Hellwalker (Freerunner Archetype)

*Called Hellwalkers due to the way they rush through combat and destroy their foes, leaving the battlefield as a hellish wasteland, it is also believed that the first of their kind invaded the abyss and traversed the planes striking fear in the hearts of demons and leaving behind this legacy.*​

**Weapon and Armor Proficiency:**

Hellwalkers are proficient with all martial weapons, simple weapons, Firearms, light, medium, and heavy armor, but no shields. **This replaces the usual proficiencies.**

**Violent Flow:** The Hellwalker’s Flow is treated as grit for the purpose of spending it for any grit feats, or deeds it may possess from another class, and is treated as a gunslinger for the purpose of qualifying for grit abilities. In addition, the following changes are made:

* The Hellwalker loses a point of flow every round in combat that he does not make an attack.
* The Hellwalker gains a point of flow every time they land a critical hit on an opponent or kill an opponent.

**This alters Flow.**

**Gunslinger Initiate:** The Hellwalker gains the Extra Grit and Gunsmithing feats at 1st level. **This replaces Improvise.**

**Born to Kill:** A Hellwalker gains quick draw as a bonus feat. When attacking enemies, the Hellwalker can switch to another weapon on their person in between attacks made. If fighting with multiple weapons such as with two weapon fighting, you can do so with both weapons between each attack. **This replaces As the Crow Flies.**

**Equilibrium:** When selecting equilibrium powers, you cannot select the following. (Athletic, Quicker than that, second chance, or Slowfall).

When selecting an equilibrium ability, you can choose to select a deed from the gunslinger class. Your level is treated as your gunslinger level -4 to determine if you can select it. (For example you must wait until level 16 to select lightning reload as gunslingers don’t gain that deed until level 11). If you select the bonus feat ability, you can choose to select a grit feat, or one of the following feats instead of those from the usual list. Dazzling Display, Gory Finish, Weapon Focus, Bloody Mess, Martial Dominance, Shatter Defenses, Dreadful Carnage, or Improved Critical.. **This alters Equilibrium.**

**Hellwalker's Violence:** At 2nd level you gain a special equilibrium power that works similarly to a barbarian’s rage. You can spend two points of flow as a swift action to gain a +4 bonus to your strength and dexterity as well ad DR 1/-. This lasts until the end of your next turn. You can expend another point on your turn to continue the effect. When this ends, you are exhausted for a number of minutes equal to the number of points spent, however this is decreased by 1 minute for every creature slain while in your berserk mode.

At 6th level when activating your Hellwalker’s violence, it lasts twice as long. In addition your DR increases by 1/-. Whenever you land a critical hit on an opponent and successfully deal damage, you can heal a number of hitpoints equal to your current flow.

At 10th level by spending 6 points of flow, your Hellwalker’s violence ability also gains the effects of a deadly juggernaut spell for it’s duration. In addition your DR increases by 1/-.

At 14th level when activating deadly juggernaut, you are also effected by a Divine power spell for the duration. In addition your DR increases by 1/-.

**These replace your 2nd, 6th, 10th, and 14th level equilibrium abilities.**

**Rip and Tear:**  At 13th level, The Hellwalker can spend up to 12 points of flow. For every 3 points spent in this way, the Hellwalker gains a bonus combat feat that he meets the prerequisites for. These feats remain for 1 minute after which they disappear.  Once selected, the feats cannot be altered for the day. ​**This replaces Where I've Been.**