Bridgebuilder (Archetype)

*Bridgebuilders are capable of traveling extensive distances in a single step, and allowing others to do the same, by creating tears in reality and linking them together through a dimensional bridge.*

**Supercomputing:** Due to the advanced, precise nature of creating Bridges, the Bridgebuilder uses her Intelligence modifier in place of wisdom for any Freerunner class features. Additionally, they add Knowledge (Engineering) and Knowledge (Planes) to their list of class skills.

**Einstein-Rosen Bridge:** The core ability of the bridgebuilder is to create a set of dimensional rifts linked through space, referred to as bridges. By spending a point of Flow as a swift action, she may create a singular rift in her space (which are numbered in order of their creation, and generally are linked to colours). A creature that touches the rift (a free action on a creature's turn if in the same space, or can be done as an attack of opportunity if within the creature's reach) is instantly teleported to the location of the previously created rift, "crossing the bridge". This functions in all ways as if traveling via Dimension Door. Crossing a bridge may only be done once per round, and does not count as movement for the purposes of gaining flow. Rifts last for 1 minute per level, and all existent rifts disappear if the bridgebuilder is unconscious or dead. She may have a maximum of two of these rifts in existence at a time at 2nd level, increased by 1 at each level this feature improves.

At 5th level, the Bridgebuilder may still take the rest of their actions after traveling across their Bridge. Additionally, the Bridgebuilder may choose to move "forward" or "backwards" when crossing a bridge, going either to the previous or next numbered rift. A creature other than the bridgebuilder that crosses a bridge is transported to the rift that was last traveled to using the rift they touched (for example, if the Bridgebuilder has 3 active rifts and travels from Rift 1 to rift 3, and then from rift 3 to rift 2, anyone that touches rift 2 or 1 would be transported to rift 3, and anyone that touches rift 3 would be transported to rift 2).

At 8th level, the bridgebuilder may cross a bridge a number of additional times on their turn up to their intelligence modifier by spending a point of flow each time after the first.

At 11th level, half of the movement between bridges is counted towards your movement for the round for the purposes of gaining or losing flow. Additionally, the Bridgebuilder no longer must move "forward" or "backwards" through their rifts, and may instead move freely between any of their rifts to any others (changing the way they link for others as well). By spending a point of flow, you may choose a rift you have not entered and have it bridge to another rift of your choice.

At 14th level, as long as the bridgebuilder is in or adjacent to a space containing a rift, she may draw line of sight and effect as if they were in the space of any other rift. This allows them to make attacks or cast spells across bridges.

At 17th level, she may create rifts at a range up to her base movement speed by spending an additional point of flow, provided she has line of effect to the space. A rift cannot be created through another rift using the 14th level advancement of this feature. A creature that is in the space a rift is created in is given a reflex save (DC 10+1/2 Freerunner level+Int mod) to resist touching the rift and therefore crossing the bridge.

At 20th level, she may create rifts as a free action, allowing her to create multiple rifts in a single turn. Additionally, by spending a number of points of flow equal to the spell's level, she may cast Gate, Interplanetary Teleport, or Plane Shift. If she possesses the Dimensional Ultimatum feat, she may spend 4 points of flow to use it an additional time per day.

**This replaces No Boundaries.**

**Quantum Equilibrium:** The bridgebuilder gains access to special Equilibrium powers available only to her, and loses access to others. The bridgebuilder may not select Hairpin Turn, Marathon Runner, Motion Blur, Narrow Miss, Quicker than That, Swift Counter, Tireless, or Uncanny Dodge.

* **Bonus Feat:** The Bridgebuilder may also select Dimensional Agility and any feat that lists it as a prerequisite (Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant, and Dimensional Ultimatum).
* **Quantum Tunneling:** You may create rifts at a range, up to 5 ft per point of your intelligence modifier. This range stacks with the 17th level feature. At 10th level, this becomes 10 ft per point of Int mod. At 15th level, this is increased to 30 ft per point of your int mod. At 20th level, this becomes 100 ft per point of your int mod.
* **Conservation of Momentum:** A creature that enters a rift after moving at least half their movement speed is effected by a Haste spell until the end of their turn. A creature that falls into a rift may launch themselves out of the rift they exit an amount of feet equal to the number they fell (possibly taking fall damage if they strike a solid surface). If a creature or object exits a rift and collides with a creature (a touch attack after exiting the rift), both take damage as if they had fallen an amount of distance equal to the distance moved (allowing a creature to run across the bridge and then "fall" onto another creature, dealing damage as if they had fallen the distance they moved before entering the rift and after exiting).
* **Refracting Rift:** Your rifts are able to redirect line spells, Ray spells, or other ranged attacks that pass into them, allowing them to continue as if they had originated from the rift. At 15th level, a spell may pass through a rift more than once if it passes through multiple rifts.
* **Mobile Rifts:** You may spend a swift action on your turn to move one of your rifts that you can see up to your move speed. At 5th, 10th, 15th, and 20th level, you may move an additional rift.
* **Tactical Rifts:** If you are in the same space as a rift, you may make attacks of opportunity through the rift if a creature adjacent to one of your other rifts would provoke one. At 5th level, you may also provide flanking through a rift.
* **Riftwalker:** You may spend 3 points of flow as a swift action to cast Dimension Door. This is decreased by 1 point at 6th, 12th, and 18th level.
* **Deflecting Rifts:** By spending a point of flow, you can attempt to parry an attack made against you, as if using the Opportune Parry and Riposte swashbuckler deed. You use your Freerunner level in place of your BAB and your Int mod in place of your strength or dex for this attack. If you successfully parry, you may spend an additional point of flow to have that attack target the attacker or another creature within the attack's range of one of your rifts, comparing the original roll to the target's AC.
* **Pocket Dimension:** You may spend 7 points of flow in order to cast Create Lesser Demiplane. At 14th level, you may spend 8 to cast Create Demiplane, and at 18th level you may spend 9 to cast Create Greater Demiplane. You must enter one of your rifts to enter this demiplane, and you may exit from any of your other rifts. A creature that enters the rift you entered also appears in your demiplane unless you have since left or otherwise changed where the rift bridges to. You must be at least 10th level to select this Equilibrium.

**This modifies Equilibrium.**

**Hole in Space:** When a bridgebuilder creates a rift, they are a manipulating a tear in reality that can be expanded into a pocket dimension. At 1st level, the bridgebuilder is able to use this feature to treat any rift they have as if it were a Minor Bag of Holding (containing the same contents no matter which rift is used). At 3rd level level, this is treated as a Bag of Holding type I, at 6th it is treated as type II, at 9th it is treated as type III, and at 12th it is treated as type IV. At 15th, this can be used to retrieve any item inside as a free action, and at 19th it can be used to instantly equip or use any item drawn as a free action once per turn (such as donning or doffing armor or drinking a potion stored within). If used to activate a magic item, you must spend 1 point of flow per caster level of the item in order to activate it as a free action, otherwise it simply appears in your hand.

**This replaces Improvise, Unity of Motion, Improved Flow, Where I'm Going, Greater Flow, and Speed of Thought.**