Freerunner (3.5e Class)
From D&D Wiki
- 1 Freerunner
- 1.1 Making a Freerunner
- 1.2 Campaign Information
The Freerunner is a movement based class, prepared to traverse surfaces in three dimensions. It works best in an urban setting, with plenty of vertical surfaces with which to interact.
Making a Freerunner
The freerunner should never be without some means of escape- Acting a little as a Thief-Acrobat might(see Complete Adventurer, Page 83) the Freerunner can get into and out of just about any location. It has the infiltration abilities of the rogue, and will serve any party well as a substitute rogue. Freerunners work well with rogues, scouts, or monks, who share a bit of their mobility and are less likely to slow them down.
Abilities: Dexterity provides extra protection for the unarmored Freerunner. Dexterity, Intelligence, and Wisdom are important for many of the Freerunner's skills, And Strength is needed for the Jump, Climb, and Swim skills, which are integral to the class's function. Intelligence is also useful for additional skill points, to increase the Freerunner's repertoire.
Races: Always adaptable, Humans take easily to the Freerunner's style of life. Elves and Half-elves also find themselves adapted to the demands of this career. Halflings eagerly take up careers in freerunning, and often find that where their stature and shorter legs were a limitation to their mobility, their training as Freerunners allows them to far surpasss the standards of their race in acts of speed and athleticism.
Starting Gold: 4d4x10 GP (85 GP)
Starting Age: As Rogue.
|1st||+0||+0||+2||+0||Fast Movement +10 feet, Run|
|2nd||+1||+0||+3||+0||Steady Stance, Freerunning (+1 AC)|
|3rd||+1||+1||+3||+1||Fast Acrobatics, Endurance|
|4th||+2||+1||+4||+1||Fast Movement +20 feet, Freerunning (+2 AC)|
|5th||+2||+1||+4||+1||Slow Fall 20 feet, Great Leap|
|6th||+3||+2||+5||+2||Flawless Stride, Defensive Roll 1/Day, Freerunning (+3 AC)|
|7th||+3||+2||+5||+2||Kip Up, Uncanny Dodge|
|8th||+4||+2||+6||+2||Fast Movement +30 feet, Freerunning (+4 AC)|
|9th||+4||+3||+6||+3||Skill Mastery (Balance, Climb, Jump, Tumble)|
|10th||+5||+3||+7||+3||Slow Fall 30 feet, Freerunning (+5 AC)|
|12th||+6/+1||+4||+8||+4||Fast Movement +40 feet, Defensive Roll 2/Day, Freerunning (+6 AC)|
|13th||+6/+1||+4||+8||+4||Evasion, Improved Uncanny Dodge|
|14th||+7/+2||+4||+9||+4||Slippery Mind, Freerunning (+7 AC)|
|15th||+7/+2||+5||+9||+5||Slow Fall 40 feet|
|16th||+8/+3||+5||+10||+5||Fast Movement +50 feet, Freerunning (+8 AC)|
|18th||+9/+4||+6||+11||+6||Defensive Roll 3/day, Freerunning (+9 AC)|
|20th||+10/+5||+6||+12||+6||Fast Movement +60 feet, Slow fall 50 feet, Freerunning (+10 AC)|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Freerunner. Unless Specifically stated otherwise, these class abilities are only available if the Freerunner is Unarmored, Unencumbered, and not using a shield.
Weapon and Armor Proficiency: Freerunners are proficient with all simple weapons, plus one martial or exotic weapon of their choice. The Freerunner is not proficient with any kind of Armor or Shield- in fact, all of the freerunner's special movement based abilities require him to be completely unfettered. When wearing armor, using a shield, or carrying a medium or heavy load, the freerunner loses the use of all special abilities.
Fast Movement: A Freerunner's Base land speed is faster than the normal for their race. At 1st level, the Freerunner's base land speed is 10 feet faster. At 4th level and every 4 levels thereafter, this speed increases by ten feet, to a maximum of being 60 feet faster than normal at 20th level.
Run: A Freerunner gains Run as a bonus feat at 1st level.
Steady Stance: a Freerunner remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.
Freerunning: A freerunner relies on mobility to improve his defense. At 2nd level, a freerunner gains a +1 dodge bonus to his armor class in any round in which he moves at least 10 feet. this bonus improves by +1 for every two levels above 2nd, but with a special restriction- the freerunner must move an additional 10 feet for each additional +1 gained. For example, a 10th level Freerunner gains a +5 dodge bonus to armor class in any round in which he moves at least 50 feet. If he moves only 20 feet that round, he gets a +2 dodge bonus instead. (The bonus is equal to distance moved divided by 10, up to the maximum bonus at that level.) This bonus applies until the beginning of the Freerunner's next turn.
Fast Acrobatics: A Freerunner can avoid the normal penalties for accelerated movement while using his acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at his full normal speed. He can climb at half his speed as a move action without taking a -5 on his climb check. Finally, he can tumble at his full speed without taking the normal -10 penalty on his Tumble check.
Endurance: A Freerunner gains Endurance as a bonus feat at 3rd level.
Slow fall: Beginning at 5th level, the freerunner reduces the effective distance of falls by 20 feet. At 10th level and every 5 levels thereafter, this distance improves by 10 feet, to a maximum of 50 feet at 20th level.
Great Leap: At 5th level, the Freerunner makes all jumps as if he had a running start, enabling him to make long jumps from a standing position.
Flawless Stride: Starting at 6th level, a Freerunner can move through any sort of terrain that slows movement(such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage of suffering any other impairment. this ability does not let him move more quickly through terrain that requires a climb or swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Defensive Roll: Beginning at 6th level, a freerunner can roll with a potentially lethal blow to take less damage from it than he otherwise would. See the rogue class feature, page 51 of the Player's Handbook. This ability can be used once a day at 6th level, twice a day at 12th, and three times a day at 18th level.
Kip Up: Beginning at 7th level, a Freerunner can stand up from a prone position as a free action that doesn't provoke attacks of opportunity.
Uncanny Dodge: Beginning at 7th level, a Freerunner gains the ability to react to danger before his senses would normally allow him to do so. This should be self Explanatory to any experienced player. If it's not(or you're not), see the Rogue ability of the same name; Players Handbook, Page 50.
Skill Mastery: At 9th level, the Freerunner has become so confident in the use of certain skill that he can use them even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, he can take 10 even if stress or distractions would normally prevent him from doing so.
Acrobatic Charge: Starting at 11th level, a Freerunner can charge in situations where others cannot. he can charge over difficult terrain that normally slows movement or through allies blocking his path. This ability enables him to charge down a staircase, leap down from a rooftop, or swing across an alleyway to get to his target. Depending on circumstances, he may still need to make appropriate (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.
Evasion: If you really don't know what Evasion does, look up the Monk ability of the same name - Player's Handbook page 41. I mean, dear Gygax.
Improved Uncanny Dodge: Beginning at 13th level, a Freerunner can no longer be Flanked. This should be self Explanatory to any experienced player. If it's not(or you're not), see the Rogue ability of the same name; Players Handbook, Page 50.
Slippery Mind>: A 14th level Freerunner can wriggle free from even magical effects that would otherwise control or compel him. If a freerunner is affected by an enchantment effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He only gets this one extra chance to succeed on his saving throw.
Improved Mobility: A Freerunner gains Mobility as a bonus feat at 17th level, even if he does not meet the prerequisites. If he already has Mobility, increase the feat's benefit to grant a +8 dodge bonus to armor class against attack of opportunity provoked by moving out of a threatened area.
Free Movement: At 19th level, a Freerunner can slip out of bond, grapples, and even confining spells easily. this ability duplicates the effect of a Freedom of Movement spell, except that it is always active. This ability is non-magical in nature and cannot be dispelled.
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
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Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic Freerunner Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
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Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
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Gold: <-Starting gold using this package.->.
Playing a <-class name->
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Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
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|“||<-Some quote from a character of this class->||”|
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Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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|20||<-very rare information->.|
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Adaptation: <-Possible variant conceptions of this class.->.
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EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.