Silver Griffon
Explorer
Hello All,
My first post and first attempt at a prestige class. Looking for input, opinions and just to share.
Battlerunner
Battle is never a walk in the park. It is a run through an obstacle course. The battlerunner is all about speed and maneuverability. Enemy warriors, rough terrain, motes, and ramparts do very little to slow down a determined battlerunner. The battlerunner’s combat prowess and ability to put himself where he is most needed make a lethally effective combination.
Fighters, rogues, and monks are the most likely to gain this prestige class, usually by multi-classing. Sometimes barbarians take this class to enhance the speed bonus they already possess. Other classes are less likely to become battlerunners.
Hit Die: d8
Requirements
To become a battlerunner, a character must demonstrate exceptional combat skill and maneuverability, be capable of multiple attacks in a round, and show a high level of competence in all mundane forms of movement under difficult conditions. Therefore, he is required to fulfill all of the following criteria.
Base Attack Bonus: +8
Feats: Dodge, Mobility, Spring Attack, Run
Skills: Balance 5 ranks, Climb 5 ranks, Jump 5 ranks, Swim 5 ranks, Tumble 5 ranks
Class Skills
The battlerunner’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the battlerunner prestige class.
Weapons and Armor: Battlerunners are proficient with all simple and martial weapons. They are not proficient with any armor or shields. All of the battlerunner’s special abilities require freedom of movement and can only be used when he is wearing light or no armor.
AC Bonus (Ex): The battlerunner gains a dodge bonus to AC whenever he is wearing light or no armor. This bonus increases as the character gains additional levels in battlerunner. This AC bonus is lost whenever the character is denied his Dex bonus (if any) to AC.
Fast Movement (Ex, Su): The battlerunner gains a speed bonus that improves as he advances. Beginning at 8th level, this is actually a supernatural ability.
Improved Tumble (Ex): The battlerunner is not limited to 20 feet when using the Tumble skill to attempt to avoid attacks of opportunity and/or to move through occupied squares. Instead, he can move up to his full base speed while Tumbling in this manner, but each 20 foot increment or portion thereof requires its own separate skill check. Furthermore, each check made past the first suffers a cumulative +5 to the DC.
Quickness (Ex): Quickness gives the battlerunner a sudden burst of speed. Activating this ability is a free action. When used, the battlerunner gets an immediate extra partial action. This is somewhat similar to the haste spell, but it is not the same effect as it is non-magical in nature, lasts for only a single round, and does not grant any bonus to AC or improved jumping distance. Quickness can only be used once during any given round.
Serpentine Charge (Ex): When taking a charge action in combat, the battlerunner can make a number of turns, each of not more than 90 degrees, equal to his Dexterity modifier. The serpentine charge is otherwise identical to a normal charge action.
Defy Gravity (Su): A battlerunner of 4th level or higher can take part of his movement each round on a wall or other vertical surface if he begins his move on a horizontal surface. The height he can achieve on the wall is limited only by his speed. If he does not end his movement on a horizontal surface, he falls prone and takes falling damage as appropriate. He can attempt to catch himself from falling with a Climb check (DC = wall’s DC + 20) as described in the description of the Climb skill, or he can intentionally jump off of the wall as described in the Jump skill. The wall is treated as a normal section of floor for purposes of measuring the battlerunner’s movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor. The battlerunner can take any other actions normally allowed him during a move including making a Spring Attack or Tumble check. The battlerunner can use this ability a number of times per day equal to 1 plus his Dex modifier.
Attack on the Run (Ex): As a full-round action the battlerunner can move at up to his base speed while still taking a full attack action. For example, the battlerunner could choose to take the fight defensively action, the total defense action, or make his full number of allowed attacks and still move his base speed. If he chooses to make multiple attacks, the attacks may be spread out as desired among any available targets during the run. In the special case of the Whirlwind Attack feat, a whirlwind attack is resolved as if it were a single attack, e.g. the character can make his whirlwind attack from any single square along the path of the run. A whirlwind attack is still made in place of his regular attacks, so could only be done once during the run. The battlerunner can use the Tumble skill, Defy Gravity, or any other abilities that apply to either movement or combat normally.
Immunities (Su): A battlerunner of 9th level or higher is immune to all slow and paralysis effects and cannot be magically held.
Edited to include suggestions.
Image courtesy of Priest. Many thanks.
My first post and first attempt at a prestige class. Looking for input, opinions and just to share.
Battlerunner
Battle is never a walk in the park. It is a run through an obstacle course. The battlerunner is all about speed and maneuverability. Enemy warriors, rough terrain, motes, and ramparts do very little to slow down a determined battlerunner. The battlerunner’s combat prowess and ability to put himself where he is most needed make a lethally effective combination.
Fighters, rogues, and monks are the most likely to gain this prestige class, usually by multi-classing. Sometimes barbarians take this class to enhance the speed bonus they already possess. Other classes are less likely to become battlerunners.
Hit Die: d8
Requirements
To become a battlerunner, a character must demonstrate exceptional combat skill and maneuverability, be capable of multiple attacks in a round, and show a high level of competence in all mundane forms of movement under difficult conditions. Therefore, he is required to fulfill all of the following criteria.
Base Attack Bonus: +8
Feats: Dodge, Mobility, Spring Attack, Run
Skills: Balance 5 ranks, Climb 5 ranks, Jump 5 ranks, Swim 5 ranks, Tumble 5 ranks
Class Skills
The battlerunner’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the battlerunner prestige class.
Weapons and Armor: Battlerunners are proficient with all simple and martial weapons. They are not proficient with any armor or shields. All of the battlerunner’s special abilities require freedom of movement and can only be used when he is wearing light or no armor.
AC Bonus (Ex): The battlerunner gains a dodge bonus to AC whenever he is wearing light or no armor. This bonus increases as the character gains additional levels in battlerunner. This AC bonus is lost whenever the character is denied his Dex bonus (if any) to AC.
Fast Movement (Ex, Su): The battlerunner gains a speed bonus that improves as he advances. Beginning at 8th level, this is actually a supernatural ability.
Improved Tumble (Ex): The battlerunner is not limited to 20 feet when using the Tumble skill to attempt to avoid attacks of opportunity and/or to move through occupied squares. Instead, he can move up to his full base speed while Tumbling in this manner, but each 20 foot increment or portion thereof requires its own separate skill check. Furthermore, each check made past the first suffers a cumulative +5 to the DC.
Quickness (Ex): Quickness gives the battlerunner a sudden burst of speed. Activating this ability is a free action. When used, the battlerunner gets an immediate extra partial action. This is somewhat similar to the haste spell, but it is not the same effect as it is non-magical in nature, lasts for only a single round, and does not grant any bonus to AC or improved jumping distance. Quickness can only be used once during any given round.
Serpentine Charge (Ex): When taking a charge action in combat, the battlerunner can make a number of turns, each of not more than 90 degrees, equal to his Dexterity modifier. The serpentine charge is otherwise identical to a normal charge action.
Defy Gravity (Su): A battlerunner of 4th level or higher can take part of his movement each round on a wall or other vertical surface if he begins his move on a horizontal surface. The height he can achieve on the wall is limited only by his speed. If he does not end his movement on a horizontal surface, he falls prone and takes falling damage as appropriate. He can attempt to catch himself from falling with a Climb check (DC = wall’s DC + 20) as described in the description of the Climb skill, or he can intentionally jump off of the wall as described in the Jump skill. The wall is treated as a normal section of floor for purposes of measuring the battlerunner’s movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor. The battlerunner can take any other actions normally allowed him during a move including making a Spring Attack or Tumble check. The battlerunner can use this ability a number of times per day equal to 1 plus his Dex modifier.
Attack on the Run (Ex): As a full-round action the battlerunner can move at up to his base speed while still taking a full attack action. For example, the battlerunner could choose to take the fight defensively action, the total defense action, or make his full number of allowed attacks and still move his base speed. If he chooses to make multiple attacks, the attacks may be spread out as desired among any available targets during the run. In the special case of the Whirlwind Attack feat, a whirlwind attack is resolved as if it were a single attack, e.g. the character can make his whirlwind attack from any single square along the path of the run. A whirlwind attack is still made in place of his regular attacks, so could only be done once during the run. The battlerunner can use the Tumble skill, Defy Gravity, or any other abilities that apply to either movement or combat normally.
Immunities (Su): A battlerunner of 9th level or higher is immune to all slow and paralysis effects and cannot be magically held.
Edited to include suggestions.
Image courtesy of Priest. Many thanks.
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