Therra

 

The Runner Base class

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 Runner

 

Please remember this class is still in it's infancy and I have not spent the time to fluff up or name the abilities properly. I have been working on

Balance and mechanical issues of the class. Tell me what you think so far:

 

Runner

The Runner is a Base Class that emphasizes very quick movement speed and mobility to assist his allies in combat and to act as a messenger between nations. Runner’s are often used to give messages between two nations at war, and thus the Runner has learned to use some stealth and ingenuity to bypass enemies’ defenses. Often, a Runner’s message ended wars. The most mobile of any base class, the Runner can be utilized for a variety of things. Although weak on his own accord, he can be deadly when paired with a group of allies.

d8 HD

 The Runner’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), and Use Rope (Dex),

Skill Points per Level: 6 + Int modifier.

Level 

BAB 

Fort 

Ref 

Will 

Special 

1st

+0

+2

+2

+0

Speedy Initiative +1, Fast, Speedy Defense, Trap dodge, Flags of our fathers

2nd

+1

+3

+3

+0

Sprint for your Homeland, Adamant Resolve

3rd

+1

+3

+3

+1

Speedy Initiative +2, Run

4th

+2

+4

+4

+1

Extra Step, Evasion

5th

+2

+4

+4

+1

Speedy Initiative +3, Leap of the Clouds

6th

+3

+5

+5

+2

Snatch

7th

+3

+5

+5

+2

Speedy Initiative +4, Dash

8th

+4

+6

+6

+2

Catch me if You Can

9th

+4

+6

+6

+3

Speedy Initiative +5, Sprinter

10th

+5

+7

+7

+3

Ease of step

Class Features

All the following are class features of the Runner base class.

Weapon and Armor Proficiency

You gain proficiency with the rapier, sap, short sword, and whip. Must be wearing no armor to gain any of the class features.

 

Speedy Initiative:

 

The speedy initiative class feature increases the initiative of the Runner. This ability increases the initiative by 1 at every odd level of the Runner.

 

Fast:

 

This feature increases the movement speed of the runner by 10 ft for every dex modifier he has above +0. This cannot be over a bonus of 10 ft./level of Runner. So a 5th level runner with +6 dex still only gets +50 feet of movement.

 

Speedy Defense:

 

The Runner gets a bonus to his AC equal to his class level whenever he is running. This bonus lasts until the start of his next turn.

 

Trap Dodge:

 

When moving, the Runner gets +5 on saves and AC to avoid traps.

 

Sprint for your Homeland:

 

The runner can run up to 8x his movement speed when running, and counts his constitution as +12 when determining how long he can run. This does not stack with the feat run, and acts as run for all prerequisites requiring that feat.

 

Adamant Resolve:

 

The Runner gets a bonus on will saves every round equal to the feet he moved divided by 20. So if a runner runs 100 ft. in one round, he gets +5 will saves. When a runner is in a full sprint, it is nearly impossible to break his will.

 

Extra Step:

 

A runner can take an additional 5 ft. step every round

 

Evasion:

 

A runner gets evasion as a class feature

 

Mobility:

 

A runner gets mobility as a class feature.

 

Leap of the Clouds:

 

Runner gains leap of the clouds as a free bonus feat.

 

Dash:

 

A runner gains dash as a bonus feat.

 

Sprinter:

A runner gains sprinter as a bonus feat.

 

Snatch:

 

A Runner has learned to aid his comrades in battle beyond being the flag bearer. The Runner can move to a target, make a Disarm attempt at a +8 bonus, and then make a move action afterwards. The Runner cannot move more than his regular movement per round.

 

Catch me if you can:

 

The Runner’s speed is doubled.

 

Flags of our fathers:

 

While a runner is usually employed to deliver messages between nations, they are also used to inspire courage amongst ranks of soldiers. His flag became a symbol of legend that bolsters troops beyond the natural and the flag has saved entire armies from defeat. Each runner is equipped with an intricate flag that can do numerous things to allies on the battlefield. Each flag costs 20,000g by the time the Runner reaches 10th level. This means 20g at first level, 40g at 2nd level, 80g at 3rd level, etc. The flag has the following effects, each lasting as long as the Runner is near or for 1 round after he has left their proximity. In order for the flag abilities to work, a Runner has to have ran atleast 50 ft. in the round.At each level, the Runner chooses 1 of the following abilities. Some have restrictions.

 

  • Taunting Flag: This ability is only active when the Runner chooses it to be activated as a standard action. All enemies within 100 ft. Must make a will save of 10 + ½ Runner’s class level + the Runner’s Charisma bonus + 1 for every 50 ft. the Runner moved this round. Any enemies that fail must only attack the Runner.
  • Keep Moving!: This ability grants all allies within 100 ft. of the flag to gain a benefit of +5 ft. movement speed per constitution bonus of the runner.
  • Stand Ground!: This ability grants all allies within 100 ft. of the flag to gain a bonus of 1 temporary HP per Runner class level.
  • Hold the Line!: This ability grants all allies within 100 ft. of the flag to gain DR/- equal to ½ of the Runner’s level. Must be level 8.
  • Slay them!: This ability grants all allies within 100 ft. of the flag to gain a bonus on attacks and damage = to ½ of the Runner’s Dexterity modifier.
  • Don’t Flee!: This ability grants all allies within 100 ft. a bonus on will saves equal to +1 for every 30 ft. the Runner has ran this round.
  • Take the blows!: This ability grants all allies within 100 ft. to gain a bonus on AC = ½ of the Runner’s con mod + 1 for every 100 ft. the runner ran this round.

 

At 10th level, the Runner gains the following benefits:

 

  • Chivalry: The Runner is protected by ancient embedded honor and opponents must make a will save DC 20 in order to attack the Runner. This works as the spell sanctuary.
  • 1/day: The Runner can grant all allies within 100 ft. Fast Healing 2 for 3 min.
  • If the flag bearer dies, allies within 100 ft. gain the following benefits:
    • +6 str, con, dex
    • +5 will save
    • +15 temporary hitpoints

 

 

 

 

Ease of Step:

 

The Runner can take 2 move actions per round. This only allows him to move, not activate any item or do any other action requiring a move action. He can still only move up to his maximum move speed per round. This does not allow him to move his full speed, attack, and then move his full speed again. He could, however, move half of his speed and then do a standard action and then move another half.

 

 

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