Runner (3.5e Class)

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Runners[edit]

Runners, also known as Free-Runners, are known for speed and the ability to pull off crazy stunts that involve movement. They tend to be born in cities and cause mischief. This class utilizes fall damage, sneak attack, and the skirmish abilities to deal damage with Unarmed Strikes or Daggers.

Making a Runner[edit]

Runners are great on working with skills and tend to be Assassins dealing massive damage and getting out.

Abilities: Dexterity is the most Important Abilities dictating some Super Natural abilities. Races: Humans are not uncommon and are usually the most common followed by Elves. Shorter races like Gnomes and Dwarves tend to not run as much due to how they are sprinters.

Alignment: Due to their Mischief they tend to lean at Chaotic and usually aim at Neutral.

Starting Gold: 12×10 gp (400). (They tend to pick pockets and run jobs for cash.)

Starting Age: As Rogue.

Table: The Runner

Hit Die: d6+2

Level Base
Attack Bonus
Saving Throws Sneak Attack/Gravity Damage Dexterity Bonus Speed Increasements Special
Fort Ref Will
1st +1 +1 +2 +1 1d6/1d8 +1 +10 Sneak Attack|Gravitational Death|Uncanny Dodge
2nd +2 +1 +3 +2 1d6/1d8 +1 +10 Wall Run|Always a Ledge|Dash|Flip
3rd +3 +2 +4 +3 2d6/2d8 +2 +10 Bonus Feat|Kip Up
4th +4 +2 +5 +4 2d6/2d8 +2 +10 Daggers are My Friend|Improved Uncanny Dodge
5th +5 +3 +6 +5 2d6/3d8 +3 +10 Power-Slide|Leg Sweep
6th +6/+1 +3 +6 +5 3d6/3d8 +3 +10 Bonus Feat
7th +7/+2 +4 +7 +6 3d6/4d8 +4 +10 Defy Gravity
8th +8/+3 +4 +8 +7 4d6/4d8 +4 +10 Entrust Gravity
9th +9/+4 +5 +9 +8 4d6/4d8 +5 +10 Bonus Feat
10th +10/+5 +5 +10 +9 5d6/5d8 +5 +15 Lunar Shadow
11th +12/+7 +6 +11 +10 5d6/6d8 +6 +15 Underhanded Divinity
12th +12/+8 +6 +11 +11 6d6/6d8 +6 +15 Flawless Maneuver
13th +13/+9 +7 +12 +11 6d6/7d8 +7 +15 Ethereal Copy
14th +14/+10 +7 +13 +11 7d6/7d8 +7 +15 Fists of Mobility (Bullet Punch Like Ability)
15th +15/+11 +8 +14 +11 7d6/8d8 +8 +15 Bonus Feats x2
16th +16/+12 +8 +14 +11 8d6/8d8 +8 +15 Gap Closer
17th +17/+13 +9 +15 +11 8d6/9d8 +9 +20 Jack of All Trades
18th +18/+14 +9 +15 +11 8d6/9d8 +9 +20 Bonus Feat
19th +19/+16 +9 +15 +11 9d6/9d8 +10 +20 Void Knives
20th +20/+17 +9 +15 +11 9d6/10d8 +10 +20 Traveling Trickster

Class Skills (11 + Int modifier per level, ×6 at 1st level)
Appraise (Int) Balance (Dex) Bluff (Cha) Climb (Str) Craft (Int) Diplomacy (Cha) Disable Device (Int) Disguise (Cha) Escape Artist (Dex) Forgery (Int) Hide (Dex) Jump (Str) Knowledge (Int) Listen (Wis) Move Silently (Dex) Open Lock (Dex) Profession (Wis) Search (Int) Sense Motive (Wis) Sleight of Hand (Dex) Spot (Wis) Survival (Wis) Swim (Str) Tumble (Dex) Use Rope (Dex) . |}

Class Features[edit]

Runners are adept at making sure they are the only one left standing. All of the following are class features of the Runner.

Weapon and Armor Proficiency: The Runner is proficient with all Simple Weapons, 3 Martial of their choice, and Eagle Claws and Crescent Knives. They are also proficient with Light Armour only.

Sneak Attack As Rogue

Gravitational Death With such falling force (15 feet+) you apply your fall damage to landing on an enemy or when you fall on top of average fall damage.

Wall Run You spend a Swift Action to run up a wall (20 ft)

Always A Ledge When a smooth flat wall is presented, you can always climb up to 30 feet then must stop due to the lack of ledges. (A DC 50 Spot Check finds a ledge to get an extra 5 feet. DC goes up 5 per 5 feet.)

Dash When on the ground, you can shift as a free action to one fourth their speed. When in the Air or Water, you dash half your speed or until you want to stop

Flip You can use this as a Standard Action. You flip over the enemy and dive your weapon or hold onto them in none and spin behind them dealing a Crit at half damage. You are then on the back of the enemy. (When unarmed and doing this, you knee them in the back to deal the damage)

Kip Up You can stand up from prone as a Free Action and does not trigger the Attack of Op..

Daggers Are my Friend You can drive your daggers into walls (Strength Check if not Adamatine) to create stepping stones or hand grips or swing locations.

Power Slide You slide through an enemies threat range at their legs. (Swift Action or Movement)

Leg Sweep When using Power Slide, you attack their legs as a damaging roll and a trip check. DC 17 To Trip

Defy Gravity For a d4+2 Rounds you can walk on water/Air. You act as if walking on something normal and this does not mess with momentum.

Entrust Gravity For a d4+2 Rounds, you can pin a target to the floor, in a helpless, stunned, and prone position. You can also use this an interrupt when spells are being cast or you are falling to negate fall damage.

Lunar Shadow When Stealth is needed, you can absorb all sounds you make, even clanging metal, into your shadow. You can hold this for 1 day, but when you end the ability all the held noise triggers at once and everyone within 15 feet of you is deafened for an hour.

Underhanded Divinity You may pray onto your God, even if this isnt in there divinity list, to phone in a spell that may mess with the Battlefield, Enemies, or Yourself.

Flawless Maneuver When traveling past or through Threat Zones, you do not infer the Attack of Op..

Ethreal Copy You clone yourself and it has the exact same look as you, but you think at the same time, almost mirroring each other. If you want you can give it mental commands. It has the same stats as you and gear, but half the hitpoints.

Fists Of Mobility While running/charging at an enemy, you can punch them for Non lethal damage. If you beat a DC of 17 for a medium sized creature (add 6 for every catagory above) you knock them out for either the entire combat or for 1d4+1 rounds. If he misses the DC, you knock them prone either way.

Gap Closer You have a Mental Dimension Door that allows you to travel 6 squares, 3 times an encounter. Free Action

Jack of All Trades You may take 10 in any skill you are trained in.

Void Knives When throwing or slashing with knives, that you are Specilized in, instead of dealing +2 Damage, you instead deal 1 Con and Str Damage to their Stats. This effect cannot stack more than 3 times to a single enemy in a single round of combat.

Traveling Trickster From all your Experiences, you can Decieve up to 25 Monsters or people. You hold their attention with amazing tricks. While doing this your Void Knives connection to the Shadow Realm, rummage through the gears either destroying or damaging it. This can be used during a Surprise Round of Action only.

Ex-Runners[edit]

A Runner that takes any Arcane Classes (excluding Bard/Assassin and 3 levels of Sorcerer) loses their extra speed and Dex bonuses. In addition, their Sneak Attack dice and Gravitational Damage are halved, taking the lower.

Epic Runners[edit]

Table: The Epic Runner

Hit Die: d8+4

Level Special
21st Bonus Feat
22nd Bonus Feat
23rd Bonus Feat
24th Bonus Feat
25th Bonus Feat
26th Bonus Feat
27th Bonus Feat
28th Bonus Feat
29th Bonus Feat
30th Perfect Speed

11 + Int modifier skill points per level.

Perfect Speed: Your movement speed is always considered full when needing to move around. (Infinite Movement)

Bonus Feats: The epic Runner gains a bonus feat (selected from the list of epic Any (Besides Casters, not including the excluded) bonus feats) every 2 Feats per levels after 20th.

Epic Runner Bonus Feat List: Any that do not involve Arcane.

Campaign Information[edit]

Playing a Runner[edit]

Religion: Runners usually follow a God over traveling or luck and thievery. A God of Chaos or Traveling would be the best choice.

Other Classes: He usually ends up first in combat. He bursts the damage out and retreats to use other abilities. He should be close friends with the healer and flank with the Fighter.

Combat: Burst Damage that Fades into Shadow to Renew.

Advancement: Anything that includes movement or sneaking. Rogues or Thieves

Runners in the World[edit]

Up The Wall and Down the Chimney.
—Syn, Human Runner

They are at the center when they are in a city. Daily Life: They would most likely be thieving or running letters here and there.

Notables: The only one that aspired to Greatness was Syn the Thief. He worked as a robber and ran up walls and slid through crowds ending up with his pockets full and the crowds empty.

Organizations: People from this class tend to work running letters of secrets or robbing with the Thief's Gu.

NPC Reactions: The people of towns think of them the helpers of the city or the hands stealing from their own back-pocket.

Runner Lore[edit]

Characters with ranks in Knowledge:Acrobatics can research Runners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge:Acrobatics
DC Result
5 They move fast.
10 They have supernatural abilities granted by their Gods.
15 These powers are overcome when they take a class of something arcanic.
25 They are the most adept at home breaking and gain an ability to make an "Ethereal Copy" of himself to perform daring manuvers.



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