NimblewrightClass[spoiler]Hit Dice: d10
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +0 | Nimblewright Body, Rapier Hands, Body Adaptation |
2 | +1 | +0 | +0 | +0 | Bonus Feat, Entropic Shield, Tripping Thrust |
3 | +2 | +1 | +1 | +1 | Spell Resistance, Feather Fall, Special Ability |
4 | +3 | +1 | +1 | +1 | Bonus Feat, Special Ability, Spell-like abilities |
5 | +3 | +1 | +1 | +1 | Special Ability, Repair |
6 | +4 | +2 | +2 | +2 | Special Ability, Accelerated Self-Repair |
7 | +5 | +2 | +2 | +2 | Augmented Critical, Special Ability, Tides |
Class Skills: (2+Int Mod, x4 at first level) Balance, Bluff, Craft, Disguise, Jump, and Tumble
Proficiencies: A nimblewright is proficient with its natural weapons and rapiers, but with no armor or shields.
Class Features:Nimblewright Body: The Nimblewright loses all racial traits and features, and gains the construct type and traits. These include:
-No Constitution Score
-Low-light vision
-Darkvision out to 60 feet
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
-Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-Cannot heal damage naturally
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain.
-Immunity to any effect that requires a fortitude save (Unless the effect also works on objects, or is harmless)
-Not at risk of death from massive damage. Destroyed if reduced to 0 hitpoints
-Cannot be raised or resurrected unless by a
wish,
miracle, or
true resurrection-Constructs do not eat, sleep, or breathe
It is Medium size and has a land speed of 40ft. A nimblewright has a natural armor bonus equal to its strength modifier or its charisma modifier, whichever is higher.
Rapier-Hands: The Nimblewright fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearm and it can use its hands normally. A nimblewright can fully deploy both rapiers as a free action. Each rapier does (1d6 18-20x2) damage at level 1, which increases at fourth level to (1d10 18-20x2) at level 4, and increases again to (2d6 18-20x2) at level 7.
When making a full attack a nimblewright may attack with both rapier-hands at no penalty (one attack with each rapier-hand at its full base attack bonus), but since its rapier-hands are treated as natural weapons it gains no additional attacks due to a high base attack bonus. Although its rapier-hands are treated as natural weapons, they can be enchanted or re-built with special materials like cold iron or adamantine. Also, as a full-round action, a nimblewright may detach its rapier-hands and wield them as rapiers rather than natural weapons. In this case the damage returns to (1d6 18-20x2), but the nimblewright may make multiple attacks due to a high base attack bonus and any feats it took for its rapier-hands still apply to the rapiers if they could normally apply to manufactured weapons (Weapon Focus would apply, Improved Natural Attack would not). When a nimblewright does this it is considered to have the Two-Weapon Fighting feat and meets pre-requisites as if it had that feat.
Feats, maneuvers, and other abilities that would allow a creature to attack with more than one weapon as a standard action also allow a nimblewright to attack with both rapier-hands as a standard action. A nimblewright must still meet prerequisites for any such abilities should it choose to take them, although the nimblewright may ignore any racial prerequisites.
Body Adaptation: As the spirit that animates the nimblewright grows accustomed to its construct body, it grows more apt in its use. At every level including 1st, it gains +1 Dexterity and +1 Strength or Charisma, but not both. At 5 HD it gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.
Entropic Shield: A nimblewright can use
entropic shield, as the spell, as a spell-like ability 4 times per day. The miss chance granted by this spell-like ability increases by 10% at the third, fifth, and seventh nimblewright levels. At fourth level a nimblewright can activate entropic shield as a move action, and at sixth level it can activate its entropic shield as a swift action. At seventh level a nimblewright can choose to activate its entropic shield as an immediate action, but if it does so the duration for the spell is decreased to 1 round.
Tripping Thrust:Bonus Feats: A nimblewright gains Combat Reflexes at level 2, and Combat Expertise at level 4 even if it does not meet the prerequisites. If it already has either of these feats, then it may select any other feat for which it meets the prerequisites.
Spell Resistance (SR): A nimblewright gains Spell Resistance 13 + HD, which increases to 15 + HD at level 5, and 17 + HD at level 7. A nimblewright can lower or raise its Spell Resistance as a free action at any time should it choose to receive friendly spells. It does not have to be the nimblewright's turn for it to lower or raise its spell resistance. The
Swat special ability is the exception to this rule.
Feather Fall (Su): A nimblewright is under a constant feather fall effect, as the spell. It can dismiss or reactivate this effect as a free action at any time, even if it is not its turn.
Special Abilities: At third level and every level thereafter, a nimblewright gains a special ability of its choice from among the following options.
Beat (Ex): You may make a disarm attempt without provoking an attack of opportunity. If you have the Improved Disarm feat, you gain +2 to the disarm attempt in addition to the +4 from the Improved Disarm feat. If you are successful your target provokes an attack of opportunity from you at a +4 bonus.
Like Water (Ex): When an opponent gives you a chance to make an attack of opportunity, you may instead opt to immediately take a 5-foot step. This 5-foot step does not count as your 5-foot step for the round, and you may take it every time anyone provokes an attack of opportunity from you. You can also use a free action to sacrifice an attack of opportunity for the round to make a 5 foot step at any time during your turn, or as an immediate action if it is not your turn.
Parry (Ex): When an enemy makes a melee attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of your attack roll as your effective AC against the incoming attack. You cannot use this special ability if you are denied your dexterity bonus to AC. If you have the Beat special ability and threaten the opponent you parried, you may make a disarm attempt as a free action against the same opponent.
Riposte (Ex): When an enemy you threaten makes a melee attack against you and you avoid damage using the Parry special ability, that opponent provokes an attack of opportunity from you at a -5 penalty. You cannot use this ability without the Parry special ability.
Swat (Ex): To use this special ability you must forego the benefits of your spell resistance and give up an attack of opportunity for the round. You infuse your rapier-hands with anti-magic to empower a melee attack against a flying enemy. If your attack is successful, you deliver an anti-magic jolt that causes your target to fall according to their means of flight. If your target was flying by magical means, they risk having their flight spell dispelled unless they succeed on a caster level check vs. your spell resistance. If you scored a critical hit then their flight is negated as if by an
antimagic field. Your spell resistance does not return until 1 round has passed, it returns by itself and requires no action.
Deflect (Ex): When an enemy makes a ranged attack against you, you may give up one of your attacks of opportunity for the round to make an attack roll as an immediate action. Use the higher of your AC or the result of you attack roll as your effective AC against the incoming attack. You must declare you are using this ability before you know the result of your enemy's attack, but after you know whether they have overcome any miss chance you possess. You cannot use this special ability if you are denied your dexterity bonus to AC.
Reflect (Ex): When you successfully avoid a ranged attack with the Deflect special ability, you may give up an additional attack of opportunity to redirect the attack you avoided to a new target within the range of the original attack. Use the attacker's original attack roll to determine the success of the redirection.
Trip (Ex): When you hit with a melee attack you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If your attempt fails, they cannot react to make a trip attempt against you. You must declare you are using this special ability and give up one of your attacks of opportunity for the round before you make your attack.
Dextrous (Ex): You may use your dexterity modifier instead of your strength modifier when making trip, disarm, grapple, bull rush, or overrun attempts.
Feat: A nimblewright may learn a feat in place of a special ability.
Spell-like abilities: A nimblewright gains several spell-like abilities, which it can use a limited number of times per day. At fourth it gains
cat's grace 3/day, at fifth level it gains
alter self 4/day, and at sixth level it gains
haste 3/day. The caster level for a nimblewright's spell-like abilities is equal to its HD. Save DCs are Charisma-based. At each even-numbered hit die, it gains an additional use of any spell-like ability it possesses.
Repair: A nimblewright may repair damage it has taken with a Craft Check. This takes 8 hours and materials worth (damage taken x Nimblewright's HD) gold pieces. The Nimblewright repairs as many hitpoints as its Craft Check -15. A nimblewright may also re-attach severed limbs this way, although the check is more difficult. Re-attaching a leg adds +10 to the check DC. Re-attaching an arm or rapier-hand adds +20. Re-attaching a head adds +25.
Accelerated Self-Repair (Ex): Once per day per 3 HD the Nimblewright possesses, it can initiate a powerful self-repair routine. As a full round action a nimblewright makes a Craft Check (DC 10 + HD, maximum 30 at level 20) to heal as many hitpoints as its base attack bonus. It can take no other actions during this time, not even a 5-foot step, and is denied its dexterity bonus to AC even if it has Uncanny Dodge.
Augmented Critical: A nimblewright's rapier-hands threaten a critical on a natural roll of 15-20. On a successful critical hit, its foe is subject to a tripping thrust attack (See above).
Tides (Su)Aqueous body size1 | Creation distance2 | Speed3 | Maximum Height4 | Damage5 contact/trapped| | Trapped6 size/time | Example bodies7 |
Tiny | Adjacent or same square | 30' | HD feet | 1d6/1d3 | < Small / 1 round | canteen, waterskin, small bucket |
Small | 10 feet | 30' | 10 feet + HD | 1d8/1d4 | < Medium / 1 round | basin, large bucket |
Medium | 20 feet | 40' | 20 feet + HD | 2d6/1d6 | < Large / 1d2 round | barrel, bathtub |
Large | 30 feet | 40' | HD x 5 feet | 2d8/1d8 | < Large / 1d2 rounds | section of creek, small wading pool |
Huge | 40 feet | 60' | HD x 10 feet | 3d8/2d6 | < Huge / 1d3 rounds | section of large creek, large swimming pool |
Gargantuan | Close* | 60' | HD x 10 feet | 4d8/2d8 | < Huge / 1d3 round | small pond, section of river |
Colossal | Medium* | HD x 10' | HD x 10 feet | 6d8/4d6 | < Huge / 1d3 round | Normal or larger pond |
Beyond Colossal | Long* | HD x 10' | HD x 20 feet | 6d8 + HD/ 4d6 + HD | < Huge / 1d4 + 1 rounds | ocean, lake |
[spoiler]
1The size of the body of water used to create the column
2The range at which the Nimblewright can create the column. Larger bodies of water can be manipulated from greater distances.
3The speed at which the column moves horizontally
4The maximum height the column can reach based on the amount of water used in its creation
5The damage the column does to creatures and objects when it touches them and when they are sucked into it. Contact is damage dealt when the column touches a creature or object and can be negated with a successful check to avoid it, and trapped is damage dealt with no save to creatures trapped within the column.
6Creatures above a certain size are too large to be sucked into the column. The time it takes for them to be carried to the top is based on the amount of water used to create the column.
7Examples of different sized bodies of water.
*As spell ranges. For the purposes of determining creation distance the Nimblewright's caster level is equal to its HD.[/spoiler]
At 10 HD the nimblewright may create the column with either a move or a standard action. The nimblewright chooses what type of action to use every time it uses the column ability of Tides, it can alternate between using a move or standard action every time it uses the ability. At this level the nimblewright can also designate allies who can stand atop the column safely - just as it does - assuming there is ample space, although doing so takes the same action as sustaining the column beyond its duration.
At 15 HD the nimblewright may direct the column's movement with a swift action instead of a move action, should it choose. The nimblewright can alternate between move and swift action as it sees fit every time it directs the column's movement. Bearing allies safely atop the column no longer requires effort from the nimblewright.
At 20 HD the nimblewright may direct the column's movement as a free action. If the column is on a large enough body of water sustaining it beyond its duration becomes a swift action every round for the nimblewright. The column can use the run action and the nimblewright treats the column as if it were a mount whenever doing so would be beneficial.
A nimblewright is immune to the negative effects of its own tides column, although it can choose to be sucked into its own column as a way of quickly moving to the top where it can stand safely as if on solid ground. Creatures with the water or aquatic subtypes gain a +4 competence bonus on rolls to resist the effects of the tides column. Feats and abilities that increase a Nimblewright's ability with spells or effects with the water descriptor apply to the tides column.[/spoiler]
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Comments in second post.