Fast Hero



The Fast hero is a type of shinobi that relies on both defense and often stealth as its best weapon, and thus makes best uses of Dexterity. With levels in this class, one qualifies as both a ranged and melee specialist, with the ability to make quick and precise throw and using one's quickness to get out of harm's way. The Fast hero makes for a fine taijutsu specialist, but is much less damage oriented than the Strong hero.

Bonuses


Pick this Class as your Starter Class: Each Time you Rank up this Class:
 * Simple Weapons Proficiency [Feat]
 * Light Armor Proficiency [Feat]
 * (5 + Intelligence) x 4 Skill Points
 * 1 - 8 Hit Points [1d8]
 * 5 + (1 / 2 Character Level) Action Points
 * 5 + Intelligence Skill Points

Bonus Feats Available
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Dodge, Double Tap, Elusive Target, Focused, Genin, Retrieval Expert, Improved Chakra Pool, Improved Disarm, Mobility, Nin Weapons Proficiency, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Taijutsu Adept, Training, Weapon Finesse.

Skill Access
Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Genjutsu (Cha), Hide (Dex), Knowledge (current events, ninja lore, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Taijutsu (Str) and Tumble (Dex)

Talent Trees
The Fast Class focuses on some amazing defensive abilities that can rival a tough hero, however they are weak to being suprised (Flat-Footed) and Immobilized.

Defensive Talent Tree Deflection Talent Tree Increased Speed Talent Tree (Note: Natural speed is around 30 feet per round, The Grids we will be playing on are 5 foot Grids so 6 Squares)
 * Evasion - When wearing Light or No Armor, you suffer no Damage when successful in a Reflex Saving Throw
 * Uncanny Dodge I - Retain your Dexterity Bonus to Defense when flat-footed or Struck by a Hidden Attacker
 * (Requires Evasion)
 * Uncanny Dodge II - Can no longer be Flanked
 * Opportunist - Attack of Opportunity against an Enemy Damaged in Melee by Another (Cost 1AP)
 * (Requires Evasion)
 * Defensive Roll - Potential Reduction of Damage vs. an Attack which would reduce you to 0hp (Cost 1AP)
 * (Requires Evasion and Uncanny Dodge I)
 * Deflect I -  +1 Deflection defense against Thrown Weapons/Arrows. Must be Aware/not Flat-Footed
 * Deflect II - Additional +1 Bonus (Total +2)
 * Deflect III - Additional +1 Bonus (Total +3)
 * Sense Chakra - Ability to Suppress Chakra Normally (Requires at least Deflect I)
 * Suppress Chakra - Ability to Sense Chakra Normally (Requires at least Deflect I)
 * Increased Speed I - Base Speed Increased by 5 feet
 * Increased Speed II - Additional +5 (10 feet Total)
 * Increased Speed III - Additional +5 (15 feet Total)