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Thread: Runner Base Class [3.5]
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2012-01-03, 11:13 PM (ISO 8601)
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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
Class Skills: Balance, Bluff, Climb, Craft, Escape Artist, Hide, Intimidate, Jump, Move Silently, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope. (8 + Int Mod, x4 at first level)Level BAB Fort Ref Will Special Speed Boost MK SK 1st +0+2+2+0Fast Movement, Sudden Strike +1d6, Adrenaline+10ft5 1 2nd +1+3+3+0Evasion, Remote Silhouette Adept+10ft5 2 3rd +2+3+3+1Parkour, Uncanny Dodge+10ft6 2 4th +3+4+4+1Acrobatic Strike, Bonus Feat+10ft6 2 5th +3+4+4+1Sudden Strike +2d6, Fleet of Foot+20ft7 2 6th +4+5+5+2Great Leap, Airborne Assault+20ft7 2 7th +5+5+5+2Freefall Expertise+20ft8 2 8th +6+6+6+2Bonus Feat, Waterwalk+20ft8 3 9th +6+6+6+3Improved Uncanny Dodge, Lasting Adrenaline+30ft9 3 10th +7+7+7+3Sudden Strike +3d6+30ft9 3 11th +8+7+7+3Improved Evasion, Lunging Assault+30ft10 3 12th +9+8+8+4Bonus Feat, Improved Running+30ft10 3 13th +9+8+8+4Improved Parkour+40ft11 3 14th +10+9+9+4Freefall Expertise (any distance)+40ft11 4 15th +11+9+9+5Sudden Strike +4d6+40ft12 4 16th +12+10+10+5Bonus Feat, Greater Running+40ft12 4 17th +12+10+10+5Free Movement+50ft13 4 18th +13+11+11+6Enduring Adrenaline+50ft13 4 19th +14+11+11+6Defy Gravity+50ft14 4 20th +15+12+12+6Bonus Feat, Sudden Strike +5d6, Eternal Adrenaline+50ft14 5
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.
Maneuvers: A runner begins his career with knowledge of four martial maneuvers. The disciplines available to him are Dancing Leaf, Interesting Times, Setting Sun, and Stolid Sphinx.
Once a runner knows a maneuver, he must spend adrenaline to use it (see Adrenaline, below). A maneuver usable by a runner is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
A runner learns additional maneuvers at higher levels, as shown on table above. He must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered runner level after that (6th, 8th, 10th, and so on), a runner can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can know; he need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level.
Stances Known: A runner begins play with knowledge of one 1st-level stance from the Dancing Leaf, Interesting Times, Setting Sun, and Stolid Sphinx disciplines. At 2nd, 8th, 14th, and 20th level, he can choose an additional stance. Unlike maneuvers, stances are not expended, and he does not have to use Adrenaline to use them. All the stances he knows are available to him at all times, and he can change the stance he's currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, a runner cannot learn a new stance at higher levels in place of one he already knows.
Adrenaline (Ex): A runner does not ready maneuvers like other martial adepts, instead relying on a build up of adrenaline to perform his maneuvers. He possesses a pool of Adrenaline Points equal to his class level + his Con mod. At the start of an encounter, the runner adds one point of adrenaline to his Adrenaline Pool. For every 10ft a runner moves he adds a point of adrenaline to his Adrenaline Pool. To initiate a maneuver, a runner must spend a number of points of adrenaline equal to the maneuver's level. At the end of an encounter, the runner's adrenaline pool is set to 0.
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.
Remote Silhouette Adept (Ex): A runner's skills naturally gear them towards Remote Silhouette maneuvers. At 2nd level and every even numbered level thereafter, the runner gains a Remote Silhouette maneuver as a bonus skill trick. The runner does not lose the ability to initiate other maneuvers after using a Remote Silhouette maneuver, instead, he does not gain Adrenaline for a number of rounds after initiating a Remote Silhouette maneuver equal to the level of the maneuver initiated.
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 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 runner increases the number of adrenaline points gained at the start of an encounter by 1. Additionally any time an attack of opportunity misses the runner, he adds one point of adrenaline to his Adrenaline Pool.
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. 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 runner increases the number of adrenaline points gained at the start of an encounter by 1, stacking with the increase from Lasting Adrenaline. Additionally at the start of each round of an encounter, the runner adds one point of adrenaline to his Adrenaline Pool.
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. The runner's adrenaline pool no longer resets to 0 at the end of an encounter. Additionally, the runner may use a free action as long as his adrenaline pool is at least 50% full to gain the benefits of the haste spell.
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*Credit for Fleet of Foot goes to OthesemoLast edited by EdroGrimshell; 2014-12-14 at 09:09 PM.
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2012-01-04, 11:29 PM (ISO 8601)
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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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2012-01-04, 11:36 PM (ISO 8601)
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Re: Runner Base Class [3.5]
Last edited by EdroGrimshell; 2012-01-04 at 11:39 PM.
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2012-01-05, 03:24 AM (ISO 8601)
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2012-01-05, 04:32 AM (ISO 8601)
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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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2012-01-05, 10:40 AM (ISO 8601)
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Re: Runner Base Class [3.5]
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2012-01-13, 03:43 PM (ISO 8601)
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Re: Runner Base Class [3.5]
So what would an enhancement bonus do to adrenaline uses?
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2012-01-13, 04:22 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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2012-01-13, 04:34 PM (ISO 8601)
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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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2012-01-15, 05:58 AM (ISO 8601)
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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).Avatar by Babale.
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2012-01-15, 12:28 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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.
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.
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.
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.
It's part of the move action.
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.
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?
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.
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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2012-01-15, 04:01 PM (ISO 8601)
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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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2012-01-15, 04:10 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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2012-01-15, 06:00 PM (ISO 8601)
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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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2012-01-15, 06:15 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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2012-01-15, 06:50 PM (ISO 8601)
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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.
Lasting Adrenaline (Ex): A runner of 9th level ...Celerity extends its extra attacks to five attack or full-attacks once per round. ...
Enduring Adrenaline (Ex): ... Celerity extends its extra attacks to ten attacks or full-attacks once per round. ...
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 you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
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.
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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2012-01-15, 08:11 PM (ISO 8601)
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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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2012-01-15, 09:53 PM (ISO 8601)
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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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2012-01-15, 10:05 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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2012-01-16, 01:51 PM (ISO 8601)
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Re: Runner Base Class [3.5]
i like this, remember me a wiki class named speed demon
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2012-01-16, 03:57 PM (ISO 8601)
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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?"By 'for fun' do you mean 'to kill us?'" - Me, about the DM rolling a d20 several times for no known reason.
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PF "Dragon Shaman" - Paladin Alternate Class
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2012-01-16, 04:14 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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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2012-01-16, 06:32 PM (ISO 8601)
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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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2012-01-18, 06:16 PM (ISO 8601)
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Re: Runner Base Class [3.5]
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.
The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.
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2012-08-29, 07:51 PM (ISO 8601)
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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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2012-08-29, 10:35 PM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Barbecue City
- Gender
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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2012-09-05, 02:19 PM (ISO 8601)
- Join Date
- Oct 2008
Re: Runner Base Class [3.5]
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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2012-09-05, 03:03 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- You lost the game.
- Gender
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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2012-09-05, 03:31 PM (ISO 8601)
- Join Date
- Dec 2008
Re: Runner Base Class [3.5]
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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2012-09-05, 04:27 PM (ISO 8601)
- Join Date
- Oct 2008
Re: Runner Base Class [3.5]
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)
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.