Page 189 - Lords of Madness: The Book of Aberrations
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and fungi, minerals, bodies of water, or people; local animal   someone who can be trusted as a guide and even a friend. Yet
               population; and the presence of elemental creatures, powerful   beneath the surface, you are a resourceful, solid realist. The
               abominations, or undead.                          deep earth is no place for the naive, and its travelers should


                 Improved Cavefighting (Ex): At 8th level, your cavefight-  constantly suspect danger even when they feel safest.
               ing techniques improve further. You can take 10 at any time
               with any of the following skills while underground, even if  Combat
               you are threatened or distracted: Balance, Climb, Escape Artist,   You should focus your combat skills on fast, quick strikes.

               Jump, and Swim.                                   Your strength lies in your mobility in confined spaces. Ranged
                 In  addition,  you  master  a  style  of  fighting  that  incor-  weapons aren’t as useful to you for two reasons: The lightless

               porates the terrain into your attacks. You might cause an
                                                                 environs  make  long-range  fighting  spotty  at  best,  and  the
      CHAPTER 9  THE ABERRATION   HUNTER  opponent to slip with a successful attack and twist an ankle   winding tunnels and ample cover mean that you can never
                                                                 count on being able to get a good shot at something more than
               on loose rocks or to stagger into a sharp stalactite. You might
               brace yourself against a cave wall to get a little bit of extra
                                                                 a few dozen feet away.
                                                                   As you gain levels, you should focus on feats that allow you
               pull on your bow. In any case, this fighting style works only
               if you are standing in a square of difficult terrain. As long

               as you do so, you add a circumstance bonus equal to your   increased mobility on the battlefield. Dodge, Mobility, and
                                                                 Spring Attack are all excellent choices, since you can move
               Intelligence bonus (minimum +1) to damage rolls with all   through difficult terrain with ease to reach a creature, make

               melee weapons and any ranged weapon attacks at a range   your attack, then skitter away before it can retaliate effectively.
               of 30 feet or less.                               Since other creatures can’t move as quickly in such cramped
                 Greater  Tunnelport  (Sp):  Beginning  at  9th  level,  your   conditions, you can easily maintain the advantage in combat.
               tunnelport ability functions like greater teleport, although you   Feats  that  enhance  charges  can  also  be  useful,  since  the


               are still bound by the restrictions on the width of passages   cavefighting ability lets you charge over difficult terrain with
               you can teleport though. Your caster level equals twice your   ease.
               darkrunner class level.                             Although you are most at home underground, many of your
                 Stonewalking  (Su):  At  10th  level,  you  no  longer  need   abilities work just as well in dungeons closer to the surface or in
               confine your underground exploration to caverns and pas-  aboveground structures. Always be on the lookout for difficult


               sageways. For a limited number of rounds per day, you can   terrain from which to establish your combat dominance.
               glide through stone, dirt, or almost any other sort of earth
               except metal as easily as a fish swims through water. While  Advancement

               stonewalking, you have a burrow speed equal to your base   As you gain levels as a darkrunner, don’t forget to keep up
               land speed; this burrowing leaves behind no tunnel or hole,   your ranks in various Charisma-based skills such as Bluff,
               nor does it create any ripple or other signs of a presence. A   Diplomacy, and Intimidate. Your wanderings underground
               move earth spell cast on an area where you are stonewalking   put you in contact with suspicious or outright hostile settle-

               flings you back 30 feet and stuns you for 1 round if you fail a   ments,  and  unless  you  intend  to  fight  everything  (a  poor

               DC 15 Fortitude save.                             choice for anyone below the earth), you will be called upon
                 You can stonewalk for a number of rounds each day equal   to present yourself and your companions as friendly visitors.
               to 10 + your Intelligence modifier. These rounds need not be   Any feats that aid these skills are likewise good choices as

               continuous; you can activate this ability for 4 rounds to pass   you gain levels.
               through a collapsed tunnel and still have the remainder of     Remember  that  Speak  Language  is  a  class  skill  for  you.
               your rounds available for use later in the same day. Activating   Picking up one or two obscure languages per level is a good
               and deactivating stonewalking is a free action. If you are still   idea, for the sake of being able to communicate with some of
               burrowing when you run out of time, you are immediately   the creatures you might encounter.
               ejected into the nearest open surface large enough to contain     Since you will be wandering through unexplored areas, it’s
               you. Distance is not a factor, but the ejection is quite painful   a good idea to be able to carry a lot with you, either supplies
               and forces you to make a successful Fortitude save (DC 10 +   from your last visit to town or magic items and other objects
               1 per 5 feet traveled to reach the open area) or be stunned for   you discover on your travels. Some sort of extradimensional
               1d4 rounds.                                       container, such as a bag of holding or a portable hole, is a wise
                                                                 investment. You should also collect magic to augment your
              PLAYING A DARKRUNNER                               various movement modes. A helm of underwater action, a ring

               You are first and foremost an explorer. You express a near-  of swimming, slippers of spider climbing, and wings of flying are all

               constant curiosity about what might lie beyond the next bend   quite useful when navigating unexplored tunnels.
               in the tunnel. At the same time, you serve as a diplomat, since
               your wanderings put you in contact with strange and secluded  Resources
               societies. You should probably try to be friendly and easygoing,   See the presentation of the Darkrunner Guild, page 218.


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