Sammael
Adventurer
Lightning Runner
Lightning Runners are a loosely-organized warrior society whose members favor light armor and fast maneuvers in combat. The society’s existance isn’t secret, and its members are always on the lookout for promising candidates. Lightning runners do not have any grand plans or hidden agendas, and their only apparent goal is to spread their way of combat among worthy warriors.
Most lightning runners are humans and half-elves, although some elves and halflings find enough appeal in the organization’s style to join. There are no known dwarf, gnome, or half-orc lightning runners. Barbarians, fighters, monks, rangers, and rogues are the most likely to join. Bards also like this style of combat, but the class doesn’t offer any spellcasting advancement, so bard lightning runners are uncommon. Clerics and paladins typically prefer heavier armor, and sorcerers and wizards are the rarest in their ranks.
Lightning runners often employ hit-and-run tactics, trusting their superior speed to outrun their enemies (and their mounts, if need be). If cornered, they attack in a flurry of strikes that rarely gives their opponents a chance to retaliate.
Dexterity and Strength are the most important abilities for a lightning runner, and good Constitution and Wisdom help them remedy their weaker Fortitude and Will saves.
Recommended feats for a lightning runner are Dash (CW), Dodge, Endurance, Fleet of Foot (CW), Mobility, Quick Draw, and Spring Attack.
Requirements:
Skills: Jump 8 ranks.
Feats: Improved Initiative, Lightning Reflexes, Run.
Role-playing (optional): Score a good result in an athletics competition set up by Lightning Runners to recruit new members.
Alignment: Any.
Hit Die: d8.
Weapon and Armor Proficiency: Lightning runners do not gain any additional weapon or armor proficiencies. Note that all class abilities marked with an asterisk (*) function only if the lightning runner is wearing light armor or no armor, and not carrying a medium or heavy load.
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Profession (Wis), Swim (Str), Tumble (Dex).
Skill Points: 2 + Int.
Class Features
Fast movement (Ex)*: A lightning runner’s base speed increases by 5 feet per class level. This speed increase is considered an enhancement bonus; however, if the lightning runner has monk levels, his fast movement ability stacks with that of the monk class.
Lightning flurry (Ex): A 1st level lightning runner who takes a full attack action can make an additional attack at his base attack bonus, but all his attacks in that round suffer a -2 penalty. At 5th level, this penalty is reduced to -1, and at 9th level, the penalty is eliminated altogether.
Slow fall (Ex)*: As the monk ability, except as follows: the fall distance increases by 10 feet every odd class level. At 9th level, a lightning runner may safely “fall” down any distance if he has a wall within arm’s (or leg’s) reach to support him. If the lightning runner has monk levels, his slow fall ability stacks with that of the monk class.
Evasive maneuver (Ex)*: At 2nd and 7th level, a lightning runner gains either evasion or uncanny dodge. If he already has both abilities, he gains either improved evasion or improved uncanny dodge. If he already has all these abilities, he gains a bonus movement-related feat (DM’s call) that he qualifies for instead.
Lightning sprint (Su)*: Once per day at 2nd level, a lightning disciple can run at 10 times his normal movement rate (instead of five times) for 1 round. He gains additional uses of this ability at 6th and 10th levels.
Lightning leap (Ex)*: A 3rd level lightning runner can make a long jump after only 10 feet of movement without doubling the check’s DC.
Motion blur (Su)*: A 3rd level lightning runner who moves 60 feet or more in a single round is protected by a blur effect (20% miss chance) for 1 round. A lightning runner who uses his lightning sprint ability is protected by a displacement effect (50% miss chance) for 1 round.
AC bonus (Ex)*: Beginning at 4th level, a lightning runner gets a +1 dodge bonus to AC. This bonus increases to +2 at 8th level. Dodge bonuses stack, unlike most other bonus types. A lightning runner that is caught flat-footed loses his dodge bonus to AC.
Freedom of movement (Su): Beginning at 4th level, a lightning runner can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement for a total time per day of 1 round per class level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). If the character has cleric levels and access to the Travel domain, his lightning runner levels stack with cleric levels for the purpose of determining the effect’s duration.
Arc of lightning (Ex)*: A 6th level lightning runner can make a long jump from standstill without doubling the check’s DC.
Thread on water (Su)*: At 8th level, a lightning runner can move across water for one round per class level per day without sinking. Use of this ability need not be consecutive.
Vertical run (Ex)*: At 8th level, a lightning runner can move up a vertical surface (such as a castle wall) as a part of his move, double-move, or run action. The maximum distance he may move vertically is equal to 1/5th the distance he covered on the ground in the round. If he does not reach a horizontal surface, he falls back down to the ground. The damage he takes from falling is negated or reduced by the lightning runner’s slow fall ability as normal.
Lightning charge (Ex): When a 10th level lightning runner makes a charge attack, his charge bonus to attack is either +4, or +1 for every 10 feet charged, whichever is greater. He does not suffer any penalties to AC for charging.
Slow immunity (Su): At 10th level, the lightning runner becomes immune to slow spell and any spell-like and supernatural abilities of equal or lower level that produce slow-like effects.
Lightning Runners are a loosely-organized warrior society whose members favor light armor and fast maneuvers in combat. The society’s existance isn’t secret, and its members are always on the lookout for promising candidates. Lightning runners do not have any grand plans or hidden agendas, and their only apparent goal is to spread their way of combat among worthy warriors.
Most lightning runners are humans and half-elves, although some elves and halflings find enough appeal in the organization’s style to join. There are no known dwarf, gnome, or half-orc lightning runners. Barbarians, fighters, monks, rangers, and rogues are the most likely to join. Bards also like this style of combat, but the class doesn’t offer any spellcasting advancement, so bard lightning runners are uncommon. Clerics and paladins typically prefer heavier armor, and sorcerers and wizards are the rarest in their ranks.
Lightning runners often employ hit-and-run tactics, trusting their superior speed to outrun their enemies (and their mounts, if need be). If cornered, they attack in a flurry of strikes that rarely gives their opponents a chance to retaliate.
Dexterity and Strength are the most important abilities for a lightning runner, and good Constitution and Wisdom help them remedy their weaker Fortitude and Will saves.
Recommended feats for a lightning runner are Dash (CW), Dodge, Endurance, Fleet of Foot (CW), Mobility, Quick Draw, and Spring Attack.
Requirements:
Skills: Jump 8 ranks.
Feats: Improved Initiative, Lightning Reflexes, Run.
Role-playing (optional): Score a good result in an athletics competition set up by Lightning Runners to recruit new members.
Alignment: Any.
Hit Die: d8.
Code:
Level BAB Fort Ref Will Speed AC Special
1 +0 +0 +2 +0 +5 ft. +0 Fast movement, lightning flurry, slow fall (30 ft.)
2 +1 +0 +3 +0 +10 ft. +0 Evasive maneuver, lightning sprint 1/day
3 +2 +1 +3 +1 +15 ft. +0 Lightning leap, motion blur, slow fall (40 ft.)
4 +3 +1 +4 +1 +20 ft. +1 Freedom of movement
5 +3 +1 +4 +1 +25 ft. +1 Improved flurry, slow fall (50 ft.)
6 +4 +2 +5 +2 +30 ft. +1 Lightning sprint 2/day, arc of lightning
7 +5 +2 +5 +2 +35 ft. +1 Evasive maneuver, Slow fall (60 ft.)
8 +6 +2 +6 +2 +40 ft. +2 Thread on water, vertical run
9 +6 +3 +6 +3 +45 ft. +2 Greater flurry, slow fall (any distance)
10 +7 +3 +7 +3 +50 ft. +2 Lightning sprint 3/day, lightning charge, slow immunity
Weapon and Armor Proficiency: Lightning runners do not gain any additional weapon or armor proficiencies. Note that all class abilities marked with an asterisk (*) function only if the lightning runner is wearing light armor or no armor, and not carrying a medium or heavy load.
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Profession (Wis), Swim (Str), Tumble (Dex).
Skill Points: 2 + Int.
Class Features
Fast movement (Ex)*: A lightning runner’s base speed increases by 5 feet per class level. This speed increase is considered an enhancement bonus; however, if the lightning runner has monk levels, his fast movement ability stacks with that of the monk class.
Lightning flurry (Ex): A 1st level lightning runner who takes a full attack action can make an additional attack at his base attack bonus, but all his attacks in that round suffer a -2 penalty. At 5th level, this penalty is reduced to -1, and at 9th level, the penalty is eliminated altogether.
Slow fall (Ex)*: As the monk ability, except as follows: the fall distance increases by 10 feet every odd class level. At 9th level, a lightning runner may safely “fall” down any distance if he has a wall within arm’s (or leg’s) reach to support him. If the lightning runner has monk levels, his slow fall ability stacks with that of the monk class.
Evasive maneuver (Ex)*: At 2nd and 7th level, a lightning runner gains either evasion or uncanny dodge. If he already has both abilities, he gains either improved evasion or improved uncanny dodge. If he already has all these abilities, he gains a bonus movement-related feat (DM’s call) that he qualifies for instead.
Lightning sprint (Su)*: Once per day at 2nd level, a lightning disciple can run at 10 times his normal movement rate (instead of five times) for 1 round. He gains additional uses of this ability at 6th and 10th levels.
Lightning leap (Ex)*: A 3rd level lightning runner can make a long jump after only 10 feet of movement without doubling the check’s DC.
Motion blur (Su)*: A 3rd level lightning runner who moves 60 feet or more in a single round is protected by a blur effect (20% miss chance) for 1 round. A lightning runner who uses his lightning sprint ability is protected by a displacement effect (50% miss chance) for 1 round.
AC bonus (Ex)*: Beginning at 4th level, a lightning runner gets a +1 dodge bonus to AC. This bonus increases to +2 at 8th level. Dodge bonuses stack, unlike most other bonus types. A lightning runner that is caught flat-footed loses his dodge bonus to AC.
Freedom of movement (Su): Beginning at 4th level, a lightning runner can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement for a total time per day of 1 round per class level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). If the character has cleric levels and access to the Travel domain, his lightning runner levels stack with cleric levels for the purpose of determining the effect’s duration.
Arc of lightning (Ex)*: A 6th level lightning runner can make a long jump from standstill without doubling the check’s DC.
Thread on water (Su)*: At 8th level, a lightning runner can move across water for one round per class level per day without sinking. Use of this ability need not be consecutive.
Vertical run (Ex)*: At 8th level, a lightning runner can move up a vertical surface (such as a castle wall) as a part of his move, double-move, or run action. The maximum distance he may move vertically is equal to 1/5th the distance he covered on the ground in the round. If he does not reach a horizontal surface, he falls back down to the ground. The damage he takes from falling is negated or reduced by the lightning runner’s slow fall ability as normal.
Lightning charge (Ex): When a 10th level lightning runner makes a charge attack, his charge bonus to attack is either +4, or +1 for every 10 feet charged, whichever is greater. He does not suffer any penalties to AC for charging.
Slow immunity (Su): At 10th level, the lightning runner becomes immune to slow spell and any spell-like and supernatural abilities of equal or lower level that produce slow-like effects.
Last edited: