From Compendium of Worldly Lore
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LocalFishman (talk | contribs) (Added Requirements and Progression Table) |
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=== Requirements === | |||
'''Skills:''' Knowledge (dungeoneering) 5 ranks, Search 5 ranks, Wilderness Lore 7 ranks | |||
'''Feats:''' [[Alertness]], [[Track]] | |||
'''Special:''' Darkvision as a racial trait or class feature. | |||
'''Special:''' You must seek out a chapter house of the Darkrunner Guild and successfully petition to join the guild. Once you are a member, you gain your first level of darkrunner. If at a later time you lose membership in the guild, you become a darkrunner exile. You can still gain levels in this prestige class, but you can no longer rely upon the support of the guild. | |||
=== Summary === | |||
{{Class | {{Class | ||
|Name=Darkrunner | |Name=Darkrunner | ||
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The emblem grants a +2 competence bonus on all Wilderness Lore checks made in underground locations, as long as it is worn openly. If the wearer possesses any levels in the darkrunner prestige class, the emblem can be used to produce light (as the spell) at will, and the emblem itself glows softly with pale blue magical fire (as the continual flame spell). A character who has been exiled from the guild but still has levels in the darkrunner cannot use the emblem to produce light, and the emblem glows with pale red light instead of blue light. Most darkrunners wear their emblems openly in the city but cover them with a patch of cloth when in the wild. In this way, the light doesn’t draw unwanted attention but can be quickly exposed to aid in smoothing over an unexpected encounter with an intelligent subterranean creature. | The emblem grants a +2 competence bonus on all Wilderness Lore checks made in underground locations, as long as it is worn openly. If the wearer possesses any levels in the darkrunner prestige class, the emblem can be used to produce light (as the spell) at will, and the emblem itself glows softly with pale blue magical fire (as the continual flame spell). A character who has been exiled from the guild but still has levels in the darkrunner cannot use the emblem to produce light, and the emblem glows with pale red light instead of blue light. Most darkrunners wear their emblems openly in the city but cover them with a patch of cloth when in the wild. In this way, the light doesn’t draw unwanted attention but can be quickly exposed to aid in smoothing over an unexpected encounter with an intelligent subterranean creature. | ||
If your emblem is lost or destroyed, you can purchase a replacement from any guild chapter house at a 50% discount. | |||
}} | }} | ||
{{Class Feature | {{Class Feature | ||
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You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier. These rounds need not be continuous; you can activate this ability for 4 rounds to pass through a collapsed tunnel and still have the remainder of your rounds available for use later in the same day. Activating and deactivating stonewalking is a free action. If you are still burrowing when you run out of time, you are immediately ejected into the nearest open surface large enough to contain you. Distance is not a factor, but the ejection is quite painful and forces you to make a successful Fortitude save (DC 10 + 1 per 5 feet traveled to reach the open area) or be stunned for 1d4 rounds. | You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier. These rounds need not be continuous; you can activate this ability for 4 rounds to pass through a collapsed tunnel and still have the remainder of your rounds available for use later in the same day. Activating and deactivating stonewalking is a free action. If you are still burrowing when you run out of time, you are immediately ejected into the nearest open surface large enough to contain you. Distance is not a factor, but the ejection is quite painful and forces you to make a successful Fortitude save (DC 10 + 1 per 5 feet traveled to reach the open area) or be stunned for 1d4 rounds. | ||
}} | }} | ||
{| class="wikitable" | |||
|+Table 1-1: Darkrunner Progression | |||
!Level | |||
!Base | |||
Attack Bonus | |||
!Fort | |||
Save | |||
!Ref | |||
Save | |||
!Will | |||
Save | |||
!Special | |||
|- | |||
|1st | |||
| +0 | |||
| +2 | |||
| +0 | |||
| +0 | |||
|Direction Sense, Spelunking, ''Darkrunner Emblem'' | |||
|- | |||
|2nd | |||
| +1 | |||
| +3 | |||
| +0 | |||
| +0 | |||
|Aberration Lore, Darkvision +10 ft | |||
|- | |||
|3rd | |||
| +2 | |||
| +3 | |||
| +1 | |||
| +1 | |||
|Cavefighting, ''Tunnelport'' | |||
|- | |||
|4th | |||
| +3 | |||
| +4 | |||
| +1 | |||
| +1 | |||
|Tremorsense, Darkvision +20 ft | |||
|- | |||
|5th | |||
| +3 | |||
| +4 | |||
| +1 | |||
| +1 | |||
|''Lore of the Stones'' | |||
|- | |||
|6th | |||
| +4 | |||
| +5 | |||
| +2 | |||
| +2 | |||
|Aberration Specialist, Darkvision +30 ft | |||
|- | |||
|7th | |||
| +5 | |||
| +5 | |||
| +2 | |||
| +2 | |||
|Deepsong | |||
|- | |||
|8th | |||
| +6 | |||
| +6 | |||
| +2 | |||
| +2 | |||
|Improved Cavefighting, Darkvision +40 ft | |||
|- | |||
|9th | |||
| +6 | |||
| +6 | |||
| +3 | |||
| +3 | |||
|''Greater Tunnelport'' | |||
|- | |||
|10th | |||
| +7 | |||
| +7 | |||
| +3 | |||
| +3 | |||
|Stonewalking, Darkvision +50 ft | |||
|} |
Latest revision as of 13:30, 12 September 2023
Requirements
Skills: Knowledge (dungeoneering) 5 ranks, Search 5 ranks, Wilderness Lore 7 ranks
Special: Darkvision as a racial trait or class feature.
Special: You must seek out a chapter house of the Darkrunner Guild and successfully petition to join the guild. Once you are a member, you gain your first level of darkrunner. If at a later time you lose membership in the guild, you become a darkrunner exile. You can still gain levels in this prestige class, but you can no longer rely upon the support of the guild.
Summary
Darkrunners devote their lives to traveling the haunted underground depths. Some hire out their services as guides to those who wish to navigate the lightless ways, while others are lone wolves who simply wish to explore the deepest reaches of this wondrous and dangerous realm. They understand the lay of the subterranean world like no other and use its terrain and features to great advantage in combat.
The ranger class is the easiest path to becoming a darkrunner. Despite having to take cross-class ranks in Knowledge (dungeoneering), barbarians and druids both can qualify fairly quickly (unless they multiclass into a class that has this as a class skill).
Role: DPS
Characteristics: Underground travelling warriors that are dedicating to fighting aberrations
Source: Lords of Madness
Game Rule Information
The Darkrunner has the following game statistics.
Abilities: Intelligence is perhaps the most important ability for a darkrunner, since it grants bonus skill points and enhances several of the darkrunner’s class features. After Intelligence, Charisma and Dexterity are likely the best abilities for a darkrunner, since both contribute to many of the character’s class skills.
Alignment: Any
Hit Die: d6
Starting Gold: N/A
Class Skills
The Darkrunner's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Wilderness Lore (Wis)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Darkrunner.
Weapon and Armor Proficiency: A Darkrunner is proficient with whatever they were already proficient with prior to taking levels in this class.
Direction Sense Ex: You possess an incredible sense of direction. If you study a single underground location for at least 8 hours, that location becomes your directional focus until you choose a new location and study it for 8 hours. You must be within your directional focus to successfully study it. You can use find the path (as the spell) to determine the shortest, most direct physical route to your directional focus, as long as you are within 5 miles of your focus. This ability works only as long as you remain underground.
Spelunking Ex: You are well trained in moving in and through natural caverns. You gain a competence bonus equal to your class level on Climb, Escape Artist, Jump, Survival, and Swim checks as long as you remain underground. In addition, you are treated as one size category smaller than your actual size for the purpose of squeezing into narrow tunnels or confined areas.
Darkrunner Emblem: Upon becoming a darkrunner, you are granted a darkrunner emblem by the Darkrunner Guild. This minor magic item is detailed in this ability. This small brooch is worn by members of the Darkrunner Guild and signifies the wearer as an ally or member of the organization.
The emblem grants a +2 competence bonus on all Wilderness Lore checks made in underground locations, as long as it is worn openly. If the wearer possesses any levels in the darkrunner prestige class, the emblem can be used to produce light (as the spell) at will, and the emblem itself glows softly with pale blue magical fire (as the continual flame spell). A character who has been exiled from the guild but still has levels in the darkrunner cannot use the emblem to produce light, and the emblem glows with pale red light instead of blue light. Most darkrunners wear their emblems openly in the city but cover them with a patch of cloth when in the wild. In this way, the light doesn’t draw unwanted attention but can be quickly exposed to aid in smoothing over an unexpected encounter with an intelligent subterranean creature.
If your emblem is lost or destroyed, you can purchase a replacement from any guild chapter house at a 50% discount.
Aberration Lore Ex: You have picked up a trove of knowledge concerning aberrations. Beginning at 2nd level, you gain a +2 competence bonus on any skill check, attack roll, or saving throw made against an aberration.
Darkvision Ex: Starting at 2nd level, the extent of your darkvision increases by 10 feet. It increases by an additional 10 feet every other level.
Cavefighting Ex: Beginning at 3rd level, you are so familiar with the terrain features of the subterranean world that you can use them to enhance your combat ability. While underground, you gain a bonus on initiative checks equal to your Intelligence bonus, and you can move over difficult terrain (see page 148 of the Player's Handbook) at normal speed. Additionally, as long as you stand in a square of diffi cult terrain, such as rubble or thick undergrowth, you gain a +2 circumstance bonus to your Armor Class.
Tunnelport Su: At 3rd level and higher, you can use an enlarged dimension door effect as a spell-like ability once per day. You cannot pass through solid barriers as you normally could with a dimension door spell. Additionally, the route you take when using tunnelport must follow an opening no more than 10 feet wide. Your caster level equals twice your darkrunner class level.
Tremorsense Ex: Beginning at 4th level, you have tremorsense out to 30 feet. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.
Lore of Stones Sp: At 5th level, you gain an affinity with unworked stone. You treat unworked stone as very soft ground when making Wilderness Lore checks to track quarry and can use Stone Tell as a spell-like ability (caster level equal to your class level) once per day.
Aberration Specialist Ex: At 6th level, your knowledge about a particular kind of underground-dwelling aberration increases. You must select a specific kind of aberration that has an environment entry of Underground, such as gibbering mouther, mind flayer, or umber hulk. Against this kind of aberration, your bonuses from your aberration lore ability increase to +4.
Deepsong Su: All that occurs in the depths of the earth is witnessed by the stone. Over the ages, an infinite legion of events have occurred, and in their passing they have left their mark upon the stone. Beginning at 7th level, you can attune your mind to experience the deepsong. The deepsong can be seen, felt, heard, and tasted, and it even makes itself known in mystical ways. While underground, the deepsong fills you with a sense of belonging and welcome. This effect grants you a +2 morale bonus on all Will saving throws. In addition, your stone tell spell-like ability becomes much more powerful than the normal spell. When you use this ability, the stones relate complete descriptions of events when asked. You can gain knowledge of up to three facts from among the following topics with each use: the layout of caverns and tunnels; the presence of plants and fungi, minerals, bodies of water, or people; local animal population; and the presence of elemental creatures, powerful abominations, or undead.
Improved Cavefighting Ex: At 8th level, your cavefighting techniques improve further. You can take 10 at any time with any of the following skills while underground, even if you are threatened or distracted: Balance, Climb, Escape Artist, Jump, and Swim. In addition, you master a style of fighting that incorporates the terrain into your attacks. You might cause an opponent to slip with a successful attack and twist an ankle on loose rocks or to stagger into a sharp stalactite. You might brace yourself against a cave wall to get a little bit of extra pull on your bow. In any case, this fighting style works only if you are standing in a square of difficult terrain. As long as you do so, you add a circumstance bonus equal to your Intelligence bonus (minimum +1) to damage rolls with all melee weapons and any ranged weapon attacks at a range of 30 feet or less.
Greater Tunnelport Sp: Beginning at 9th level, your tunnelport ability functions like greater teleport, although you are still bound by the restrictions on the width of passages you can teleport though. Your caster level equals twice your darkrunner class level.
Stonewalking Su: At 10th level, you no longer need confine your underground exploration to caverns and passageways. For a limited number of rounds per day, you can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. While stonewalking, you have a burrow speed equal to your base land speed; this burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of a presence. A move earth spell cast on an area where you are stonewalking flings you back 30 feet and stuns you for 1 round if you fail a DC 15 Fortitude save.
You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier. These rounds need not be continuous; you can activate this ability for 4 rounds to pass through a collapsed tunnel and still have the remainder of your rounds available for use later in the same day. Activating and deactivating stonewalking is a free action. If you are still burrowing when you run out of time, you are immediately ejected into the nearest open surface large enough to contain you. Distance is not a factor, but the ejection is quite painful and forces you to make a successful Fortitude save (DC 10 + 1 per 5 feet traveled to reach the open area) or be stunned for 1d4 rounds.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +0 | Direction Sense, Spelunking, Darkrunner Emblem |
2nd | +1 | +3 | +0 | +0 | Aberration Lore, Darkvision +10 ft |
3rd | +2 | +3 | +1 | +1 | Cavefighting, Tunnelport |
4th | +3 | +4 | +1 | +1 | Tremorsense, Darkvision +20 ft |
5th | +3 | +4 | +1 | +1 | Lore of the Stones |
6th | +4 | +5 | +2 | +2 | Aberration Specialist, Darkvision +30 ft |
7th | +5 | +5 | +2 | +2 | Deepsong |
8th | +6 | +6 | +2 | +2 | Improved Cavefighting, Darkvision +40 ft |
9th | +6 | +6 | +3 | +3 | Greater Tunnelport |
10th | +7 | +7 | +3 | +3 | Stonewalking, Darkvision +50 ft |