Starburst Striker, Variant 1 (3.5e Prestige Class)

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Becoming a Starburst Striker[edit]

Starburst Strikers focus on Dexterity, but high Strength and Constitution also help a Starburst Striker. They use this Dexterity to speed into the target and spank the enemy and get away or block all their hits. Strength is for their carry weight which can choose to use that for damage rolls or Dexterity. Constitution is health as normal.

Entry Requirements
Base Attack Bonus: +4
Skills: +6 Balance, +6 Tumble.
Feats: Weapon Finesse, Two Weapon Fighting (Or Multi-Weapon Fighting).
Table: The Starburst Striker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Enhanced Finesse, Dodge, Mobility, Spring Attack, Light Traveler, Sword Tricks
2nd +2 +3 +3 +0 Ac Burst, Improved Parry, Perfected Parry, Improved Evasion, Combat Expertise
3rd +3 +3 +3 +1 Perfect Two Weapon Fighting, Power Attack
4th +4 +4 +4 +1 Bounding Assault, Arms Blast
5th +5 +4 +4 +1 Dexterous Fighting, Star's Will
6th +6 +5 +5 +2 Fast Healing, Regeneration
7th +7 +5 +5 +2 Danger Sense
8th +8 +6 +6 +2 Diligent Rapidity
9th +9 +6 +6 +3 Sword Skills
10th +10 +7 +7 +3 Starburst Stream, The Eclipse

Class Skills (4 + Int modifier per level)
Balance, Bluff ,Climb, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Perform, Search ,Sense Motive, Spot, Survival, Swim ,Tumble.

Class Features[edit]

Enhanced Finesse: A Starburst Striker can wield any weapon they're proficient with and add their Dexterity mod to attack and damage rolls instead of Strength. If the Starburst Striker is wielding a shield, then the shield's armor penalty applies to the Starburst Striker's attack and damage rolls.

Spring Attack: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Light Traveler: When wearing armour and carrying items, you can consider them both one category lower. So Medium Armour is treated as Light and retains the restrictions of Light armour.

Sword Tricks: A Starburst Striker may take the Perform Skills: Perform: Sword Drill and Sword Skill (Sword Skill is to create your own Sword Skills.) Perform: Sword Drill is able to split AoE attacks from mages, like Fireball or Lightning bolt. The DC is the Spells level, + Caster Level, + Class Level vs. Your Perform Check. If successful, you split the attack in half that is coming at you to destroy it. This cancels damage to everyone it affects, you can make these checks 1 once a round.

Ac Burst: A Starburst Striker can add 1d6 to their attack rolls on any given attack, by taking half the bonus as a penalty to the damage done. The amount they can increase the attack roll increases with level (1d6 at level 2, 1d8 at level 4, 1d10 at level 6, 1d12 at level 8, and 1d20 at level 10.).

Improved Parry: When parrying you do not suffer the normal -4 penalty when using a weapon. When using a weapon the penalty decreases to 0.

Perfected Parry: You can sacrifice all rolls and attacks to parry all incoming attacks, not counting flanks, but does counter Attack of Opportunity unless by flanking targets. This gives you a +15 to AC when attacked. You cannot use this while flat footed. Once the action is done, you gain one attack of opportunity per enemy you parried. You can use this to Strike Them, Sunder, or Disarm. You cannot use this ability and attack in the same round.

Perfect Two-Weapon Fighting: At 3rd level the Starburst Striker gains the "Perfect Two-Weapon Fighting" Feat, even if they do not have the prerequisites for it. This feat may be exchanged for Perfect Multi-Weapon Fighting, provided the Starburst Striker already has Multi-Weapon Fighting as one of it's feats.

Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Bounding Assault: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.

Arms Blast: You can target the weak point in a weapon and strike it with such force to snap it and break it. This takes an attack roll, but will always succeed unless they evade. To evade, It is their Reflex Save + their dexterity mod + Luck Bonus + Dodge Bonus. If you fail, this counts as a standard action. If you succeed, their weapons breaks and becomes useless. Treat this as a +10 to Sunder Weapons. Consider your weapon Adamantine as well.

Dexterous Fighting: A Starburst Striker of 5th level can take a penalty to their Dexterity Bonus to Ac (If any) up to their Starburst Striker level for one round, to gain an equivalent bonus on a number of attack rolls equal to their Dexterity modifier for one round. Also, a Starburst Striker does not take the normal -5 penalty for each additional attack made with it's main hand (-5/-10/-15/etc). Instead, they take a -4 Penalty.

Star's Will: At Level 5, a Starburst Striker, when rolling can treat his roll 5 higher than it actually is. If used with a natural 1, it counts as a natural 20. This can be used once a day.

Fast Healing: A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round (5 for Starburst Strikers), as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when a creature polymorphs.

Regeneration: The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, broken bones, and ruined organs grow back. The physical regeneration is complete in 1 day if the severed members are present and touching the creature. It takes 2d10 days otherwise. If they get caught in combat before this completes, the duration is rerolled, but cannot be lower than what the counter is now. (Exhaustion cannot be cured through this)

Danger Sense: You get a +3 bonus on Initiative checks.

For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching".

You are never surprised and always act on the first round of any combat.

Diligent Rapidity: At 8th level, you automatically overcome magic and mundane obstacles with your speed. 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. Your racial base land speed increases by twenty.

Sword Skills: Starburst Strikers have amazing sword skills that can decimate foes. When you reach level Nine, you have 13 skill points to learn these skills. The list and description are below. Skills that are One hit can be combo'd together and act as seperate attack rolls, but if they have 2,4,or 7 hit combos they either must finish the combo or begin. Skills with numbers next to their name cost more than the one told by the number. The combo can only be 4 skill attacks excluding the opener and closer. (4 in total attacks). You may also attempt to make your own maneuver. To do this, you must replicate the effect you want with your blades 5 times. To Replicate the effect, you need to roll a DC40 Perform Sword Skill.

One Handed Sword Skills

Horizontal- 1 Hit Combo, You slash right to left across the creatures body.

Horizontal Square(2)- 4 Hit Combo, You begin with a left to right strike, then a right to left follows,the user spins their body and does a third right to left attack with a final release pulling your sword up and right. This results in a Square like effect.

Vertical- 1 Hit Attack, Attacks with a swipe starting at the top and going down the enemy.

Vertical Square(2)- 4 Hit Combo striking downwards then to the left right and then finishing by going down. This spins away from the target looking like a square.

Vertical Arc- 2 Hit Combo. You strike downward from each shoulder of your choice and then flick your wrist back up, creating a V slash line.

Slant- 1 Hit 45 Degree Slash, Can Propel Enemies backwards that are the same size catagory as you or weigh less than you if they are a height class bigger.

Vorpal Strike-1 Hit Combo, you do a delayed (1 round) to charge a extreme speed and powerful thrust. You force through, possible to break power shields and pierce through Plate armour without beating the AC. Whatever your attack roll is times it by 10, your thrust if connecting with a body pushes further until hitting another and moving. This stops until you hit an unmovable object like a wall or the weight of the enemies out weigh the number you get. Once you are either stopped, or you run out of movement, you do a damage roll as if critical, but for your average damage (i.e. d8), you would roll two. (i.e. 2d8 x2). The enemies are stunned for a round and cannot act, next round they may act.

Sonic Leap- 1 Hit Combo, - Instant - You push into the air to usually intercept. You strike with a vertical downward slash to send them back to the ground. (Once an Encounter) They end their turn prone. Can only be used on aria

Rage Strike- 1 Hit Combo, you rush at the target (10 Squares tops) and do a powerful jab with your sword to pierce them and pin them if close enough to a wall. Can also panic them if done as a sneak attack. This ,if not done next to a wall, suspends them on the end of your sword a few feet in the air.

Snake Bite- 2 Hit Combo, you strike twice at the sides from left to right using a single sword, it appears if you use two and only produces one sound.

Martial Art Skills

Embrace- 1 hit Combo, You do a hand jab at the target's chest (or specified), you do so with such force that you impale them with your hand and paralyze or kill them, if they are at 1/8 health, roll a d20 for death, 16-20 for kill, paralyzed if failed

Meteor Brake (3)- 7 Hit Combo with 5 Sword Strikes and two Shoulder, if the target does not have neck protection, roll a d20 for decapitation + Str Mod, 30-35 is a kill, if it hits it dies instantly and you are Exhausted for 1d4 rounds, if protected it is stunned for 1d8 rounds.

Starburst Stream: A number of times per day equal to the Starburst Striker's Dexterity modifier, the Starburst Striker can forgo it's defenses to make a barrage of attacks against one enemy as a Full Round Action(16 Attacks). The Starburst Striker doesn't take the normal -4 penalty for each attack made with it's main hand, instead, it takes a -1 penalty each new set of attacks (So the BAB would be 10/9/8/7/6/etc). For a number of rounds after, equal to the Starburst Striker's Dexterity modifier, the Starburst Striker becomes exhausted, and the Starburst Striker looses all Armour, Shield, and Dexterity bonuses to Ac.

The Eclipse: A number of Times per day equal to the Starburst Striker's Dexterity modifier /10, a Starburst Striker can unleash true fury. They strike a single target twenty seven times, at their highest possible BAB for every strike. You roll once to confirm critical. Due to striking twenty seven times, you can treat Critical range 11-20. If your weapons critical is x2, it is treated as x3. Your damage roll is your normal hit dice, but you can roll 5 times and take the highest hit. So after 27 strikes, you roll 5 times and take the highest for damage, after this you roll once for critical looking for 11-20. Once performed, you are exhausted for 3d20 (minimum is 10 rounds) rounds and there is a 10% chance you will break a single sword, of the DM's Choice. This assault counts as 27 strikes so whatever your damage is, multiply it by 27. The starburst strikes after this move, can only move 1 squares (5 ft) or block for their turn (+5 AC) until exhaustion is over. This condition may not be cured, only endured. You also take a -20 to AC

Campaign Information[edit]

Playing a Starburst Striker[edit]

Combat: Starburst Strikers usually use their speed to avoid attacks and use it to deliver multiple blows per round to decimate enemies.

Advancement: Those who go down this path usually only go down this sole one. If they do branch out, it is something melee based that usually out speeds or over powers others. Swordsmen, Warriors, Fighters and others along those lines are the few classes that would be compatible.

Resources: They are rare in number, but those who do, usually join Guilds that are going to make the world better and help others.

Starburst Strikers in the World[edit]


Starburst Strikers usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love.

NPC Reactions: Most People are in awe in what they do. They call them idiots for sacrificing defense for Power and Speed.

Starburst Striker Lore[edit]

Characters with ranks in Knowledge Swords can research Starburst Strikers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Sword
DC Result
15 They use two swords in combat.
21 They are extremely quick and laid back.
26 They give up armour for speed and striking ability.
31 The two swords they use can be used in a barrage skill that strikes 21 times, but can be used in sequence at the cost of defense and energy.
40 Their most powerful move, The Eclipse is a Death Sentence if used against you. Never anger a Starburst Striker to that point... Do not harm the ones he loves.

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