Sharner Kobold Sharner Kobold

 

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Quickmind

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.

 

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 at Each Level:

4+Int-Mod.

Class 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 -

Class Features

All of the following are class features of the Quickmind prestige class.

 

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, 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.

 


Sample Char “The Quickmind”

Charass Gifttongue

 

Halfling Rogue 3/Wizard 5/Arcane Trickster 1/Quickmind 5 CR 14

N small Humanoid (Halfling)

INI +11, Always Wary,

Senses Listen +19, Spot +17

Languages Common, Halfling, Gnome, Dwarven, Elven, Draconic

AC 23, Touch 16, Flat-Footed 18

TP 94 (14 TW)

Resist Evasion, Trap Sense +1,

REF +17 WIL +11 ZÄH +6, +2 against Fear

Weaknesses Arcane Spell Failure 15%

Speed 20ft. (4 Squares)

Ranged Ray +13,

BAB +7; Grapple +3; Reach 1,5m

Attack Options Sneak Attack +4W6, Inpromptu Sneak Attack 1x/day, Fight tentatively, See and React 2x/day,

Special Actions Ranged Legerdemain 1x/Day, Summon Familiar

Combat Gear Wand of Cat’s Grace, Rod of Maximize, Lesser, (11.000),

Spell-Like Abilities Time Stop 1x/day

Spells Prepared (CL9, effective 13) (4/6/5/4/3/2):

 

Level 5: Summon Monster 5, Dominate Person,

Level 4: Orb of Acid, Enervation, Improved Invisibility,

Level 3: Flame Arrow, Vampiric Touch, Haste, Fireball,

Level 2: Melf’s Acid Arrow*2, Ice Knife, False Life, Scorching Ray,

Level 1: Ray of Enfeeblement, Lesser Orb of Sonic, Shocking Grasp, Shield, Magic Missile, True Strike,

Level 0: Read Magic, Detect Magic, Ray of Frost, Acid Splash,

 

Abilities ST 10, GE 20, KO 12, IN 21, WE 12, CH 8

SE Trapfinding, Lightning Initiative, Alert Allies +2,

Talente Improved Initiative,Quick Reconnoiter ,Scribe Scroll(B), Alertness, Maximize Spell(B), Improved Toughness, Practised Spellcaster

Fertigkeiten Balance +13, Climb +8, Concentration +9, Decipher Script +12, Disable Device +12, Escape Artist +17, Forgery +11, Hide +15, Jump +4, Knowledge(Arcana) +9, Move Silently +18, Sleight of Hand +16, Spellcraft +13, Tumble +20,

Possessions (45.000GM) Headband of Intellect +2, Gloves of Dexterity +2, Cloak of Resistance +1, (9.000), Ring of Protection +1, Bracers of Armor +2 and Constitution +2, Mithral Breastplate +2,

Spells Known:

5th – Summon Monster 5, Dominate Person,

4th – Orb of Acid*, Enervation, Improved Invisibility, Fire Shield,

3rd – Flame Arrow, Vampiric Touch, Haste, Fireball,

2nd – Melf’s Acid Arrow, Ice Knife*, False Life, Scorching Ray

1st – Ray of Enfeeblement, Lesser Orb of Sonic*, Shocking Grasp, Chill Touch, Shield, Magic Missile, True Strike, Reduce Person,

 

*: From Complete Arcane


© Dominik Stieler