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View Full Version : Pathfinder Darkrunner (Pathfinder Homebrew PEACH. Base Class.)



Plaguemask
2015-05-15, 05:10 PM
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Darkrunners are often confused for Rogues or Barbarians, truth is, both are wrong and far-off. Darkrunners focus on swift manuevers whilst handling large, two-handed and normally back-breaking weapons and more often than not, leather armor.

Darkrunner Backstory: More often than not, they're ballerina brutes, with lack of a better term. They're usually very agile, and deliver hard-hitting blows, before vanishing from your sight all-together.
Darkrunners were often Rogues first, but found the one-handed daggers to be too puny, or simply not do the job at all versus some of the larger foes, and over time, these Rogues founded and organization - Twilight of the Rogues, wherein they trained new recruits, often Rogues or Fighters, to fight with startling grace and wielding some of the largest swords on the market.

Adventure Hook: Darkrunners are often assassins-for-hire, traveling the world either for their next hit, or to find a job. It is not unusual for them to simply wander.

Darkrunners are proficient with Light and Medium Armor.
Darkrunners are Proficient with Simple, Martial and Exotic weapons.

Hitdie: 1D8
Prerequisites: Any Non-Lawful/Non-Good.
Skill points: 6 +Int Modifier.
Class Skills: Acrobatics (Dex) Climb (Str) Disguise (Cha) Escape Artist (Dex) Knowledge(Arcana) (Int) Knowledge(Geography) (Int) Perception (Wis) Stealth (Dex) Sleight of Hand (Dex)
Darkrunners can apply their Strength to following class-skills: Acrobatics, Escape Artist. (Stacks with Dexterity.)



Level
BAB
Fort
Ref
Will
Special


1
+1
+0
+2
+1
Leap, Marked for Death, Leap Attack +1D6


2
+2
+0
+3
+1
Overwhelm, Drop Back


3
+3
+1
+3
+2
Quick Charge, Mortal Strike, Leap Attack +2D6


4
+4
+1
+4
+2
Tiger Strike, Inject Poison


5
+5
+1
+4
+3
Death From Above, Death From Below, Leap Attack + 3D6


6
+6/+1
+2
+5
+3
Powerstrike, Uncanny Movements


7
+7/+2
+2
+5
+4
Backbone, Zertanju, Leap Attack +4D6


8
+8/+3
+2
+6
+4
Dagger Throw, Uncanny Movements


9
+9/+4
+3
+6
+5
Double Slash,Minor Invsibility, Leap Attack +5D6


10
+10/+5
+3
+7
+5
Minor Teleport, Sunder Earth


11
+11/+6/+1
+3
+7
+6
Battle Focus, Precision Strike, Leap Attack +6D6


12
+12/+7/+2
+4
+8
+6
Shadowsmite, Freerunner


13
+13/+8/+3
+4
+8
+7
Shrug It Off, Thwart, Leap Attack +6D8


14
+14/+9/+4
+4
+9
+7
Puncture, Whirlwing Slash.


15
+15/+10/+5
+5
+9
+8
Leech, Protective Wings, Ultimate Leap


16
+16/+11/+6/+1
+5
+10
+8
Toxic Strike, Inspiration Cloak.


17
+17/+12/+7/+2
+5
+10
+9
Behind Enemy Lines, Fiery Strike.


18
+18/+13/+8/+3
+6
+11
+9
Mirror Warp, Ambush.


19
+19/+14/+9/+4
+6
+11
+10
Shadow Mastery, Shadow Step


20
+20/+15/+10/+5
+6
+12
+10
Pointed Strike, Death's Finger, Scythe of the Shadowplane, Cloak of the Otherworld, Mark of Eternity, Leap Attack + 8D10




Level 1 - Leap, Marked For Death. Leap: Leap anywhere to any enemy within 40'ft that you can see. This provokes AoO if you're adjacent to an enemy, but no checks. At distance larger than 40'ft, a DC check of 1 per Feet is required (20'ft is DC 20. 50 is DC 50.)
Marked for Death: As a Full-Round Action, a Darkrunner can study his target closely. His next attack(s) and/or movements will not provoke AoO and will give him or her a +2 on his Attack Rolls against the Marked enemy.

Level 2 - Overwhelm, Drop Back Overwhelm: During a Leap, or as a Swift Action, the Darkrunner can choose to Overwhelm his enemy with a series of quick and heavy attacks. These attacks deals no damage. The target of Overwhelm is considered Dazed to a number of rounds equal to one half (Rounded down.) of the Darkrunner's Strength modifier.
Drop Back: The bread and butter for most Darkrunners, this ability is hard-taught, allowing them to drop back from combat without triggering AoO. They can drop back as far as their Leap ability. This is considered a Move Action.

Level 3 - Quick Charge, Mortal Strike. Mortal Strike: Mortal Strike is a powerful blow damaging the Darkrunner. It is considered a Standard Action to use, and at level 3 deals 3D6 Damage to the enemy, and 1D6 damage to the Darkrunner. Can only be used if already injured.
Quick Charge: Darkrunners can charge without provoking AoO.

Level 4 - Tiger Strike, Inject Poison. Tiger Strike: A very deadly moveset, often the go-to opening of a Darkrunner if he can't Leap. The Darkrunner rushes into a mass of enemies and attacks five times, dealing 2D6 damage to each (Or 5D6 damage to one.) This ability can only be used once per encounter. And yes, a roll to hit is required.
Inject Poison: Darkrunners often chose not to use Poison, due to the traces it leaves. That does not mean that they do now know how to use it however. As a Swift Actions, the Darkrunner can inject a syringe with poison into his enemies, dealing 1D6 damage each turn.

Level 5 - Death From Above, Death From Below. Death From Above: Whenever a Dakrunner attacks from Above, he can do an additional attack as a free action once per turn.
Death From Below: If the Darkrunner is below his enemies, he can leap upwards and attempt to spear them. This deals 1D6 less damage for every 10'ft outside of his normal Leap area traveled. Deals usual Leap Attack damage.

Level 6 - Powerstrike, Uncanny Movements. Powerstrike: The Darkrunner can, once per encounter, guarantee a Critical Hit against an Opponent as a Free action. This requires the Darkrunner to be in a clear line of sight with the target.
Uncanny Movements: The Darkrunner can choose one Uncanny Movement from the list below:
Uncanny Jump: You can now Leap an additional 20'ft.
Uncanny Speed: You gain an additional 30'ft Movement Speed.
Uncanny Strength: Gain +1D6 more damage to Leap Attacks
Uncanny Knowledge: If It's a Class-Skill of the Darkrunner, he can take 20 for checks at time equal to taking 10.
Uncanny Reflexes: Once per day, plus his Strength and Dexterity Modifier, the Darkrunner can make an additional Reflex Save.

Level 7 - Backbone, Zertanju. Zertanju: The Darkrunner can, as a Move Action once per encounter, completely avoid any physical attack.
Backbone: Once per Turn as a Move Action, a Darkrunner can ignore the physical limitations of his body to deal an additional (HD+D4) Damage to an enemy with a bonus +6 to hit. This however damages the Darkrunner for 2 Points of damage per HD. This ability can not kill the Darkrunner.

Level 8 - Dagger Throw, Uncanny Movements. Dagger Throw: The Darkrunner can (Even if he did not have a dagger on him previously.) Throw a dagger or a dagger-shaped object at his enemy. This attack always hits and deals 3D6+1.5x Str Mod damage.
Uncanny Movements: See above.

Level 9 - Double Slash,Minor Invsibility. Double Slash: The Darkrunner can attack one additional time with a two-handed Weapon per turn at no Penalty, or two more if he's wielding two One-Handed weapons.
Minor Invisibility: Three times a day + Once for every 2 levels past this one, the Darkrunner can turn invisible for 3D4 Turns. A Perception Check of 20+Sneak Skill will allow an enemy to roughly figure out his location.

Level 10 - Minor Teleport, Sunder Earth. Sunder Earth: As a Full-Round Action, the Darkrunner can sunder the earth around him, and any items that happens to be connected to that earth - Including enemy armor (But not weapon.) Enemies must take a (20+Str Modifier) Reflex Save to avoid getting their armor damaged and/or destroyed. Sunder Earth also deals 4D8 Damage to any character within the range of Sunder Earth (30'ft.)
Minor Teleport: The Darkrunner can Teleport 30'ft in any direction he chooses to with no penalty as a Swift Action. Does not invoke AoO nor is it affected by Spell Failure Chance. Should be considered a 'trick' or Supernatural Ability for all intents and purposes. He can not teleport through solid objects.

Level 11 - Battle Focus, Precision Strike. Battle Focus: The Darkrunner can now do two Standard Actions and two Move Actions per turn.
Precision Strike: All attacks with a Two-Handed weapon deals five times Strength Modifier damage. (Assume you've 16 Strength. Instead of 3, you now deal +12.) The Darkrunner also gains a +4 to Hit. If with One-Handed weapons, the Darkrunner deals 2x Strength Modifier damage.

Level 12 - Shadowsmite, Freerunner. Freerunner: Increases Movement Speed by 60'ft, and the Darkrunner can now automatically make it through extremely dense and difficult terrains with no penalty.
Shadowsmite: If you're behind an enemy, or Flanking them, you can perform a devestating blow, dealing 10D12+Str Mod Damage that bypasses DR.

Level 13 - Shrug It Off, Thwart. Shrug It Off: The Darkrunner can no longer be Dazed, Terrified, Feared, Shaken, Stunned or Pinned.
Thwart: As a Standard Action, the Darkrunner can use Thwart to daze all enemies within a 40'ft Radius for 6 Rounds.

Level 14 - Puncture, Whirlwing Slash. Puncture: After a successful Critical Hit, the target loses his or hers Dexterity modifier to their AC. Puncture also applies a Bleed effect for 3D6 Damage every turn.
Whirling Slash: The Darkrunner lashes out with his weapon(s), dealing full Damage to any target he hits within a 30'ft radius. Can extend to up to 10 Targets. Standard Action.

Level 15 - Leech, Protective Wings, Ultimate Leap. Leech: Can be used during an Opponents turn as a free Action three times per encounter. Leech interrupts any Spell being casted, and has a high chance (2-18) to steal one random active buff from the target.
Protective Wings: All friendly characters within 45'ft becomes immune against Magical Damage. Full-Round action to activate, Swift Action to end. And yes, this Ability can be on permanently (Until someone hits you with a Dispel Rune or something.)
Ultimate Leap: You can now chain Leaps between enemies until you fail an attack. This includes jumping between two of them for infinity if you manage to land every hit.

Level 16 - Toxic Strike, Inspiration Cloak. Toxic Strike: After each successful hit, apply a 1D8 Toxic Debuff to your target. This ability stacks. At the start of your turn, the target will take all the damage. (Example: You hit someone four times. The next turn, they'll take 4D8 Damage.)
Inspiration Cloak: If hit by a Critical Hit, all incomming physical damage after that is reduced by 50 for 4 Turns for the entire party.

Level 17 - Behind Enemy Lines, Fiery Strike. Fiery Strike: Deal an Additional 4D6 Damage of an element of your choice. (Including Sonic.)
Behind Enemy Lines: After landing with a Leap Attack, the Darkrunner stuns his target automatically and deals an additional 4D6 damage for every 20'ft jumped.

Level 18 - Mirror Warp, Ambush. Mirror Warp: The Darkrunner leaves a reflection of himself behind him and teleports 20'ft in any direction of his choosing (Not through solid objects.) He also gains Minor Invisibility for 3 Turns after this ability is used.
Ambush: Deal 10D8 Damage as a Standard Action if your target is unaware of your location. (Works with Ranged weapons. Works like Sneak Attack.)

Level 19 - Shadow Mastery, Shadow Step. Shadow Mastery: Five times a day, the Darkrunner can completely vanish from anyone's view with no trace behind him. Any being with less HD than he has is unable to track him. Any being with more HD than he must beat a DC of 25+Sneak.
Shadow Step: Temporarily enter the Plane of Shadows and step out anywhere where there is a Shadow. You must be aware of this location's existance, and that there is a Shadow there.

Level 20 - Pointed Strike, Death's Finger, Scythe of the Shadowplane, Cloak of the Otherworld, Mark of Eternity.
Pointed Strike: Any target hit by one of your Attacks must make a Fortitude Save, or suffer 2D6 Constitution Damage.
Death's Finger: As a Standard Action, you can attempt to kill someone by skewering them with your finger, tainted by the blood of so many, It now kills any Non-Evil Aligned character within 2D3 turns unless the effect is Dispelled, Cured, Wished Away or you canceling it. If your opponent pleads for mercy, It is considered good manners to spare them.
Scythe of the Shadowplane: Once per day for 6D4 Hours, a Darkrunner can form a Scythe made out of Shadows, often tainted by the blood of his victims or enemies, this Scythe will suck the life-force from anything it hits. Any target hit by the Scythe of the Shadowplane gains -1D3 Negative Levels. The Scythe of the Shadowplane deals 4D8+Str Mod Damage.
Cloak of the Otherworld: Once per day, the Darkrunner can activate his Cloak of the Otherworld, gaining him complete invisbility against any creature not from the selected Plane. Please note that he can still be heard, and any creature that's blind will not be affected by this.
Mark of Eternity: Permanently, the Darkrunner is marked by the blood of everyone he's killed, and their life-force is siphoned into him. While he does not gain any direct benefits from this, as long as he keeps killing, he will live until killed himself.


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Honestly, I don't even care if everyone hates this class or thinks It's overpowered, I love the idea too much not to make a class out of it.