Dungeon Runner (3.5e Class)
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 Dungeon Runner
A dungeon runner is a jack-of-all-trades in the ruins of the past. They can cast minor healing when the need arises, or cast as a mage when need be. They can fill the role of the rogue or fighter if none are available at the time. They are those at home in the dank and darkness.
 Making a Dungeon Runner
Dungeon Runners are essentially dungeon druids. They become one with the dungeons as a druid becomes one with nature.
Abilities: Intelligence is key for dungeon runners, with strength and dexterity close behind.
Races: Dungeon Runners get along with all races. everyone looks the same in the dark.
Alignment: Dungeon Runners can be of any alignment, though they favor the neutral alignment.
Starting Gold: Starting Gold; 3d6 times 10 gp
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+0||+2||Improvised Weapon, Throw Anything, Cunning Strike, Dungeon Companion, Evasion, Trap Sense, Well Read||3||1||—||—||—||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Bleed 1d6, Exotic Weapon, Well-Prepared||4||2||1||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Bleed 2d6, Dungeon Shape (1/Day), Learned Critical, Weapon Specialization||5||3||3||2||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Dungeon Shape (2/Day), Make A Hole||6||4||3||3||2||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Dungeon Shape (3/Day)||6||4||4||3||3||2||—||—||—||—|
|11th||+8/+3||+7||+3||+7||Jack-Of-All-Trades, Poison Immunity||6||5||4||4||3||2||1||—||—||—|
|12th||+9/+4||+8||+4||+8||Bleed 3d6, Dungeon Shape (4/Day), Learned Critical||6||5||4||4||3||3||2||—||—||—|
|14th||+10/+5||+9||+4||+9||Dungeon Shape (5/Day)||6||5||5||4||4||3||3||2||—||—|
|15th||+11/+6/+1||+9||+5||+9||Ageless, Bleed 4d6||6||5||5||5||4||4||3||2||1||—|
|16th||+12/+7/+2||+10||+5||+10||Dungeon Shape (6/Day), Learned Critical||6||5||5||5||4||4||3||3||2||—|
|17th||+12/+7/+2||+10||+5||+10||Dungeon Step, Dungeon Speak||6||5||5||5||5||4||4||3||2||1|
|18th||+13/+8/+3||+11||+6||+11||Bleed 5D6, Dungeon Shape (7/Day)||6||5||5||5||5||4||4||3||3||2|
|20th||+15/+10/+5||+12||+6||+12||Dungeon Shape (At Will), Eye's Of Ruin, Learned Critical Mastery||6||5||5||5||5||5||4||4||4||4|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Dungeon Runners.
Weapon and Armor Proficiency: Dungeon Runners do not rely on wits rather than armor so are only proficient in light armor. Weapons, however, are very important to Dungeon Runners. They are proficient in simple and martial weaponry.
Spells: Dungeon Runners Have picked up tricks from clerics, wizards, and other adventurers. Dungeon Runners choose their spells from the following list, using Intelligence modifier as casting:
0-;Arcane Mark, Bleed, Create Water, Detect Magic, Detect Poison, Flare, Guidance, Light, Mage Hand, Mending, Purify Food And Drink, Read Magic, Resistance, Stabilize,
1st-;Alarm, Animate Rope, Comprehend Languages, Cure Wounds, Detect Secret Doors, Endure Elements, Feather Fall, Floating Disk, Hold Portal, Jump, Produce Flame, Sanctuary, Unseen Servant,
2nd-;Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Eagle's Splendor, Fire Trap, Fox's Cunning, Knock, Locate Object, Make Whole, Owl's Wisdom, Phantom Trap, Resist Energy, Rope trick, Spider Climb, Warp Wood, Wood Shape
3rd-;Create Food And Water, Cure Serious Wounds, Fly, Helping Hand, Meld Into Stone, Protection From Energy, Quench, Remove Curse, Remove Disease, Stone Shape, Tiny Hut, Tongues
4th&-;Cure Critical Wounds, Freedom Of Movement, Legend Lore, Neutralize Poison, Repell Vermin, Rusting Grasp, Secure Shelter
5th-;Awaken, Breath Of Life, Cure Light Wounds (Mass), Fabricate, Mislead, Passwall, Permanence, Raise Dead, Shadow Walk, True Seeing, Telekinesis, Teleport
6th-;Animate Object, Bear's Endurance (Mass), Bull's Strength (Mass), Cat's Grace (Mass), Cure Moderate Wounds (Mass), Eagle's Splendor (Mass), Find The Path, Fox's Cunning (Mass), Heroe's Feast, Move Earth, Owl's Wisdom (Mass), Stone Tell
7th-;Cure Serious Wounds (Mass), Mage's Magnificent Mansion, Phase Door, Regenerate, Resurrection, Vision
Feat: Alertness- Being alone a large amount of time causes a Dungeon Runner to rely on himself, granting the alertness feat.
Ageless: A Dungeon Runner of appropriate level has gained the ability to be as timeless as the ruins he runs. He no longer suffers the penalties of aging.
Bleed: A Dungeon Runner has learned to strike hard doing the maximum amount of damage he can. His strikes now do extra bleed damage.
DarkSight: A Dungeon Runner is able to see in the dark in black and white from winding up in the dark time and time again.
Disease Immunity: A Dungeon Runner gains disease immunity from of their hazardous environment and years of eating whatever was available.
Dungeon Companion: A dungeon Runner gets lonely in the ruins and usually befriends one creature commonly found in ruins. This Dungeon Empathy-
Dungeon Shape: As per a Druid's wild shape ability, only as dungeon monsters that a Dungeon Runner would be familiar with.
Dungeon Speak: A Dungeon Runner has developed the ability to speak the language that all dungeon dwellers speak. They are now able to speak to any common monsters of dungeons.
Dungeon Step: A Dungeon Runner may now open a portal to any dungeon that they have entered before.
Evasion: A Dungeon Runner has the Evasion feat due to constant threat of traps in their life.
Eye's Of Ruin: A Dungeon Runner has seen so much destruction in his life that any who make eye contact with them must make a Fortitude save versus 10+ Dungeon Runner Level or be Shaken.
Exotic Weapon: A Dungeon Runner gains an exotic weapon proficiency. This is a weapon that the Dungeon Runner found and continuosly practised with untill it finally made sense. Fast Movement: A Dungeon Runner gains a +10 bonus to their movement from running toward their next thrill.
Improved Evasion: A Dungeon Runner has gained Improved Evasion.
Improvised Weapon: A Dungeon Runner turn anything into a weapon from years of making use of whatever they find to fight with.
Jack-Of-All-Trades: Dungeon Runners Have enough interaction with other classes to consider every skill a class skill. They are also able to attempt all skills as if trained in its use.
Learned Critical: A Dungeon Runner becomes skilled in finding ways to hurt things that should not be hurt. They may choose one creature that is immune to criticals that they have found a way to get criticals on.
Learned Critical Mastery: ADungeon Runner may now strike a critical on any creature, bypassing critical imunities.
Make A Hole: Sometimes it easier to run through the door than to open it. A Dungeon Runner may do 1D6 multiplied by their level to walls, doors, or furniture. Poison Immunity: Dungeon Runners have developed an immunity to toxins from years of exposure.
Throw Anything: A Dungeon Runner is able to turn anything into a thrown weapon.
Weapon Specialization: The Dungeon Runner gains a weapon specialization for a weapon type that they have grown fond of using.
Well-Prepared: A Dungeon Runner has a percent chance of having a useful piece of equipment equal to their level multiplied by 5.
Well Read: Dungeon Runners spend alot of time alone in the dungeons with nothing to do but read. They have alot of fact just floating around their heads. Before making any Knowledge skill check, they must make a percentile check. A roll of their level multiplied by 10 or below gives a bonus of 10 to the skill check
Dungeon Companion- The following is a chart of adjustments for the Dungeon Runners companion.
|Saving Throws||Special||Skills||Feats||Armor Bonus||Str/Dex Bonus||Tricks|
|1st||+1||2||+3||+3||+0||Tiny Size, Link, Share Spells||2||2||+0||+0||1||1|
|4th||+3||4||+4||+4||+1||Ability Score Increase||4||2||+2||+1||2||1|
|9th||+6||8||+6||+6||+2||Ability Score Increase, Multiattack||8||4||+6||+3||4||1|
|14th||+9||12||+8||+8||+4||Ability Score Increase||12||6||+8||+4||5||1
|15th||+9||12||+8||+8||+4||Large Size, Improved Evasion||12||6||+10||+5||6||1|
|20th||+12||16||+10||+10||+5||Garggantuan Size, Ability Score Increase||16||8||+12||+6||7||1|
|“||You know that thing lurking in the corner of your eye that you are too scared to look at? He raised me.||”|
|—Garram Hoth, Dwarven Dungeon Runner|
Dungeon Runners are essentially dungeon druids. They are those that are more comfortable drinking with oozes than farmers. They would rather face a flaming pit trap than sit in a tavern and listen to local gossip. Anytime that they step into town, they are immediately marked as outcasts that are treated suspiciously. They spend their Life on a quest to get into the next dungeon. Their biggest fear is running out of adventures. Anyone that travels with them are defended as if they were family, because they are the closest thing to family a Dungeon Runner has. A Dungeon Runner forms quick bonds with those that share their adventures and holds those bonds dear for life. One thing that traveling the ruins have brought them to understand is that memories are the only thing that last forever.
 Dungeon Runner Lore
Characters with ranks in Knowledge (Dungeoneering)can research Dungeon Runners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||There are those that are found constantly in dungeons and are more comfortable there.|
|10||A Dungeon Runner can eventually become one with a dungeon as a druid becomes one with nature|
|15||A dungeon Runner becomes able to shape themselves as dungeon monsters with time|
|20||A Dungeon Runner can eventually become one with all dungeons|