A Pathfinder Roleplaying Game update of the swiftblade prestige class.
This class didn’t need a lot of work beyond updating the hit die, skill requirements, skill list, and saving throw progression. It already had powerful class features, and really didn’t need a boost in power level to keep up with Pathfinder Roleplaying Game prestige classes, especially since the new rules gave it a d10 hit die for having a good base attack bonus.
Hit Die: d10.
To qualify to become a swiftblade, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Spellcraft 6 ranks.
Spellcasting: Ability to cast haste.
Feats: Dodge, Mobility.
Weapon Proficiency: Must be proficient with at least one martial weapon.
Special: Must have spent the entire previous level using all spell slots of the level in which haste is gained to exclusively cast haste.
The swiftblade’s class skills (and the key ability for each skill) are Acrobatics (Dex), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Perception (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
All of the following are Class Features of the swiftblade prestige class.
Weapon and Armour Proficiency: Swiftblades gain no proficiency with any weapon or armour.
Spells per Day: At each level indicated on Table: Swiftblade, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a swiftblade, they must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known.
Spring Attack: Beginning at 1st level, you gain Spring Attack as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.
Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability.
Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, Wind Stance, Lightning Stance, or similar effects.
Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.
Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier.
Evasive Celerity (Ex): At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar effects.
Fortified Hustle (Ex): At 6th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a continuous spell effect, and therefore cannot be dispelled by any means. The haste spell otherwise functions as it normally would, is expended normally, and can be countered as a spell at the moment of casting.
Bounding Assault: At 7th level, you gain Bounding Assault (see the “General Feats” section in chapter 3 of Player’s Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.
Diligent Rapidity (Ex): At 8th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.
Perpetual Options (Ex): At 9th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.
Innervated Speed (Ex): At 10th level, your mastery of the haste spell can bring the world around you to a standstill. Any time you prepare or spontaneously cast haste in a 6th level spell slot, you can subsume the spell at the moment of casting instead, increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. For each spell slot level higher than 6th level, you can extend innervated speed by 1 additional round. For example, a sorcerer could subsume haste in an 8th level spell slot to create three rounds of innervated speed. You cannot subsume a new haste spell until the original innervated speed duration expires and your turn ends. Moreover, you cannot subsume a metamagic version of haste.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+1||+0||+1||+1||Spring Attack, swift surge +1/+0 ft.||—|
|2nd||+2||+1||+1||+1||Blurred alacrity||+1 level of existing arcane spellcasting class|
|3rd||+3||+1||+2||+2||Sudden casting||+1 level of existing arcane spellcasting class|
|4th||+4||+1||+2||+2||Arcane reflexes, swift surge +1/+10 ft.||—|
|5th||+5||+2||+3||+3||Evasive celerity||+1 level of existing arcane spellcasting class|
|6th||+6||+2||+3||+3||Fortified hustle||+1 level of existing arcane spellcasting class|
|7th||+7||+2||+4||+4||Bounding Assault, swift surge +2/+10 ft.||—|
|8th||+8||+3||+4||+4||Diligent rapidity||+1 level of existing arcane spellcasting class|
|9th||+9||+3||+5||+5||Perpetual options||+1 level of existing arcane spellcasting class|
|10th||+10||+3||+5||+5||Innervated speed, swift surge +2/+20 ft.||—|