Free-Runner (3.5e Class)
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The Free-Runners use not only their Strength, Dexterity, and Constitution, but depend on their Intelligence to use all of these physical attributes. they use their minds to deduce the best possible way of doing something, then they do it. From using their abilities to stop criminals to becoming the most dangerous assassins, they are truly a potent class, but they need to be played with Intelligence and fearlessness.
Making a Free-Runner
Free-Runners specialize in moving through any terrain unhindered, escaping tough situations, and dealing with their opponents by jumping, dodging, and avoiding powerful blows before countering with swift, precise, but not necessarily strong blows, though they are certainly dangerous and sometimes deadly. Free-Runners are masters of gathering information and solving political puzzles. Though they are extremely rare, and usually go unnoticed, they are a very good class if you can use them properly. The main problem with the Free-Runners is that they do very little damage, and gain very few of their potential abilities at low level. If not played properly, they will surely die before their true potential is seen.
Abilities - By far the Free-Runner's most important stat is their Intelligence. They use a massive amount of skills and gain bonuses from their Int modifier. Their physical stats (Str, Dex and Con) are the next most important. Runners need not rely on their Cha or Wis as much, but high stats are always beneficial.
Races - Humans and Elves most commonly become free-runners. Dwarves, Gnomes, and Halflings have a harder time due to their height, but are not unheard of as free-runners.
Alignment - Any.
Starting Gold - (6d4x10) Gold: Average 150Gp
Starting Age - Moderate
|Level||Base Attack Bonus||Saving Throws||Special|
|1st||+0||+0||+2||+0||Toned Muscle, Endurance, Run|
|2nd||+1||+0||+3||+0||Wall Running, Bonus Feat(From List), Flash Jump/3|
|3rd||+2||+1||+3||+1||Evasion, Uncanny Dodge|
|4th||+3||+1||+4||+1||Bonus Feat(From List), Flash jump1/3|
|5th||+4||+1||+4||+1||Bonus Feat(From List), Sneak Attack on The Run +1d6|
|10th||+7/+2||+3||+7||+3||Bonus Feat(From List), Flash Jump2/9, Sneak Attack on The Run +2d6|
|11th||+8/+3||+3||+7||+3||Improved Evasion, Improved Uncanny Dodge|
|15th||+11/+6/+1||+5||+9||+5||Bonus Feat(From List), Sneak Attack on The Run +3d6|
|20th||+15/+10/+5||+6||+12||+6||Bonus Feat(From List), Flash Jump5/Will, Sneak Attack on The Run +4d6|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex),Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), [ (Int), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
All of the following are class features of the Free-Runner.
Weapon and Armor Proficiency - Free-Runners are proficient with light Armor only, and are proficient with all small Simple and Martial Weapons. Runners are also proficient with Throwing Knives and Hand/Light Crossbows.
Also, to learn or manifest Flash Jump, A Free-Runner must have an Intelligence score of at least 12 + the power’s level.
New Skill - Knowledge (Surroundings): The ability to search your surroundings as a swift action, at any time, and react accordingly. This skill gives no synergy, but a runner can roll a Knowledge (Surroundings) check and for every 5 points of the roll, gain a +2 Bonus to Jump, Climb, Balance, Tumble, Move Silently, Hide, Search, and Spot checks made within 120 feet of their current square. This bonus lasts for 1 minute before a second check needs to be made. This skill can also be used by a Runner to detect if a material is formed by nature or by man, picking out very minor details. The DC for this ability is 20 with modifiers applying at the DM's discretion.
Bonus Feat(From List)
Dodge - +1 AC to selected opponent.
Mobility - +4 Dodge bonus to some Attacks of Opportunity.
Acrobatic - +2 to Jump and Tumble checks.
Alertness - +2 to Listen and Spot Checks.
Athletic - +2 to Climb and Swim checks.
Blind Fighting - Reroll miss chance for Concealment.
Combat Reflexes - Additional Attacks of Opportunity.
Spring Attack - Move before and after a melee attack.
Combat Expertise - Trade attack bonus for AC to a max of 5.
Improved Disarm - +4 to Disarm attempts, doesn't Provoke attacks of Opportunity.
Investigator - +2 to Gather Information and search Checks.
Negotiator - +2 to Diplomacy and Sense Motive Checks.
Track - Use Survival checks to track Target.
Weapon Finesse - Use dex mod instead of str for melee attack rolls.
Toned Muscles - The Free-Runner gets a +2 to Balance, Climb, Jump, and Tumble.
Evasion - On a successful Reflex save vs. damage e.g. Breath Weapon, you will take no damage instead of half. Improved Evasion makes it so you will only take half damage on a failed save.
Uncanny Dodge -A freerunner can react to danger before their senses would normally allow them to do so. they retains their Dexterity bonus to AC (if any) even if they is caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Wall Running - A Free-Runner can make a Climb check with a +5 to DC after a running start of 20ft to move their base land speed horizontally along a vertical surface (wall, fence, etc.). If they do not end on a horizontal surface they must make another Climb Check with a +5 to DC or fall.
Fast Movement - Free-Runners gain a +10ft to their Base Land Speed at 3rd level. At 11th level this bonus increases to 20ft. A Free-Runner loses this bonus when wearing medium or heavy armor, or when carrying a medium or heavy load.
Sneak Attack on the Run - Free-Runners can make melee Sneak attacks while moving normally, through crowds, or at a Full Sprint. The damage of this devastating attack increases every 5 levels starting at +1d6 at level 5 and ending with +6d6 at level 30.
Flash Jump* (Su) - Free-Runners gain the ability to jump to a degree that rivals the Ninja,. They gain the Supernatural ability to Flash Jump. This Allows them to make a Jump check and Jump that number of feet; Then make a second jump check at a +5 bonus. For his/her Flash Jump, a magic/psionic disc forms underneath them after their jump height reaches its maximum and propels them even further. The level of flash jump determines the number of times a Runner can use this disc per jump, the first jump is the only one that counts per day, all jumps made after the initial Flash jump are free. Flash Jumping counts as a Movement action. Runners gain feather fall 10 feet per level of flash jump, Including level 0, 1st level Runners can use Flash Jump in dire circumstances(At the DM's Discretion).
* - Free-Runners gain feather fall that can be used at all times, equal to 10 ft. x (Flash Jump Level +1). For instance, Flash Jump 5/will is level 5 flash jump, so they would have 10ft.*(5+1) for a total of 60 ft feather falling.
|24th||Flash Jump7/Will, Minds Wrath 1.5/6|
|25th||Sneak Attack on The Run +5d6|
|28th||Flash Jump9/Will, Minds Wrath 1.75/7|
|30th||Flash Jump10/Will, Graceful Flight, Sneak Attack on The Run +6d6, Minds Wrath 2/8|
8 + Int modifier skill points per level.
Flash Jump - The first # is how many times you can Flash Jump after the initial disc. Flash Jump 10/Will means you can jump then make 11 Flash jumps as many times per day as you would like. Also the # of Flash Jumps that can be performed every jump is also the Number of Ft*10 that a Runner can Feather Fall.
Minds Wrath - See Above Description.
Graceful Flight - After The Free-Runner makes a Full Flash Jump gains perfect flight in only a downward direction.
Human Free-Runner Starting Package
Human Free-Runners are the most common of this rare breed, mainly because of the Humans' unrivaled potential for success. Human Runners usually use their skills in 1, 2, or all of 3 ways, Thievery, Scouting, or Assassination. Though most of them are scouts for a specific nation or even Multiple nations or governments, there are a few that give the runners the popularity and infamous reputation.
Weapons - Short sword, Dagger, and Punching daggers are usually the weapons of choice, though some use the handaxe and kukri
Skill Selection - Pick a number of skills equal to 6 + Int modifier.
Feat - Athletic, Acrobatic
Bonus Feats - Endurance, Run
Gear - Studded Leather Armor, Travelers Outfit, Belt Pouch, Small Steel Mirror, 2 Days Trail Rations, Pitons x 4, 5-10 Ft Silk Rope, Signal Whistle.
Gold - 50 Gold, 17 Silver, 13 Copper
Playing a Free-Runner
Free-Runners are a class for more experienced players. They are going to be very survival oriented for the first few levels. The Free-Runners will never be the tank of the party, if anything they are the 'come from above' style sneak fighter. Free-Runners can be used for the most difficult non-combat situations, they are usually ex-nobility, such as the 7th son of a noble, still nobility, but abused by one's parents and Siblings. So they are skilled at keeping up false images and speaking the language of the snobby prude. They can also be used to learn secrets about both sides of a warring territory and sell them to the opposite sides just for the profit. Once they get to a higher level, however, the fun begins, cross classing as a Ninja, Assassin, Shadow Dancer, or any other class you can think good for them, their abilities are very potent when cross mixed into the class stew.
Religion - Free-Runners pray to any god they please, if they please.
Other Classes - Until a Free-Runner feels comfortable with the people they travel with, they will keep to themselves usually, every character is different, but the Free-Runners don't like anyone knowing who they are, seeing as they do tend to piss certain people off, usually from selling information to the wrong side.
Combat - Free-Runners usually attack from above or underneath, where most opponents are least armored and even less expecting an attack. Free-Runners are horrible melee attackers, but amazing at Stealth and Assassina.
Advancement - Usually becoming a skilled Assassin or the most deadly Ninja, though they can be mixed with almost any class. Waiting to see a Free-Runner/Shadow Dancer combo.
Free-Runners in the World
|“||It's funny seeing the faces of your victims when you don't come from the front, back, or either side, but flying through the air and catching them in their one true blind spot...||”|
|—Edward Von Beuren, Human Free-Runner/Assassin|
Free-Runners are usually the corrupt politicians' backbone, the good King's advisor, or the crazy person that disappears as fast as you see them.
Daily Life - Free-Runners spend a good amount of time keeping up with contacts, or gathering any information they can, so they can learn about possible options or even the right bones to pick at when dealing with difficult contacts and positions.
Organizations - There are very few Free-Runners and most of them belong to either ‘The Badgers Boots’ or ‘The Wraiths Step’. Both are powerful organizations with very powerful people connected to them, neither of them are Free-Runner only guilds, and both contain politicians, Warlords, and political advisors.
Characters with ranks in Knowledge (Surroundings) can research Free-Runners to learn more about them. When a character makes a Knowledge (Surroundings) check while reading common works they can pick up on small details and start decoding the hidden truths.
|25||Hidden Codec in common Publications about what runners do.|
|30||Public officials that are associated with the Runner Guilds.|
|35||Names of leaders of these Guilds and the more powerful officials.|
|40||The Guide to learning the ways of Free Running guild operations and Hidden information stores.|