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<blockquote data-quote="Richards" data-source="post: 6677329" data-attributes="member: 508"><p>For those interested, here's the bounder class I came up with for Jacob.</p><p></p><p><strong>BOUNDER</strong></p><p>The bounder is a specialized type of rogue. In many aspects, bounder levels count as rogue levels when determining a character's class abilities. (For example, bounders count as rogues when it comes to the trapfinding class ability.)</p><p></p><p><strong>Alignment:</strong> Any.</p><p></p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>Class Skills:</strong> The bounder's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).</p><p></p><p><strong>Skill Points at 1st Level:</strong> (8 + Int modifier) x 4.</p><p></p><p><strong>Skill Points at Each Additional Level:</strong> 8 + Int modifier.</p><p></p><p><span style="font-family: 'Courier New'"><strong>Table: The Bounder</strong></span></p><p><span style="font-family: 'Courier New'"><strong>....................Fort..Ref...Will</strong></span></p><p><span style="font-family: 'Courier New'"><strong><u>Level...BAB.........Save..Save..Save..Special</u></strong></span></p><p><span style="font-family: 'Courier New'">1st.....+0..........+0....+2....+0....Full speed ahead, sneak attack +1d6, ................................ .....trapfinding, wallclimbing</span></p><p><span style="font-family: 'Courier New'">2nd.....+1..........+0....+3....+0....Evasion, dodge bonus</span></p><p><span style="font-family: 'Courier New'">3rd.....+2..........+1....+3....+1....Slow fall 20 ft., sneak attack +2d6</span></p><p><span style="font-family: 'Courier New'">4th.....+3..........+1....+4....+1....Fast movement (+5 ft. speed), uncanny </span></p><p><span style="font-family: 'Courier New'">......................................dodge</span></p><p><span style="font-family: 'Courier New'">5th.....+3..........+1....+4....+1....Sneak attack +3d6</span></p><p><span style="font-family: 'Courier New'">6th.....+4..........+2....+5....+2....Slow fall 30 ft., trap sense +1</span></p><p><span style="font-family: 'Courier New'">7th.....+5..........+2....+5....+2....Sneak attack +4d6</span></p><p><span style="font-family: 'Courier New'">8th.....+6/+1.......+2....+6....+2....Improved uncanny dodge</span></p><p><span style="font-family: 'Courier New'">9th.....+6/+1.......+3....+6....+3....Slow fall 40 ft., sneak attack +5d6</span></p><p><span style="font-family: 'Courier New'">10th....+7/+2.......+3....+7....+3....Special ability</span></p><p><span style="font-family: 'Courier New'">11th....+8/+3.......+3....+7....+3....Sneak attack +6d6</span></p><p><span style="font-family: 'Courier New'">12th....+9/+4.......+4....+8....+4....Slow fall 50 ft., trap sense +2</span></p><p><span style="font-family: 'Courier New'">13th....+9/+4.......+4....+8....+4....Sneak attack +7d6, special ability</span></p><p><span style="font-family: 'Courier New'">14th....+10/+5......+4....+9....+4....Fast movement (+10 ft. speed)</span></p><p><span style="font-family: 'Courier New'">15th....+11/+6/+1...+5....+9....+5....Slow fall 60 ft., sneak attack +8d6</span></p><p><span style="font-family: 'Courier New'">16th....+12/+7/+2...+5....+10...+5....Special ability</span></p><p><span style="font-family: 'Courier New'">17th....+12/+7/+2...+5....+10...+5....Sneak attack +9d6</span></p><p><span style="font-family: 'Courier New'">18th....+13/+8/+3...+6....+11...+6....Slow fall 70 ft., trap sense +3</span></p><p><span style="font-family: 'Courier New'">19th....+14/+9/+4...+6....+11...+6....Sneak attack +10d6, special ability</span></p><p><span style="font-family: 'Courier New'">20th....+15/+10/+5..+6....+12...+6....Slow fall any distance</span></p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Bounders are proficient with all simple weapons, plus the hand crossbow, sap, shortbow, and short sword. Bounders are proficient with light armor, but not with shields. However, many of the bounder's movement tricks require both hands to be free, so hand crossbows, shortbows, and short swords are seldom used.</p><p></p><p><strong>Full Speed Ahead:</strong> A bounder can move at his normal speed through obstructed terrain (terrain that normally forces a PC to spend two or more squares of movement per square traveled) by making a DC 15 Tumble check. If the Tumble check fails, the bounder moves normally through that terrain for that round, but may make a new check on subsequent rounds.</p><p></p><p><strong>Sneak Attack:</strong> If a bounder can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.</p><p></p><p>The bounder's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bounder flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two bounder levels thereafter. Should the bounder score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.</p><p></p><p>With a sap (blackjack) or an unarmed strike, a bounder can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.</p><p></p><p>A bounder can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The bounder must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bounder cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.</p><p></p><p><strong>Trapfinding:</strong> Rogues (and only rogues, including bounders) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.</p><p></p><p>Rogues (and only rogues, including bounders) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.</p><p></p><p>A bounder who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.</p><p></p><p><strong>Wallclimbing (Ex):</strong> A bounder with a running start (at least 5 feet) can climb up vertical walls and similar objects while moving at his full speed. A bounder must have both hands free to wallclimb.</p><p></p><p><strong>Evasion (Ex):</strong> At 2nd level and higher, a bounder can avoid even magical and unusual attacks with great agility. If he 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 bounder is wearing light armor or no armor. A helpless bounder does not gain the benefit of evasion.</p><p></p><p><strong>Dodge Bonus (Ex):</strong> Beginning at 2nd level, a bounder gains a dodge bonus to AC equal to his Wisdom modifier (if positive). This dodge bonus is only in effect when the bounder is moving at his maximum speed (including when wallclimbing) and stacks with other dodge bonuses.</p><p></p><p><strong>Slow Fall (Ex):</strong> At 3rd level or higher, a bounder within arm's reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The bounder's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his bounder level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.</p><p></p><p><strong>Trap Sense (Ex):</strong> At 6th level, a bounder gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the bounder reaches 12th level, and to +3 when he reaches 18th level. Trap sense bonuses gained from multiple classes stack.</p><p></p><p><strong>Fast Movement (Ex):</strong> Over time, a bounder's land speed becomes faster than the norm for his race. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the bounder's speed because of any load carried or armor worn. In each case, the speed increase noted in the parentheses is applied to the bounder's base speed; it is not cumulative.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> Starting at 4th level, a bounder can react to danger before her senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.</p><p></p><p>If a bounder already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.</p><p></p><p><strong>Improved Uncanny Dodge (Ex):</strong> A bounder of 8th level or higher can no longer be flanked. This defense denies another bounder (or rogue) the ability to sneak attack the character by flanking him, unless the attacker has at least four more bounder (or rogue, or combination of the two) levels than the target does.</p><p></p><p>If a character already has uncanny dodge (see above) 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 bounder (or rogue) level required to flank the character.</p><p></p><p><strong>Special Abilities:</strong> On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a bounder gains a special ability of his choice from among the following options.</p><p></p><p><strong><em>Defensive Roll (Ex):</em></strong> The bounder can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the bounder can attempt to roll with the damage. To use this ability, the bounder must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll — if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the bounder's evasion ability does not apply to the defensive roll.</p><p></p><p><strong><em>Improved Evasion (Ex):</em></strong> This ability works like evasion, except that while the bounder still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless bounder does not gain the benefit of improved evasion.</p><p></p><p><strong><em>Opportunist (Ex):</em></strong> Once per round, the bounder can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the bounder's attack of opportunity for that round. Even a bounder with the Combat Reflexes feat can't use the opportunist ability more than once per round.</p><p></p><p><strong><em>Skill Mastery:</em></strong> The bounder becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A bounder may gain this special ability multiple times, selecting additional skills for it to apply to each time.</p><p></p><p><strong><em>Water Walking (Ex):</em></strong> A bounder with this ability has learned how to run across still water and similar liquids. He must be traveling at his maximum rate of speed to maintain this ability. This form of water walking is not possible on stormy seas and the like.</p><p></p><p><strong><em>Feat:</em></strong> A bounder may gain a bonus feat in place of a special ability.</p></blockquote><p></p>
[QUOTE="Richards, post: 6677329, member: 508"] For those interested, here's the bounder class I came up with for Jacob. [B]BOUNDER[/B] The bounder is a specialized type of rogue. In many aspects, bounder levels count as rogue levels when determining a character's class abilities. (For example, bounders count as rogues when it comes to the trapfinding class ability.) [B]Alignment:[/B] Any. [B]Hit Die:[/B] d6. [B]Class Skills:[/B] The bounder's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex). [B]Skill Points at 1st Level:[/B] (8 + Int modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 8 + Int modifier. [FONT=Courier New][B]Table: The Bounder ....................Fort..Ref...Will [U]Level...BAB.........Save..Save..Save..Special[/U][/B] 1st.....+0..........+0....+2....+0....Full speed ahead, sneak attack +1d6, ................................ .....trapfinding, wallclimbing 2nd.....+1..........+0....+3....+0....Evasion, dodge bonus 3rd.....+2..........+1....+3....+1....Slow fall 20 ft., sneak attack +2d6 4th.....+3..........+1....+4....+1....Fast movement (+5 ft. speed), uncanny ......................................dodge 5th.....+3..........+1....+4....+1....Sneak attack +3d6 6th.....+4..........+2....+5....+2....Slow fall 30 ft., trap sense +1 7th.....+5..........+2....+5....+2....Sneak attack +4d6 8th.....+6/+1.......+2....+6....+2....Improved uncanny dodge 9th.....+6/+1.......+3....+6....+3....Slow fall 40 ft., sneak attack +5d6 10th....+7/+2.......+3....+7....+3....Special ability 11th....+8/+3.......+3....+7....+3....Sneak attack +6d6 12th....+9/+4.......+4....+8....+4....Slow fall 50 ft., trap sense +2 13th....+9/+4.......+4....+8....+4....Sneak attack +7d6, special ability 14th....+10/+5......+4....+9....+4....Fast movement (+10 ft. speed) 15th....+11/+6/+1...+5....+9....+5....Slow fall 60 ft., sneak attack +8d6 16th....+12/+7/+2...+5....+10...+5....Special ability 17th....+12/+7/+2...+5....+10...+5....Sneak attack +9d6 18th....+13/+8/+3...+6....+11...+6....Slow fall 70 ft., trap sense +3 19th....+14/+9/+4...+6....+11...+6....Sneak attack +10d6, special ability 20th....+15/+10/+5..+6....+12...+6....Slow fall any distance[/FONT] [B]Weapon and Armor Proficiency:[/B] Bounders are proficient with all simple weapons, plus the hand crossbow, sap, shortbow, and short sword. Bounders are proficient with light armor, but not with shields. However, many of the bounder's movement tricks require both hands to be free, so hand crossbows, shortbows, and short swords are seldom used. [B]Full Speed Ahead:[/B] A bounder can move at his normal speed through obstructed terrain (terrain that normally forces a PC to spend two or more squares of movement per square traveled) by making a DC 15 Tumble check. If the Tumble check fails, the bounder moves normally through that terrain for that round, but may make a new check on subsequent rounds. [B]Sneak Attack:[/B] If a bounder can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The bounder's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bounder flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two bounder levels thereafter. Should the bounder score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a bounder can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A bounder can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The bounder must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bounder cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. [B]Trapfinding:[/B] Rogues (and only rogues, including bounders) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues, including bounders) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A bounder who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. [B]Wallclimbing (Ex):[/B] A bounder with a running start (at least 5 feet) can climb up vertical walls and similar objects while moving at his full speed. A bounder must have both hands free to wallclimb. [B]Evasion (Ex):[/B] At 2nd level and higher, a bounder can avoid even magical and unusual attacks with great agility. If he 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 bounder is wearing light armor or no armor. A helpless bounder does not gain the benefit of evasion. [B]Dodge Bonus (Ex):[/B] Beginning at 2nd level, a bounder gains a dodge bonus to AC equal to his Wisdom modifier (if positive). This dodge bonus is only in effect when the bounder is moving at his maximum speed (including when wallclimbing) and stacks with other dodge bonuses. [B]Slow Fall (Ex):[/B] At 3rd level or higher, a bounder within arm's reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The bounder's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his bounder level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. [B]Trap Sense (Ex):[/B] At 6th level, a bounder gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the bounder reaches 12th level, and to +3 when he reaches 18th level. Trap sense bonuses gained from multiple classes stack. [B]Fast Movement (Ex):[/B] Over time, a bounder's land speed becomes faster than the norm for his race. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the bounder's speed because of any load carried or armor worn. In each case, the speed increase noted in the parentheses is applied to the bounder's base speed; it is not cumulative. [B]Uncanny Dodge (Ex):[/B] Starting at 4th level, a bounder can react to danger before her senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. If a bounder already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. [B]Improved Uncanny Dodge (Ex):[/B] A bounder of 8th level or higher can no longer be flanked. This defense denies another bounder (or rogue) the ability to sneak attack the character by flanking him, unless the attacker has at least four more bounder (or rogue, or combination of the two) levels than the target does. If a character already has uncanny dodge (see above) 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 bounder (or rogue) level required to flank the character. [B]Special Abilities:[/B] On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a bounder gains a special ability of his choice from among the following options. [B][I]Defensive Roll (Ex):[/I][/B] The bounder can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the bounder can attempt to roll with the damage. To use this ability, the bounder must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll — if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the bounder's evasion ability does not apply to the defensive roll. [B][I]Improved Evasion (Ex):[/I][/B] This ability works like evasion, except that while the bounder still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed save. A helpless bounder does not gain the benefit of improved evasion. [B][I]Opportunist (Ex):[/I][/B] Once per round, the bounder can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the bounder's attack of opportunity for that round. Even a bounder with the Combat Reflexes feat can't use the opportunist ability more than once per round. [B][I]Skill Mastery:[/I][/B] The bounder becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A bounder may gain this special ability multiple times, selecting additional skills for it to apply to each time. [B][I]Water Walking (Ex):[/I][/B] A bounder with this ability has learned how to run across still water and similar liquids. He must be traveling at his maximum rate of speed to maintain this ability. This form of water walking is not possible on stormy seas and the like. [B][I]Feat:[/I][/B] A bounder may gain a bonus feat in place of a special ability. [/QUOTE]
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