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Jogger (3.5e Prestige Class)


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Author: Grog_toad (talk)
Date Created: 2/23/2018
Status: <-how close to completion->
Editing: Clarity edits only please
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Some people really like running.

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3



Martial Maneuvers, Sneak Attack, Bardic Music, Skirmish,
"or Other." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full


JoggerEdit

That day, for no particular reason, I decided to go for a little run. So I ran to the end of the road. And when I got there, I thought maybe I'd run to the end of town. And when I got there, I thought maybe I'd just run across Greenbow County. And I figured, since I run this far, maybe I'd just run across the great state of Alabama. And that's what I did. I ran clear across Alabama. For no particular reason I just kept on going. I ran clear to the ocean. And when I got there, I figured, since I'd gone this far, I might as well turn around, just keep on going. When I got to another ocean, I figured, since I'd gone this far, I might as well just turn back, keep right on going
—Forrest Gump, Human Jogger, Forrest Gump


Becoming a JoggerEdit

Characters who become joggers are often fitness fanatics and health nuts. Their dedication to running borders on the insane and when asked why they run, they often give nonsensical reasons such as "IT IS THE SPRINGTIME OF MY YOUTH", "It think I can, I think I can", or "I dunno". Joggers are often former Scouts or Monks and regularly move on to other athletic pursuits.

Entry Requirements  
Feats: Run, Running Fanatic Fellow
Special: Base Reflex Save +3
Table: The Jogger

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Dedicated Runner, Real Running Fanatic, Sprinter's Special Skill
2nd +2 +3 +3 +0 Sprinter's Special Skill
3rd +3 +3 +3 +1 Sprinter's Special Skill
4th +4 +4 +4 +1 Sprinter's Special Skill
5th +5 +4 +4 +1 Sprinter's Special Skill

Class Skills (2 + Int modifier per level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (geography) (Int), Move Silently (Dex), Perform (dance) (Cha), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class FeaturesEdit

All of the following are class features of the Jogger.

Progression:Each level of Jogger advances the scaling class features of one class you possessed before taking your 1st Jogger level.

Real Running Fanatic (Ex): At each level of Jogger besides 1st, your Run multiplier increases by 1 (x10 for all 5 levels).

Dedicated Runner (Ex): You gain Marathon_Runner and Instant_Sprinter as bonus feats.

Sprinter's Special Skill (Ex):At each level of Jogger you gain one of the following abilities:

  • Hit Like a Train: You gain Codex Improved Overrun and Barreling_Charge as bonus feats. Additionally when he successfully overun a creature for the first time in a round he deal an additional 1d6 nonlethal damage per point of base attack bonus.
  • Quicker than Quick: Your base speed is equal to 20ft +10ft per ECL (max 240ft) or your normal base speed +5ft per ECL, whichever is greater.
  • Run Everywhere: The Jogger can move through difficult terrain without difficulty or decrease in speed.

ECL 6: The Jogger can use water walk at will (as the spell, no action required to activate this ability).

  • Run on Air: The Jogger can use air walk a number of times per day equal to his Jogger level (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

ECL 9: The Jogger can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

ECL 12: The Jogger may use air walk with unlimited duration.

  • Rushing Initiator: You learn 2 Rush maneuvers. If you had no ability to initiate maneuvers, you may initiate them as maneuver like abilities that can be recovered by spending a one round action running. This ability may be selected multiple times, choosing two different Rush maneuvers each time.
  • Dodge and Evade: You gain Evasion as a Rogue and Sidestep as a bonus feat.
  • Super Speed: You can act as if hasted for 1 round per ECL you possess each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action. The bonuses to attack rolls, AC, and Reflex saves increases by one at Jogger levels 1, 3, and 5.
  • Rabbit Legs: The Jogger gains Rabbit Kick and Rabbit Run as a Dire Rabbit.





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