EdroGrimshell
2012-01-03, 11:13 PM
Runner
A runner is a combination of urban acrobat and street fighter, using dirty tricks, agility, and their natural cunning to get by in city streets, alleyways, and rooftops while looking for the rush of their lives. Few can match the acrobatic skill of the runner, and even fewer can incorporate that skill into their fighting styles.
Adventures: Runners rarely adventure, prefering to stay in cities where they can put their talents to the best use, however, those that do adventure seek to push their abilities and find new uses for their talents. Runners prefer adventuring in forests or the underdark, where they natural structures can act much like those the runner is used to finding in cities.
Characteristics: The primary traits present in almost every runner are their agility and their speed. Runners are daredevils, acrobats, and street fighters that use the rush from adrenaline and their acrobatic agility to get the drop on their opponents, sometimes literally. Their daredevil nature makes them thrill seekers that thrive on the adrenaline rush they often use when fighting.
Alignment: Most runners are neutral, that lean towards chaotic alignments. Good and evil are equally common but dwarfed by the number of neutral runners in existance.
Religion: Fharlanghn, unsurprisingly, is the primary favored by runners, followed almost immediately by Kord and Olidammara. Even those that aren't particularly pious pay some form of respect to all three to some degree.
Background: Runners are simply the result of developing natural athleticism and mixing it with gratuitous amounts of courage. MAny were just street kids that had fun jumping around, running, and climbing and just had the technique refined as they grew older, either by choice, necessity, or by direction of a thieves' guild that picked up on their talent.
Races: Humans, like with most classes, are the most likely to become runners. The natural athleticism of the halfling lends well to the life of a runner and their courage even more so. Elves are also a natural choice, their grace and agility, plus their lives lived in the trees making it a natural choice for many elves, especially wild elves. Goblins also take to the path on occasion, their speed for their size making them quite dangerous foes.
Other Classes: Runners are used to fighting, but are also accustomed to stealth, making runners work well with both fighters and rogues. However, the general lack of wilderness knowledge causes them to sometimes come at odds with rangers, barbarians, and scouts, though they can get along well with any of them if they do possess wilderness knowledge of any kind. Spellcasters, esspecially arcane casters, view them as an interesting bodyguard or ally. Their mobility generally allowing them to avoid many of the caster's more destructive spells.
Role: A runner is, above all else, a master of mobility, they can get almost anywhere in very little time, able to act as scouts, fighters, and thieves. They have the ability to fill multiple roles, but they are not dedicated to most of them, prefering to mix and match them as needed.
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
Speed Boost
MK
SK
1st
+0
+2
+2
+0
Fast Movement, Sudden Strike +1d6, Adrenaline
+10ft
5
1
2nd
+1
+3
+3
+0
Evasion, Remote Silhouette Adept
+10ft
5
2
3rd
+2
+3
+3
+1
Parkour, Uncanny Dodge
+10ft
6
2
4th
+3
+4
+4
+1
Acrobatic Strike, Bonus Feat
+10ft
6
2
5th
+3
+4
+4
+1
Sudden Strike +2d6, Fleet of Foot
+20ft
7
2
6th
+4
+5
+5
+2
Great Leap, Airborne Assault
+20ft
7
2
7th
+5
+5
+5
+2
Freefall Expertise
+20ft
8
2
8th
+6
+6
+6
+2
Bonus Feat, Waterwalk
+20ft
8
3
9th
+6
+6
+6
+3
Improved Uncanny Dodge, Lasting Adrenaline
+30ft
9
3
10th
+7
+7
+7
+3
Sudden Strike +3d6
+30ft
9
3
11th
+8
+7
+7
+3
Improved Evasion, Lunging Assault
+30ft
10
3
12th
+9
+8
+8
+4
Bonus Feat, Improved Running
+30ft
10
3
13th
+9
+8
+8
+4
Improved Parkour
+40ft
11
3
14th
+10
+9
+9
+4
Freefall Expertise (any distance)
+40ft
11
4
15th
+11
+9
+9
+5
Sudden Strike +4d6
+40ft
12
4
16th
+12
+10
+10
+5
Bonus Feat, Greater Running
+40ft
12
4
17th
+12
+10
+10
+5
Free Movement
+50ft
13
4
18th
+13
+11
+11
+6
Enduring Adrenaline
+50ft
13
4
19th
+14
+11
+11
+6
Defy Gravity
+50ft
14
4
20th
+15
+12
+12
+6
Bonus Feat, Sudden Strike +5d6, Eternal Adrenaline
+50ft
14
5
Class Skills: Balance, Bluff, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Move Silently, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope. (8 + Int Mod, x4 at first level)
Wpn/Arm Prof: A runner is proficient with all simple weapons and with light armor but not with shields.
Fast Movement (Ex): Starting at first level, a runner gains an increase to his base land speed as indicated on the table above. This is an actual increase to his base land speed, not a bonus. Additionally, the runner gains Run and Endurance as bonus feats even if he doesn't meet the prerequisites and can turn while running.
Sudden Strike (Ex): If a runner can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a runner’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the runner deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 5th level and every five levels thereafter. A runner can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A runner can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A runner can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Maneuvers: A runner begins his career with knowledge of four martial maneuvers. The disciplines available to him are Dancing Leaf (http://www.giantitp.com/forums/showthread.php?85614-I-m-A-Leaf-On-The-Wind-Discipline), Interesting Times (http://www.minmaxboards.com/index.php?topic=6830.0), Setting Sun, and Stolid Sphinx (http://brilliantgameologists.com/boards/index.php?topic=8838).
Once a runner knows a maneuver, he must spend adrenaline to use it (see Adrenaline, below). A maneuver usable by a runner is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
A runner learns additional maneuvers at higher levels, as shown on table above. He must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered runner level after that (6th, 8th, 10th, and so on), a runner can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can know; he need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level.
Stances Known: A runner begins play with knowledge of one 1st-level stance from the Dancing Leaf (http://www.giantitp.com/forums/showthread.php?85614-I-m-A-Leaf-On-The-Wind-Discipline), Interesting Times (http://www.minmaxboards.com/index.php?topic=6830.0), Setting Sun, and Stolid Sphinx (http://brilliantgameologists.com/boards/index.php?topic=8838) disciplines. At 2nd, 8th, 14th, and 20th level, he can choose an additional stance. Unlike maneuvers, stances are not expended, and he does not have to use Adrenaline to use them. All the stances he knows are available to him at all times, and he can change the stance he's currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, a runner cannot learn a new stance at higher levels in place of one he already knows.
Adrenaline (Ex): A runner does not ready maneuvers like other martial adepts, instead relying on a build up of adrenaline to perform his maneuvers. He possesses a pool of Adrenaline Points equal to his class level + his Con mod. At the start of an encounter, the runner adds one point of adrenaline to his Adrenaline Pool. For every 10ft a runner moves he adds a point of adrenaline to his Adrenaline Pool. To initiate a maneuver, a runner must spend a number of points of adrenaline equal to the maneuver's level. At the end of an encounter, the runner's adrenaline pool is set to 0.
Evasion (Ex): At 2nd level or higher if a runner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the runner is wearing light or no armor. A helpless runner does not gain the benefit of evasion.
Remote Silhouette Adept (Ex): A runner's skills naturally gear them towards Remote Silhouette (http://www.giantitp.com/forums/showthread.php?368469-Remote-Silhouette-Martial-discipline-for-running-away&p=17995313#post17995313) maneuvers. At 2nd level and every even numbered level thereafter, the runner gains a Remote Silhouette maneuver as a bonus skill trick. The runner does not lose the ability to initiate other maneuvers after using a Remote Silhouette maneuver, instead, he does not gain Adrenaline for a number of rounds after initiating a Remote Silhouette maneuver equal to the level of the maneuver initiated.
Parkour (Ex): A runner is particularly skilled at getting to places quickly with the least amount of expended energy. A runner of at least 3rd level can move through non-magical difficult terrain as easily as normal terrain. The runner can also climb at half speed at no penalty to the Climb check and climb at full speed with only a -5 penalty to the Climb check.
Additionally, a runner adds one quarter his class level (rounded down) + his Int bonus (if any) to Balance, Climb, Escape Artist, Jump, Tumble, and Use Rope checks and gains Roofwalker as a bonus feat even if he doesn't meet the Prerequisites.
Uncanny Dodge (Ex): Beginning at 3rd level, a runner retains his Dex bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dex bonus to AC if immobilized. If a runner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Acrobatic Attack (Ex): Beginning at 4th level, if a runner succeeds on a Tumble check to move through an enemy’s space, his enemy must make a reflex save (with a DC of 10 + half the runner's class level + the runner's Dex bonus). Upon a failed save the runner's next melee or ranged attack during his current turn catches that foe flat-footed.
Additionally, the runner may use Tumble instead of Bluff when making a feint and may feint as a move action. If the runner possess the Improved Feint feat he may instead make a feint as a swift action.
Bonus Feats: At 4th level and every four levels thereafter a runner gains a bonus feat selected from the following list: Acrobatic, Acrobatic Strike, Adaptable Flanker, Agile, Athletic, Brachiation, Combat Acrobat, Combat Cloak Expert, Combat Expertise, Combat Reflexes, Crowd Tactics , Danger Sense, Daredevil Athlete, Deft Opportunist, Dodge, Far Shot, Freerunner, Guerrilla Scout, Guerrilla Warrior, Hear the Unseen, Improved Initiative, Leap Attack, Leap of the Heavens, Lightning Reflexes, Lunging Strike, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Roof-Jumper, Shot on the Run, Skill Focus, Track, Tumbling Feint, Tunnel Fighting, Vexing Flanker.
Fleet of Foot (Ex)*: Starting at 5th Level, the runner is able to tumble at his normal speed without penalty. The runner may also attempt to tumble while running or charging, albeit at a -5 penalty.
Great Leap (Ex): A runner is able to jump with incredible efficiency, starting at 6th level, a runner always makes Jump checks as if he were running and doubles the bonus from possessing the Run feat, enabling him to make long jumps without a running start and granting a +8 bonus on the jump. This ability can be used only if he is wearing light or no armor and is carrying no more than a light load. Additionally, the runner does not have a maximum height he can jump when making a Jump check.
Airborne Assault (Ex): A runner of 6th level or higher can, as part of the action used to make a Jump check, make a single attack against a single target between the starting point and the ending point of the jump as part of the move action. Additionally, the runner gains Spring Attack as a bonus feat without having to meet the prerequisites.
Freefall Expertise (Ex): A runner of 7th level or higher is able to lessen the impact when landing from a fall or jump. The runner treats the distance fallen as if it was 10ft less for every two class levels he possesses. At 14th level, he can fall any distance without injury as long as he is within arms reach of a solid, vertical surface. The runner still lessens the distance fallen by 10ft for every two class levels for falls farther than arms reach away from a solid, vertical surface. This can be further reduced by with a Tumble check.
Waterwalk (Ex): A runner of at least 8th level is able to run across liquid surfaces as if they were solid ground. The runner must begin and end his movement on a solid surface. Moving across harmful substances (such as acid or lava) still damages the runner normally.
Improved Uncanny Dodge (Ex): At 9th level and higher, a runner can no longer be flanked. This defense denies a rogue the ability to sneak attack the runner by flanking him, unless the attacker has at least four more rogue levels than the target has runner levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Lasting Adrenaline (Ex): A runner of 9th level has learned to stretch the benefits of his adrenaline to new lengths. The runner increases the number of adrenaline points gained at the start of an encounter by 1. Additionally any time an attack of opportunity misses the runner, he adds one point of adrenaline to his Adrenaline Pool.
Improved Evasion (Ex): At 11th level, a runner’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless runner does not gain the benefit of improved evasion.
Lunging Assault (Ex): A runner of 11th level or higher can make a sudden strike attack when he moves at least ten feet during the round, including on a charge or when using Airborne Assault.
Improved Running (Ex): At 12th level, a runner can run at six times his normal movement speed instead of five times his normal movement speed. Additionally, the runner gains Bounding Assault as a bonus feat even if he doesn't meet the prerequisites.
Improved Parkour (Ex): Once a runner attains 13th level, he no longer takes a penalty to Climb checks for climbing at full speed. Additionally, the runner can run along walls and other vertical surfaces as if they were the ground as long as he begins and ends his movement on a flat surface. The runner may also make Jump checks as a free action during thr movement to move from one such surface to another and continue running as long as he moves at least ten feet between each such jump.
Greater Running (Ex): At 16th level, a runner can run at seven times his normal movement speed instead of six times his normal movement speed. This replaces the multiplier granted by Improved Running. Additionally, the runner may make a single attack against any opponent he passes when making a Spring Attack and does not provoke attacks of opportunity against opponents he hits in this way (he still provokes attacks of opportunity from opponents he misses when using this ability).
Free Movement (Ex): Starting at 17th level, a runner can even ignore magical impediments as if under the constant effect of a Freedom of Movement spell except it is extraordinary in nature.
Enduring Adrenaline (Ex): Upon attaining 18th level, the runner has learned to stretch the benefits of his adrenaline even further. The runner increases the number of adrenaline points gained at the start of an encounter by 1, stacking with the increase from Lasting Adrenaline. Additionally at the start of each round of an encounter, the runner adds one point of adrenaline to his Adrenaline Pool.
Defy Gravity (Ex): At 19th level, the runner has gained the ability to defy the pull of earth for a short time. The runner may run through the air as if it was a solid surface as long as he begins and ends his turn on a solid surface. Additionally, the runner may move up to ten times his normal movement speed when running.
Eternal Adrenaline (Ex): At 20th level, a runner's body is constantly laced with adrenaline. The runner's adrenaline pool no longer resets to 0 at the end of an encounter. Additionally, the runner may use a free action as long as his adrenaline pool is at least 50% full to gain the benefits of the haste spell.
__________________________________________________ ______________
*Credit for Fleet of Foot goes to Othesemo
A runner is a combination of urban acrobat and street fighter, using dirty tricks, agility, and their natural cunning to get by in city streets, alleyways, and rooftops while looking for the rush of their lives. Few can match the acrobatic skill of the runner, and even fewer can incorporate that skill into their fighting styles.
Adventures: Runners rarely adventure, prefering to stay in cities where they can put their talents to the best use, however, those that do adventure seek to push their abilities and find new uses for their talents. Runners prefer adventuring in forests or the underdark, where they natural structures can act much like those the runner is used to finding in cities.
Characteristics: The primary traits present in almost every runner are their agility and their speed. Runners are daredevils, acrobats, and street fighters that use the rush from adrenaline and their acrobatic agility to get the drop on their opponents, sometimes literally. Their daredevil nature makes them thrill seekers that thrive on the adrenaline rush they often use when fighting.
Alignment: Most runners are neutral, that lean towards chaotic alignments. Good and evil are equally common but dwarfed by the number of neutral runners in existance.
Religion: Fharlanghn, unsurprisingly, is the primary favored by runners, followed almost immediately by Kord and Olidammara. Even those that aren't particularly pious pay some form of respect to all three to some degree.
Background: Runners are simply the result of developing natural athleticism and mixing it with gratuitous amounts of courage. MAny were just street kids that had fun jumping around, running, and climbing and just had the technique refined as they grew older, either by choice, necessity, or by direction of a thieves' guild that picked up on their talent.
Races: Humans, like with most classes, are the most likely to become runners. The natural athleticism of the halfling lends well to the life of a runner and their courage even more so. Elves are also a natural choice, their grace and agility, plus their lives lived in the trees making it a natural choice for many elves, especially wild elves. Goblins also take to the path on occasion, their speed for their size making them quite dangerous foes.
Other Classes: Runners are used to fighting, but are also accustomed to stealth, making runners work well with both fighters and rogues. However, the general lack of wilderness knowledge causes them to sometimes come at odds with rangers, barbarians, and scouts, though they can get along well with any of them if they do possess wilderness knowledge of any kind. Spellcasters, esspecially arcane casters, view them as an interesting bodyguard or ally. Their mobility generally allowing them to avoid many of the caster's more destructive spells.
Role: A runner is, above all else, a master of mobility, they can get almost anywhere in very little time, able to act as scouts, fighters, and thieves. They have the ability to fill multiple roles, but they are not dedicated to most of them, prefering to mix and match them as needed.
Hit Die: d8
Level
BAB
Fort
Ref
Will
Special
Speed Boost
MK
SK
1st
+0
+2
+2
+0
Fast Movement, Sudden Strike +1d6, Adrenaline
+10ft
5
1
2nd
+1
+3
+3
+0
Evasion, Remote Silhouette Adept
+10ft
5
2
3rd
+2
+3
+3
+1
Parkour, Uncanny Dodge
+10ft
6
2
4th
+3
+4
+4
+1
Acrobatic Strike, Bonus Feat
+10ft
6
2
5th
+3
+4
+4
+1
Sudden Strike +2d6, Fleet of Foot
+20ft
7
2
6th
+4
+5
+5
+2
Great Leap, Airborne Assault
+20ft
7
2
7th
+5
+5
+5
+2
Freefall Expertise
+20ft
8
2
8th
+6
+6
+6
+2
Bonus Feat, Waterwalk
+20ft
8
3
9th
+6
+6
+6
+3
Improved Uncanny Dodge, Lasting Adrenaline
+30ft
9
3
10th
+7
+7
+7
+3
Sudden Strike +3d6
+30ft
9
3
11th
+8
+7
+7
+3
Improved Evasion, Lunging Assault
+30ft
10
3
12th
+9
+8
+8
+4
Bonus Feat, Improved Running
+30ft
10
3
13th
+9
+8
+8
+4
Improved Parkour
+40ft
11
3
14th
+10
+9
+9
+4
Freefall Expertise (any distance)
+40ft
11
4
15th
+11
+9
+9
+5
Sudden Strike +4d6
+40ft
12
4
16th
+12
+10
+10
+5
Bonus Feat, Greater Running
+40ft
12
4
17th
+12
+10
+10
+5
Free Movement
+50ft
13
4
18th
+13
+11
+11
+6
Enduring Adrenaline
+50ft
13
4
19th
+14
+11
+11
+6
Defy Gravity
+50ft
14
4
20th
+15
+12
+12
+6
Bonus Feat, Sudden Strike +5d6, Eternal Adrenaline
+50ft
14
5
Class Skills: Balance, Bluff, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Move Silently, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope. (8 + Int Mod, x4 at first level)
Wpn/Arm Prof: A runner is proficient with all simple weapons and with light armor but not with shields.
Fast Movement (Ex): Starting at first level, a runner gains an increase to his base land speed as indicated on the table above. This is an actual increase to his base land speed, not a bonus. Additionally, the runner gains Run and Endurance as bonus feats even if he doesn't meet the prerequisites and can turn while running.
Sudden Strike (Ex): If a runner can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a runner’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the runner deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 5th level and every five levels thereafter. A runner can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A runner can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A runner can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Maneuvers: A runner begins his career with knowledge of four martial maneuvers. The disciplines available to him are Dancing Leaf (http://www.giantitp.com/forums/showthread.php?85614-I-m-A-Leaf-On-The-Wind-Discipline), Interesting Times (http://www.minmaxboards.com/index.php?topic=6830.0), Setting Sun, and Stolid Sphinx (http://brilliantgameologists.com/boards/index.php?topic=8838).
Once a runner knows a maneuver, he must spend adrenaline to use it (see Adrenaline, below). A maneuver usable by a runner is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
A runner learns additional maneuvers at higher levels, as shown on table above. He must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered runner level after that (6th, 8th, 10th, and so on), a runner can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can know; he need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level.
Stances Known: A runner begins play with knowledge of one 1st-level stance from the Dancing Leaf (http://www.giantitp.com/forums/showthread.php?85614-I-m-A-Leaf-On-The-Wind-Discipline), Interesting Times (http://www.minmaxboards.com/index.php?topic=6830.0), Setting Sun, and Stolid Sphinx (http://brilliantgameologists.com/boards/index.php?topic=8838) disciplines. At 2nd, 8th, 14th, and 20th level, he can choose an additional stance. Unlike maneuvers, stances are not expended, and he does not have to use Adrenaline to use them. All the stances he knows are available to him at all times, and he can change the stance he's currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, a runner cannot learn a new stance at higher levels in place of one he already knows.
Adrenaline (Ex): A runner does not ready maneuvers like other martial adepts, instead relying on a build up of adrenaline to perform his maneuvers. He possesses a pool of Adrenaline Points equal to his class level + his Con mod. At the start of an encounter, the runner adds one point of adrenaline to his Adrenaline Pool. For every 10ft a runner moves he adds a point of adrenaline to his Adrenaline Pool. To initiate a maneuver, a runner must spend a number of points of adrenaline equal to the maneuver's level. At the end of an encounter, the runner's adrenaline pool is set to 0.
Evasion (Ex): At 2nd level or higher if a runner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the runner is wearing light or no armor. A helpless runner does not gain the benefit of evasion.
Remote Silhouette Adept (Ex): A runner's skills naturally gear them towards Remote Silhouette (http://www.giantitp.com/forums/showthread.php?368469-Remote-Silhouette-Martial-discipline-for-running-away&p=17995313#post17995313) maneuvers. At 2nd level and every even numbered level thereafter, the runner gains a Remote Silhouette maneuver as a bonus skill trick. The runner does not lose the ability to initiate other maneuvers after using a Remote Silhouette maneuver, instead, he does not gain Adrenaline for a number of rounds after initiating a Remote Silhouette maneuver equal to the level of the maneuver initiated.
Parkour (Ex): A runner is particularly skilled at getting to places quickly with the least amount of expended energy. A runner of at least 3rd level can move through non-magical difficult terrain as easily as normal terrain. The runner can also climb at half speed at no penalty to the Climb check and climb at full speed with only a -5 penalty to the Climb check.
Additionally, a runner adds one quarter his class level (rounded down) + his Int bonus (if any) to Balance, Climb, Escape Artist, Jump, Tumble, and Use Rope checks and gains Roofwalker as a bonus feat even if he doesn't meet the Prerequisites.
Uncanny Dodge (Ex): Beginning at 3rd level, a runner retains his Dex bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dex bonus to AC if immobilized. If a runner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Acrobatic Attack (Ex): Beginning at 4th level, if a runner succeeds on a Tumble check to move through an enemy’s space, his enemy must make a reflex save (with a DC of 10 + half the runner's class level + the runner's Dex bonus). Upon a failed save the runner's next melee or ranged attack during his current turn catches that foe flat-footed.
Additionally, the runner may use Tumble instead of Bluff when making a feint and may feint as a move action. If the runner possess the Improved Feint feat he may instead make a feint as a swift action.
Bonus Feats: At 4th level and every four levels thereafter a runner gains a bonus feat selected from the following list: Acrobatic, Acrobatic Strike, Adaptable Flanker, Agile, Athletic, Brachiation, Combat Acrobat, Combat Cloak Expert, Combat Expertise, Combat Reflexes, Crowd Tactics , Danger Sense, Daredevil Athlete, Deft Opportunist, Dodge, Far Shot, Freerunner, Guerrilla Scout, Guerrilla Warrior, Hear the Unseen, Improved Initiative, Leap Attack, Leap of the Heavens, Lightning Reflexes, Lunging Strike, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Roof-Jumper, Shot on the Run, Skill Focus, Track, Tumbling Feint, Tunnel Fighting, Vexing Flanker.
Fleet of Foot (Ex)*: Starting at 5th Level, the runner is able to tumble at his normal speed without penalty. The runner may also attempt to tumble while running or charging, albeit at a -5 penalty.
Great Leap (Ex): A runner is able to jump with incredible efficiency, starting at 6th level, a runner always makes Jump checks as if he were running and doubles the bonus from possessing the Run feat, enabling him to make long jumps without a running start and granting a +8 bonus on the jump. This ability can be used only if he is wearing light or no armor and is carrying no more than a light load. Additionally, the runner does not have a maximum height he can jump when making a Jump check.
Airborne Assault (Ex): A runner of 6th level or higher can, as part of the action used to make a Jump check, make a single attack against a single target between the starting point and the ending point of the jump as part of the move action. Additionally, the runner gains Spring Attack as a bonus feat without having to meet the prerequisites.
Freefall Expertise (Ex): A runner of 7th level or higher is able to lessen the impact when landing from a fall or jump. The runner treats the distance fallen as if it was 10ft less for every two class levels he possesses. At 14th level, he can fall any distance without injury as long as he is within arms reach of a solid, vertical surface. The runner still lessens the distance fallen by 10ft for every two class levels for falls farther than arms reach away from a solid, vertical surface. This can be further reduced by with a Tumble check.
Waterwalk (Ex): A runner of at least 8th level is able to run across liquid surfaces as if they were solid ground. The runner must begin and end his movement on a solid surface. Moving across harmful substances (such as acid or lava) still damages the runner normally.
Improved Uncanny Dodge (Ex): At 9th level and higher, a runner can no longer be flanked. This defense denies a rogue the ability to sneak attack the runner by flanking him, unless the attacker has at least four more rogue levels than the target has runner levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Lasting Adrenaline (Ex): A runner of 9th level has learned to stretch the benefits of his adrenaline to new lengths. The runner increases the number of adrenaline points gained at the start of an encounter by 1. Additionally any time an attack of opportunity misses the runner, he adds one point of adrenaline to his Adrenaline Pool.
Improved Evasion (Ex): At 11th level, a runner’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless runner does not gain the benefit of improved evasion.
Lunging Assault (Ex): A runner of 11th level or higher can make a sudden strike attack when he moves at least ten feet during the round, including on a charge or when using Airborne Assault.
Improved Running (Ex): At 12th level, a runner can run at six times his normal movement speed instead of five times his normal movement speed. Additionally, the runner gains Bounding Assault as a bonus feat even if he doesn't meet the prerequisites.
Improved Parkour (Ex): Once a runner attains 13th level, he no longer takes a penalty to Climb checks for climbing at full speed. Additionally, the runner can run along walls and other vertical surfaces as if they were the ground as long as he begins and ends his movement on a flat surface. The runner may also make Jump checks as a free action during thr movement to move from one such surface to another and continue running as long as he moves at least ten feet between each such jump.
Greater Running (Ex): At 16th level, a runner can run at seven times his normal movement speed instead of six times his normal movement speed. This replaces the multiplier granted by Improved Running. Additionally, the runner may make a single attack against any opponent he passes when making a Spring Attack and does not provoke attacks of opportunity against opponents he hits in this way (he still provokes attacks of opportunity from opponents he misses when using this ability).
Free Movement (Ex): Starting at 17th level, a runner can even ignore magical impediments as if under the constant effect of a Freedom of Movement spell except it is extraordinary in nature.
Enduring Adrenaline (Ex): Upon attaining 18th level, the runner has learned to stretch the benefits of his adrenaline even further. The runner increases the number of adrenaline points gained at the start of an encounter by 1, stacking with the increase from Lasting Adrenaline. Additionally at the start of each round of an encounter, the runner adds one point of adrenaline to his Adrenaline Pool.
Defy Gravity (Ex): At 19th level, the runner has gained the ability to defy the pull of earth for a short time. The runner may run through the air as if it was a solid surface as long as he begins and ends his turn on a solid surface. Additionally, the runner may move up to ten times his normal movement speed when running.
Eternal Adrenaline (Ex): At 20th level, a runner's body is constantly laced with adrenaline. The runner's adrenaline pool no longer resets to 0 at the end of an encounter. Additionally, the runner may use a free action as long as his adrenaline pool is at least 50% full to gain the benefits of the haste spell.
__________________________________________________ ______________
*Credit for Fleet of Foot goes to Othesemo