EdroGrimshell
01-03-2012, 11:13 PM
Runner
A runner is a combination of urban acrobat and street fighter, using dirty tricks, agility, and their natural cunning to get by in city streets, alleyways, and rooftops while looking for the rush of their lives. Few can match the acrobatic skill of the runner, and even fewer can incorporate that skill into their fighting styles.
Adventures: Runners rarely adventure, prefering to stay in cities where they can put their talents to the best use, however, those that do adventure seek to push their abilities and find new uses for their talents. Runners prefer adventuring in forests or the underdark, where they natural structures can act much like those the runner is used to finding in cities.
Characteristics: The primary traits present in almost every runner are their agility and their speed. Runners are daredevils, acrobats, and street fighters that use the rush from adrenaline and their acrobatic agility to get the drop on their opponents, sometimes literally. Their daredevil nature makes them thrill seekers that thrive on the adrenaline rush they often use when fighting.
Alignment: Most runners are neutral, that lean towards chaotic alignments. Good and evil are equally common but dwarfed by the number of neutral runners in existance.
Religion: Fharlanghn, unsurprisingly, is the primary favored by runners, followed almost immediately by Kord and Olidammara. Even those that aren't particularly pious pay some form of respect to all three to some degree.
Background: Runners are simply the result of developing natural athleticism and mixing it with gratuitous amounts of courage. MAny were just street kids that had fun jumping around, running, and climbing and just had the technique refined as they grew older, either by choice, necessity, or by direction of a thieves' guild that picked up on their talent.
Races: Humans, like with most classes, are the most likely to become runners. The natural athleticism of the halfling lends well to the life of a runner and their courage even more so. Elves are also a natural choice, their grace and agility, plus their lives lived in the trees making it a natural choice for many elves, especially wild elves. Goblins also take to the path on occasion, their speed for their size making them quite dangerous foes.
Other Classes: Runners are used to fighting, but are also accustomed to stealth, making runners work well with both fighters and rogues. However, the general lack of wilderness knowledge causes them to sometimes come at odds with rangers, barbarians, and scouts, though they can get along well with any of them if they do possess wilderness knowledge of any kind. Spellcasters, esspecially arcane casters, view them as an interesting bodyguard or ally. Their mobility generally allowing them to avoid many of the caster's more destructive spells.
Role: A runner is, above all else, a master of mobility, they can get almost anywhere in very little time, able to act as scouts, fighters, and thieves. They have the ability to fill multiple roles, but they are not dedicated to most of them, prefering to mix and match them as needed.
Hit Die: d8
Level|BAB|Fort|Ref|Will|Class Features|Speed Bonus
1st|+0|+2|+2|+0|Fast Movement, Sudden Strike +1d6|+10ft
2nd|+1|+3|+3|+0|Adrenaline, Evasion|+10ft
3rd|+2|+3|+3|+1|Parkour, Uncanny Dodge|+10ft
4th|+3|+4|+4|+1|Acrobatic Strike, Bonus Feat|+10ft
5th|+3|+4|+4|+1|Sudden Strike +2d6, Fleet of Foot|+20ft
6th|+4|+5|+5|+2|Great Leap, Airborne Assault|+20ft
7th|+5|+5|+5|+2|Freefall Expertise|+20ft
8th|+6|+6|+6|+2|Bonus Feat, Waterwalk|+20ft
9th|+6|+6|+6|+3|Improved Uncanny Dodge, Lasting Adrenaline|+30ft
10th|+7|+7|+7|+3|Sudden Strike +3d6|+30ft
11th|+8|+7|+7|+3|Improved Evasion, Lunging Assault|+30ft
12th|+9|+8|+8|+4|Bonus Feat, Improved Running|+30ft
13th|+9|+8|+8|+4|Improved Parkour|+40ft
14th|+10|+9|+9|+4|Freefall Expertise (any distance)|+40ft
15th|+11|+9|+9|+5|Sudden Strike +4d6|+40ft
16th|+12|+10|+10|+5|Bonus Feat, Greater Running|+40ft
17th|+12|+10|+10|+5|Free Movement|+50ft
18th|+13|+11|+11|+6|Enduring Adrenaline|+50ft
19th|+14|+11|+11|+6|Defy Gravity|+50ft
20th|+15|+12|+12|+6|Bonus Feat, Sudden Strike +5d6, Eternal Adrenaline|+50ft
Class Skills: Balance, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Move Silently, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope. (8 + Int Mod, x4 at first level)
Wpn/Arm Prof: A runner is proficient with all simple weapons and with light armor but not with shields.
Fast Movement (Ex): Starting at first level, a runner gains an increase to his base land speed as indicated on the table above. This is an actual increase to his base land speed, not a bonus. Additionally, the runner gains Run and Endurance as bonus feats even if he doesn't meet the prerequisites and can turn while running.
Sudden Strike (Ex): If a runner can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a runner’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the runner deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 5th level and every five levels thereafter. A runner can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A runner can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A runner can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Adrenaline Rush (Ex): At 2nd level, a runner gains the ability to tap a reserve of adrenaline to temporarily augment his natural abilities to almost supernatural levels. The runner gains a pool of points he may expend to use the following effects equal to his class level + his Con bonus (if any). One point can be spent at the beginning of the runner's turn to activate one or more of the following benefits as a free action.
Vigor: The runner gains a +2 bonus to his Str and Dex score for one round. This bonus increases by 2 at 6th level and every four levels thereafter to a maximum of +10 at 18th level.
Revitalize: The runner gains fast healing 1 for one minute. The fast healing increases by 1 at 6th level and every four levels thereafter to a maximum of fast healing 5 at 18th level.
Celerity: The runner can make an extra attack as a part of any one attack or full-attack this round. The number of additional attacks increases to two at 10th level, and to three at 18th level.
Power: The runner gains a +2 bonus on damage rolls for one round. This bonus increases by 2 at 6th level and every four levels therafter to a maximum of +10 at 18th level.
Agility: The runner gains a +1 dodge bonus to AC and Reflex saves for one round. This bonus increases by 1 at 6th level and every four levels thereafter to a maximum of +5 at 18th level.
The runner may activate multiple benefits but each one requires its own expenditure of points and can drain the adrenaline reserve very quickly. A runner's pool of adrenaline refreshes after 8 hours of rest.
Evasion (Ex): At 2nd level or higher if a runner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the runner is wearing light or no armor. A helpless runner does not gain the benefit of evasion.
Parkour (Ex): A runner is particularly skilled at getting to places quickly with the least amount of expended energy. A runner of at least 3rd level can move through non-magical difficult terrain as easily as normal terrain. The runner can also climb at half speed at no penalty to the Climb check and climb at full speed with only a -5 penalty to the Climb check.
Additionally, a runner adds one quarter his class level (rounded down) + his Int bonus (if any) to Balance, Climb, Escape Artist, Jump, Tumble, and Use Rope checks and gains Roofwalker as a bonus feat even if he doesn't meet the Prerequisites.
Uncanny Dodge (Ex): Beginning at 3rd level, a runner retains his Dex bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dex bonus to AC if immobilized. If a runner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Acrobatic Attack (Ex): Beginning at 4th level, if a runner succeeds on a Tumble check to move through an enemy’s space, his enemy must make a reflex save (with a DC of the result of the Tumble check). Upon a failed save the runner's next melee or ranged attack during his current turn catches that foe flat-footed.
Additionally, the runner may use Tumble instead of Bluff when making a feint and may feint as a move action. If the runner possess the Improved Feint feat he may instead make a feint as a swift action.
Bonus Feats: At 4th level and every four levels thereafter a runner gains a bonus feat selected from the following list: Acrobatic, Acrobatic Strike, Adaptable Flanker, Agile, Athletic, Brachiation, Combat Acrobat, Combat Cloak Expert, Combat Expertise, Combat Reflexes, Crowd Tactics , Danger Sense, Daredevil Athlete, Deft Opportunist, Dodge, Far Shot, Freerunner, Guerrilla Scout, Guerrilla Warrior, Hear the Unseen, Improved Initiative, Leap Attack, Leap of the Heavens, Lightning Reflexes, Lunging Strike, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Roof-Jumper, Shot on the Run, Skill Focus, Track, Tumbling Feint, Tunnel Fighting, Vexing Flanker.
Fleet of Foot (Ex)*: Starting at 5th Level, the runner is able to tumble at his normal speed without penalty. The runner may also attempt to tumble while running or charging, albeit at a -5 penalty.
Great Leap (Ex): A runner is able to jump with incredible efficiency, starting at 6th level, a runner always makes Jump checks as if he were running and doubles the bonus from possessing the Run feat, enabling him to make long jumps without a running start and granting a +8 bonus on the jump. This ability can be used only if he is wearing light or no armor and is carrying no more than a light load. Additionally, the runner does not have a maximum height he can jump when making a Jump check.
Airborne Assault (Ex): A runner of 6th level or higher can, as part of the action used to make a Jump check, make a single attack against a single target between the starting point and the ending point of the jump as part of the move action.
Freefall Expertise (Ex): A runner of 7th level or higher is able to lessen the impact when landing from a fall or jump. The runner treats the distance fallen as if it was 10ft less for every two class levels he possesses. At 14th level, he can fall any distance without injury as long as he is within arms reach of a solid, vertical surface. The runner still lessens the distance fallen by 10ft for every two class levels for falls farther than arms reach away from a solid, vertical surface. This can be further reduced by with a Tumble check.
Waterwalk (Ex): A runner of at least 8th level is able to run across liquid surfaces as if they were solid ground. The runner must begin and end his movement on a solid surface. Moving across harmful substances (such as acid or lava) still damages the runner normally.
Improved Uncanny Dodge (Ex): At 9th level and higher, a runner can no longer be flanked. This defense denies a rogue the ability to sneak attack the runner by flanking him, unless the attacker has at least four more rogue levels than the target has runner levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Lasting Adrenaline (Ex): A runner of 9th level has learned to stretch the benefits of his adrenaline to new lengths. The benefits from the adrenaline now last for five times their normal duration (5 rounds for vigor, power, and agility, five minutes for revitalization). Celerity extends its extra attacks to five attack actions or full-attack actions once per round. If a runner doesn't attack in a round when this ability is active the extra attacks for that round are wasted.
Improved Evasion (Ex): At 11th level, a runner’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless runner does not gain the benefit of improved evasion.
Lunging Assault (Ex): A runner of 11th level or higher can make a sudden strike attack when he moves at least ten feet during the round, including on a charge or when using Airborne Assault.
Improved Running (Ex): At 12th level, a runner can run at six times his normal movement speed instead of five times his normal movement speed.
Improved Parkour (Ex): Once a runner attains 13th level, he no longer takes a penalty to Climb checks for climbing at full speed. Additionally, the runner can run along walls and other vertical surfaces as if they were the ground as long as he begins and ends his movement on a flat surface. The runner may also make Jump checks as a free action during thr movement to move from one such surface to another and continue running as long as he moves at least ten feet between each such jump.
Greater Running (Ex): At 16th level, a runner can run at seven times his normal movement speed instead of six times his normal movement speed. This replaces the benefits of Improved Running.
Free Movement (Ex): Starting at 17th level, a runner can even ignore magical impediments as if under the constant effect of a Freedom of Movement spell except it is extraordinary in nature.
Enduring Adrenaline (Ex): Upon attaining 18th level, the runner has learned to stretch the benefits of his adrenaline even further. The benefits from the adrenaline now last for ten times their normal duration (10 rounds for vigor, power, and agility, ten minutes for revitalization). Celerity extends its extra attacks to ten attacks or full-attacks once per round. If a runner doesn't attack in a round when this ability is active the extra attacks for that round are wasted. This ability replaces the benefits of the Lasting Adrenaline ability.
Defy Gravity (Ex): At 19th level, the runner has gained the ability to defy the pull of earth for a short time. The runner may run through the air as if it was a solid surface as long as he begins and ends his turn on a solid surface. Additionally, the runner may move up to ten times his normal movement speed when running.
Eternal Adrenaline (Ex): At 20th level, a runner's body is constantly laced with adrenaline, as long as the runner has one point in his adrenaline pool he gains a +4 bonus to his Str and Dex, a +4 bonus to damage rolls, a +2 Dodge bonus to AC and reflex saves, Fast Healing 2, and one extra attack with each attack or full-attack action. These bonuses do not stack with the bonuses granted by the Adrenaline ability.
__________________________________________________ ______________
*Credit for Fleet of Foot goes to Othesemo
A runner is a combination of urban acrobat and street fighter, using dirty tricks, agility, and their natural cunning to get by in city streets, alleyways, and rooftops while looking for the rush of their lives. Few can match the acrobatic skill of the runner, and even fewer can incorporate that skill into their fighting styles.
Adventures: Runners rarely adventure, prefering to stay in cities where they can put their talents to the best use, however, those that do adventure seek to push their abilities and find new uses for their talents. Runners prefer adventuring in forests or the underdark, where they natural structures can act much like those the runner is used to finding in cities.
Characteristics: The primary traits present in almost every runner are their agility and their speed. Runners are daredevils, acrobats, and street fighters that use the rush from adrenaline and their acrobatic agility to get the drop on their opponents, sometimes literally. Their daredevil nature makes them thrill seekers that thrive on the adrenaline rush they often use when fighting.
Alignment: Most runners are neutral, that lean towards chaotic alignments. Good and evil are equally common but dwarfed by the number of neutral runners in existance.
Religion: Fharlanghn, unsurprisingly, is the primary favored by runners, followed almost immediately by Kord and Olidammara. Even those that aren't particularly pious pay some form of respect to all three to some degree.
Background: Runners are simply the result of developing natural athleticism and mixing it with gratuitous amounts of courage. MAny were just street kids that had fun jumping around, running, and climbing and just had the technique refined as they grew older, either by choice, necessity, or by direction of a thieves' guild that picked up on their talent.
Races: Humans, like with most classes, are the most likely to become runners. The natural athleticism of the halfling lends well to the life of a runner and their courage even more so. Elves are also a natural choice, their grace and agility, plus their lives lived in the trees making it a natural choice for many elves, especially wild elves. Goblins also take to the path on occasion, their speed for their size making them quite dangerous foes.
Other Classes: Runners are used to fighting, but are also accustomed to stealth, making runners work well with both fighters and rogues. However, the general lack of wilderness knowledge causes them to sometimes come at odds with rangers, barbarians, and scouts, though they can get along well with any of them if they do possess wilderness knowledge of any kind. Spellcasters, esspecially arcane casters, view them as an interesting bodyguard or ally. Their mobility generally allowing them to avoid many of the caster's more destructive spells.
Role: A runner is, above all else, a master of mobility, they can get almost anywhere in very little time, able to act as scouts, fighters, and thieves. They have the ability to fill multiple roles, but they are not dedicated to most of them, prefering to mix and match them as needed.
Hit Die: d8
Level|BAB|Fort|Ref|Will|Class Features|Speed Bonus
1st|+0|+2|+2|+0|Fast Movement, Sudden Strike +1d6|+10ft
2nd|+1|+3|+3|+0|Adrenaline, Evasion|+10ft
3rd|+2|+3|+3|+1|Parkour, Uncanny Dodge|+10ft
4th|+3|+4|+4|+1|Acrobatic Strike, Bonus Feat|+10ft
5th|+3|+4|+4|+1|Sudden Strike +2d6, Fleet of Foot|+20ft
6th|+4|+5|+5|+2|Great Leap, Airborne Assault|+20ft
7th|+5|+5|+5|+2|Freefall Expertise|+20ft
8th|+6|+6|+6|+2|Bonus Feat, Waterwalk|+20ft
9th|+6|+6|+6|+3|Improved Uncanny Dodge, Lasting Adrenaline|+30ft
10th|+7|+7|+7|+3|Sudden Strike +3d6|+30ft
11th|+8|+7|+7|+3|Improved Evasion, Lunging Assault|+30ft
12th|+9|+8|+8|+4|Bonus Feat, Improved Running|+30ft
13th|+9|+8|+8|+4|Improved Parkour|+40ft
14th|+10|+9|+9|+4|Freefall Expertise (any distance)|+40ft
15th|+11|+9|+9|+5|Sudden Strike +4d6|+40ft
16th|+12|+10|+10|+5|Bonus Feat, Greater Running|+40ft
17th|+12|+10|+10|+5|Free Movement|+50ft
18th|+13|+11|+11|+6|Enduring Adrenaline|+50ft
19th|+14|+11|+11|+6|Defy Gravity|+50ft
20th|+15|+12|+12|+6|Bonus Feat, Sudden Strike +5d6, Eternal Adrenaline|+50ft
Class Skills: Balance, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Move Silently, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope. (8 + Int Mod, x4 at first level)
Wpn/Arm Prof: A runner is proficient with all simple weapons and with light armor but not with shields.
Fast Movement (Ex): Starting at first level, a runner gains an increase to his base land speed as indicated on the table above. This is an actual increase to his base land speed, not a bonus. Additionally, the runner gains Run and Endurance as bonus feats even if he doesn't meet the prerequisites and can turn while running.
Sudden Strike (Ex): If a runner can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a runner’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the runner deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points at 5th level and every five levels thereafter. A runner can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A runner can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A runner can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.
Adrenaline Rush (Ex): At 2nd level, a runner gains the ability to tap a reserve of adrenaline to temporarily augment his natural abilities to almost supernatural levels. The runner gains a pool of points he may expend to use the following effects equal to his class level + his Con bonus (if any). One point can be spent at the beginning of the runner's turn to activate one or more of the following benefits as a free action.
Vigor: The runner gains a +2 bonus to his Str and Dex score for one round. This bonus increases by 2 at 6th level and every four levels thereafter to a maximum of +10 at 18th level.
Revitalize: The runner gains fast healing 1 for one minute. The fast healing increases by 1 at 6th level and every four levels thereafter to a maximum of fast healing 5 at 18th level.
Celerity: The runner can make an extra attack as a part of any one attack or full-attack this round. The number of additional attacks increases to two at 10th level, and to three at 18th level.
Power: The runner gains a +2 bonus on damage rolls for one round. This bonus increases by 2 at 6th level and every four levels therafter to a maximum of +10 at 18th level.
Agility: The runner gains a +1 dodge bonus to AC and Reflex saves for one round. This bonus increases by 1 at 6th level and every four levels thereafter to a maximum of +5 at 18th level.
The runner may activate multiple benefits but each one requires its own expenditure of points and can drain the adrenaline reserve very quickly. A runner's pool of adrenaline refreshes after 8 hours of rest.
Evasion (Ex): At 2nd level or higher if a runner makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the runner is wearing light or no armor. A helpless runner does not gain the benefit of evasion.
Parkour (Ex): A runner is particularly skilled at getting to places quickly with the least amount of expended energy. A runner of at least 3rd level can move through non-magical difficult terrain as easily as normal terrain. The runner can also climb at half speed at no penalty to the Climb check and climb at full speed with only a -5 penalty to the Climb check.
Additionally, a runner adds one quarter his class level (rounded down) + his Int bonus (if any) to Balance, Climb, Escape Artist, Jump, Tumble, and Use Rope checks and gains Roofwalker as a bonus feat even if he doesn't meet the Prerequisites.
Uncanny Dodge (Ex): Beginning at 3rd level, a runner retains his Dex bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dex bonus to AC if immobilized. If a runner already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Acrobatic Attack (Ex): Beginning at 4th level, if a runner succeeds on a Tumble check to move through an enemy’s space, his enemy must make a reflex save (with a DC of the result of the Tumble check). Upon a failed save the runner's next melee or ranged attack during his current turn catches that foe flat-footed.
Additionally, the runner may use Tumble instead of Bluff when making a feint and may feint as a move action. If the runner possess the Improved Feint feat he may instead make a feint as a swift action.
Bonus Feats: At 4th level and every four levels thereafter a runner gains a bonus feat selected from the following list: Acrobatic, Acrobatic Strike, Adaptable Flanker, Agile, Athletic, Brachiation, Combat Acrobat, Combat Cloak Expert, Combat Expertise, Combat Reflexes, Crowd Tactics , Danger Sense, Daredevil Athlete, Deft Opportunist, Dodge, Far Shot, Freerunner, Guerrilla Scout, Guerrilla Warrior, Hear the Unseen, Improved Initiative, Leap Attack, Leap of the Heavens, Lightning Reflexes, Lunging Strike, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Roof-Jumper, Shot on the Run, Skill Focus, Track, Tumbling Feint, Tunnel Fighting, Vexing Flanker.
Fleet of Foot (Ex)*: Starting at 5th Level, the runner is able to tumble at his normal speed without penalty. The runner may also attempt to tumble while running or charging, albeit at a -5 penalty.
Great Leap (Ex): A runner is able to jump with incredible efficiency, starting at 6th level, a runner always makes Jump checks as if he were running and doubles the bonus from possessing the Run feat, enabling him to make long jumps without a running start and granting a +8 bonus on the jump. This ability can be used only if he is wearing light or no armor and is carrying no more than a light load. Additionally, the runner does not have a maximum height he can jump when making a Jump check.
Airborne Assault (Ex): A runner of 6th level or higher can, as part of the action used to make a Jump check, make a single attack against a single target between the starting point and the ending point of the jump as part of the move action.
Freefall Expertise (Ex): A runner of 7th level or higher is able to lessen the impact when landing from a fall or jump. The runner treats the distance fallen as if it was 10ft less for every two class levels he possesses. At 14th level, he can fall any distance without injury as long as he is within arms reach of a solid, vertical surface. The runner still lessens the distance fallen by 10ft for every two class levels for falls farther than arms reach away from a solid, vertical surface. This can be further reduced by with a Tumble check.
Waterwalk (Ex): A runner of at least 8th level is able to run across liquid surfaces as if they were solid ground. The runner must begin and end his movement on a solid surface. Moving across harmful substances (such as acid or lava) still damages the runner normally.
Improved Uncanny Dodge (Ex): At 9th level and higher, a runner can no longer be flanked. This defense denies a rogue the ability to sneak attack the runner by flanking him, unless the attacker has at least four more rogue levels than the target has runner levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Lasting Adrenaline (Ex): A runner of 9th level has learned to stretch the benefits of his adrenaline to new lengths. The benefits from the adrenaline now last for five times their normal duration (5 rounds for vigor, power, and agility, five minutes for revitalization). Celerity extends its extra attacks to five attack actions or full-attack actions once per round. If a runner doesn't attack in a round when this ability is active the extra attacks for that round are wasted.
Improved Evasion (Ex): At 11th level, a runner’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless runner does not gain the benefit of improved evasion.
Lunging Assault (Ex): A runner of 11th level or higher can make a sudden strike attack when he moves at least ten feet during the round, including on a charge or when using Airborne Assault.
Improved Running (Ex): At 12th level, a runner can run at six times his normal movement speed instead of five times his normal movement speed.
Improved Parkour (Ex): Once a runner attains 13th level, he no longer takes a penalty to Climb checks for climbing at full speed. Additionally, the runner can run along walls and other vertical surfaces as if they were the ground as long as he begins and ends his movement on a flat surface. The runner may also make Jump checks as a free action during thr movement to move from one such surface to another and continue running as long as he moves at least ten feet between each such jump.
Greater Running (Ex): At 16th level, a runner can run at seven times his normal movement speed instead of six times his normal movement speed. This replaces the benefits of Improved Running.
Free Movement (Ex): Starting at 17th level, a runner can even ignore magical impediments as if under the constant effect of a Freedom of Movement spell except it is extraordinary in nature.
Enduring Adrenaline (Ex): Upon attaining 18th level, the runner has learned to stretch the benefits of his adrenaline even further. The benefits from the adrenaline now last for ten times their normal duration (10 rounds for vigor, power, and agility, ten minutes for revitalization). Celerity extends its extra attacks to ten attacks or full-attacks once per round. If a runner doesn't attack in a round when this ability is active the extra attacks for that round are wasted. This ability replaces the benefits of the Lasting Adrenaline ability.
Defy Gravity (Ex): At 19th level, the runner has gained the ability to defy the pull of earth for a short time. The runner may run through the air as if it was a solid surface as long as he begins and ends his turn on a solid surface. Additionally, the runner may move up to ten times his normal movement speed when running.
Eternal Adrenaline (Ex): At 20th level, a runner's body is constantly laced with adrenaline, as long as the runner has one point in his adrenaline pool he gains a +4 bonus to his Str and Dex, a +4 bonus to damage rolls, a +2 Dodge bonus to AC and reflex saves, Fast Healing 2, and one extra attack with each attack or full-attack action. These bonuses do not stack with the bonuses granted by the Adrenaline ability.
__________________________________________________ ______________
*Credit for Fleet of Foot goes to Othesemo