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    Default Runner Base Class [3.5]

    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 Base Attack Bonus Fort Save Ref Save Will Save Special Speed Boost
    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 runnerís 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 canít 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 canít make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

    A runner canít use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage donít 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 enemyís space, his enemy must make a reflex save (with a DC of 10 + half the runner's class level + the runner's Dex bonus). 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. Additionally, the runner gains Spring Attack as a bonus feat without having to meet the prerequisites.

    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 runnerís 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. Additionally, the runner gains Bounding Assault as a bonus feat even if he doesn't meet the prerequisites.

    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 multiplier granted by Improved Running. Additionally, the runner may make a single attack against any opponent he passes when making a Spring Attack and does not provoke attacks of opportunity against opponents he hits in this way (he still provokes attacks of opportunity from opponents he misses when using this ability).

    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
    Last edited by EdroGrimshell; 2014-04-03 at 11:11 PM.
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    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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  2. - Top - End - #2
    Barbarian in the Playground
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    Default Re: Runner Base Class [3.5]

    I looked over the class and I really like it, especially the adrenaline ability. But an ability to turn while running would be very good in an mobile urban class, even more so with the amount of run speed multipliers it has.

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    Ettin in the Playground
     
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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by WyvernLord View Post
    I looked over the class and I really like it, especially the adrenaline ability. But an ability to turn while running would be very good in an mobile urban class, even more so with the amount of run speed multipliers it has.
    Actually you can turn while running, i just looked in the SRD. It's only charging that has the no turn restriction
    Last edited by EdroGrimshell; 2012-01-04 at 11:39 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

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    Default Re: Runner Base Class [3.5]

    Excellent, om nom nom.

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    Default Re: Runner Base Class [3.5]

    Is it just me, or does (2 * class level) * CON modifier for your adrenaline pool seem HUGE?

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by Daftendirekt View Post
    Is it just me, or does (2 * class level) * CON modifier for your adrenaline pool seem HUGE?
    Oh, thanks for the spot, i was supposed to remove the "twice" from that when i added Lasting Adrenaline
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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    Barbarian in the Playground
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    Default Re: Runner Base Class [3.5]

    So what would an enhancement bonus do to adrenaline uses?

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by WyvernLord View Post
    So what would an enhancement bonus do to adrenaline uses?
    It'd increase the max pool but wouldn't give you extra points just for putting it on, and if the enhancement bonus vanishes and you have over your new maximum, the excess are dispersed
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

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    Default Re: Runner Base Class [3.5]

    Is it just me, or past level 9 does it seem like the character should always have everything up?

    I mean, with a modest +3 con mod at level 9, you have 27 adrenaline points. That's enough to have all 5 buffs going for 25 rounds of combat each day. How often do you need more than that?

    At 18th level, you have probably a +6 con mod, for 108 adrenalin points. This means you can activate each of the 5 abilities 21 times, for 210 rounds per day.


    Now having it all up all the time doesn't bother me too much. You're a really fast, stronger barbarian. Okay, still high tier 4, maybe low tier 3 (thanks to the skills and mobility) quality. But it does make the level 20 capstone seem pretty meh, given the bonuses it gives are going to be always overwritten by the full thing.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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    Default Re: Runner Base Class [3.5]

    I like this class a great deal. Here're a few thoughts.

    Firstly, I'm not quite getting the flavor for sudden strike. I believe that it was originally introduced for the ninja, and mirrors the rogue. This makes sense, since both class archtypes include backstabbing and the like. However, I don't see the typical freerunner having this type of training. However, I do see a suibtable replacement- Skirmish (From the Scout in CA). It fits the flavor quite well, I think, and has a similar effect. This would also free up lunging assault.

    I like concept and crunch for the adrenaline abilities. However, it seems that past level 10 or so, it becomes largely arbitrary since the runner can have all five buffs on him for just about all the combat he's liable to do in a day. I'd suggest decreasing it to Class Level/2 * Con modifier, or possibly making it Class Level+Con Mod. Either one should make it more important to conserve your points and spend them wisely.

    Next, the parkour ability's latter effect seems to be making this a bit too MAD. Since the class has 8+ Skill points, Intelligence isn't very important. In fact, an Intelligence of only 10 is necessary to get all of the commonly used acrobatic skills. Because of this, I imagine that most runners wouldn't have an intelligence above 12 unless they're using a very generous point buy system (or they're just lucky). I'd suggest making it Class level/2 or 4.

    On the subject of airborne assault, you might want to clarify what type of action it is. As written, it would be a move action, and would allow you to both move and attack. In fact, you could do so twice in a round, hypothetically against the same opponent.

    I have a question on Improved Parkour- You say that jumping is a free action. Does this mean that the jump does not take up any movement speed? Or simply that it can be done at any time?

    Defy gravity seems a bit ludicrous. At that point, you're able to run at just shy of 100 ft/second (that's 68 mph), you're able to run over water, and you can run up walls. The mechanical benefit provided is minimal, and just seems... excessive. I'd suggest replacing it with something else perhaps a bit more useful and flavorful that running even faster.

    Eternal adrenaline is a reasonable capstone. Not the best, but not in need of replacement.

    I also have two suggestions- Firstly, this class needs the ability to avoid attacks of opportunity. I'd suggest taking a leaf out of the thief acrobat's book and adding something like this-

    Fleet of Foot- Starting at x 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.

    Secondly, I'd also advise adding an ability that allows the runner to retain his dexterity bonus to AC even while climbing, balancing, and the like. I'm fairly certain that this is not already covered by uncanny dodge (although I might be wrong).
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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by Othesemo View Post
    I like this class a great deal. Here're a few thoughts.
    Thanks, I actually made this for a specific game i'll be playing in soon and made it rather quickly, so it kinda needs some refining.

    Quote Originally Posted by Othesemo View Post
    Firstly, I'm not quite getting the flavor for sudden strike. I believe that it was originally introduced for the ninja, and mirrors the rogue. This makes sense, since both class archtypes include backstabbing and the like. However, I don't see the typical freerunner having this type of training. However, I do see a suibtable replacement- Skirmish (From the Scout in CA). It fits the flavor quite well, I think, and has a similar effect. This would also free up lunging assault.
    I prefer sudden strike over skirmish, the runner is supposed to shift and get around his oppnent and attack him from odd angles, hence the Tumble for Feints thing, it helps to fit that idea. I was thinking of adding skirmish in addition to the sudden strike but thought it a bit to much.

    Quote Originally Posted by Othesemo View Post
    I like concept and crunch for the adrenaline abilities. However, it seems that past level 10 or so, it becomes largely arbitrary since the runner can have all five buffs on him for just about all the combat he's liable to do in a day. I'd suggest decreasing it to Class Level/2 * Con modifier, or possibly making it Class Level+Con Mod. Either one should make it more important to conserve your points and spend them wisely.
    Yea, Seerow brought up that concern as well, i think i will reduce it, esspecially with the increases to the time that each point lasts. Class Level + Con seems like the best option ATM as well.

    Quote Originally Posted by Othesemo View Post
    Next, the parkour ability's latter effect seems to be making this a bit too MAD. Since the class has 8+ Skill points, Intelligence isn't very important. In fact, an Intelligence of only 10 is necessary to get all of the commonly used acrobatic skills. Because of this, I imagine that most runners wouldn't have an intelligence above 12 unless they're using a very generous point buy system (or they're just lucky). I'd suggest making it Class level/2 or 4.
    The Int to skills is actually a fluff ability from real life, Parkour Artists learn to calculate their movements on the fly very quickly to avoid having a crash and make their movements more efficient. I can change it, but i just like the intelligence option.

    Quote Originally Posted by Othesemo View Post
    On the subject of airborne assault, you might want to clarify what type of action it is. As written, it would be a move action, and would allow you to both move and attack. In fact, you could do so twice in a round, hypothetically against the same opponent.
    It's part of the move action.

    Quote Originally Posted by Othesemo View Post
    I have a question on Improved Parkour- You say that jumping is a free action. Does this mean that the jump does not take up any movement speed? Or simply that it can be done at any time?
    You can make a jump anytime you move ten feet while running across a wall. Sorta like how the Prince from Prince of Persia can jump from wall to wall.

    Quote Originally Posted by Othesemo View Post
    Defy gravity seems a bit ludicrous. At that point, you're able to run at just shy of 100 ft/second (that's 68 mph), you're able to run over water, and you can run up walls. The mechanical benefit provided is minimal, and just seems... excessive. I'd suggest replacing it with something else perhaps a bit more useful and flavorful that running even faster.
    That was actually the original capstone, it's sorta like flying only it's limited. I'd keep this really as an add-on to another ability, but i'm not sure what it'd be ATM. Any suggestions?

    Quote Originally Posted by Othesemo View Post
    Eternal adrenaline is a reasonable capstone. Not the best, but not in need of replacement.
    It was the first that came to mind at the time, i like it as well really, but it is kinda lacking. I'm hoping to make some minor additions to it to make it better.

    Quote Originally Posted by Othesemo View Post
    I also have two suggestions- Firstly, this class needs the ability to avoid attacks of opportunity. I'd suggest taking a leaf out of the thief acrobat's book and adding something like this-

    Fleet of Foot- Starting at x 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.

    Secondly, I'd also advise adding an ability that allows the runner to retain his dexterity bonus to AC even while climbing, balancing, and the like. I'm fairly certain that this is not already covered by uncanny dodge (although I might be wrong).
    I'll probably do that, i'll probably add it as part of the parkour abilities. I'd like to hear your thoughts on what else may be in need of work.

    Thanks for the critique, i've been waiting for a big one to get some real solid info on most of the class instead of just one or two features.
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    Default Re: Runner Base Class [3.5]

    May I suggest placing the abbreviation of the books the feats come from? It will make finding them easier.
    I also assume that adrenaline is recovered after a nights rest, but I don't actually see anything that mentions recovery (unless I missed something).
    Last edited by eftexar; 2012-01-15 at 04:02 PM.

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by eftexar View Post
    May I suggest placing the abbreviation of the books the feats come from? It will make finding them easier.
    I also assume that adrenaline is recovered after a nights rest, but I don't actually see anything that mentions recovery (unless I missed something).
    Will do once i get access to my books again
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    Default Re: Runner Base Class [3.5]

    I like the look of this, but I'm a tad bit disappointed by the capstone, since it's both passive and not very significant. Is there any way to fix that?

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by Oindoth View Post
    I like the look of this, but I'm a tad bit disappointed by the capstone, since it's both passive and not very significant. Is there any way to fix that?
    Said i'd be adding to it.

    Also, most of the class is passive, it's meant to be that way. And i prefer passive capstones, they make more sense to me.
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    Default Re: Runner Base Class [3.5]

    I may not be the best judge of things when it comes to homebrew, but for a class named The Runner you really do let him do just that. Monk 20 can out move a Runner 20 in a move action for attacking (Move Action + Standard Action) or out jog the runner (Double Move Action). There is only one thing letting the Runner take advantage of such a great Run speed, and that is Airborne Assault + Celerity + Lunging Assault. You also have conflicting statements about how many extra attacks Celerity gives. Here it's

    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.
    But here
    Lasting Adrenaline (Ex): A runner of 9th level ...Celerity extends its extra attacks to five attack or full-attacks once per round. ...
    And here
    Enduring Adrenaline (Ex): ... Celerity extends its extra attacks to ten attacks or full-attacks once per round. ...
    So which is it? I suggest you up his base speed a couple a more times and clear up Celerity.

    Also WyvernLord was right. You should give the class an ability to turn while running because:

    Run

    You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if youíre in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
    And

    Run [General]
    Benefit

    When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
    There is mention that you cannot turn while running, and the feat does not allow you to turn either.

    Edit: Person_Man has made an interesting homebrew conserning running classes. One Prestige and the other a Maneuver based. You may wish to take a look and get some ideas.
    Last edited by SilverSavio; 2012-01-15 at 07:40 PM.

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    Default Re: Runner Base Class [3.5]

    Actually, you got it sorta wrong, it says extra attacks applied to one attack action or full attack once per round (so if you get an extra standard action and attack with it you can only apply the extra attacks to one instance of attack) for five rounds and ten rounds.
    Last edited by EdroGrimshell; 2012-01-15 at 08:15 PM.
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    Default Re: Runner Base Class [3.5]

    Ah I see now for the Celerity issue, but I believe my other points still stand.

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by SilverSavio View Post
    Ah I see now for the Celerity issue, but I believe my other points still stand.
    Already altered the run thing under Fast Movement, which i will be boosting shortly to 10ft/2 levels (max 100ft)
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    Default Re: Runner Base Class [3.5]

    i like this, remember me a wiki class named speed demon

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    Default Re: Runner Base Class [3.5]

    I was going to agree with the point that a Monk out fast-movement-ing a Runner was kind of disappointing. I also like the abilities that emulate running across water, running through the air, etc.

    Now I just have to wonder about the Run multipliers. Don't get me wrong, I really like that the class runs better than anything else, but it gets a little excessive. At 20th level, even a halfling ends up traveling 1200ft per round while running. This either means you have some really impressive sized maps and use large scale areas for battles or (more likely) the multiplier becomes useless at later levels since no one is going to bother using it all. Maybe scale it back?
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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by Rapidghoul View Post
    I was going to agree with the point that a Monk out fast-movement-ing a Runner was kind of disappointing. I also like the abilities that emulate running across water, running through the air, etc.

    Now I just have to wonder about the Run multipliers. Don't get me wrong, I really like that the class runs better than anything else, but it gets a little excessive. At 20th level, even a halfling ends up traveling 1200ft per round while running. This either means you have some really impressive sized maps and use large scale areas for battles or (more likely) the multiplier becomes useless at later levels since no one is going to bother using it all. Maybe scale it back?
    1) The fast movement has been increased to equal 100ft by level 20 instead of 50ft.

    2) i did the run multipliers because that's their thing, i can tone it back a bit considering, but i would like something to replace them first

    3) I based the "walk-on-water/walls/air" thing on a feat from Dreamscarred Press.
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    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    XD

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    Default Re: Runner Base Class [3.5]

    Not too long ago I played a monk, and the thing that I had him be really good at was speed. I didn't take any prestige classes, only because they didn't increase speed, I had ranks in the movement skills, (tumble, jump, etc) and chose my race based on speed. Now I see a class that will allow my character to, at twentieth level go over a mile a minute. I will, most certainly use this in my next player.

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by EdroGrimshell View Post
    1) The fast movement has been increased to equal 100ft by level 20 instead of 50ft.

    2) i did the run multipliers because that's their thing, i can tone it back a bit considering, but i would like something to replace them first

    3) I based the "walk-on-water/walls/air" thing on a feat from Dreamscarred Press.
    Don't reduce the run multipliers. Just make them do something. Like if you run 50ft away from an enemy and then back (100ft of movement) you get an attack against them. Actually, that might be a good capstone. You would get 9 attacks per round, but it's not like the class does a huge amount if damage anyway, it requires a pretty big area, and fighters are getting four attacks at a higher bonus and probably with better special effects on each one.
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    Default Re: Runner Base Class [3.5]

    Well, I've been thinking of a way to improve on this, I'm thinking of making it an initiator.

    I'd like feedback about disciplines that I could use for this and possible mechanics, or if it's a bad idea to do this.
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    Default Re: Runner Base Class [3.5]

    This might be helpful.

    From the standard ones I'd say Desert Wind, if you don't mind the supernatural, Shadow Hand, same, and Setting Sun, maybe Tiger Claw, I think those four have the most movement based stuff.

    I support the addition of maneuvers. The class is fun and and has some cool tricks but needs some options if they get trapped (not that that is easy to do) or to finish a battle quickly.
    Last edited by WyvernLord; 2012-08-29 at 10:37 PM.

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by WyvernLord View Post
    This might be helpful.

    From the standard ones I'd say Desert Wind, if you don't mind the supernatural, Shadow Hand, same, and Setting Sun, maybe Tiger Claw, I think those four have the most movement based stuff.

    I support the addition of maneuvers. The class is fun and and has some cool tricks but needs some options if they get trapped (not that that is easy to do) or to finish a battle quickly.
    Hm, I can see Fool's Grip, Stolid Sphinx, Tiger Claw, and possibly a new discipline specifically for the Runner. If there are any other disciplines that do good with improvised weapons maybe those too. Oncoming Storm, Leaping Gale, Gentle Breeze, Coin's Edge, and Dancing Leaf fit.

    So initial list of disciplines is as follows
    {table=head]Discipline|Focus
    Fool's Grip|Improvised Weapons
    Stolid Sphinx|Improvised Weapons
    Tiger Claw|Feral Attacks
    Oncoming Storm|Fast, Accurate Attacks
    Leaping Gale|Speed and Air
    Gentle Breeze|Speed and Movement
    Coin's Edge|Luck
    Dancing Leaf|Dodging and Defense[/table]

    I want to narrow this down to three or four disciplines, thoughts?
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    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Runner Base Class [3.5]

    So, coincidence! I've been listening to the Mirror's Edge sound track, and loving it... then this shows up.

    So, here's my main critique: where's the wall running? I mean, most everything else is here, but... I'm looking to make the EXPERIENCE of running as Faith in Mirror's Edge in the game. So there needs to be more short-term, in combat mobility options. Things like running on walls to fight, and such like that... because you are using this in a standard game of DnD, with a party, in a generally small space. The adrenaline is a nice touch, but that's enough for a dip. You need cool options pretty much every other level... oh, and don't worry about the power. At this point, this is barely T4, something which may need to be addressed.
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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by EdroGrimshell View Post
    Well, I've been thinking of a way to improve on this, I'm thinking of making it an initiator.

    I'd like feedback about disciplines that I could use for this and possible mechanics, or if it's a bad idea to do this.
    Ugh. I followed this thread back in January because I loved the concept, and while I don't think it's perfect, adding melee spell-lists certainly won't make it more interesting or more appropriate to its niche.

    I'll stop back in tomorrow or the next day to re-read the class and offer suggestions (unfortunately, I don't have the spare time today), but at the moment just let me go on record saying that taking a perfectly functional, mundane class and adding ToB mechanics to it is, in my opinion, the wrong decision.

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    Default Re: Runner Base Class [3.5]

    Quote Originally Posted by SamBurke View Post
    So, coincidence! I've been listening to the Mirror's Edge sound track, and loving it... then this shows up.

    So, here's my main critique: where's the wall running? I mean, most everything else is here, but... I'm looking to make the EXPERIENCE of running as Faith in Mirror's Edge in the game. So there needs to be more short-term, in combat mobility options. Things like running on walls to fight, and such like that... because you are using this in a standard game of DnD, with a party, in a generally small space. The adrenaline is a nice touch, but that's enough for a dip. You need cool options pretty much every other level... oh, and don't worry about the power. At this point, this is barely T4, something which may need to be addressed.
    Look under Improved Parkour. I'm planning to move it to an earlier level considering the other abilities it gains before then (walking on water)

    Quote Originally Posted by Raiki View Post
    Ugh. I followed this thread back in January because I loved the concept, and while I don't think it's perfect, adding melee spell-lists certainly won't make it more interesting or more appropriate to its niche.

    I'll stop back in tomorrow or the next day to re-read the class and offer suggestions (unfortunately, I don't have the spare time today), but at the moment just let me go on record saying that taking a perfectly functional, mundane class and adding ToB mechanics to it is, in my opinion, the wrong decision.
    Heh, only reason I intend to is because certain disciplines work with it surprisingly well. It's not a direct upgrade, it's just an option.

    Any other thigns you can think of would be most appreciated Raiki.
    Last edited by EdroGrimshell; 2012-09-05 at 04:31 PM.
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    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    XD

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