Lords of Madness - 3.5e

Page 187

DARKRUNNER

CHAPTER 9

THE ABERRATION HUNTER

See that? The circular patch of ground that’s all muddy and smooth, when all the stone around it is rough and solid? One of them gibbering mouthers jumped someone here, and recently. Hand me that shovel. Sometimes they leave their victims buried in the mud they make, and they don’t take the poor fool’s gear when they’re done. —Jasper Ringlerock of the Darkrunner Guild Darkrunners devote their lives to traveling the haunted underground depths. Some hire out their services as guides to those who wish to navigate the lightless ways, while others are lone wolves who simply wish to explore the deepest reaches of this wondrous and dangerous realm. They understand the lay of the subterranean world like no other, and use its terrain and features to great advantage in combat.

BECOMING A DARKRUNNER The ranger class is the easiest path to becoming a darkrunner. Despite having to take cross-class ranks in Knowledge (dungeoneering), barbarians and druids both can qualify fairly quickly (unless they multiclass into a class that has this as a class skill). Intelligence is perhaps the most important ability for a darkrunner, since it grants bonus skill points and enhances several of the darkrunner’s class features. After Intelligence, Charisma and Dexterity are likely the best abilities for a darkrunner, since both contribute to many of the character’s class skills. Due to the darkvision requirement, most darkrunners come from races already adapted to underground life (dwarves, half-orcs, drow, and the like). Creatures with the Aberration Blood and Inhuman Vision feats might also find surprising welcome in the Darkrunner Guild. Entry Requirements Skills: Knowledge (dungeoneering) 5 ranks, Search 5 ranks, Survival 7 ranks. Feats: Alertness, Track. Special: Darkvision as a racial trait or class feature.

186

Special: You must seek out a chapter house of the Darkrunner Guild and successfully petition to join the guild. Once you are a member, you gain your first level of darkrunner. If at a later time you lose membership in the guild, you become a darkrunner exile. You can still gain levels in this prestige class, but you can no longer rely upon the support of the guild.

CLASS FEATURES All of the following are class features of the darkrunner prestige class. Weapon and Armor Proficiency: You gain proficiency with light armor and with martial weapons. Direction Sense (Ex): You possess an incredible sense of direction. If you study a single underground location for at least 8 hours, that location becomes your directional focus until you choose a new location and study it for 8 hours. You must be within your directional focus to successfully study it. You can use find the path (as the spell) to determine the shortest, most direct physical route to your directional focus, as long as you are within 5 miles of your focus. This ability works only as long as you remain underground. Spelunking (Ex): You are well trained in moving in and through natural caverns. You gain a competence bonus equal to your class level on Climb, Escape Artist, Jump, Survival, and Swim checks as long as you remain underground. In addition, you are treated as one size category smaller than your actual size for the purpose of squeezing into narrow tunnels or confined areas. Darkrunner Emblem: Upon becoming a darkrunner, you are granted a darkrunner emblem by the Darkrunner Guild. This minor magic item is detailed in the accompanying sidebar. If your emblem is lost or destroyed, you can purchase a replacement from any guild chapter house at a 50% discount. Aberration Lore (Ex): You have picked up a trove of knowledge concerning aberrations. Beginning at 2nd level, you gain a +2 competence bonus on any skill check, attack roll, or saving throw made against an aberration. Darkvision (Ex): Starting at 2nd level, the extent of your darkvision increases by 10 feet. It increases by an additional 10 feet every other level.

Table 9–5: The Darkrunner Hit Die: d6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +0 +0 Direction sense, spelunking, darkrunner emblem 2nd +1 +3 +0 +0 Aberration lore, darkvision +10 ft. 3rd +2 +3 +1 +1 Cavefighting, tunnelport 4th +3 +4 +1 +1 Tremorsense, darkvision +20 ft. 5th +3 +4 +1 +1 Lore of the stones 6th +4 +5 +2 +2 Aberration specialist, darkvision +30 ft. 7th +5 +5 +2 +2 Deepsong 8th +6 +6 +2 +2 Improved cavefighting, darkvision +40 ft. 9th +6 +6 +3 +3 Greater tunnelport 10th +7 +7 +3 +3 Stonewalking, darkvision +50 ft. Class Skills (6 + Int modifier per level): Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Knowledge (nature), Listen, Move Silently, Search, Sense Motive, Speak Language, Spot, Survival, Swim, and Tumble.


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.