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View Full Version : 3.5e base class-- Free Runner PEACH



Feather to Fire
2013-08-05, 10:59 AM
I'm just going to rip this band-aid off quickly-- no this isn't modelling actual parkour. There are elements of it involved and the character would probably be doing parkour, but it was a convenient name for the class.
Anyway, all feedback is welcome-- positive or negative-- but I'm trying to get this class balanced and playable by the Fall semester for a campaign I'm going to DM.

Free Runner
I may not know what to do once I get in there, but hey! At least I can get in there!

Special: a freerunner’s abilities are initially unlocked by a life of trouble and a need to be quick. In order to take a level in this class there must be a legitimate desperation or need which unlocks the sheer willpower and drive to make these abilities possible.
Hit Die: d6
Skills: balance, bluff, climb, concentration, craft, diplomacy, disguise, escape artist, hide, jump, knowledge (planes), move silently, search, sleight of hand, tumble.
Skills at 1st level: (6+int modifier) x4
Skills per level: 6+int modifier

{table=head] Level | BAB | Fort | Ref | Will | special | flick attack | jump | inspiration | speed
1st | +0 | +0 | +2 | +2 | Lighten Gravity, A New Life, Flick Attack, Skirmish (+1d6) | 5ft | +5 | 2 | +0ft |
2nd | +1 | +0 | +3 | +3 | Basic Parkour, Uncanny Dodge | 5ft | +5 | 3 | +0ft |
3rd | +2 | +1 | +3 | +3 | Skirmish (+1d6, +1AC) | 5ft | +10 | 3 | +10ft |
4th | +3| +1 | +4 | +4 | Spider Climb, Evasion | 5ft | +10 | 3 | +10ft |
5th | +3| +1 | +4 | +4 | Follow, Skirmish (+2d6, +1AC) | 10ft | +15 | 4 | +10ft |
6th | +4| +2 | +5 | +5 | Advanced Parkour | 10ft | +15 | 4 | +20ft |
7th | +5| +2 | +5 | +5 | Dimension Door, Skirmish (+2d6, +2AC) | 10ft | +20 | 4 | +20ft |
8th | +6/+1 | +2 | +6 | +6 | | 10ft | +20 | 5 | +20ft |
9th | +6/+1 | +3 | +6 | +6 | Skirmish (+3d6, +2AC) | 10ft | +25 | 5 | +30ft |
10th | +7/+2 | +3 | +7 | +7 | | 15ft | +25 | 5 | +30ft |
11th| +8/+3 | +3 | +7 | +7 | Phase Door, Skirmish (+3d6, +3AC) | 15ft | +30 | 6 | +30ft |
12th| +9/+4 | +4 | +8 | +8 | Parkour Master | 15ft | +30 | 6 | +40ft |
13th | +9/+4| +4 | +8 | +8 | Skirmish (+4d6, +3AC) | 15ft | +35 | 6 | +40ft |
14th | +10/+5 | +4 | +9 | +9 | Greater Teleport, Plane Shift | 15ft | +35 | 7 | +40ft |
15th | +11/+6/+1 | +5 | +9 | +9 | Skirmish (+4d6, +4AC) | 20ft | +40ft | 7 | +50 |
16th | +12/+7/+2 | +5 | +10 | +10 | | 20ft | +45 | 7 | +50ft |
17th | +12/+7/+2 | +5 | +10 | +10 | Skirmish (+5d6, +4AC) | 20ft | +45 | 8 | +50ft |
18th | +13/+8/+3 | +6 | +11 | +11 | | 20ft | +45 | 8 | +60ft |
19th | +14/+9/+4 | +6 | +11 | +11 | Skirmish (+5d6, +5AC) | 20ft | +50ft | 8 | +60ft |
20th | +15/+10/+5 | +6 | +12 | +12 | Time Stop | 25ft | +50 | 10 | +60ft |
[/table]


Class Features

Weapon and Armor Proficiency
Free runners are proficient with all simple weapons and light armor.

If a free runner uses any armor heavier than light or any shield or is burdened by a medium or heavy load, she loses her speed bonus and AC bonus.

AC Bonus
The free runner adds his Charisma bonus (if any) to her AC.
These bonuses to AC apply even against touch-attacks or when the free runner is flat-footed. She loses these bonuses when he is immobilized or helpless, when she wears any armor heavier than light, when her charisma drops below 10, when she carries a shield, or when she carries a medium or heavy load.


Lighten Gravity
A free runner takes 1d6/level less damage from falling, has a carrying capacity of having +5 strength. If a free runner’s charisma drops below 10 she loses this effect.

Also as part of this, a free runner may spend one action point as an immediate action to receive a jump bonus equal to the modifier on the freerunner table for her next jump taken within two rounds.


A New Life
Free runners typically get their abilities from being raised in harsh conditions and having to steal, hunt, or scavenge their way through life. They finally get to the edge, the point that their force of will and desperation to survive unlocks the power within. At first level the free runner selects the birthright of the new powers unlocked within her. Freerunners nostalgically look back on their first flick attack as their rebirth and their ability to provide for themselves in the world, they say that you cannot understand it until you have felt it.
Birthrights:
born of the street: the freerunner gains the trapfinding ability and adds open lock, disable device, and gather information as class skills. The free runner is also proficient with one light martial weapon of her choice.
born of the wild: the freerunner gains the ability track and adds spot, listen, and survival as class skills. The free runner is also proficient with one ranged martial weapon of her choice.
born on the move: the freerunner gains the feat run and adds open lock, speak language, and survival as class skills. The free runner is also proficient with one martial weapon of her choice.


Skirmish (Ex):
A freerunner may use an inspiration point to take advantage of her mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The freerunner must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Freerunners can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a freerunner gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A freerunner loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.


Flick Attack
The free runner may, as part of a move action, teleport a short distance and take a standard action before being returned to her original space. She does so by instantaneously pushing through another realm by force of will just long enough to take an action before she is pulled back to the position she started from. This does not provoke an attack of opportunity unless the character eligible for the attack of opportunity has the feat combat reflexes. The free runner may still be hit if the enemy had an attack prepared for the flick attack.

Freerunner may use this ability a number of times equal to 1+ her charisma modifier just like inspiration points. At 3rd level and every 3 levels after that the pool is expanded by one point. This pool refreshes every time inspiration points would also refresh.

Also, when a free runner gets extra attacks (level 8 and level 15) she may spend an additional inspiration point to then teleport to a second location, within the normal range of the first, and make an attack before being returned to her original space.

Flick attack has a range of 5ft which increases to 10ft at level 5 and increases by another 5ft every 5 levels after. The freerunner may spend an additional inspiration point to double the range of the attack.

The freerunner may not teleport into an object nor may she teleport anywhere that is not in her line of sight. She may choose to grab an item to take back with her instead of make an attack, but if this item overburdens her it is ripped away from her as she travels back.

If a free runners charisma drops below 10 she can’t use flick attack.


Basic Parkour
A free runner naturally picks up elements of parkour and get the following bonuses.
- Her movement is not reduced when there is an obstacle chest height or lower in front of her because of all of their practice getting over and around things as quickly as possible. This ability does not apply if the freerunner is wearing any armor heavier than light armor or is burdened with a medium or heavy load.
- She can repel from one wall to another and keep jumping up from the wall with a +5 addition to the DC each jump. She cannot repel off the same wall twice in a row in the same jump.
- When jumping, a hop up doesn’t take a freerunner the 10ft of movement that it normally would. This ability does not apply if the freerunner is wearing any armor heavier than light armor or is burdened with a medium or heavy load.
- A freerunner no longer needs to make a climb check to pull herself up when holding onto a ledge. This ability does not apply if the freerunner is wearing any armor heavier than light armor or is burdened with a medium or heavy load.
- When climbing a free runner is only slowed to half of her ground speed.


Uncanny Dodge
Starting at 2nd level, a free runner may use one inspiration point as an immediate action to retain her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character may use the inspiration point for the effects of improved uncanny dodge.


Evasion
At 4nd level and higher, a free runner can avoid even magical and unusual attacks with great agility. If she makes a successful reflex saving throw an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the free runner is wearing light armor or no armor. A helpless free runner does not gain the benefit of evasion.


Spider Climb
A free runner may use one inspiration point as an immediate action to get the effect of spider climb for a full round. She still gets the advantage of high ground if it applies.
If a freerunner’s charisma drops below 10 she loses this effect.


Follow
When anyone uses a teleport, plane shift, or other magical transportation spell of that sort, a free runner can sense the residue left from the spell from 1min/level (starting with 5th) ago. Not only does she know exactly where it is, but she can also follow the caster to the exact same spot as a free action if they are within arm’s reach of where the teleport spell was used.
If a free runner’s charisma drops below 10 she loses this effect.


Advanced Parkour
The free runner advances in her parkour abilities and gains the following abilities in addition to the previous ones in basic parkour.
- She gains +4 bonus on constitution checks to continue running.
- She can use their dexterity modifier on climb checks.
- She is not considered flat footed when balancing even if she doesn’t have the 5 ranks in balance required for this effect.
- When climbing, a free runner is only slowed to ¾ of her land speed.
- Precision jump. When jumping onto a thin space that would require a balance check to stay up, if the free runner succeeds the jump check by 5 or more she doesn’t need to make the balance check, if she doesn’t succeed by 5 or more, she may still make the balance check.

These abilities do not apply if the freerunner is wearing any armor heavier than light armor or is burdened with a medium or heavy load.


Dimension Door
A free runner may spend two inspiration points to use Dimension Door as an extraordinary ability, though she may not bring anyone with her. If a freerunner’s charisma drops below 10 or if she is burdened by a medium or heavy load she may not use this ability.


Phase Door
A free runner can spend two inspiration points to use the spell phase door as a spell-like ability that lasts for 1 minute per level. Permanency does not effect this phase door and the free runner cannot bring others through the door, though another free runner can sense this door with the ability follow. If a free runner’s charisma drops below 10 she loses this effect.


Parkour Master
A free runner becomes so accomplished in the art of movement that she gains these bonuses in addition to the bonuses in basic and advanced parkour.
- Free stand: a free runner can go from the prone position to a standing position as a free action.
- A free runner can climb at her ground speed as a move action or double at full round action.
- A free runner doesn’t lose her dexterity bonus while climbing.
- Defensive Roll. The free runner can roll with any blow to take less damage from it than she otherwise would. Once per round, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the free runner can attempt to roll with the damage. To use this ability, the free runner must attempt a reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied his Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the free runner’s evasion ability does not apply to the defensive roll. The free runner ends up in the square right behind her after using this, giving anyone in range attacks of opportunity. If there is an obstacle or wall right behind the free runner she cannot use this ability.


Teleport
A free runner can use teleport as a spell-like ability once per day, but she may not bring anyone with her. If a free runner’s charisma drops below 10 she loses this effect.


Plane Shift
A free runner can use plane-shift as a spell-like ability once per day, but she may not bring anyone with her. If a free runner’s charisma drops below 10 she loses this effect.


Time Stop
A free runner can spend 5 inspiration points to use the spell-like ability time stop, but unlike other classes, they can do damage to others in that time frame. This is an extraordinary ability. If a free runner’s charisma drops below 10 she loses this effect.
This is not so much of a time stop effect as the free runner moving so fast for a brief period of time that others appear frozen in time.