Ethrael
2009-01-07, 08:10 AM
Ok, well I've wanted to make this into a class for a while now, and I've decided to use it in my next campaign, so here goes: :smallbiggrin:
The Runner
Runners are based off EA’s game Mirror’s Edge.
Runners are couriers who transport vital information from various employers to another. They are employed when the transporting of the message is dangerous, must be quick or if it requires the expert knowledge of the cityscape as that of the Runners.
Runners combine speed with strength and agility with deadly accuracy. They are sometimes used as assassins for easy targets, but targets where it could get messy if failed. They train and specialize in running away. By using levels, difficult surfaces, they can outrun or get away to places no police member nor adventurer dares to go.
Most Runners are quite solitary, only meeting together to pass on messages or the objects they have in their charge. However, all Runners have been estranged from family members, and so they look for anyone to be a close friend with. They befriend other Runners in the care of a similar employee, but otherwise, they stay out of touch with almost anyone.
Runners are not very able combatants, but when running, their fighting ability becomes all the more unique and powerful, combining high amounts of damage with accuracy.
Most Runners begin as Rogues, although many are Monks. Some Rangers have been known to become Runners, and on rare occasions so have Paladins and fighters. Barbarians lack the precision and agility needed to become Runners, and Druids are more adept to the forest than the city. Bards can become Runners, being used to cityscapes, but Clerics, Sorcerers and Wizards have a hard time coping with the athletic aspect of it, although Clerics of Kord might have an easier time adapting to that way of looking at the world.
Hit Die: d6
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Local) (Int), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at each level: 6 + Int Modifier
Requirements:
Base Attack Bonus: +4
Skills: Jump: 9 ranks, Tumble 9 ranks, Climb 9 ranks.
Feats: Run
Special: Must be estranged from all close family members.
{table=head]
Level|BAB|Fort|Ref|Will|Special|Unarmed Attack Damage
1|+0|+0|+2|+0|Enduring, Evasion, Momentum|1d3
2|+1|+0|+3|+1|Speed +5 feet, Vaults|1d3
3|+2|+1|+3|+1|Energy Bursts|1d4
4|+3|+1|+4|+1|Speed +10 feet|1d4
5|+3|+1|+4|+1|Sure Step|1d6
6|+4|+2|+5|+2|Speed +15 feet|1d6
7|+5|+2|+5|+2|Run-by attacks|1d8
8|+6|+2|+6|+2|Speed +20 feet, Improved Evasion|1d8
9|+6|+3|+6|+3|Wall Crawler|1d10
10|+7|+3|+7|+3|Reaction Time|1d10[/table]
Class Features:
Weapon and Armour Proficiency: The Runner gains proficiency with the longbow and shortbow and their composite versions. The Runner also gains proficiency with all simple and martial weapons excluding two-handed martial weapons.
Unarmed Attack Damage: This column gives the amount of damage a Runner deals when unarmed. If the Runner previously had monk levels, her Runner levels stack with her monk levels to determine her unarmed damage. If the runner does not have Monk levels, her bonus to unarmed damage progression are given on the table. The column gives figures for a Medium Runner’s unarmed attack damage.
Momentum (Ex): At 1st level, a Runner can gain Momentum to make her abilities more effective. Every 20 feet of running, or after a Vault, her Momentum goes up by 1. Her Momentum at the start of any encounter is 0. She may then add 4 times her current Momentum as a bonus to her jump, climb and tumble checks. The Runner may also add double her current Momentum score as a bonus to damage rolls when executing Run-by attacks. If the runner makes any attack, her Momentum falls to 1. Furthermore, if she makes a Jump, Climb, or tumble check for any purpose, her momentum falls to 1. If a Runner’s Momentum exceeds 3, she may make Overrun and Bull Rush attacks without provoking attacks of opportunity. Her momentum decreases by 2 every round of not running, and a Runner’s maximum Momentum is her Runner level.
Enduring: At 1st level, a Runner can run for much longer than normal. She can run for up to her Constitution Modifier more times than normal.
Evasive (Ex): At first level, a Runner can use the Evasion class feature. If a Runner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Runner is wearing light armor or no armor. A helpless Runner does not gain the benefit of evasion. A Runner also gains a +4 dodge bonus to AC against attacks of opportunity as the feat Mobility.
Fast Movement (Ex): At 2nd level, a Runner gains an enhancement bonus to her speed, as shown on Table: The Runner. A Runner in armor or carrying a medium or heavy load loses this extra speed. At every other level thereafter except for 10th level, the Runner’s enhancement to her speed is increased. If the Runner previously had monk levels, her Runner levels stack with her monk levels to determine her speed bonus. If the runner does not have Monk levels, her bonus to speed progression are given on the table.
Vaults (Ex): At 2ndrd level, a Runner is no longer concerned with small obstacles in their way when making an escape- she can merely vault over them. When running, a Runner can leap over an object up to one size category lower than theirs without having to make a jump check. If an opponent is standing behind the vault, the Runner may make an attack of opportunity against them and may make a free bull rush or overrun attempt without incurring an attack of opportunity from the opponent.
Energy Bursts (Ex): At 3rd level, a Runner can continue without penalties from tire and has adrenaline ready to course through her body at any moment. If she is fatigued, she no longer receives the usual penalties such as the -2 to Strength and Dexterity, penalties from it, but anything that would normally cause fatigue makes her exhausted, as per usual. If she is not fatigued and in a normal condition, she gains a +10 foot bonus on her base speed and gains a +4 insight bonus on attacks to hit, Jump, Climb and Tumble attempts.
Sure Step (Ex): At 5th level, a Runner can jump and climb in bad conditions as if it was normal. She is no longer affected by adverse conditions when making jump, climb, balance or tumble checks and may take 10 even when stress and distraction would normally not permit her. In addition, she can add half her class level to those checks. Also, when making jump checks, the DC is counted as if there were a 20-foot run-up if there wasn’t. If there was, then the DC for the jump is halved; when falling from a wall, the Runner simply has to make a Climb check, instead of the usual +20 and a Runner is no longer flat footed when fighting on a surface on which balance would be necessary.
Run-by attacks (Ex): At 7th level, a Runner can make special unarmed attacks which can be executed whilst running without stopping. If running, a Runner can make a jump kick or slide kick, to which Momentum may be added. The Runner may choose to stun the opponent with these attacks(Fort Save DC 10 + Runner level + Str modifier). A stunned creature drops everything held, cannot take actions, takes a -2 penalty to AC and loses its dexterity bonus to AC (if any). A run-up of 10 feet or a Momentum of 3 or above is needed to execute these attacks. Also, when a Runner would normally make a full attack, she gains one extra Run-By attack, and when she would normally make a standard attack, she may make a full Run-by attack. A Runner may only stun a creature the amount of times per day that the feat Stunning Fist permits. (1/4 levels except for Monks).
Wall Crawler (Ex): At 9th level, height no longer challenges the Runners. She can run across walls for a certain amount of time and can bounce of them to achieve higher points.
Wall Running: A runner with Momentum 2 or greater can take part of one of her move actions to traverse a wall or other relatively smooth vertical surface if she begins and ends her move on a horizontal surface. The height she can achieve on the wall is limited only by this movement restriction. If she do not end her move on a horizontal surface, she falls prone, taking falling damage as appropriate for her distance above the ground. Treat the wall as a normal floor for the purpose of measuring her movement. Passing from floor to wall or wall to floor costs no movement; she can change surfaces freely. Opponents on the ground can make attacks of opportunity as she moves up the wall.
She can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows her to make an attack from the wall against a foe standing on the ground who is within the area she threatens; however, if she is somehow prevented from completing her move, she falls. Likewise, she could tumble along the wall to avoid attacks of opportunity. A Runner may use Wall Bounce (see below) to jump the remaining distance at the end of her Wall Run
Wall Bounce: Otherwise, a Runner may bounce from opposite walls upwards or downwards. Bouncing counts as a move action and so a Runner may make as many Bounces whose distance adds up to the total distance possible to travel. To bounce, a Runner must make a climb check for the wall she begins at, and one jump check for the one bounce. The DC for each bounce increases by 1 after every bounce. The DC is lowered by 5 for each perpendicular wall which is adjacent to the the two walls which are being used to bounce from.
A Runner may choose to bounce the last length of distance upwards vertically or simply let herself fall down. She can also jump off horizontally at the end of a Wall Run- assuming the total maximum distance possible to travel hasn’t already been exceeded- to end it by getting just a little bit further.
Improved Evasion (Ex): This ability works like evasion, except that while the Runner still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Runner does not gain the benefit of improved evasion.
Reaction Time (Ex): At 10th level a Runner can switch into a slow-motion view of the world in which her reactions are heightened and she can take more care when executing complicated procedures. A Runner may go into Reaction time [Dexterity modifier] times per day. In Reaction time, her dexterity bonus to AC and Reflex saves doubles and she gets a +4 to Disarm, Trip and Sunder checks. She can add her Wisdom modifier to her attack bonus and receives a +5 circumstance bonus on Balance, Climb, Heal, Hide, Intimidate, Move Silently, Open Lock, Ride, Sleight of Hand and Tumble checks. If a Runner enters Reaction time more than 4 times within one hour, the change in speed hits her a bit hard and after she exits Reaction Time for the fourth time she becomes dazed for 1d6 rounds. Reaction time lasts for 1d4 rounds and can be terminated at any time.
As you can see, it's very low on fluff, as I don't really know how to do that, and some of the abilities are relatively sketchy, so I ask the Playground for advice and help on this class. :smallbiggrin:
The Runner
Runners are based off EA’s game Mirror’s Edge.
Runners are couriers who transport vital information from various employers to another. They are employed when the transporting of the message is dangerous, must be quick or if it requires the expert knowledge of the cityscape as that of the Runners.
Runners combine speed with strength and agility with deadly accuracy. They are sometimes used as assassins for easy targets, but targets where it could get messy if failed. They train and specialize in running away. By using levels, difficult surfaces, they can outrun or get away to places no police member nor adventurer dares to go.
Most Runners are quite solitary, only meeting together to pass on messages or the objects they have in their charge. However, all Runners have been estranged from family members, and so they look for anyone to be a close friend with. They befriend other Runners in the care of a similar employee, but otherwise, they stay out of touch with almost anyone.
Runners are not very able combatants, but when running, their fighting ability becomes all the more unique and powerful, combining high amounts of damage with accuracy.
Most Runners begin as Rogues, although many are Monks. Some Rangers have been known to become Runners, and on rare occasions so have Paladins and fighters. Barbarians lack the precision and agility needed to become Runners, and Druids are more adept to the forest than the city. Bards can become Runners, being used to cityscapes, but Clerics, Sorcerers and Wizards have a hard time coping with the athletic aspect of it, although Clerics of Kord might have an easier time adapting to that way of looking at the world.
Hit Die: d6
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Local) (Int), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).
Skill Points at each level: 6 + Int Modifier
Requirements:
Base Attack Bonus: +4
Skills: Jump: 9 ranks, Tumble 9 ranks, Climb 9 ranks.
Feats: Run
Special: Must be estranged from all close family members.
{table=head]
Level|BAB|Fort|Ref|Will|Special|Unarmed Attack Damage
1|+0|+0|+2|+0|Enduring, Evasion, Momentum|1d3
2|+1|+0|+3|+1|Speed +5 feet, Vaults|1d3
3|+2|+1|+3|+1|Energy Bursts|1d4
4|+3|+1|+4|+1|Speed +10 feet|1d4
5|+3|+1|+4|+1|Sure Step|1d6
6|+4|+2|+5|+2|Speed +15 feet|1d6
7|+5|+2|+5|+2|Run-by attacks|1d8
8|+6|+2|+6|+2|Speed +20 feet, Improved Evasion|1d8
9|+6|+3|+6|+3|Wall Crawler|1d10
10|+7|+3|+7|+3|Reaction Time|1d10[/table]
Class Features:
Weapon and Armour Proficiency: The Runner gains proficiency with the longbow and shortbow and their composite versions. The Runner also gains proficiency with all simple and martial weapons excluding two-handed martial weapons.
Unarmed Attack Damage: This column gives the amount of damage a Runner deals when unarmed. If the Runner previously had monk levels, her Runner levels stack with her monk levels to determine her unarmed damage. If the runner does not have Monk levels, her bonus to unarmed damage progression are given on the table. The column gives figures for a Medium Runner’s unarmed attack damage.
Momentum (Ex): At 1st level, a Runner can gain Momentum to make her abilities more effective. Every 20 feet of running, or after a Vault, her Momentum goes up by 1. Her Momentum at the start of any encounter is 0. She may then add 4 times her current Momentum as a bonus to her jump, climb and tumble checks. The Runner may also add double her current Momentum score as a bonus to damage rolls when executing Run-by attacks. If the runner makes any attack, her Momentum falls to 1. Furthermore, if she makes a Jump, Climb, or tumble check for any purpose, her momentum falls to 1. If a Runner’s Momentum exceeds 3, she may make Overrun and Bull Rush attacks without provoking attacks of opportunity. Her momentum decreases by 2 every round of not running, and a Runner’s maximum Momentum is her Runner level.
Enduring: At 1st level, a Runner can run for much longer than normal. She can run for up to her Constitution Modifier more times than normal.
Evasive (Ex): At first level, a Runner can use the Evasion class feature. If a Runner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Runner is wearing light armor or no armor. A helpless Runner does not gain the benefit of evasion. A Runner also gains a +4 dodge bonus to AC against attacks of opportunity as the feat Mobility.
Fast Movement (Ex): At 2nd level, a Runner gains an enhancement bonus to her speed, as shown on Table: The Runner. A Runner in armor or carrying a medium or heavy load loses this extra speed. At every other level thereafter except for 10th level, the Runner’s enhancement to her speed is increased. If the Runner previously had monk levels, her Runner levels stack with her monk levels to determine her speed bonus. If the runner does not have Monk levels, her bonus to speed progression are given on the table.
Vaults (Ex): At 2ndrd level, a Runner is no longer concerned with small obstacles in their way when making an escape- she can merely vault over them. When running, a Runner can leap over an object up to one size category lower than theirs without having to make a jump check. If an opponent is standing behind the vault, the Runner may make an attack of opportunity against them and may make a free bull rush or overrun attempt without incurring an attack of opportunity from the opponent.
Energy Bursts (Ex): At 3rd level, a Runner can continue without penalties from tire and has adrenaline ready to course through her body at any moment. If she is fatigued, she no longer receives the usual penalties such as the -2 to Strength and Dexterity, penalties from it, but anything that would normally cause fatigue makes her exhausted, as per usual. If she is not fatigued and in a normal condition, she gains a +10 foot bonus on her base speed and gains a +4 insight bonus on attacks to hit, Jump, Climb and Tumble attempts.
Sure Step (Ex): At 5th level, a Runner can jump and climb in bad conditions as if it was normal. She is no longer affected by adverse conditions when making jump, climb, balance or tumble checks and may take 10 even when stress and distraction would normally not permit her. In addition, she can add half her class level to those checks. Also, when making jump checks, the DC is counted as if there were a 20-foot run-up if there wasn’t. If there was, then the DC for the jump is halved; when falling from a wall, the Runner simply has to make a Climb check, instead of the usual +20 and a Runner is no longer flat footed when fighting on a surface on which balance would be necessary.
Run-by attacks (Ex): At 7th level, a Runner can make special unarmed attacks which can be executed whilst running without stopping. If running, a Runner can make a jump kick or slide kick, to which Momentum may be added. The Runner may choose to stun the opponent with these attacks(Fort Save DC 10 + Runner level + Str modifier). A stunned creature drops everything held, cannot take actions, takes a -2 penalty to AC and loses its dexterity bonus to AC (if any). A run-up of 10 feet or a Momentum of 3 or above is needed to execute these attacks. Also, when a Runner would normally make a full attack, she gains one extra Run-By attack, and when she would normally make a standard attack, she may make a full Run-by attack. A Runner may only stun a creature the amount of times per day that the feat Stunning Fist permits. (1/4 levels except for Monks).
Wall Crawler (Ex): At 9th level, height no longer challenges the Runners. She can run across walls for a certain amount of time and can bounce of them to achieve higher points.
Wall Running: A runner with Momentum 2 or greater can take part of one of her move actions to traverse a wall or other relatively smooth vertical surface if she begins and ends her move on a horizontal surface. The height she can achieve on the wall is limited only by this movement restriction. If she do not end her move on a horizontal surface, she falls prone, taking falling damage as appropriate for her distance above the ground. Treat the wall as a normal floor for the purpose of measuring her movement. Passing from floor to wall or wall to floor costs no movement; she can change surfaces freely. Opponents on the ground can make attacks of opportunity as she moves up the wall.
She can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows her to make an attack from the wall against a foe standing on the ground who is within the area she threatens; however, if she is somehow prevented from completing her move, she falls. Likewise, she could tumble along the wall to avoid attacks of opportunity. A Runner may use Wall Bounce (see below) to jump the remaining distance at the end of her Wall Run
Wall Bounce: Otherwise, a Runner may bounce from opposite walls upwards or downwards. Bouncing counts as a move action and so a Runner may make as many Bounces whose distance adds up to the total distance possible to travel. To bounce, a Runner must make a climb check for the wall she begins at, and one jump check for the one bounce. The DC for each bounce increases by 1 after every bounce. The DC is lowered by 5 for each perpendicular wall which is adjacent to the the two walls which are being used to bounce from.
A Runner may choose to bounce the last length of distance upwards vertically or simply let herself fall down. She can also jump off horizontally at the end of a Wall Run- assuming the total maximum distance possible to travel hasn’t already been exceeded- to end it by getting just a little bit further.
Improved Evasion (Ex): This ability works like evasion, except that while the Runner still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Runner does not gain the benefit of improved evasion.
Reaction Time (Ex): At 10th level a Runner can switch into a slow-motion view of the world in which her reactions are heightened and she can take more care when executing complicated procedures. A Runner may go into Reaction time [Dexterity modifier] times per day. In Reaction time, her dexterity bonus to AC and Reflex saves doubles and she gets a +4 to Disarm, Trip and Sunder checks. She can add her Wisdom modifier to her attack bonus and receives a +5 circumstance bonus on Balance, Climb, Heal, Hide, Intimidate, Move Silently, Open Lock, Ride, Sleight of Hand and Tumble checks. If a Runner enters Reaction time more than 4 times within one hour, the change in speed hits her a bit hard and after she exits Reaction Time for the fourth time she becomes dazed for 1d6 rounds. Reaction time lasts for 1d4 rounds and can be terminated at any time.
As you can see, it's very low on fluff, as I don't really know how to do that, and some of the abilities are relatively sketchy, so I ask the Playground for advice and help on this class. :smallbiggrin: