Since days lost in the antiquity of the forest, shifters and their lycanthrope ancestors have moved through the wilds of Eberron with an ease and instinct unrivaled by the other civilized races. Known for their mastery of the untamed world, some shifters rise above other in woodslore, physical ability, and stamina to claim the revered mantle of reachrunner-the greatest of shifter trackers and scouts.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||1||2||3||4|
|1st||+ 1||+ 2||+ 2||+ 0||1st Favored Enemy, Track, Wild Empathy||–||–||–||–|
|2nd||+ 2||+ 3||+ 3||+ 0||Combat Style Feat||–||–||–||–|
|3rd||+ 3||+ 3||+ 3||+ 1||Endurance, 1st Favored Terrain||–||–||–||–|
|4th||+ 4||+ 4||+ 4||+ 1||Athletics, Hunter’s Bond||0||–||–||–|
|5th||+ 5||+ 4||+ 4||+ 1||Fast Movement (+ 10 ft.)||1||–||–||–|
|6th||+ 6/+ 1||+ 5||+ 5||+ 2||Combat Style Feat||1||–||–||–|
|7th||+ 7/+ 2||+ 5||+ 5||+ 2||Nature’s Stride||1||0||–||–|
|8th||+ 8/+ 3||+ 6||+ 6||+ 2||Swift Tracker, Wild Senses||1||1||–||–|
|9th||+ 9/+ 4||+ 6||+ 6||+ 3||Shifter Endurance||2||1||–||–|
|10th||+ 10/+ 5||+ 7||+ 7||+ 3||3rd Favored Enemy, Run||2||1||0||–|
|11th||+ 11/+ 6/+ 1||+ 7||+ 7||+ 3||Quarry||2||1||1||–|
|12th||+ 12/+ 7/+ 2||+ 8||+ 8||+ 4||Camouflage||2||2||1||–|
|13th||+ 13/+ 8/+ 3||+ 8||+ 8||+ 4||Pouncing Ambush||3||2||1||0|
|14th||+ 14/+ 9/+ 4||+ 9||+ 9||+ 4||Combat Style Feat||3||2||1||1|
|15th||+ 15/+ 10/+ 5||+ 9||+ 9||+ 5||4th Favored Enemy||3||2||2||1|
|16th||+ 16/+ 11/+ 6/+ 1||+ 10||+ 10||+ 5||Fast Movement (+ 20 ft.)||3||3||2||1|
|17th||+ 17/+ 12/+ 7/+ 2||+ 10||+ 10||+ 5||Hide in Plain Sight||4||3||2||1|
|18th||+ 18/+ 13/+ 8/+ 3||+ 11||+ 11||+ 6||4th Favored Terrain, Combat Style Feat||4||3||2||2|
|19th||+ 19/+ 14/+ 9/+ 4||+ 11||+ 11||+ 6||Improved Quarry||4||3||3||2|
|20th||+ 20/+ 15/+ 10/+ 5||+ 12||+ 12||+ 6||5th Favored Enemy, Master Hunter||4||4||3||3|
Athletics: Long days spent in the wild have honed your athletic abilities to their finest edge. Starting at 4th level, you add one half your reachrunner level as a bonus on all Climb, Balance, and Jump checks.
Fast Movement: Reachrunners are trained to move at high speed, particularly in combat. Starting at 5th level, if you are wearing light armor or no armor and are carrying a light load, your base land speed increases by 10 feet.
At 16th level, your base land speed increases by an additional 10 feet under the same conditions. This replaces the ranger’s 2nd favored enemy gained at 5th level and the improved evasion ability gained at 16th level.
Nature’s Stride:Beginning at 7th level, you gain the ability to move rapidly through obstacles that would normally slow movement. In any natural outdoor terrain, you can enter any square that normally costs two squares of movement (such as heavy undergrowth, shallow bog, or up a hill) at normal speed, spending only one square of movement. You can enter any square that normally costs four squares of movement (such as deep bog) by spending only two squares of movement. This replaces the ranger’s woodland stride ability gained at 7th level.
Wild Senses: Every scout knows the importance of remaining alert and ready for battle, and reachrunners work diligently to sharpen their already keen senses. Starting at 8th level, you add one half your reachrunner level as a bonus on all Perception checks. This replaces the ranger’s 2nd favored terrain gained at 8th level.
Shifter Endurance: At 9th level, you become hardier when shifting. When you shift, you gain a +2 bonus on Constitution checks, Constitution-based skill checks, and Fortitude saves, and you gain 2 rounds of shifting per day. This replaces the ranger’s 2nd evasion ability gained at 9th level.
Run: At 10th level, you gain Run as a bonus feat. This replaces the ranger’s combat style feat gained at 10th level.
Pouncing Ambush: At 13th level, whenever you use the charge action against a flat-footed opponent, you can make a full attack instead of a single attack after moving. You can only use this ability while shifting. This replaces the ranger’s 3rd favored terrain gained at 13th level.