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View Full Version : [Pathfinder] The Freerunner - Custom Base Class (PEACH)



ThreadOfFate
2013-04-17, 10:51 PM
The Freerunner
Sooner or later, you have to jump.

The city is alive. I can feel its pulse, its heartbeat. They took away all the dirt and grittiness. They said the monitors, cameras, banning, regulations, it was all for the greater good.

Good, though, isn’t always right.

Inspired by Faith Conners, from the Mirror's Edge series.
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Before we start, I want to thank Agent_0042 for his immense, incredible, huge level of help with this class.

I also want to thank Kayne650 for letting me playtest it in his high level game and almost ruining everything like sixteen times (and actually ruining everything at least once).

All the class features have been added, so it's now more-or-less complete.

UPDATE: 11/18/13 - after testing the class in a friend’s pathfinder game, it’s undergone a decent-sized revision.
UPDATE: 12/9/13 - More testing and a confirmation from Agent have lead to deciding to split this class into two versions. One of them, the original class, was balanced against spellcasters. The other is balanced against more martially-aligned characters.

For the lower power version, just include any text that is in blue.. If an entire class feature must be replaced or edited, it will be noted.
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In close quarters combat, it’s not always about who can hit hardest - it’s about who can hit fastest. Freerunners can accomplish this better than perhaps anyone.

Driven by speed and attuned to the natural flow of combat, freerunners are gifted with a near sixth-sense in their vision, allowing them to not only find the quickest path from point A to point B, but the quickest way to bring an opponent to their knees. Chaining attacks and flowing smoothly from one blow to the next, the best freerunners can move through an entire crowd of foes and emerge not only unscathed, but victorious.

Role: Freerunners excel in melee combat, where their natural attacks do the most damage. Ranged combat is possible, but not their forte, and carrying or using a weapon of some kind slows them down and throws off their rhythm. They do best when their mobility can be utilized.

Alignment: Any, but usually chaotic. They more often than not serve as messengers and couriers, not beholden to national or regional affinity, and they are able to survive through regime changes with regular durability.

Hit Die: d8

Starting Wealth: 5d6 x 10 gp (average 175gp). In addition, each character begins play with an outfit worth 10 gp or less, and the freerunner begins with a courier's bag, detailed at the end of this class description.

Class Skills
The freerunner’s class skills are Acrobatics (Dex), Climb (Str), Craft (Wis), Escape Artist (Dex), Fly (Dex), Knowledge (Geography) (Int), Knowledge (Local) (Int), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Freerunner


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Flow Cap


1st
+0
+2
+2
+0
Flow, AC Bonus, Never Unarmed, As The Crow Flies
1


2nd
+1
+3
+3
+0
Lot Of Running To Do (+2), No Boundaries (Walls)
1


3rd
+2
+3
+3
+1
Unity Of Motion, Perfect Equilibrium
2


4th
+3
+4
+4
+1
Potential Energy, Don’t Need To Know Where I'm Going
2


5th
+3
+4
+4
+1
No Boundaries (Rough Surfaces), Perfect Equilibrium
3


6th
+4
+5
+5
+2
Lot Of Running To Do (+4), Marathon Runner
3


7th
+5
+5
+5
+2
Perfect Equilibrium, Evasion
4


8th
+6/+1
+6
+6
+2
No Boundaries (Liquid Surfaces), Flow Surge (2 points)
4


9th
+6/+1
+6
+6
+3
Perfect Equilibrium
5


10th
+7/+2
+7
+7
+3
Lot Of Running To Do (+6)
5


11th
+8/+3
+7
+7
+3
No Boundaries (Air), Perfect Equilibrium
6


12th
+9/+4
+8
+8
+4
Speed Of Thought (Swift)
6


13th
+9/+4
+8
+8
+4
Perfect Equilibrium, Improved Evasion
7


14th
+10/+5
+9
+9
+4
Lot Of Running To Do (+8), No Boundaries (Space)
7


15th
+11/+6/+1
+9
+9
+5
Perfect Equilibrium, Don’t Need To Know Where I’m Going (Precise)
8


16th
+12/+7/+2
+10
+10
+5
Flow Surge (4 points)
8


17th
+12/+7/+2
+10
+10
+5
No Boundaries (Planes), Perfect Equilibrium
9


18th
+13/+8/+3
+11
+11
+6
Lot Of Running To Do (+10), Speed Of Thought (Move)
9


19th
+14/+9/+4
+11
+11
+6
Perfect Equilibrium, Supreme Evasion
10


20th
+15/+10/+5
+12
+12
+6
No Boundaries (Time)
10



Class Features
The following are class features for a freerunner:

Weapon and Armor Proficiency

Freerunners are proficient with all simple weapons and light armor, but not shields.

Flow (Ex)

Freerunners have a natural sense that allows them to think and act not only quickly, but with purpose and a natural rhythm. No action is wasted, and each builds into the next. This ability is called Flow, and represents the freerunner building up momentum and channeling it into her actions. It works as follows:

Every round that the freerunner moves at least her full speed, she gains one point of Flow at the end of the round. She cannot gain more than one point of Flow in this specific way.
Every round that the freerunner moves, but moves less than her full speed, she neither gains nor loses Flow. A 5ft step does not count as movement for this purpose.
Any round in which the freerunner does not move, or only takes 5ft steps, she loses any Flow she has left at the end of the round.


A freerunner can accumulate Flow points up to the listed cap, based on her level, without penalty. This is a soft cap, however - she can continue to build up momentum and accumulate Flow points up to twice the listed value. Doing so is risky, however, as she can’t properly handle that much momentum. At the start of her turn, if she has more Flow than the listed cap, she suffers damage equal to a quarter of her class level (rounded up) per Flow point over the cap. This damage cannot be prevented or reduced in any way (though it can, of course, be healed as normal).

Outside of a combat encounter where round-to-round Flow management is necessary, the Freerunner is assumed to have an amount of Flow points equal to her Wisdom modifier or the listed Flow cap for her level, whichever is lower. At the start of most encounters, she will have that much Flow on her.

Flow provides a number of benefits:
All of the freerunner’s base movement speeds are increased by 5ft for every Flow point she has. This is applied after all other modifiers.
As long as the freerunner has at least one point of Flow, she gains the benefits of the rogue class feature uncanny dodge.
If the freerunner has enough Flow, she can activate a Flow Ability. These are explained at the end of the class description.


AC Bonus (Ex)

When unencumbered and wearing only light armor, the freerunner adds her Wisdom bonus (if any, minimum of 0) to her AC and CMD. This bonus applies even against touch attacks and when the freerunner is flat-footed. She loses this bonus when immobilized or helpless, when she wears armor with a check penalty greater than 0, when she carries a shield, or when she carries a medium or heavy load.

Never Unarmed (Ex)

Preferring speed over any sort of encumberance, freerunners have learned to fight with weapons that they will always have available - their bodies. A freerunner gains Improved Unarmed Strike for free at first level.

As The Crow Flies (Ex)

A freerunner can always instinctually determine the shortest path to anywhere she has visited before from her current location, as some instinct within her guides her unerringly towards her destination. This instinct functions as a simple “straight line” in most cases - being trapped in a maze will not allow her to escape by simply determining the location of the previous town they visited (but it will help her in other aspects, such as retracing her steps back to any other point in the maze she has been).

Lot Of Running To Do (Ex)

At 2nd level, the freerunner’s physical state is impressive, and it only gets better. She gets a +2 competence bonus to Acrobatics, Climb, Escape Artist, Fly, and Swim. This bonus increases to +4 at 6th level, and increases by an additional 2 every 4 levels thereafter (10, 14, 18).

No Boundaries (Ex)

There’s more to being a freerunner than moving fast. Just as important is the ability to overcome obstacles, and chief among these are walls. A 2nd level freerunner may move up slanted, vertical, or upside-down surfaces just as if she was moving normally. However, if she does not end her turn on a surface that supports her, she falls, though she can attempt to grab onto the surface as if she was climbing.

At 5th level, broken surfaces don’t impede her movement - she ignores the effects of difficult terrain.

At 8th level, she gains the ability to pass over liquid surfaces, such as water or lava, as if they were solid. Any substance that causes damage on contact (i.e. lava) causes the damage as normal. Again, if she does not end her turn on a surface that supports her, she falls.

At 11th level, gaps and chasms cease to be problematic. For a number of rounds per day equal to ½ her class level she can fly with good maneuverability, provided that she begins her turn on a solid surface. If at the end of her turn she does not end on a solid surface that can support her weight, or grabs on to something to keep herself from falling, she falls. These rounds do not need to be consecutive.

At 14th level, space itself is an obstacle that the freerunner can ignore. For a number of rounds per day equal to her Wisdom modifier, she can teleport as part or all of her movement during the round, as if using dimension door. You cannot take other creatures with you, and you can take actions after (including continuing your movement), and this movement does provoke attacks of opportunity. Line of sight is required, though line of effect is not, and the range on this teleport is however much movement the freerunner has left in her action. The freerunner is treated as having actually moved this distance, for purposes of Flow and for how much further she can move normally. The freerunner must declare she is using this ability before she does any movement in a round. If your movement is blocked (as if via a dimensional anchor), the freerunner does not lose any declared movement or actions. These rounds do not need to be consecutive.

At 17th level, the barriers between dimensions break down for the freerunner. Once per day, she can attempt to travel to any location on any plane of existence; this is a full-round action that otherwise works as if the freerunner had cast plane shift on herself (and only herself). She reduces the distance she arrives from her destination by 25 miles for every point of Flow she has; she loses all Flow regardless of how accurate her travel is. This action leaves behind a rift in the freerunner's location connecting her departure and arrival points which lasts for a round; any creature who can reach it can follow the freerunner through.

At 20th level, the freerunner’s mastery of movement has conquered even time itself. The freerunner can attempt to travel through time, moving forwards or backwards in time a number of hours up to her current Flow points and losing all accumulated Flow in the process. Doing so requires a full-round action. Just as with her planar travel, the freerunner leaves behind a rift through which others can follow.

Moving forward in time is straightforward - the freerunner, and any creatures who follow her, winks out of existence and reappears the appropriate amount of time later, in the same location as the rift. If the space where a creature would appear is occupied, it is harmlessly shunted to the nearest available space.

Moving backward in time works similarly, although things get a little more complicated. When the freerunner (and any other creature that follows her) jaunts back in time, she effectively “replaces” her past self, which disappears wherever it is - along with any items that she brought with her. Causality thus does not need to be respected, as this is effectively an alternate timeline. After the freerunner has moved backwards through time, she cannot move through time again until she has “caught up” with herself and reached the point in time from which she jumped. She also cannot return to a point she has jumped back to already.

Faith, a level 20 freerunner, is in the middle of a burglary. After taking a precious diamond and starting her getaway, she’s spotted by a guard at a time we’ll call 0 hours. She opens up a rift and moves backwards one hour, into the past. When she emerges at -1 hours, her past self vanishes from wherever it is. The diamond also vanishes from the display, as it is now in Faith’s backpack. The self that just arrived from one hour in the future (0 hours) is in the exact same geographical spot as it was when it stepped through the rift, but is also now chronologically at -1 hours.

It’s possible for the freerunner, after jumping back in time and reaching her original point of departure, to jump back even further, provided she can generate the Flow to do so. However, because she can’t return to a time that she has already jumped back to, once she reaches the start point of her original jump, she immediately is pushed back to her departure time. Time proceeds as if she doesn’t exist until she reappears - because she doesn’t.

Faith decides she didn’t like how that heist went. Once she reaches her original departure time of 0 hours, she decides to do the entire thing over. She jumps back three hours and emerges at the same geographical point, but at -3 hours to her original departure. The Faith at -3 hours vanishes to make way for the new Faith from 0 hours. After 2 hours, at time -1 hours, Faith is kicked back to 0 hours - her original departure time - and no Faith exists from -1 to 0 hours.

Also, the freerunner wins Pathfinder.

Unity of Motion(Ex)

At 3rd level, movement is movement, as far as the freerunner is concerned. If the freerunner has multiple forms of movement, she can use the highest movement speed (after all modifiers have been applied to each) she has for any of them. This ability does not actually modify any of her movement speeds, nor does it change any other aspects of her movement, nor does it grant her any forms of movement she does not already have.

Perfect Equilibrium (Ex)

As her experience grows, the freerunner’s ability and confidence grow with it. Her movements become a lot more controlled and purposeful, and her balance becomes impossibly good. At 3rd level, and every odd level after that, she chooses one of the abilities below.

Acrobat: she is always considered to have a running start when making an Acrobatics check to jump.

Bonus Feat: she gains one of the following feats as a bonus feat, provided she meets all of the prerequisites for that feat: Acrobatic, Agile Maneuvers, Athletic, Cartwheel Dodge, Deflect Arrows, Dodge, Endurance, Fast Crawl, Fleet, Improved Sidestep, Landing Roll, Lightning Stance, Mobility, Run, Sidestep, Snatch Arrows, Step Up, Sure Grasp, Weapon Finesse, Wind Stance.

Hairpin Turn: when she spends her full round to run, the freerunner may make a number of 90 degree turns in her movement equivalent to her Dexterity modifier.

Hit and Run: when she takes a move action, she can take her standard action at any point during the move. This counts as Spring Attack for the purpose of meeting feat prerequisites.

Slippery Combatant: she no longer increases the DC when making an Acrobatics check to move past or through an opponent without provoking an attack of opportunity at full speed. In addition, the DC does not increase when moving past or through multiple opponents.

Slow Fall: as the monk class feature, with her effective monk level being her freerunner level to determine progression.

Tightrope Walker: all surfaces are treated as being at least 1 - 3 feet wide. She can also move across such surfaces at full speed without increasing the DC for the check. She also no longer becomes flat-footed when making a check to move across narrow surfaces or uneven ground.

Potential Energy (Ex)

At 4th level, the freerunner has learned how to coast and maintain momentum, even when hampered by temporary obstacles. For a number of rounds per day equal to half her freerunner level (round up), she does not lose Flow at the end of her turn if she has not moved that turn. Activating this ability is a free action, and these rounds do not need to be used consecutively.

Don’t Need To Know Where I’m Going (Ex)

At 4th level, as a swift action, the freerunner can determine the direction and rough distance (as an order of magnitude) to an unfamiliar location, object, or creature. She must have a clear mental image of her quarry; usually, a description or image will suffice. She finds the distance and direction to the nearest kind of creature, type of object, or location that matches the description, so the more specific and detailed the description, the better. In order to reliably find a unique object (i.e. an artifact or a personal possession) or creature (as opposed to "nearest elf with brown hair" or "nearest kobold"), she’ll need to have personally observed her quarry to avoid false positives.

Nonmagical disguises and things like plastic surgery or body doubles cannot fool this ability, as this ability is linked to a specific body, and not a specific soul or spiritual identity. Thus, some method of body-swapping would fool this ability.

This ability cannot be used to negate penalties or other effects that come from attacking a target that is under the effects of mirror image. invisibility, simulacrum, or any other effect that creates more of/obscures the target. In the case of spells that create magical duplicates or illusory images, the freerunner gets multiple positive readings to the target locations - one for the actual target, and one for each duplicate.

If the location/object/creature is warded against detection or divination effects, the freerunner becomes aware that this is the case, and she must pass whatever caster level check (using her class level as her caster level and Wisdom as her spellcasting attribute) or saving throw the effect dictates. If she fails, she gains no information as to the target's location other than that the target is warded.

If there’s no normal way to bypass the ability, she can make a class level check against a DC of 15 + the effect user’s caster level to overcome it. Success gives her the aforementioned information, while failure gives her no information and she cannot attempt to locate that particular create/place/object again for 24 hours, in addition to whatever consequences the blocking ability normally has.

At 15th level, the freerunner determines the precise distance to her quarry. If the quarry is in a location she is familiar with, she recognizes this, and she can use this ability in conjunction with her As the Crow Flies ability to identify the shortest path to reach it.

Marathon Runner (Ex)

At 6th level, the freerunner’s training and experiences have given her an exceptionally hardy constitution. She no longer suffers from fatigue or exhaustion effects and requires only a two-hour nap to fulfill sleep requirements. She also no longer takes nonlethal damage by hustling for more than one hour or travelling more than 8 hours per day, and there is no limit to the maximum number of consecutive rounds that she can run.

Evasion (Ex)

At 7th level, the freerunner’s instincts and reflexes are incredibly quick. She gains Evasion, as the rogue class feature.

Flow Surge (Ex)

At 8th level, the freerunner can gain up to 2 Flow Points when she moves her full speed in a round. Alternatively, she can spend a swift action to gain 1 point of flow, but she gains only 1 point through movement

At 16th level, she can gain up to 4 Flow Points when moving her full speed. Spending a swift action now grants her 2 Flow points, but she gains only 1 point through movement.

The freerunner cannot spend swift actions to gain Flow if she is helpless.

Just Need To Know Where I’ve Been (Ex)

At 10th level, the freerunner can spend ten minutes to attune herself to her current location. She may then teleport to that location at any time as a standard action, provided she’s on the same plane. She can only teleport herself in this manner, but when she leaves she creates a portal that lasts for one round; anyone can follow her through while the portal lasts.

Teleporting to a location removes that attunement, requiring the freerunner to the time again if she wishes to return in the same fashion. She can have a number of attunements equal to ½ her class level at any given time, and can remove an attunement as a free action.

Speed of Thought (Ex)

At 12th level, the freerunner’s instincts are finely honed and specialized. She gains an additional swift/immediate action per round that can only be used to activate a Passive or Reactive Flow action.

At 18th level, motion is entirely second nature to the freerunner. She gains an additional move action per round that can only be used to move.

Improved Evasion (Ex)

At 13th level, the freerunner gains Improved Evasion, as the Rogue class feature.

Supreme Evasion (Ex)

At 19th level, the freerunner’s reflexes are legendary. When she has to make a Reflex save, she automatically succeeds and suffers no ill effects.


Flow Abilities

Flow abilities come in four flavors. All effects last until the start of the freerunner’s next turn unless otherwise noted. Save DCs are 10 + 1/2 level + Wisdom bonus unless otherwise noted.

Passive abilities require a swift action to activate. Activating these effects does not require her to spend any Flow points - she just needs to have the listed amount stored in order to activate it. A Passive Flow effect is not tied to her current Flow amount - rather, it is tied to the amount of Flow she has when she activates the ability.
Friction and Static (2 points per extra die) - Adds 1d4 (or more) electric or fire damage to all attacks this round.
Motion Blur (2 points per 5%) - Gains a 5% (or greater) miss chance against all attacks. This miss chance does not stack with miss chances from any other source (but does replace it, if this one is higher).
Overwhelming Bash (2 points per +1 to save DCs) - Gains a +1 (or greater) to her save DCs. This includes all Flow abilities and any abilities granted by feats or other class features (i.e. stunning fist).
Power Thrust (2 points per extra die) - Adds 1d6 (or more) additional damage to all attacks this round.
Precise Strike (2 points per +1 bonus) - Gains a +1 (or greater) insight bonus to all attacks this round. Note that this also increases the freerunner’s CMB.
Reactive Combatant (2 points per AoO) - Can make one (or more) extra Attack of Opportunity this round.
Run on the Edge (2 points per +1 bonus) - Gains a +1 (or greater) dodge bonus to AC. Note that this also increases the freerunner’s CMD.

Active abilities require a standard action to activate and are usually paired with an attack. When she activates one, she must spend the indicated number of Flow points.
Unbalancing Blow (1 point) - Makes an attack. If successful, the enemy is flat-footed until they act again or are hit with an attack.
Tiring Blow (1 point) - Makes an attack. If successful, the enemy is fatigued unless they pass a Fortitude save.
Blinding Blow (2 points) - Makes an attack. If successful, the enemy is blinded unless they pass a Reflex save.
Low Blow (2 points) - Makes an attack. If successful, the enemy is sickened unless they pass a Fortitude save.
Air Render (3 points) - Makes a ranged touch attack in place of a normal attack. The range is 5ft per point of Flow, calculated before the points are spent. Damage is dealt as if this was a normal attack.
Chest Smash (3 points) - Makes an attack. If successful, the enemy is silenced unless they pass a Fortitude save. A silenced enemy cannot speak, and thus cannot use any spells or abilities that rely on verbal components or verbal communication.
Nerve Strike (3 points) - Makes an attack. If successful, the enemy is numbed unless they pass a Fortitude save. A numbed enemy has lost the ability to make fine motions with their arms and fingers. All skill checks that require precise finger work fail, and any spells that require somatic components fail.
Combo Attack (3 points) - Makes an attack. If successful, can immediately attempt a second attack (at the same attack bonus) or a combat maneuver.
Seeing Double (4 points) - Makes an attack. If successful, gain 1 illusory duplicate (as mirror image) per 4 points of flow, minimum 1. If you miss, gain only 1 illusory duplicate.
Befuddling Blow (4 points) - Makes an attack. If successful, the enemy is confused unless they pass a Will save.
Hammering Blow (4 points) - Makes an attack. If successful, the enemy is stunned unless they pass a Fortitude save.
Unbound[I] (6 points) - Gain the effects of [i]freedom of movement. If you spend 12 points, this is instead a freedom effect, applicable only to the freerunner. The freerunner can always access this ability, even if she cannot move or is otherwise completely immobilized, as long as she is not unconscious.

Reaction abilities can be used as an immediate action when the indicated condition is fulfilled, as noted in the description. Just as with active abilities, she must spend Flow points to use them.
Artful Dodge (5 points per 5ft movement, targeted with an attack) - Moves 5ft (or more) before the attack roll is made. If this movement puts her outside the attack’s range, the attack misses.
Dust Swirl (2 or 4 points, hit with a ranged attack) - Gains partial concealment (2 points, 20% miss chance) or total concealment (4 points, 50% miss chance) against the attack; the miss chance is rolled immediately. This ability must be used before damage is rolled.
Narrow Miss (3 points, hit with an attack) - The attacker must reroll their attack and use the new result. This ability must be used before damage is rolled.
Second Chance (3 points, rolled a saving throw, before finding out the results) - Rerolls the saving throw and uses the new result.
Swift Counter (3 points, targeted with a melee attack, before the attack is rolled) - Makes an immediate attack against the opponent.

Special abilities require a full-round action to activate, and expend all of her Flow points after being used.
Meteor Rush
Makes a trip attempt with a +4 bonus.
If successful, the freerunner applies the following effects for each point of Flow she has:

The enemy is thrown by her in any direction and lands prone in a space 5 (or more) feet away.
The enemy takes 1d8 (or more) damage, plus any associated falling damage if the enemy is thrown straight up.
The Reflex save to avoid this thrown enemy is raised by 1 (or more).
If the enemy is thrown into a space occupied by a second target, the second target must make a Reflex save. If he fails, he is knocked prone and takes the same amount of damage as the enemy. If he passes, he takes half and remains standing. In either case, the enemy lands in an adjacent space to the second target.
Lightning Rush
Makes an attack for every 2 points of Flow she has. Each attack after the first that hits deals the freerunner’s Strength modifier in damage plus the damage of the previous attack. Each attack after the first takes a consecutive -3 penalty.
If you miss with an attack roll, stop attacking.
Damage from Flow sources is not added to this attack.
Break Rush
Activates a Passive Flow ability she has not already activated for every 2 points of Flow she has. She can also, if she wishes, make an attack. These abilities apply until the start of her next turn.
Beat Rush
Performs a Combat Maneuver of her choice from the list below for every 3 points of Flow she has. She can perform the same maneuver more than once. Each maneuver is made at her full BAB, and she gains a +1 insight bonus to her CMB for each maneuver she can perform:
Trip
Bull Rush
Disarm
Dirty Trick
Sunder
Steal
Gambit Rush
Makes a single attack. For every 3 points of Flow, the following effects are applied:
Critical range increases by 1 (or higher)
Critical multiplier increases by 1 (or higher)
Confirmation roll gains a +1 (or higher) bonus

Target Rush
Makes an attack for every 3 points of Flow she has.
Each attack is considered a called shot to any body part of the freerunner’s choosing. She takes penalties as normal for called shots.
Multiple successful called shots to the same area upgrade the result of the called shot (from normal to critical with three attacks, and critical to debilitating with five). Called shots can also be upgraded as normal (i.e. by confirming a critical)
Slide Rush
Makes an attack for every 3 points of Flow she has.
For each attack that hits, the enemy makes a Fortitude save, or is inflicted with one of the following conditions (freerunner’s choice) for a single round:
Stunned
Sickened
Nauseated
Flat-footed
Deafened
Blinded
Each condition takes effect after the previous one ends. You can apply a condition more than once.
]

New Magic Item: Courier’s Bag

Aura moderate conjuration; CL 4th

Slot -; Price 1,000 gp; Weight 8 lbs


Description: This bright yellow shoulder bag is well recognized as the symbol of a Courier. The courier’s bag functions identically to a type I bag of holding, except that it only functions properly when it is being used to transport an item from a sender to a designated recipient, and it only functions for that item. At any other time, it acts as a normal backpack.


A sender is anyone who properly hires the carrier of the courier’s bag into a delivery contract. Rates vary, but the price is usually based on distance and intended delivery date. Contract details are up to the individual contract, but it must involve transport of an item.


A designated recipient is a person, place, or thing that the sender designates as the intended recipient of the delivery. Delivery is complete when the item arrives and is given to or comes into the possession of the designated recipient (or, for a place, it is put down somewhere inside or within 10 feet of that place.)



An item is anything physical that the sender wishes to transport. Non-tangible objects such as ideas or concepts cannot be transported and stored, unless it is somehow put into a physical form.


In addition, when worn, the wearer does not take nonlethal damage from hustling for more than one continuous hour. Any nonlethal damage that was present before wearing the courier’s bag remains until it healed.


Needed: Craft Wondrous Item, secret chest, lesser restoration; Cost 500gp

gr8artist
2013-04-18, 08:05 AM
First of all, neat idea. I like the ideas and concept you have, but some of the abilities don't quite work, it seems...
As it is worded now, it seems the Freerunner has access to all flow abilities at all times, starting at first level. Is he supposed to learn individual abilities as he levels?
You need more options for the Perfect Equilibrium feature. I strongly suggest turning your Flow abilities into PE options that the character can unlock.
The early level caps on Flow seem too restrictive, and the damage seems minimal until you build up a lot of the stuff. 1/4 level per point over cap? that means you could have 5 flow at level 1 and take only 1 damage. That's way too lenient for an ability that's supposed to have a restriction.
Your first level character has a climb speed equal to her move speed, going by the no-boundries description.
Flow surge should say 1/day or hour instead of 1/turn. You only get 1 swift action per turn.
Your early levels are too packed full of goodies. 3 levels in this class turns you into a movement god. After that, it's all just icing on the cake. Make more of the innate features (as the crow flies, potential energy, unity of movement) into options for Perfect Equilibrium.

All in all, I think it's a fun-looking class that fills its niche very well. I'd like to see a bit more clarity, and a slight rebalance, and I might roll up an NPC for my current campaign.

Agent_0042
2013-04-18, 08:46 AM
As a side note, this class intended to have utility on par with spellcasters. Mundanes don't nearly have enough nice things.


As it is worded now, it seems the Freerunner has access to all flow abilities at all times, starting at first level. Is he supposed to learn individual abilities as he levels?
For now you have access to all of them, limited to the Flow you can generate. That will probably get bumped to 1/level-ish if the general consensus is that it's too much.


You need more options for the Perfect Equilibrium feature.PE is intended as bonus feats plus. Everything else is stuff we feel every runner should have.


The early level caps on Flow seem too restrictive, and the damage seems minimal until you build up a lot of the stuff.At first level, a rogue is getting a conditional 1d6 damage to attacks. You can get a consistent 1d6 damage to attacks, at the cost of 1 point of damage at the end of your turn. If you burn the excess with an active flow ability as your standard action, you don't even suffer that.


1/4 level per point over cap? that means you could have 5 flow at level 1 and take only 1 damage. That's way too lenient for an ability that's supposed to have a restriction.The damage is (Level/4), rounded up, per point over, so it would be 4 points of damage per round with that much Flow. Not that she could accumulate that much - the absolute maximum for a first level freerunner is 2 (twice the listed cap).

[EDIT] Ah, I overlooked Potential Energy. That text is from when we had a different mechanism for flow. What it should (and will) do is prevent you from losing Flow at the end of your turn if you fail to move.


Your first level character has a climb speed equal to her move speed, going by the no-boundries description.Not strictly speaking, and not as good as a real climb speed. You can't hold your position on an inclined surface with it.


Flow surge should say 1/day or hour instead of 1/turn. You only get 1 swift action per turn.The 1/turn is to stop people from converting their standard or moves to swifts for this, which admittedly I could just be assuming is something people can do.


Your early levels are too packed full of goodies. 3 levels in this class turns you into a movement god.That, I agree with. The No Boundary progression will probably get shuffled back a level, and I'll see what I can do to spread other features out.

ThreadOfFate
2013-04-18, 09:36 AM
No Boundary's progression has been shuffled back, and Potential Energy has been change to the original idea description thing.

gr8artist
2013-04-18, 09:56 AM
You also need durations for the Active flow power status effects

ThreadOfFate
2013-04-18, 10:55 AM
You also need durations for the Active flow power status effects

It's already there.

"All effects last until the start of the freerunner’s next turn unless otherwise noted."

Razanir
2013-04-18, 07:48 PM
1) Supreme Evasion seems a bit overpowered, to me at least
2) For No Boundaries (Time), maybe mimic Time Stop so many times per day
3) Is there a limit to how many passive abilities you can have active?

ThreadOfFate
2013-04-19, 09:03 AM
1) Supreme Evasion seems a bit overpowered, to me at least

It's possible, but we thought it was a nice capstone ability that was fitting for the class. Level 20 play is crazy.



2) For No Boundaries (Time), maybe mimic Time Stop so many times per day


Not bad, but the freerunner couldn't attack anyone or do any damage while it was active. It would be useful for building up Flow or crossing a big distance in the blink of an eye, though. I'll talk with Agent about it.



3) Is there a limit to how many passive abilities you can have active?

We didn't build one in, no, but supposing you don't downgrade your actions to swifts, by level 20 you'll have two swift actions to activate them. They last until the start of your next turn.

I suppose you could use a Potential Energy round and use four swift actions (swift, move->swift, standard->swift, and the bonus one from Speed of Thought at 12) to get four separate Passive abilities, but you couldn't attack.

Amechra
2013-04-19, 10:37 AM
You can't convert Standard or Move actions into Swift actions.

Agent_0042
2013-04-19, 10:53 AM
1) Supreme Evasion seems a bit overpowered, to me at least
Keep in mind that A) Reflex saves are mostly things that deal damage; B) you'd already have improved Evasion, so you're going from taking usually no (possibly half, but you'll have high Reflex saves and possibly Dex) damage to taking always no damage; and C) you're not worried much about HP damage at high levels anyway, because the nasty things are those that will instantly kill or take you out the fight.


You can't convert Standard or Move actions into Swift actions.
Well, there we go then.

ThreadOfFate
2013-04-29, 09:42 AM
Updates!

Running through time has been detailed. Give it a looksee.
Changes to many of the Special Flow Abilities due to some insanity.
Grammatical and formatting.