Attack bonus as Rogue. Saves as Rogue. Skills as Fighter.
1:- Swarm runner_. Your movement speed increases to the 40 ft/round if it is currently lower than this. Otherwise, add +10 to your movement speed. This only affects ground movement. Cost:- You are unhappy outside of large groups, (You cannot take this if you are racially immune to morale effects). Note that at this level, you must be in close proximity to the group.
2:- Scout_. Your movement speed increases to 80ft/round, if it is currently lower than this. Otherwise, add +10 to your movement speed. You gain Shot on the Run ,Spring Attack, and Mobile Spellcaster as bonus feats. You are assumed to meet the prerequistes for all of these feats as long as you meet the requirement for this Mythos Shard. You no longer need to be in close proximity to a group for Swarm Runner, although you must conceptually be in a group and must be within a few days run (teleport and planeshift don’t count).Cost:- You must always act to warn others of ambushes, unless you or your group are setting up the ambush.
3:- Abandoned:- Your Movement Speed increases to 120ft/round, or add +10 as above. Your carrying capacity doubles (quadruples if you are a quadroped), and you become able to store gear so effieciently as to always effectively have a bag of holding as long as you have at least a backpack sized container. Cost:- Your original group must have left you behind, betrayed you, or otherwise ceased to be your direct allies. You continually attempt to find other groups, but none will fufill the same need.
4:- Song of the Wind:- Your Movement speed increases to 160ft/round, or add +10 as above. You may spend a full round action to run, doubling your movement speed. You may take no other action involving concentration that round, including attacking. For each round your run, add 1 to the multipler (So after four rounds of running, your movement speed is x5).
You may run through squares of other creatures without provoking attacks of opportunity, and this will do d6 Speed damage for every 50 feet of your total movement speed. (ref/half, DC of Movement Speed/10)
Cost:- You cannot concentrate on any action that requires precise, careful work. If you cannot blaze through a task, it annoys you to the point of total distraction. (Essentially, magical ADHD)
5:- Swifter than Death:- As an immediate action, if an ally would die, you may chase their departing soul. They will lose 1 Con a round until magical healing or other effects restore their body to the point that it could live. You may take no other action until they are restored to life, or you allow their soul to leave. Cost:- You cannot be raised or resurrected by any means less powerful than True Ressurection.