Class Summary
Prime Requisite: STR and DEX Requirements: CON 9 Hit Dice: 1d8 Maximum Level: 12
Shifter Reachrunner
Advanced Shifter class — see Classes for the full list.
This page is still in progress.
Reachrunners are the shifters who never stop moving. Where a nightstalker hunts a single mark from the shadows, a reachrunner covers ground — scouting a warband’s line of march, running messages between allies scattered across miles of wild country, or simply outlasting anything that gives chase. Their shifting is built for the long run as much as the sudden one.
Shifter Reachrunner Level Progression
Experience Title Level Hit Dice Damage Bonus 0 Sprout 1 1d8 +1 2,750 Trailrunner 2 2d8 +1 5,500 Pathrunner 3 3d8 +2 11,000 Wayrunner 4 4d8 +2 22,000 Ridgerunner 5 5d8 +2 44,000 Reachwalker 6 6d8 +3 90,000 Farrunner 7 7d8 +3 180,000 Reachwarden 8 8d8 +3 350,000 Reachrunner 9 9d8 +4 520,000 Reachrunner, 10th lvl 10 9d8 + 2* +4 690,000 Reachrunner, 11th lvl 11 9d8 + 4* +4 860,000 Reachrunner, 12th lvl 12 9d8 + 6* +5
Shifter Reachrunner Saving Throws and Attack Bonus
Level Paralysis Death Blast Implement Spells Attack Bonus 1 13+ 14+ 15+ 16+ 17+ +0 2-3 12+ 13+ 14+ 15+ 16+ +1 4 11+ 12+ 13+ 14+ 15+ +2 5-6 10+ 11+ 12+ 13+ 14+ +3 7 9+ 10+ 11+ 12+ 13+ +4 8-9 8+ 9+ 10+ 11+ 12+ +5 10 7+ 8+ 9+ 10+ 11+ +6 11-12 6+ 7+ 8+ 9+ 10+ +7
Combat Characteristics
Reachrunners fight the way they travel — light, fast, and unwilling to be pinned down.
Combat Proficiencies: Reachrunners have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with medium, light, and very light armor. They have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.
Combat Progression: Reachrunners advance in attack throws and saving throws as fighters, by two points every three levels. They increase their base damage roll from successful missile and melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe up to once per round per class level.
Starting Class Powers
Reachrunner Skills
Level Acrobatics Climbing 1 18+ 6+ 2 17+ 5+ 3 16+ 4+ 4 15+ 3+ 5 14+ 2+ 6 13+ 1+ 7 12+ 0+ 8 11+ -1+ 9 10+ -2+ 10 9+ -3+ 11 8+ -4+ 12 7+ -5+
Acrobatics: The reachrunner is trained to jump, tumble, somersault, and free run around obstacles. He gains a +2 to saving throws where agility would help avoid the danger, such as tilting floors and pit traps. He can add his class level to his DEX for purposes of the distance and height he can jump. As a movement action, he can attempt a proficiency throw (per the Reachrunner Skills table above) to tumble past an opponent he has engaged. If the throw fails, the reachrunner remains stationary. If it succeeds, he tumbles directly past his enemy into the space on the enemy’s opposite side, ending up either facing towards or away from the opponent (player’s choice). If the space on the enemy’s opposite side is occupied, the reachrunner cannot tumble.
If he ends up facing away from the opponent, he can make a combat movement in lieu of attacking if desired. If he ends up facing towards the opponent, he can attack him. A reachrunner cannot tumble if he has an encumbrance of 5 stone or more. A reachrunner cannot tumble past the same enemy on two consecutive rounds.
Alertness: The reachrunner is alert to danger. He gains a +1 bonus to avoid surprise. When using Adventuring proficiency to search or listen, he succeeds on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching or Listening, he gains a +2 bonus to his throw instead. (This is equivalent to the Alertness proficiency, taken as a class power.)
Climbing: Reachrunners are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The reachrunner must make a Climbing proficiency throw (per the Reachrunner Skills table above) for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the reachrunner can safely ascend or descend the distance. If the throw fails, the reachrunner falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 mundane bludgeoning damage per 10 feet. A reachrunner can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.
Evasion: Reachrunners learn to avoid the wild beasts of the wilderness. When the reachrunner guides the party in familiar territory, the party gains a +5 bonus to proficiency throws to evade wilderness encounters. The reachrunner’s party can evade wilderness encounters even when surprised provided the reachrunner is not surprised.
Ranger of the Reaches: Reachrunners are experts at moving on foot through wild terrain. A reachrunner’s speed multiplier in forested hills and forest terrain is 1 instead of 2/3. His speed multiplier in forested mountains and forested swamp is 2/3 instead of 1/2. He can share this speed multiplier with one other creature per class level. A mounted reachrunner can share his speed multiplier with his mount but cannot share it with any other creatures if he does so. A unit consisting of reachrunners (or other creatures with this power) counts as cavalry for purposes of recon and pursuit in the terrain types he gains benefits in.
Running: The reachrunner’s base speed is increased by 30’ when wearing medium or lighter armor and carrying 7 stones or less encumbrance. (This class power is equivalent to one rank of the Running proficiency.)
Survival: The reachrunner is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. He can forage enough food to feed himself automatically, even when on the move. If trying to forage to feed additional characters, or to find water, he must make a proficiency throw (as described in Wilderness Adventures) but gains a +4 bonus on the roll. (This class power is equivalent to one rank of the Survival proficiency.)
Tracking: The reachrunner can search for tracks left behind by passing creatures. It requires one turn (10 minutes) to search for tracks in the vicinity of an encounter. Searching for tracks requires a Tracking proficiency throw of 11+, modified as usual for the circumstances. If any member of a party has the Tracking proficiency, the party receives a +4 bonus on the proficiency throw when searching for lairs in a 6-mile hex. (This class power is equivalent to one rank of the Tracking proficiency.)
Additional Class Powers
Waystation (9th): By acquiring a waystation worth at least 15,000gp, the reachrunner can attract followers to his service. 5d6 x 10 0th level troops and 1d6 reachrunners of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the waystation. If the reachrunner already has a waystation, the followers arrive to serve him within 1d3 months of him reaching 9th level. The reachrunner must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. Additional rules for strongholds are detailed in Campaigns.
Racial Traits
Shifter Trait: The reachrunner selects a shifter trait, gaining the power to shift into it and the trait’s associated trait skill. See Shifter Traits for the full list of traits, trait skills, and shifting rules.
Shifter Resilience: The reachrunner must sometimes rely on his shifter resilience to survive. When the character is required to consult the Mortal Wounds table, the player can roll twice and choose the preferred result to apply. He also subtracts his class level from the number of days of bed rest required to recover.
Class Proficiencies
Proficiency Progression: At 1st level, reachrunners gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th and 9th level.
Shifter Reachrunner Proficiency List: Alternate Shifter Trait, Ambushing, Cat Burglary, Combat Reflexes, Combat Trickery (force back, knock down, wrestling), Eavesdropping, Endurance, Extended Shifting, Fighting Style Specialization, Land Surveying, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Shifter Accuracy, Shifter Defense, Shifter Ferocity, Shifter Fortitude, Shifter Fury, Shifter Recovery, Shifter Reflexes, Signaling, Skirmishing, Tracking, Trapping, Weapon Finesse, Weapon Focus
Shifter Reachrunner Templates
Starting equipment not yet worked out
Names and proficiency picks below are placeholders; Starting Equipment still needs real encumbrance and starting-gold math worked per row before it’s written.
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Barefoot Ambushing
NaturalismTBD 5 – 6 Quickfoot Shifter Reflexes
NavigationTBD 7 – 8 Tidewalker Passing Without Trace
SeafaringTBD 9 – 10 Fleetfoot Shifter Accuracy
RidingTBD 11 – 12 Wayminder Skirmishing
SignalingTBD 13 – 14 Stoneleaper Shifter Fury
MountaineeringTBD 15 – 16 Ironstride Fighting Style Spec.
EnduranceTBD 17 – 18 Farwarden Shifter Defense
IntimidationTBD