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View Full Version : Pathfinder [Pathfinder] PrC Darkrunner [PEACH]



Plaguemask
2016-12-01, 10:18 AM
Proficencies: Darkrunners are proficient in all simple weapons, martial 2-handed weapons, Light and Medium armor.
Prerequisites: 5 Ranks in Acrobatics, Swim and Climb. Must have at least 5 Levels in any Martial class.
Alignments: Any non-Lawful.
Hit Die: D8
Class Skills: Acrobatics, Swim, Climb, Craft, Escape Artist, Knowledge [Local], Perception, Perform, Sleight of Hand, Stealth, Ride, Fly .



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1
+1
+2
+2
+0
Freerunning, Two-Handed Specialization, Skill Focus [Acrobatics]


2
+2
+3
+3
+0
Leap, Plunge


3
+3
+3
+3
+1
Bonus Feat, Armor Training.


4
+4
+4
+4
+1
Run-Through, Dexterous Manuevers.


5
+5
+4
+4
+1
Bonus Feat, Ambush.


6
+6/+1
+5
+5
+2
Sudden Plunge, Greater Run-Through, Armor Training.


7
+7/+2
+5
+5
+2
Sickening Strike, Crushing Blow, Sudden Death




[I][Freerunning]: The Darkunner's movement speed increases by +10/Ft per every 3 HD she posseses. Furthermore, the Darkrunner automatically succeeds any acrobatic/climb check with a DC lesser than her Dexterity Score.

[Two-Handed Specialization]: When a character becomes a Darkrunner, she has been trained in the use of a two-handed weapon of her choice. She may choose Weapon Specialization as a bonus feat on any 2-handed weapon she can use. This effect Is considered to take place after becoming a Darkrunner.
The Darkrunner gains Skill Focus [Acrobatics] as a bonus feat.

[Leap]Upon reaching second Level, the Darkrunner learns to Leap. She can jump a distance equal to half her movement speed without provoking AoOs or skill-checks. Further more, If she jumps her full distance, she can choose to Plunge at the end of It.

PlungeIf attacking from an Elevated position, the Darkrunner can choose to Plunge. If the target Is flat-footed, they can not roll reflex to avoid this effect. A Plunge uses a weapon's Critical Modifier to count how many times It deals damage. (Ie; A Greataxe gets to deal 3D12 While a Greatsword would deal 4D6.) This still has to beat the opponent's AC to succeed and does not count as a critical hit. The Save Is Reflex based and Is equal to the character's Dexterity/Strength modifier (Whichever Is higher) + Her Darkrunner level +10. (A level 7 Darkrunner with 22 Strength would have a save DC of 23.) Reflex halves damage taken. If the enemy makes their Reflex save, the Darkrunner needs to roll an Acrobatics check (DC 20) or be considered prone.

Upon reaching third level, she gains a Bonus Feat and Armor Training (Same as Fighter.) She also gains Armor Training on level 6.

[Run-Through] As a full-turn action, the Darkrunner may choose to run-through a line of enemies. All adjacent enemies gets to AoO the Darkrunner, however, these attacks are resolved at the end of the Darkrunner's run-through. Run-Through allows the character to attack every enemy adjacent to her through her movement as If using [Greater Cleave]. Does not need to kill the enemies to continue her attacks. If an enemy dies, Its AoO Is negated.

[Dextrous Manuevers] Once per day equal to her Darkrunner level, she may choose to gain a +15 to any Dexterity/Strength based skill-check(Still applies If It's just a plain "Roll Strength" / "Roll Dex" check.). If she fails, the use Is still consumed.

On fifth level, the Darkrunner gains another Bonus Feat. [Ambush] During a Leap, Plunge or Surprise round, she may choose to Ambush an enemy. If she hits an enemy with her Ambush, she deals an additional weapon dice and the target Is considered Sickened, Shaken or Demoralized on the Darkrunner's discression. (DC Fort 15 Negates the effects, but not the extra damage.)

On Sixth level, the Darkrunner gains access to [Sudden Plunge], which allows her to use a plunging attack by using a Swift and Standard action. This attack can not be reflexed to avoid and does not trigger an AoO, furthermore, If the Darkrunner misses, she Is not considered prone upon a failed acrobatics check, and Is instead considered to be on rough terrain for the remainder of the turn.

[Greater Run-Through] allows the Darkrunner to automatically hit all the enemies in her adjacancy, but their AoOs are resolved before her attacks and she loses her Dexterity bonus to AC.

She also gains [Armor Training] as a fighter would.

[Sickening Strike]. Upon reaching her final level, a Darkrunner may choose to apply a Sickening effect to her attacks. Any opponent hit are automatically considered Sickened for 2D2 Turns. Beings without a constitution modifier are not subject to this. The DC Is 20+ The Darkrunner's total level.

[Crushing Blow]. Once per day equal to her Darkrunner level, she may choose to turn an attack into a Crushing Blow. As a full-turn action, she gets to automatically hit any adjacant enemy with a Critical Hit (Which Is automatically confirmed.) Furthermore, If this Is used with a successful Plunge, the attack Is considered to have resolved twice, allowing for two confirmed crits. However, unlike Plunge, this Is considered a crit for all feats/abilities. It Is, however, not considered a natural 20.

[Sudden Death]. Any target that has been hit by the Darkrunner's full-round attack must succeed on a DC 17 Fortitude save or be considered helpess for their next turn.


Darkrunners are incredibly dextrous, heavy-hitting urban dwellers (Usually.) They're oftentimes considered to be a poor man's assassin, and hired as per such. Their 2-handed weapon style of combat Is incredibly effective in felling weak or strong enemies.
Often, they're the effects of people wronged, whom sought out physical rather than magical powers to gain vengeance with. Darkrunners are self-taught.