Runner

The Quintessential Barbarian

The Quintessential Barbarian cover

The Quintessential Barbarian cover

Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn

The material below is considered Open Game Content

Runner

Barbarians are notorious for their ability to move swiftly. They may charge into the fray, over great distances and demoralise and frighten their enemies. Quick speed grants these characters a special advantage, available to no other class. Among their numbers, there are those who can run faster and for longer periods of time. These barbarians are the runners. Fleet of foot, it is their responsibility to transmit messages, plans and news to other members of the tribe. They also act as a shock force, forerunners for the rest of the horde, engaging and foiling the enemy’s movements.

Runners’ personalities, at least in the case of Non- Player Characters, are similar to their careers, quick wit, sharp humour and deadly grace. Runners will be the first to engage in melee, but they will also be the first to leave, preferring hit-and-run tactics. Rarely encountered alone, spotting one of these scouts may precipitate an ugly encounter.

Hit Die: d8

Requirements

To qualify to become a runner, a character must fulfill all the following criteria.
Base Attack Bonus: +7 or higher
Feats: Endurance, Run
Class Ability: Fast Movement

Class Skills
The runner’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Swim (Str) and Survival (Wis). See SRD for skill descriptions.
Skill points at each level: 2 + Int modifier.

Runner

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Fast Movement (+20 ft)
2 +1 +0 +3 +0 Evasion
3 +2 +1 +3 +1 Fast Movement (+30 ft)
4 +3 +1 +4 +1 Blurring Stride
5 +3 +1 +4 +1 Fast Movement (+40 ft)

Class Features

All of the following are class features of the runner prestige class.

Weapon and Armour Proficiency: The runner is proficient in all simple and martial weapons, but no armour or shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.

Fast Movement (Ex): The runner learns to run faster through practise and training. At every other level, the runner’s base speed (not including the base +10 feet from the barbarian class) increases by +20 feet when wearing no armour. Every other level thereafter the base speed bonus increases by +10. For example, Vignar has a base speed of 30 feet. From his first level in barbarian, he moves at 40 feet if he wears the appropriate armour. At his first runner level, his speed increases to 50 feet.

Evasion (Ex): Runners may avoid magical and out of the ordinary attacks due to their incredible speed. Any time the runner succeeds at a Reflex saving throw against an attack normally dealing half damage on a successful save, the runner instead takes no damage. Evasion is usable only if the runner is wearing light or no armour.

Blurring Stride (Sp): The runner moves so quickly, he becomes harder to hit. Anytime the runner takes a double move action and is not wearing any armour, his outline blurs granting one-half concealment (20% miss chance). Aside from duration, this spell-like ability conforms in all ways to the blur spell described in the SRD.

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