may expend Slide Movement to add bonus damage to the attack at a rate of 1d10 damage per 5' expended. This ability can't be used against things immune to sneak attacks.
- Keyhole: You have all the time in the world to line up shots. You ignore any concealment less than total, and you may fire into melee without penalty.
- Mirror Image replacement
- Produce Flame replacement
- Gust of Wind replacement
- Invisibility replacement
- Spelltrail: Whenever you generate an AoE, you can trail it behind you as you move
- Judo: If you Slide immediately following a successful trip attempt, you may take the enemy that you tripped with you, depositing him in any square adjacent to the square you end your slide in.
Advanced Learning: At every even-numbered except first, a Speedened may add any single spell to their Speedened spell list. This spell must be of a level he can already cast, and must be from the Cleric, Druid, or Sorcerer/Wizard spell lists.
Blueshift (Ex): Speedened simply move faster in every way. Every action that the Speedened takes may be moved one step to the right in the following list. If an action does not fit cleanly into one of these categories or takes longer than ten minutes, use the DM's best judgment. Something that is already an immediate action remains as an immediate action, although in ludicrous circumstances (an immediate action reduced by four steps, for example) the DM may make a custom ruling.
Ten minutes --> One minute --> Full-round --> Standard action --> Move action --> Swift action --> Immediate action
Blueshift 2 improves this action so that the Speedened may every action by two steps. For example, they could reduce full actions to move actions, allowing them to take two full run actions per round.
Blueshift 3 is an even further improvement, allowing the Speedened to reduce every action by up to
three stages. The third stage of reduction is a supernatural ability.
This ability does not apply to spellcasting not gained as part of the Speedened class, nor does it apply to spell-like abilities. You also don't get to try to break the game using Runestaffs or crap like that. If you do, the DM gets to hurt you.
This ability does not work while the Speedened is flat-footed.
Speedened with this ability may converse at length as a free action, although some limits still apply (DM's judgment).
You Move Like They Do (Ex): You may cause a single ranged attack to miss you by spending 5' of Slide Movement. For example, a Speedened could expend 15' of Slide Movement to cause three
Scorching Rays to automatically miss.
Integrated Slide (Ex): The Speedened has learned how to integrate his Slide not only to the techniques specially adapted to Speedened combat, but to
all of his actions instead. The amount of Slide Movement he gets per round is now based on his character level instead of his class level.
Reflexes (Ex): The Speedened has sped up so much that they can react before they physically should be able to. The Speedened can now expend Slide Movement while flat-footed.
Whoa (Ex): The Speedened moves fast enough that they can trick the eye into misplacing them for a split second, and the Speedened is fast enough that this split second is enough. When a Speedened uses You Move Like They Do to evade a ranged attack, they may expend an additional amount of Slide Movement to cause that ranged attack to retarget itself on something nearby. The Speedened chooses a valid target for the attack within 10' for every 5' of Slide Movement they expended, and the attack is treated as if it had been originally targeted at the new target.
Improved Reflexes (Ex): As their reactions approach physical impossibility, Speedened become able to react to events before they happen. A Speedened with this level of ability is never flat-footed and is never denied their Dexterity bonus.
Precognitive Planning (Su): A Speedened of fifteenth level gains a limited grasp of the immediate future, allowing them to optimize their movements' efficiency as well as their speed. A 15th-level Speedened may make three Swift or Immediate actions per round.
Speedened Spells:
0th level: Daze,
Ghost Sound,
Mage Hand*,
Prestidigitation*,
Detect Magic,
Acid Splash,
Ray of Frost,
Cure Minor Wounds
1st level: Grease,
Sleep,
Command,
Sanctuary*,
Entangle,
Obscuring Mist,
Produce Flame,
Shield*,
Summon Monster I,
Color Spray,
Magic Missile*
2nd level: Hold Person,
Pyrotechnics,
Suggestion*,
Silence,
Resist Energy,
Gust of Wind*,
Protection from Arrows,
Fog Cloud,
Web,
Scorching Ray*,
Mirror Image*,
Invisibility
3rd level: Dispel Magic*,
Protection from Energy,
Daylight,
Fireball,
Wind Wall,
Major Image*,
Gaseous Form,
Blink,
Invisibility Purge*,
Stone Shape,
Sleet Storm,
Spike Growth
4th level: Greater Dispel Magic,
Dimension Door*,
Solid Fog,
Black Tentacles,
Charm Monster,
Resilient Sphere*,
Wall of Fire,
Wall of Ice,
Rainbow Pattern*,
Dimensional Anchor,
Dominate Person
5th level: Mislead,
Persistent Image,
Greater Command,
True Seeing*,
Transmute Mud to Rock,
Transmute Rock to Mud,
Dismissal,
Wall of Stone,
Feeblemind,
Wall of Force,
Telekinesis*,
Control Winds*,
Teleport
6th level: Antimagic Field,
Disintegrate,
Wall of Iron,
Banishment,
Harm*,
Heal*,
Irresistible Dance,
Project Image*,
Greater Shout
*: When cast by a Speedened, this spell is treated as if one step of Blueshift has already been applied to it