Page 187 - Lords of Madness: The Book of Aberrations
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Special: You must seek out a chapter house of the
                                     DARKRUNNER                   Darkrunner Guild and successfully petition to join the
                                                                  guild. Once you are a member, you gain your first level of
               See that? The circular patch of ground that’s all muddy and smooth,   darkrunner. If at a later time you lose membership in the
               when all the stone around it is rough and solid? One of them gibbering   guild, you become a darkrunner exile. You can still gain
               mouthers jumped someone here, and recently. Hand me that shovel.   levels in this prestige class, but you can no longer rely
                                                                  upon the support of the guild.
               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  CLASS FEATURES
                                                                 All  of  the  following  are  class  features  of  the  darkrunner
                                                                 prestige class.
               Darkrunners devote their lives to traveling the haunted under-
      CHAPTER 9  THE ABERRATION   HUNTER  ground depths. Some hire out their services as guides to those   with light armor and with martial weapons.

                                                                   Weapon and Armor Proficiency: You gain proficiency
               who wish to navigate the lightless ways, while others are lone
                                                                   Direction Sense (Ex): You possess an incredible sense of
               wolves who simply wish to explore the deepest reaches of this
                                                                 direction. If you study a single underground location for at
               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.            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
              BECOMING A DARKRUNNER                              can use find the path (as the spell) to determine the shortest,

               The ranger class is the easiest path to becoming a darkrun-  most direct physical route to your directional focus, as long as
               ner. Despite having to take cross-class ranks in Knowledge   you are within 5 miles of your focus. This ability works only
               (dungeoneering),  barbarians  and  druids  both  can  qualify   as long as you remain underground.
               fairly quickly (unless they multiclass into a class that has this   Spelunking (Ex): You are well trained in moving in and
               as a class skill). Intelligence is perhaps the most important   through natural caverns. You gain a competence bonus equal
               ability for a darkrunner, since it grants bonus skill points   to your class level on Climb, Escape Artist, Jump, Survival,
               and enhances several of the darkrunner’s class features. After   and Swim checks as long as you remain underground.
               Intelligence, Charisma and Dexterity are likely the best abili-    In addition, you are treated as one size category smaller
               ties for a darkrunner, since both contribute to many of the   than your actual size for the purpose of squeezing into narrow
               character’s class skills.                         tunnels or confined areas.

                 Due to the darkvision requirement, most darkrunners come   Darkrunner Emblem: Upon becoming a darkrunner, you
               from  races  already  adapted  to  underground  life  (dwarves,   are granted a darkrunner emblem by the Darkrunner Guild. This
               half-orcs, drow, and the like). Creatures with the Aberration   minor magic item is detailed in the accompanying sidebar. If

               Blood and Inhuman Vision feats might also find surprising   your emblem is lost or destroyed, you can purchase a replace-
               welcome in the Darkrunner Guild.                  ment from any guild chapter house at a 50% discount.
                                                                   Aberration  Lore  (Ex):  You  have  picked  up  a  trove  of
              Entry Requirements                                 knowledge concerning aberrations. Beginning at 2nd level,
                  Skills: Knowledge (dungeoneering) 5 ranks, Search 5   you gain a +2 competence bonus on any skill check, attack
                ranks, Survival 7 ranks.                         roll, or saving throw made against an aberration.
                  Feats: Alertness, Track.
                  Special: Darkvision as a racial trait or class feature.  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,
  186           and Tumble.
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