ikkyblob
2013-12-24, 10:02 AM
The Runner
To some, the world is a hunting ground. To others, it is a giant charity case, begging to be nurtured. Yet others just want to watch it burn. To a runner, the world is none of these things. The world is an obstacle course, a giant test of skill that they were born to defeat. Runners live to explore the world and to reach it's greatest heights.
Role: Runners excel at total mobility. They can get in and out of danger at extreme speeds and move in ways unavailable to other classes. They can't dish out as much damage as other characters, nor can they hold up to it particularly well, but that requires someone to land a hit.
Alignment: Due to their typical disposition, runners are rarely lawful, but may be of any alignment.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The runner's class skills are Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Fly, Intimidate, Dungeoneering, Geography, Nature, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim
Skill Ranks per Level: 7 + Int modifier.
Table: Runner
The following is a redone version of the first 5 levels and some sample techniques.
{table=head]Level|BAB|Fort|Ref|Will|Special|Speed Bonus
1st|+0|+0|+2|+2|Dash, fast movement|+5
2nd|+1|+0|+3|+3|Runner technique, skirmish|+10
3rd|+2|+1|+3|+3|Easy terrain|+15
4th|+3|+1|+4|+4|Runner technique|+20
5th|+3|+1|+4|+4|Tread softly|+25
6th|+4|+2|+5|+5|Runner technique|+30
7th|+5|+2|+5|+5|Free body, free mind|+35[/table]
Class Features
All of the following are class features of the runner.
Weapon and Armor Proficiency
A runner is proficient with all simple and martial light weapons and with light armor, but not with shields.
Dash (Ex)
Just as barbarians call upon inner reserves to generate brutish strength, so too does the runner call upon similar reserves to create a burst of speed. Starting at 1st level, a runner may use this ability for a number of rounds per day equal to 4 + his Dexterity modifier. At each level after 1st, he may dash for 2 additional rounds. Temporary increases to Dexterity do not increase the total number of rounds that a runner can dash per day. A runner can start or end a dash as a free action. A runner may not dash if cowering, dazed, dead, disabled, dying, entangled, exhausted, fascinated, fatigued, frightened, grappled, helpless, panicked, paralyzed, petrified, pinned, prone, shaken, staggered, stunned, unconscious, or otherwise prevented from being capable of running. If a runner enters one of these states while dashing, the dash immediately ends.
When dashing, the runner's speed is doubled and he may take an additional swift action as part of his turn. Also, if a runner takes a full-attack action while dashing, he may also take a move action, attacking at any point along the move at a -5 penalty. He may also take his standard, move, or swift action as part of a move. He may use this to make a single attack while moving without incurring a penalty. He still provokes attacks of opportunity when moving in either of these ways.
Fast Movement (Ex)
Runners are well known for their intense speed, and for good reason. A runner gains a bonus to their movement speed equal to five times his runner level. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the runner's speed because of any load carried, armor worn, or speed altering abilities. This bonus stacks with any other bonuses to the runner's land speed.
Skirmish (Ex)
At 2nd level, the runner gains the ability to move in and out of combat without harm. A runner does not provoke attacks of opportunity for moving, or standing from prone, including while dashing.
Runner Techniques (Ex)
As a runner gains levels, he discovers new ways to move and explore the world. Starting at 2nd level, a runner gains a runner technique. He gains another runner technique for every two levels of runner attained after 2nd level. Unless otherwise noted, a runner cannot select an individual technique more than once.
Greater Techniques
At 10th level, and every two levels thereafter, a runner can choose one greater technique in place of a runner technique.
Elder Techniques
At 16th level, and every two levels thereafter, a runner can choose one elder technique in place of a runner technique.
Easy Terrain (Ex)
Upon reaching 3rd level, a runner begins to become more able to move unencumbered by the world around him. He may travel through difficult terrain as if it were normal terrain. Terrain that has been magically altered still affects him normally.
Tread Softly (Ex)
At 5th level, a runner can run with astonishing silence. He may make stealth checks while moving at full speed with no penalty and make stealth checks while running or charging at a -10 penalty.
Free Body (Ex)
At 7th level, a runner gains the ability to use his dash to free his body from restraints. He may use a swift action to expend a use of Dash to remove one of the following conditions: entangled, exhausted, fatigued, grappled, or paralyzed, or staggered. If the condition he wishes to remove requires a saving throw, he instead is given an attempt at the saving throw. He may alternatively stabilize if dying.
Free Mind (Ex)
At 7th level, a runner gains the ability to use his dash to free his mind from restraints. He may use a swift action to expend a use of Dash to remove one of the following conditions: cowering, dazed, fascinated, shaken, or stunned. He may alternatively reduce any fear effect by one step. If the condition he wishes to remove or reduce requires a saving throw, he instead is given an attempt at the saving throw.
Techniques
Evasion (Ex): A runner can avoid even magical and unusual attacks with great agility. If he 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 armor or no armor. A helpless runner does not gain the benefit of evasion. A runner must be at least 4th level to select this technique.
Just a Blur (Ex): Whenever a dashing runner moves or runs, he gains a dodge bonus to AC and a bonus to stealth checks equal to his runner level until his next turn. A runner must have the tread softly class feature to select this technique.
Leap (Ex): While dashing, a runner may leap over a gap whose distance is equal to or less than half of their fast movement speed bonus without an acrobatics check.
Nimble Attack (Ex): Any time a runner makes an attack while moving, he may deal extra damage equal to his runner level. This attack denies the target its Dex bonus to AC. A runner may not deal sneak attack damage with the same attack unless the target's Dex bonus to AC is denied by some other source. If the runner takes any rogue talents or ninja tricks that affect the sneak attack, they instead affect the nimble attack, if applicable.
Slow Fall (Ex): A runner with this technique does not end his dash if he begins falling. If a runner would fall during his turn, he may expend ten feet of movement to safely fall five feet, as if under the effects of a slow fall spell. If he would fall at the end of his turn, or outside of his turn, he instead begins falling or slow falling at the start of his next turn. He may choose to suspend or renew this ability with a free action at any time.
Standing Dash (Ex): A runner with this technique may start a dash while prone. If he starts a dash while prone, he instantly stands up as a free action that does not provoke attacks of opportunity.
Talents and Tricks: The runner may select a rogue talent or a ninja trick in place of a runner technique. He may not select a rogue talent or ninja trick that shares its name with a runner technique. This technique may be selected multiple times.
Uncanny Dodge (Ex): A runner can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A runner with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him. A runner must be at least 4th level to select this technique.
Wall Run (Ex): While dashing, a runner may move across vertical surfaces using his land speed as if it were a climb speed. This requires him to make an acrobatics check, with its DC equaling the climb DC of the wall. If a runner ends his turn on a wall, he begins to fall and his dash immediately ends. He may choose to suspend or renew this ability with a free action at any time.
Water Run (Ex): When dashing, a runner may move across surfaces as if the under effects of a Water Walk spell. He may choose to suspend or renew this ability with a free action at any time.
Greater Techniques
Air Run (Ex): When dashing, a runner may move across mid air as if it were solid ground. If a runner ends his turn in midair, he begins to fall and his dash immediately ends. A runner must have the Water Run technique to select this technique. He may choose to suspend or renew this ability with a free action at any time.
Greater Wall Run (Ex): A runner with this technique may move across surfaces as per the Wall Run technique, except that he need not make an acrobatics check to succeed. A runner must have the Wall Run technique to select this technique. He may choose to suspend or renew this ability with a free action at any time.
Improved Evasion (Ex): Upon selecting this technique, 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. A runner must have Evasion from the Evasion technique or non-runner class levels to select this technique.
Improved Uncanny Dodge (Ex): A runner with this technique can no longer be flanked.
This defense denies anyone the ability to sneak attack the character 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 another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
A runner must have Uncanny Dodge from the Uncanny Dodge technique or non-runner class levels to select this technique.
Slower Fall (Ex): A runner with this technique may fall slowly as per the Slow Fall technique, except that he may safely fall five feet expending only five feet of movement. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Slow Fall technique to select this technique.
Elder Techniques
Ninja Fall (Ex): A runner with this technique may fall slowly as per the Slow Fall technique, except that he may safely fall ten feet by expending only five feet of movement. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Slower Fall technique to select this technique.
Sky Run (Ex): When dashing, a runner may move across mid air as if it were solid ground, as per the spell Air Walk. If the runner ends his turn in midair, he remains aloft until his dash ends. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Air Run technique to select this technique.
Spider Run (Ex): A runner with this technique may move across vertical surfaces as per the Greater Wall Run technique, except that he does not fall if he ends his turn on a wall. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Greater Wall Run technique to select this technique.
To some, the world is a hunting ground. To others, it is a giant charity case, begging to be nurtured. Yet others just want to watch it burn. To a runner, the world is none of these things. The world is an obstacle course, a giant test of skill that they were born to defeat. Runners live to explore the world and to reach it's greatest heights.
Role: Runners excel at total mobility. They can get in and out of danger at extreme speeds and move in ways unavailable to other classes. They can't dish out as much damage as other characters, nor can they hold up to it particularly well, but that requires someone to land a hit.
Alignment: Due to their typical disposition, runners are rarely lawful, but may be of any alignment.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The runner's class skills are Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Escape Artist, Fly, Intimidate, Dungeoneering, Geography, Nature, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim
Skill Ranks per Level: 7 + Int modifier.
Table: Runner
The following is a redone version of the first 5 levels and some sample techniques.
{table=head]Level|BAB|Fort|Ref|Will|Special|Speed Bonus
1st|+0|+0|+2|+2|Dash, fast movement|+5
2nd|+1|+0|+3|+3|Runner technique, skirmish|+10
3rd|+2|+1|+3|+3|Easy terrain|+15
4th|+3|+1|+4|+4|Runner technique|+20
5th|+3|+1|+4|+4|Tread softly|+25
6th|+4|+2|+5|+5|Runner technique|+30
7th|+5|+2|+5|+5|Free body, free mind|+35[/table]
Class Features
All of the following are class features of the runner.
Weapon and Armor Proficiency
A runner is proficient with all simple and martial light weapons and with light armor, but not with shields.
Dash (Ex)
Just as barbarians call upon inner reserves to generate brutish strength, so too does the runner call upon similar reserves to create a burst of speed. Starting at 1st level, a runner may use this ability for a number of rounds per day equal to 4 + his Dexterity modifier. At each level after 1st, he may dash for 2 additional rounds. Temporary increases to Dexterity do not increase the total number of rounds that a runner can dash per day. A runner can start or end a dash as a free action. A runner may not dash if cowering, dazed, dead, disabled, dying, entangled, exhausted, fascinated, fatigued, frightened, grappled, helpless, panicked, paralyzed, petrified, pinned, prone, shaken, staggered, stunned, unconscious, or otherwise prevented from being capable of running. If a runner enters one of these states while dashing, the dash immediately ends.
When dashing, the runner's speed is doubled and he may take an additional swift action as part of his turn. Also, if a runner takes a full-attack action while dashing, he may also take a move action, attacking at any point along the move at a -5 penalty. He may also take his standard, move, or swift action as part of a move. He may use this to make a single attack while moving without incurring a penalty. He still provokes attacks of opportunity when moving in either of these ways.
Fast Movement (Ex)
Runners are well known for their intense speed, and for good reason. A runner gains a bonus to their movement speed equal to five times his runner level. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the runner's speed because of any load carried, armor worn, or speed altering abilities. This bonus stacks with any other bonuses to the runner's land speed.
Skirmish (Ex)
At 2nd level, the runner gains the ability to move in and out of combat without harm. A runner does not provoke attacks of opportunity for moving, or standing from prone, including while dashing.
Runner Techniques (Ex)
As a runner gains levels, he discovers new ways to move and explore the world. Starting at 2nd level, a runner gains a runner technique. He gains another runner technique for every two levels of runner attained after 2nd level. Unless otherwise noted, a runner cannot select an individual technique more than once.
Greater Techniques
At 10th level, and every two levels thereafter, a runner can choose one greater technique in place of a runner technique.
Elder Techniques
At 16th level, and every two levels thereafter, a runner can choose one elder technique in place of a runner technique.
Easy Terrain (Ex)
Upon reaching 3rd level, a runner begins to become more able to move unencumbered by the world around him. He may travel through difficult terrain as if it were normal terrain. Terrain that has been magically altered still affects him normally.
Tread Softly (Ex)
At 5th level, a runner can run with astonishing silence. He may make stealth checks while moving at full speed with no penalty and make stealth checks while running or charging at a -10 penalty.
Free Body (Ex)
At 7th level, a runner gains the ability to use his dash to free his body from restraints. He may use a swift action to expend a use of Dash to remove one of the following conditions: entangled, exhausted, fatigued, grappled, or paralyzed, or staggered. If the condition he wishes to remove requires a saving throw, he instead is given an attempt at the saving throw. He may alternatively stabilize if dying.
Free Mind (Ex)
At 7th level, a runner gains the ability to use his dash to free his mind from restraints. He may use a swift action to expend a use of Dash to remove one of the following conditions: cowering, dazed, fascinated, shaken, or stunned. He may alternatively reduce any fear effect by one step. If the condition he wishes to remove or reduce requires a saving throw, he instead is given an attempt at the saving throw.
Techniques
Evasion (Ex): A runner can avoid even magical and unusual attacks with great agility. If he 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 armor or no armor. A helpless runner does not gain the benefit of evasion. A runner must be at least 4th level to select this technique.
Just a Blur (Ex): Whenever a dashing runner moves or runs, he gains a dodge bonus to AC and a bonus to stealth checks equal to his runner level until his next turn. A runner must have the tread softly class feature to select this technique.
Leap (Ex): While dashing, a runner may leap over a gap whose distance is equal to or less than half of their fast movement speed bonus without an acrobatics check.
Nimble Attack (Ex): Any time a runner makes an attack while moving, he may deal extra damage equal to his runner level. This attack denies the target its Dex bonus to AC. A runner may not deal sneak attack damage with the same attack unless the target's Dex bonus to AC is denied by some other source. If the runner takes any rogue talents or ninja tricks that affect the sneak attack, they instead affect the nimble attack, if applicable.
Slow Fall (Ex): A runner with this technique does not end his dash if he begins falling. If a runner would fall during his turn, he may expend ten feet of movement to safely fall five feet, as if under the effects of a slow fall spell. If he would fall at the end of his turn, or outside of his turn, he instead begins falling or slow falling at the start of his next turn. He may choose to suspend or renew this ability with a free action at any time.
Standing Dash (Ex): A runner with this technique may start a dash while prone. If he starts a dash while prone, he instantly stands up as a free action that does not provoke attacks of opportunity.
Talents and Tricks: The runner may select a rogue talent or a ninja trick in place of a runner technique. He may not select a rogue talent or ninja trick that shares its name with a runner technique. This technique may be selected multiple times.
Uncanny Dodge (Ex): A runner can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A runner with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him. A runner must be at least 4th level to select this technique.
Wall Run (Ex): While dashing, a runner may move across vertical surfaces using his land speed as if it were a climb speed. This requires him to make an acrobatics check, with its DC equaling the climb DC of the wall. If a runner ends his turn on a wall, he begins to fall and his dash immediately ends. He may choose to suspend or renew this ability with a free action at any time.
Water Run (Ex): When dashing, a runner may move across surfaces as if the under effects of a Water Walk spell. He may choose to suspend or renew this ability with a free action at any time.
Greater Techniques
Air Run (Ex): When dashing, a runner may move across mid air as if it were solid ground. If a runner ends his turn in midair, he begins to fall and his dash immediately ends. A runner must have the Water Run technique to select this technique. He may choose to suspend or renew this ability with a free action at any time.
Greater Wall Run (Ex): A runner with this technique may move across surfaces as per the Wall Run technique, except that he need not make an acrobatics check to succeed. A runner must have the Wall Run technique to select this technique. He may choose to suspend or renew this ability with a free action at any time.
Improved Evasion (Ex): Upon selecting this technique, 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. A runner must have Evasion from the Evasion technique or non-runner class levels to select this technique.
Improved Uncanny Dodge (Ex): A runner with this technique can no longer be flanked.
This defense denies anyone the ability to sneak attack the character 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 another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
A runner must have Uncanny Dodge from the Uncanny Dodge technique or non-runner class levels to select this technique.
Slower Fall (Ex): A runner with this technique may fall slowly as per the Slow Fall technique, except that he may safely fall five feet expending only five feet of movement. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Slow Fall technique to select this technique.
Elder Techniques
Ninja Fall (Ex): A runner with this technique may fall slowly as per the Slow Fall technique, except that he may safely fall ten feet by expending only five feet of movement. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Slower Fall technique to select this technique.
Sky Run (Ex): When dashing, a runner may move across mid air as if it were solid ground, as per the spell Air Walk. If the runner ends his turn in midair, he remains aloft until his dash ends. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Air Run technique to select this technique.
Spider Run (Ex): A runner with this technique may move across vertical surfaces as per the Greater Wall Run technique, except that he does not fall if he ends his turn on a wall. He may choose to suspend or renew this ability with a free action at any time. A runner must have the Greater Wall Run technique to select this technique.