Freerunner

Freerunner by ThreadOfFate

(I have edited the class to better fit my needs for my campaigns, the original is linked above.)

**Role:** Freerunners excel in melee combat, where their natural and improvised attacks do the most damage. Ranged combat is possible, but not their forte, and carrying or using a weapon of some kind slows them down and throws off their rhythm. They do best when their mobility can be utilized.

**Alignment:** Any, but often chaotic.

**Hit Die:** d8.

**Starting Wealth:** 5d6 × 10 gold (average 175 gold.) In addition, each character begins play with an outfit worth 10 gold or less.

**Skills:** The freerunner’s class skills are Acrobatics (Dex), Climb (Str), Craft (Wis), Escape Artist (Dex), Fly (Dex), Knowledge (Geography) (Int), Knowledge (Local) (Int), Linguistics (Int), Perform (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).​

**Skill Ranks per Level:** 4+ Int modifier.

**Class Features** The following are the class features of the Freerunner.

**Weapon and Armor Proficiency:** Freerunners are proficient with all simple weapons and light armor, but not shields.

**Flow (Su)** Freerunners have a natural sense that allows them to think and act not only quickly, but with purpose and a natural rhythm. No action is wasted, and each builds into the next. This ability is called Flow, and represents the freerunner building up momentum and channeling it into her actions. It works as follows:

* Every round that the freerunner moves at least her full speed, she gains one point of Flow at the end of the round. She cannot gain more than one point of Flow in this specific way.
* Every round that the freerunner moves, but moves less than her full speed, she neither gains nor loses Flow. A 5ft step does not count as movement for this purpose.
* Any round in which the freerunner does not move, or only takes 5ft steps, she loses any Flow she has left at the end of the round.
* For every point of Flow a Freerunner has in their pool, they gain a +5 ft increase to all of their move speeds.

A Freerunner may spend points of Flow on certain Equilibrium powers, or other class features.A freerunner can accumulate Flow points up to the listed cap, based on her level, without penalty. This is a soft cap, however - she can continue to build up momentum and accumulate Flow points up to twice the listed value. Doing so is risky, however, as she can’t properly handle that much momentum. At the start of her turn, if she has more Flow than the listed cap, she suffers damage equal to a quarter of her class level (rounded up) per Flow point over the cap, and also takes 1 point of Dexterity damage per 2 points over the cap. This damage cannot be prevented or reduced in any way (though it can be healed as normal).
Outside of a combat encounter where round-to-round Flow management is necessary, the Freerunner is assumed to have an amount of Flow points equal to her Wisdom modifier or the listed Flow cap for her level, whichever is lower. At the start of most encounters, so long as the Freerunner was in motion beforehand (and not, for example, sleeping) she will have that much Flow in her pool.

**AC Bonus (Ex)** When unencumbered and wearing light or no armor, the freerunner adds her Wisdom bonus (if any, minimum of 0) to her AC and CMD. This bonus applies even against touch attacks, but *not* when the freerunner is flat-footed. She loses this bonus when immobilized or helpless, when she wears armor with a check penalty greater than 0, when she carries a shield, or when she carries a medium or heavy load.

**Improvise** The Freerunner is adept at using their surroundings to their advantage. They gain Catch Off Guard and Throw Anything as bonus feats.

**As The Crow Flies (Ex)** A freerunner can always instinctively determine the shortest path to anywhere she has visited before from her current location. This instinct functions as a simple “straight line” in most cases; being trapped in a maze will not allow her to escape by simply determining the location of the previous town they visited (but it will help her in other aspects, such as retracing her steps back to any other point in the maze she has been).

**Equilibrium** At 2nd level, As her experience grows, the Freerunner’s ability and confidence grow. Her movements become more controlled and purposeful, and her balance becomes impossibly good. At 2nd level, and every even level thereafter, she chooses one of the abilities here.​​

**No Boundaries (Su)** There’s more to being a Freerunner than moving fast. Just as important is the ability to overcome obstacles, and chief among these are walls. A 2nd level Freerunner may move up slanted or vertical surfaces just as if she was moving normally. However, if she does not end her turn on a surface that supports her, she falls, though she can attempt to grab onto the surface as if she was climbing.

At 5th level, broken surfaces don’t impede her movement - she ignores the effects of difficult terrain. She also may move across horizontal surfaces from below, such as ceilings.

At 8th level, she gains the ability to pass over liquid surfaces, such as water or lava, as if they were solid. Any substance that causes damage on contact (i.e. lava) causes the damage as normal. Again, if she does not end her turn on a surface that supports her, she falls (or sinks).

At 11th level, gaps and chasms cease to be problematic. For a number of rounds per day equal to her class level she can fly with good maneuverability with a speed equal to her land speed, provided that she begins her turn on a solid surface. If at the end of her turn she does not end on a solid surface that can support her weight, or grabs on to something to keep herself from falling, she falls. These rounds do not need to be consecutive.

At 14th level, space itself is an obstacle that the Freerunner can ignore. A number of times per day equal to her Wisdom modifier, she can teleport as part or all of her movement during the round, as if using dimension door. You cannot take other creatures with you, and you can take actions after (including continuing your movement), and this movement does provoke attacks of opportunity. Line of sight is required, though line of effect is not, and the range on this teleport is however much movement the Freerunner has left in her action. The Freerunner is treated as having actually moved this distance, for purposes of Flow and for how much further she can move normally. The Freerunner must declare she is using this ability before she does any movement in a round. If your movement is blocked (as if via a dimensional anchor), the Freerunner does not lose any declared movement or actions.

At 17th level, the barriers between dimensions break down for the Freerunner. Twice per day, she can attempt to travel to any location on any plane of existence; this is a full-round action that otherwise works as if the Freerunner had cast plane shift on herself (and only herself). She reduces the distance she arrives from her destination by 25 miles for every point of Flow she has; she loses all Flow regardless of how accurate her travel is. This action leaves behind a Gate in the Freerunner's location connecting her departure and arrival points which lasts for a round; any creature who can reach it can follow the Freerunner through.​

At 20th level, the Freerunner is able to outrun her own death. She no longer ages naturally and is immune to aging effects. Additionally, once per day she may spend any number of points of flow (minimum zero). She acts as if effected by Time Stop for 10 rounds+ 1 round/ point spent. These rounds must be consecutive.

**Unity of Motion (Su)** At 3rd level, movement is movement, as far as the Freerunner is concerned. If the Freerunner has multiple forms of movement, she can use the highest movement speed (after all modifiers have been applied to each) she has for any of them. This ability does not actually modify any of her movement speeds, nor does it change any other aspects of her movement, nor does it grant her any forms of movement she does not already have.

**Improved Flow (Su)** At 6th level, the freerunner can gain up to 2 Flow Points when she moves her full speed in a round (by taking 2 move actions). Alternatively, she can spend a swift action to gain 1 point of flow, but she gains only 1 point through movement in a turn that she does so.

**Potential Energy (Su)** At 7th level, the Freerunner has learned how to coast and maintain momentum, even when hampered by temporary obstacles. For a number of rounds per day equal to half her Freerunner level, she may choose to not lose Flow at the end of her turn if she has not moved that turn. Activating this ability is a free action, and these rounds do not need to be used consecutively.

**Where I'm Going (Su)** Starting at 9th level, as a swift action, the freerunner can spend a point of flow to determine the direction and rough distance to an unfamiliar location, object, or creature. She must have a clear mental image of her quarry; usually, a description or image will suffice. She finds the distance and direction to the nearest kind of creature, type of object, or location that matches the description, so the more specific and detailed the description, the better. In order to reliably find a unique object (i.e. an artifact or a personal possession) or creature (as opposed to "nearest elf with brown hair" or "nearest kobold"), she’ll need to have personally observed her quarry to avoid false positives. Nonmagical disguises and things like plastic surgery or body doubles cannot fool this ability, as this ability is linked to a specific body, and not a specific soul or spiritual identity. Thus, some method of body-swapping would fool this ability.
This ability cannot be used to negate penalties or other effects that come from attacking a target that is under the effects of mirror image. invisibility, simulacrum, or any other effect that creates more of/obscures the target. In the case of spells that create magical duplicates or illusory images, the Freerunner gets multiple positive readings to the target locations - one for the actual target, and one for each duplicate. If the location/object/creature is warded against detection or divination effects, the Freerunner becomes aware that this is the case, and she must pass whatever caster level check (using her class level as her caster level and Wisdom as her spellcasting attribute) or saving throw the effect dictates. If she fails, she gains no information as to the target's location other than that the target is warded.

**Greater Flow (Su)** At 12th level, the Freerunner can gain up to 4 Flow Points when moving her full speed (by running or taking multiple move actions). Spending a swift action now grants her 2 Flow points, but she still may only gain 1 point through movement.

**Where I've Been (Su)** Starting at 13th level, the Freerunner can spend ten minutes to attune herself to her current location. She may then teleport to that location at any time as a standard action by spending 4 points of flow, provided she’s on the same plane. She can only teleport herself in this manner, but when she leaves she creates a Gate that lasts for one round; anyone can follow her through while the portal lasts. Teleporting to a location removes that attunement, requiring the Freerunner to spend the time again if she wishes to return in the same fashion. She can have a number of attunements equal to half her class level at any given time, and can remove an attunement as a free action.

**Speed of Thought (Su)** At 15th level, the Freerunner gains an additional move action per round that must be used to move so long as she has 1 point of flow.
At 19th level, the Freerunner gains an additional swift or immediate action per turn that must be used on a class feature she recieved from this class so long as she has 1 point of flow.