18 PRC, 3 Paragon, 2 Races, 20 Feats, 7 Magic Item, 1 material, 1 creature, 1 class +


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Here they are in text format for those who have Webtv etc..

Agent of the Sad Queen:
Although Queen Amlaruil Moonflower “The Sad Queen” has only ruled Evermeet for a little over 200 years, she is perhaps one of the most influential and strongest leaders the elves have had for generations. He strength lies not in her power as so much as her intelligence and wisdom, for although Evermeet is guarded by the gods it is nevertheless rather exposed to possible predations as was shown recently when Lolth’s forces managed to invade through the help of two other gods and their minions.
The Queen formed the Agents of Evermeet not long after her coronation as Coronal, and she works actively with them to ensure that she through her network of agents and allies remains one of the most informed monarchs on Faerun where events, rumours and happenings are concerned. Her policy has always been one of forewarned meaning fore armed and thanks to the services of her agents Evermeet was able not only to remain hidden for many years but to remain a virtual paradise like haven for a long time as the western retreat for most of Faeruns elves.
All agents are hand picked for their dedication to the elven people and for their loyalty to the queen. They are trained and sent out into the world to collect information, follow up rumours, remove threats to their sanctity all before they have the opportunity to grow into major threats to the Island or its people themselves.
The Agents remain in close contact with the queen and her circle of High magi via means of the magical Elfrunes they are all gifted upon acceptance.

Hit Die: d6

Requirements
To qualify to become a Agent of the Sad Queen, a character must fulfil all of the following criteria:
Patron: any member of the Seldarine
Alignment: Any non evil, non lawful
Base Attack Bonus: +5
Skills: Bluff 8 ranks, Diplomacy 5 ranks, Gather Information 8 ranks, Hide 4 ranks.
Feats: Alertness, Dodge, Iron Will
Special: Membership of the Agents is by invitation only.

Class Skills
The Agent of the Sad Queen class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gathis Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features
All the following are class features of the Agent of the Sad Queen prestige class:
Weapon and Armour Proficiency: A Agent of the Sad Queen is proficient with all simple and martial weapons, and with all types of light armour.
Token (Elfrune): All Agents of the Sad Queen are gifted one of these special tokens of friendship from Queen Amlaruil herself upon their appointment as one of her agents something, which only his agents, friends and most trusted allies are ever given. The elfrunes can take a variety of forms such as brooches, circlets, rings and so forth. The power of the elfrune is to allow instantaneous two-way communication between its bearer and the Queen or one of his High Magi. Elfrunes will not work for anyone but their attuned user. It is rumoured that the queens most closest and trusted agents elfrunes even allow their user to teleport back to Evermeet.
Informant Network: All agents find it necessary to gather a network of informants in order to stay apprised of events and rumours circulating the realms. As a result an agent may make a special informant network check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the agent has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful informant network check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Precise Attack: Starting at 1st level, an agent gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.
When making a precise strike, an agent cannot attack with a weapon in his other hand or use a shield. An agent’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 4th level, the extra damage on a precise strike increases to +2d6, then +3d6 at 7th level and finally +4d6 at 10th level. Precise Strike damage bonus cannot stack with other damage bonuses such as Sneak attack and so on.
Bonus Languages: Starting at 2nd level an agent have learned much from their travels in their Queens service, and as a result gain one bonus language every other level.
Uncanny Dodge (Ex): Starting at 2nd level, an agent retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Brave (Ex): At 3rd level an agent receives a +4 morale bonus on all Will saves against Fear effects.
Hide in Plain Sight (Su): At 3rd level, an agent can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an agent can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.
Slippery Mind (Ex): At 4th level if an agent is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects occur normally.
Improved Uncanny Dodge (Ex): At 5th level, an agent can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the agent. The exception to this defence is that a rogue at least four levels higher than the agent can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Undetectable Alignment (Ex): At 5th level an agent is protected by an effect, which functions like the undetectable alignment spell, except that when it is active, as an extraordinary ability the agent is subject to neither dispelling or suppression by dead magic zones and the like.
Spot Scrying (Ex): Upon reaching 6th level an agent of the sad queen is able to notice magical sensors such as those created by arcane eye, scryng, crystal balls or the like on a successful Spot check (DC 10 + Scrier’s level).
Dodge Critical (Ex): Once per day at 8th level an agent can make a Reflex save (DC 20 + enhancement bonus if any possessed by weapon) to turn a critical hit dealt upon him into a normal hit. Must be aware of the attack and not be flat-footed, and must also declare the attempt to reduce the effect of the critical hit before the damage from the hit is rolled.
Fearless (Ex): Upon reaching 9th level, all agents gain full immunity to all fear spells and effects.

Agent of the Sad Queen Advancement:
Level Attack Fort Ref Will Special
1st +0 +0 +2 +2 Token, informant Network, Precise attack +1d6
2nd +1 +0 +3 +3 Uncanny dodge, Bonus language
3rd +2 +1 +3 +3 Brave, Hide in plain sight
4th +3 +1 +4 +4 Slippery mind, Bonus language, Precise attack +2d6
5th +3 +1 +4 +4 Improved uncanny dodge, Undetectable alignment
6th +4 +2 +5 +5 Bonus language, Sport Scrying
7th +5 +2 +5 +5 Precise attack +3d6
8th +6 +2 +6 +6 Bonus language, Dodge critical
9th +6 +3 +6 +6 Fearless
10th +7 +3 +7 +7 Bonus language, Precise attack +4d6
 

Councillor of the Tree’s:
Although a Coronal may be the leader of the people for each significant elven kingdom such as Cormanthyr, Cormyr (as its original eleven colony), Jhyrennstar (before it was assimilated into Cormanthyr), or Eaerlann), there are those local rulers, the various leaders of individual clans and sites that form a group known as the Council of Tree. Council of the Tree members have a variety of titles; the most common among the smaller colonies is the use of the settlement name or clan name as the ruler’s title (i.e, “the Alusiil of alusiil Grove”, or the “Vispasial of Clan Vispasial, ruler of Bhaasoraen”). Each rules the particular settlement as the Coronal rules over them all. However, their powes are strictly limited to their particular settlements and its established territories. While within the borders of another settlement or among the neutral territories between the colonies, that leader or leaders cannot overrule any edicts of a ruling noble of that settlement of Coronal.
All these individual leaders are among the heads of the noble families of the elves, the senior families that originally settled Arcorar, though this is no longer strictly the case since the retreat to the west. In times of old the noble heads would all sit on the Nobles Council, which was held in Myth Drannor, where they would discuss and debate individual settlements policies or those of the Coronal. They would even meet once each year with the Coronal who would address their concerns. Of course until the time of Myth Drannor and the later Retreat the major concerns among the nobles council were the hunting rights, recognising clan heirs, or discussing the doings of the High Mages or other nobles with the Coronal.
At the current time there are still members of the Council of the Trees (nobles council) but they have either seceded from the council or strayed far away, such as to Evermeet. As a result of this the nobles council has not convened officially for almost 1200 years, there are however still those who keep their faith and trust in the old ways and with the existing Queen on Evermeet Amlaruil Moonflower for all intent and purpose being the only remaining Coronal of the elven peoples the Council of Trees are at least to some degree able to fulfil their ancient responsibilities still.
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Hit Die: d8

Requirements
To qualify to become a councillor of the trees, a character must fulfil all of the following criteria:
Race: Any elf, all subtypes except drow
Base Will Save: +5
Skills: Diplomacy 10 ranks, Sense Motive 6 ranks, Knowledge (nobility & royalty) 2 ranks, Knowledge (local) 4 ranks
Feats: Noble House, Leadership
Special: Must be the leader of an elven settlement and have sworn an oath to server the elven peoples and the Coronal.

Class Skills
The Councillor of the Tree's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Speak Language.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the councillor of the trees prestige class:
Weapon and Armour Proficiency: A councillor of the trees is proficient with all simple and martial weapons, and with light and armours.
Mediator (Ex): A Councillor of the Trees, are adept at dealing with people and problems in a fair and helpful manner. They are required to make decisions on their people’s behalf and in their best interests, including the mediation of any disputes, which may arise. As a result of this a 1st level Councillor receives a +2 bonus to all Charisma based checks and all Charisma skill checks for the purposes of dealing with, or matters which relate to the people of their lands. This bonus increases to +4 at 4th level and +6 at 8th.
Aide: The Councillor of the trees at 1st level gains the services of an Aide to help them deal with the logistics of their position and to oversee the implementation of any orders in their absence. An aid can be of any of the NPC classes and his level is equal to the Councillors level in this prestige class. Every time the Councillor goes up a level as does the Aide, who does not require payment (considered to be paid by the lands), but does require food and lodgings. If an aide is slain he cannot be replaced until the Councillor next gains a level.
Ties that Bind (Su): Upon reaching 2nd level a Councillor of the trees learns to tap the magic of the land in such a way that they gain the power to detect evil (as the spell) at will. In addition, the councillor gains the power to sense evil that enters the there lands borders (not those already within its borders). This power detects any evil creature with an intelligence greater than 3 that that crosses their borders. The power does not give the scout the exact location of the evil, but with a successful Concentration check (DC 15), the councillor can determine the general direction and distance (to the north, far away and so on). Effectively this provides them with a +10 insight bonus for the purposes of survival rolls to track such threats down. It is a form of this power that the scouts of Cormyr eventually learned to harness of a fashion for themselves by manipulating the magic’s left behind from when Cormyr was an elven outpost.
House Strength: At 3rd level the Councillor of the Trees has gained enough renown and recognition as the leader of his people that it benefits his bloodline, raising his Noble house Strength by +1. His house strength increases by +1 again at 6th and finally at 9th.
Personal Guard: Upon reaching 3rd level, a Councillor of Trees has gained such importance that he is assigned a permanent personal guard of followers, similar to those provided by the Leadership feat. The Councillor attracts a number of followers whose total levels equal the prestige class level, and who have levels only in Warrior. For example, an 6th level Councillor of Trees may have six 1st level warrior guards, or a 3rd level warrior Captain, and three 1st level warrior guards, or any other combination whose total levels do not exceed the Councillors level. Any individual member of the Councillors personal guard may be no higher than 5th level and no higher than half his level rounded down. Each time the Councillor gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all members of his personal guard for a new combination of followers. Note a personal guard’s contingent does not count towards followers provided by the Leadership feat, nor do they count as a noble’s retinue. Personal guards do not require payment (already being assumed to be paid by the lands), they do require food and lodgings however. Also any personal guard members slain cannot be replaced until the noble next goes up a level in this class.
Woodland Favour (Sp): At 5th level, a councillor of the trees can once per day, while within the boundaries of his lands call upon the woodland creatures to help him. This in all other ways works exactly as a summon natures all III spell cast by a Druid of the characters level.
Activate Elfgate (Ex): When the elves retreated to the West they left behind magical gateways known as elfgates. These gats were constructed so that those who chose to remain behind could if they needed to retreat to Evermeet. Many such elfgates are one way, but those of noble blood who are taught the secrets of their activation may open them. All Councillors of the Trees are passed down the knowledge of how to activate an elfgate. Not all communities have an elfgate in them or even nearby, but almost all know where to head to, to find one should the need arise. The knowledge of activation in itself is of little use, for one must also be elven and of noble birthright. It is a Councillors responsibility to see that the legacy of the elfgates activation is passed to their successors.
Exceptional Leadership: The Councillor of the Trees at 7th level gains the Exceptional Leadership feat as a bonus feat. Effectively increasing his leadership score by +3 as a result.
Call Green Warders (Sp): Upon reaching 9th level a councillor is granted the ability to call upon the aid of the Green Warders (see Monsters of Faerun) who are magical plant creatures created to guard the elven lands and secrets. It is a Full round action to call the warders and 1d8 arrive immediately in there is vegetation nearby, otherwise it takes 1d6 rounds for them to appear. They will perform a single service for the councillor, which cannot last longer than 1 hour per level at the end of which they return from whence they came. This ability can only be used once per day.
Boon to the Land (Su): Finally upon reaching 10th level a Councillor gains perhaps their most powerful ability, their connection to the land has grown such that so long as they remain within the boundaries of their land the fertility of all plants increases effectively doubling the productivity of the land in a ½ mile radius per level of the prestige. The land is green and fertile, sickness finds no foothold, animal’s are more fertile and so on. However should the Councillor leave the boundaries of his lands for more than a month then all benefits of this ability are negated, and the Councillor must remain on his lands for a full season before the effects benefits reinstate themselves.

Councillor of the Trees Advancement
Level Attack Fort Ref Will Special
1st +0 +0 +2 +2 Mediator +2, Aide
2nd +1 +0 +3 +3 Ties that Bind
3rd +2 +1 +3 +3 House Strength +1, Personal Guard
4th +3 +1 +4 +4 Mediator +4
5th +3 +1 +4 +4 Woodlands Favour
6th +4 +2 +5 +5 House Strength +2, Activate Elfgate
7th +5 +2 +5 +5 Exceptional Leadership
8th +6 +2 +6 +6 Mediator +6
9th +6 +3 +6 +6 House Strength +3, Call Green Warders
10th +7 +3 +7 +7 Boon to the Land
 

Elven Knight of Evermeet:
Only the finest elven warriors are chosen as knights, the elite defenders of Evermeet. Resplendent in shining elven plate, mounted upon a proud, barded moon horse, armed with tall white lances and enchanted elven long swords, the elven knights are a small but invincible handful of defenders, each worth a dozen ordinary warriors.
Bt tradition, elven are knights are Gold elves, although membership has increasingly of late been offered to those of other subraces. One legend claims that centuries ago, the knights of the Elven Court at Myth Dranno offered to the human Sha’Quessir Mirabella, but this is dimissed as a fable.
The knights are among the leading defenders of the island. Their secondary role is as defenders of the queen. Most knights must remain on Evermeet, available for muster at the queen’s orders, but some adventure on the mainland, keeping contact with Amlaruil through the use of elfrunes.
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Hit Die: d10

Requirements
To qualify to become a Elven Knight of Evermeet, a character must fulfil all of the following criteria:
Patron: Corellon Larethian
Alignment: Any non evil, non lawful
Race: Any elf, all subtypes except drow
Base Attack Bonus: +6
Skills: Diplomacy 5 ranks, Ride 6 ranks, Knowledge (religion) 4 ranks
Feats: Mounted Combat, Ride by Attack, Weapon Focus (longsword)
Special: Must be sponsored by an existing member of the Elven Knights and receive the Queens approval by performing acts in defence and support of the elven peoples.

Class Skills
The Elven Knight of Evermeet class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Elven Knight of Evermeet prestige class:
Weapon and Armour Proficiency: A Elven Knight of Evermeet is proficient with all simple and martial weapons, and with all types of armour and shields.
Spells: An elven knight has the ability to cast a small number of divine spells. To cast an elven knight spell, an elven knight must have a Wisdom score of at least 10 + the spell’s level, so an elven knight with a Wisdom of 10 or lower cannot cast these spells.
Elven knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the elven knight’s Wisdom modifier. When the elven knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The elven knight’s spell list appears below. An elven knight has access to any spell on the list and can freely choose which to prepare, just as a cleric. An elven knight prepares and casts spells just as a cleric does (though an elven knight cannot spontaneously cast cure or inflict spells).
Fey Gift (Su): A Elven Knight of Evermeet receives a blessing during the ceremony of their appointment, which takes the form of a bonus feat from the following list. Alertness, Athletic, Great Fortitude, Improved Initiative, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Persuasive, Self Sufficient, and Toughness. These feats tend to exemplify a particular trait or characteristic of the knight, bringing it to the fore.
Detect Evil (Sp): At will, an Elven Knight can us detect evil as a spell-like ability, duplicating the effect of the detect evil spell.
Call Weapon (Su): At 1st level an Elven Knight gains the ability to call his weapon into his hand as a free action (if scabbarded), move equivalent if hidden in much the same way as the Quick Draw feat works.
Smite Evil (Su): At 2nd level the Elven Knight of Evermeet may once per day attempt to smite evil on one normal melee attack, he adds his Charisma modifier to attack and deals 1 extra damage per class level. The elven knight gains an additional use of the smite ability at 5th level and then a final use at 10th level.
Aura of Courage (Su): Upon reaching 2nd level the Elven Knight becomes surrounded by an aura of courage that provides the knight immunity to fear (magical or otherwise). The aura additionally provides all allies within 10 feet a +4 moral bonus on saving throws against fear effects.
Last Effort (Ex): At 3rd level, an Elven Knight of Evermeet are so devoted to their role as defenders and filled with passion for their people and cause that they are able to shrug off blows and keep going when they would otherwise succumb. As a result should they receive a wound that would reduce them to 0 or less hit points, they may make a fortitude save (D10 + damage dealt), which if successful turns the blows damage from lethal to subdual in nature. An elven knight must be aware of the attack in order to make use of this ability.
Deadly Charge (Ex): When mounted and using the charge action, an Elven Knight of 3rd level or higher may declare a “deadly charge” before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefit of the spirited Charge feat.
Call Armour (Su): The Elven Knight of Evermeet upon reaching 4th level may once per day call their armour out of thin air ontp them as a move equivalent action. The armour called must be one “chosen” suit the knight own, usually their elven plate. In order for the elven knight to re-attune a new set of armour as their “chosen” set they must wear the new set for a week. The “chosen” armour may also be called away back to its extradimensional storage space as a free action when no longer required.
Moonhorse Companion : Upon reaching 5th level an elven knight is bonded with a Moonhorse companion, which will gain HD and special abilities beyond those of which they normally have as shown on the table below.

MoonhorseCompanion BonusHD NaturalArmour StrAdj. DexAdj. MoveRate Special
12th or lower +2 +1 +1 +1 - Empathic link, Improved evasion, Share saves, Share spells
13th to 15th +4 +3 +2 +2 +10 ft. Speak with Elven Knight
16th to 18th +6 +5 +3 +3 - Devotion
19th to 20th +8 +7 +4 +4 +20 ft. Spell Resistance
Character Level: The character level of the elven knight (his elven knight level plus his original class level).
Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the moonhorse’s base attack and base save bonuses, as normal.
Natural Armour Adj.: This is an improvement to the moonhorse’s existing natural armour bonus.
Str Adj.: Add this figure to the moonhorse’s Strength score.
Dex Adj.: Add this figure to the moonhorse’s Dexterity score.
Move Rate: Add this amount to the moonhorse’s base movement rate.

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The elven knight has an empathic link with his moonhorse out to a distance of up to 1 mile. The elven knight cannot see through the moonhorse’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the moonhorse and the elven knight, the elven knight has the same connection to a place or an item that the moonhorse does.
Improved Evasion (Ex): If the moonhorse is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the moonhorse uses either its own base save bonus or the elven knight’s, whichever is higher. The moonhorse applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the elven knight might have.
Share Spells: At the elven knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his moonhorse. The moonhorse must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the moonhorse if it moves farther than 5 feet away and will not affect the moonhorse again even if the moonhorse returns to the elven knight before the duration expires. Additionally, the elven knight may cast a spell with a target of “You” on his moonhorse (as a touch range spell) instead of on himself. An elven knight and his moonhorse can share spells even if the spells normally do not affect creatures of the moonhorse’s type (magical beast).
Speak with Elven knight (Ex): If the elven knight’s character level is 13th or higher, the elven knight and moonhorse can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Devotion (Ex): If the elven knight’s character level is 16th or higher, the moonhorse gains a +4 morale bonus on all Will saves against Enchantment spells and effects.
Spell Resistance (Ex): If the elven knight’s character level is 19th or higher, the moonhorse gains spell resistance equal to the elven knight’s level + 5. To affect the moonhorse with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the moonhorse’s spell resistance.

Corellon’s Blessing (Su): At 7th level the Elven Knight receives Corellons blessing, which effectively makes any longsword (their patrons favoured weapon) count as if it had the Keen special quality. All such weapons will also glow blue automatically should any orc move within 60 feet of the knight. If a knight’s weapon already has the keen special quality then it does not stack.
Light of Arvandor (Su): Finally by 10th level an Elven Knight gains the ability once per day to surround themselves with the Light of Arvandor for 1 minute per level, This effect sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Additionally it provides the knight and all elves within 10 feet a +2 deflection bonus to AC and a +2 resistance bonus to saves against attack effects created by evil creatures. Additionally while the light is in effect no creature within the light may possess them or exercise mental control over them. It does not prevent those within the effect from being targeted by such effects, merely suppresses those effects for the duration. Finally the light of Arvandor prevents bodily contact by summoned creatures (except good summoned creatures), causing natural weapon attacks of such creatures to fail. A summoned creature can try to overcome this if it has Spell Resistance, which if successful allows it to touch the warded creature. Note this warding effect ends immediately if the Elven Knight makes an attack against the summoned creature.

Elven Knight Of Evermeet Spell List:
Elven Knigths of Evermeet choose their spells from the following list:
1st level: Bless, Calm Animals, Cure light wounds, Entangle, Faerie Fire, Magic weapon, Summon natures ally 1.
2nd level: Bladebane, Cure moderate wounds, Delay poison, Eagles splendour, Remove paralysis, Shield other, Status, Strength of stone, Summon natures ally 2.
3rd level: Bladethirst, Cure serious wounds, Create food and water, Daylight, Protection from elements, Quench, Summon natures ally 3.
4th level: Cure critical wounds, Discern lies, Freedom of movement, Neutralise poison, Summon natures ally 4.

Elven Knight of Evermeet Advancement:
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Fey Gift, Detect Evil, Call Weapon 0 - - -
2nd +2 +3 +0 +0 Smite Evil 1/day, Aura of Courage 1 - - -
3rd +3 +3 +1 +1 Last Effort, Deadly Charge 1/day 1 0 - -
4th +4 +4 +1 +1 Call Armour 1/day 1 1 - -
5th +5 +4 +1 +1 Smite Evil 2/day, Moonhorse Companion 1 1 0 -
6th +6 +5 +2 +2 Deadly Charge 2/day 1 1 1 -
7th +7 +5 +2 +2 Corellon’s Blessing 2 1 1 0
8th +8 +6 +2 +2 Call Armour 2/day 2 1 1 1
9th +9 +6 +3 +3 Deadly Charge 3/day 2 2 1 1
10th +10 +7 +3 +3 Smite Evil 3/day, Light of Arvandor 2 2 2 1
 

Elven Windrider:
The windriders of Evermeet are those who ride the pegasi, giant eagles and rarely the dragons who defend the isle. The windriders are among the elite of Queen Amlaruil’s military. Of course windriders can be found among other elven communities, but usually if far smaller numbers and with far greater scarcity than they are encountered on the Isle of Evermeet itself.
Moon elves, with their wild and devil-may-care attitude, are well suited to this calling, but many windriders are Gold elves as well. Moon elves prefer giant eagles as mounts, which are bred among the elves, whom they have shared a long relationship with as a species.
Only the bravest and wildest of the Moon elves are chosen by the Giant Eagles to be their riders. The icy ride through the stormy skies over Faerun is truly an exhilarating and terrifying experience, and combat from the back of a giant eagle is both difficult and dangerous, requiring much skill and dedication between mount and rider. Teu’Tel’Quessir eagle-riders are considered, even by other Moon elves to be somewhat demented, but they are still treated with considerable respect.
The Pegasi whom become their mounts chooses the Gold elves for their discipline and loyalty. The beautiful winged horses are easier to control and more capable of formation flight and attack than the eagles of the moon elves. Gold elf windriders are a proud breed, which sternly and loyally defend the queen and their communities and do not engage in the undisciplined indulgences of their moon brethren.
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Hit Die: d10

Requirements
To qualify to become an Elven Windrider, a character must fulfil all of the following criteria:
Race: Any elven subtype, except Drow.
Base Attack Bonus: +5
Skills: Diplomacy 4 ranks, Handle Animals 4 ranks, Ride 8 ranks, Spot 4 ranks.
Feats: Alertness, Mounted Combat, Skill Focus (Ride)
Language: Auran or Draconic
Special: Membership of the windriders only happens when his potential mount accepts a perspective rider. If the mount refuses the candidate they may not become a windrider.

Class Skills
The Elven Windrider class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Jump (Str), Ride (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Elven Windrider prestige class:
Weapon and Armour Proficiency: A Elven Windrider is proficient with lance, long spear, short bow, and all simple weapons. Windriders are proficient with all types of armour and with shields.
Aerial Mount: All Windriders are chosen by their mounts not the other way around and are often Giant Eagles (for Moon Elves), Pegasus (for Gold Elves) and occasionally Dragons (on DM’s approval). All Aerial mounts receive the special benefits due to their bonded link with their rider as shown on the table below, with the exception of Dragons who receive no additional benefits already being powerful creatures in their own right.

Windriders Level Bonus HD Natural Armour Adj. Str Adj. Int Special
5th–7th +2 +4 +1 +1 Alertness, Empathic link, share spells, share saving throws
8th–10th +4 +6 +2 +2 Improved speed
11th–14th +6 +8 +3 +2 Speak with creatures of its kind
15th–20th +8 +10 +4 +3 Spell resistance

Windrider’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armour Adj.: The number on the table is an improvement to the mount’s existing natural Armour bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Alertness (Ex): While on a mount or within 10 feet of it, the windrider gains the Alertness feat.
Empathic Link (Su): The Windrider has an empathic link with his mount out to a distance of up to 1 mile. The Windrider cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the Windrider has the same connection to an item or place that his mount does, just as with a master and his familiar (see Familiars).
Share Spells: At the Windrider’s option, he may have any spell (but not any spell-like ability) he is able to cast on himself also affect his mount. Of course this ability is limited, only to those Windriders who have some spell casting levels.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Windrider before the duration expires. Additionally, the Windrider may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on himself. A Windrider and his mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Windrider’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Speak with Creatures of Its Kind (Ex): If the windrider is 11th level or higher, a mount can communicate with creatures of approximately the same kind as itself (including non magical varieties of the same, so Pegasi could speak to other Pegasi and Horses, Giant Eagles could Speak to other Giant Eagles and Avian’s). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s Windrider level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Immune to Frightful Presence (Su): An elven windrider while mounted or within 10 feet of his mount is immune to the frightful presence of dragons. This ability confers to the mount also, but only so long as its rider is on it or within 10 feet of it.

Windriding (Ex): A Windrider may add his class level as a bonus to any ride checks made in conjunction with riding an Aerial mount.
In addition any aerial mount ridden by the Windrider enjoys manoeuvrability of one grade better than normal. (Maximum perfect manoeuvrability).
Defensive Riding (Ex): An Elven Windrider of 2nd level or higher has gained such an understanding between itself and his mount that they are more capable at defensive flight together. If the Windrider does nothing else while flying (not attacking and so forth), he can gain a +2 bonus on Reflex saves and a +4 dodge bonus to Armour Class. In addition, his mount gains a +20 ft. bonus to its flight speed, a +2 bonus on all Will saves, and a +4 dodge bonus to its Armour Class.
Mounted Spellcasting (Ex): An elven windrider has a +5 bonus on Concentration checks made to cast a spell while riding a mount.
Bonus Feat: Starting at 3rd level, an elven windrider gains a bonus feat every three levels from the following list: Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialisation (lance). He must meet all the prerequisites for this bonus feat.
Flyby Attack (Ex): Any Aerial mount ridden by an elven windrider of at least 4th level is treated as having the Flyby Attack feat.
Spur Mount (ex): A 5th level elven windrider can make a DC 20 Ride check to spur his aerial mount to greater speed. Success on this check increases the mounts speed (flying and otherwise) by 50% (round down to nearest 5-foot increment), for 5 rounds.
Evasion (Ex): At 7th level, an Elven Windrider gains the evasion ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elven windrider is wearing light or no armour. A helpless elven windrider (such as one who is unconscious or paralysed) does not gain the benefit of the ability.
While the elven windrider is mounted, he confers this ability to his mount as well, and the mount is able to use the elven windriders Reflex save bonus or its own, whichever is higher.
If the character already has the evasion ability, he gains improved evasion instead, and his mount still receives the benefit of evasion as described above. Improved evasion works like evasion, except that while the character still takes no damage on a successful Reflex saving throw, he takes only half damage on a failed save.
Keen Senses (Ex): An 8th level windrider gains dark vision out to a range of 60 feet and low light vision. If the windrider already had dark vision then its range increases to 90 feet.
Swooping dismount (Ex): A 10th level elven windrider learns to perform a very difficult and acrobatic means of dismounting their aerial mount that does not require the mount to land. The swooping dismount is a full round action during which neither the mount nor its rider can perform any other action. The mount must move at least 30 feet in a straight line and be down to a height of 10 feet above the ground. Provided the conditions are met the rider can make a DC 20 Tumble check, which if successful allows to drop off the mount, hit the floor rolling and come up ready for an attack. If an opponent is in a square he threatens (after dismounting), he can make a melee attack against the opponent, gaining a +2 bonus on the attack roll and a –2 penalty to Armour Class (just as if they were making a charge). This ability is usable only if the mount is moving no faster than twice its speed.

Elven Windrider Advancement:
Level Attack Fort Ref Will Special
1st +1 +2 +0 +2 Aerial Mount, Immune to Frightful Presence, Windriding
2nd +2 +3 +0 +3 Defensive Riding, Mounted Spellcasting
3rd +3 +3 +1 +3 Bonus Mounted Combat Feat
4th +4 +4 +1 +4 Flyby Attack
5th +5 +4 +1 +4 Spur Mount
6th +6 +5 +2 +5 Bonus Mounted Combat Feat
7th +7 +5 +2 +5 Evasion
8th +8 +6 +2 +6 Keen Senses
9th +9 +6 +3 +6 Bonus Mounted Combat Feat
10th +10 +7 +3 +7 Swooping Dismount
 

Royal Scout "Wardens Of Cormyr": Completely Revised & Expanded Version of ones posted in Dragon
The Royal Scouts (or Wardens) of Cormyr are an elite order of Purple Dragon scouts in service to the Crown. They serve with their fellow Purple Dragons in patrols across the Forest Kingdom and as the Crowns elite messengers. However, the Royal Scouts are more famous for their work roaming alone or in small adventuring parties among the Stonelands and Goblin Marches spying on goblinoid tribes, spotting secret Zhentarim outposts, and disrupting the operations of Cormyrs enemies.
These dogged heroes learn to avoid danger without losing sight of their duty. Stealth and survival skills are critical to the Royal Scouts success. Consequently, most royal scouts are rangers, although several nobles, fighters, and rogues have also become members of the Royal Scouts.
Royal Scouts can be encountered anywhere in the Dragonreach and along the Dragon Coast, but they are most likely to be found in Cormyr proper, especially the Forest Kingdom’s frontier lands – the Plains of Tun, the Goblin Marches, and the Stonelands.

Hit Die: d8

Requirements
To qualify to become a royal scout of Cormyr, a character must fulfil all of the following criteria:
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +5
Skills: Bluff 1 rank, Hide 3 ranks, Move Silently 3 ranks, Ride 5 ranks, Spot 3 ranks, Survival 5 ranks
Feats: Alertness, Endurance, Track
Special: Membership in the Purple Dragons. Must be literate.

Class Skills
The Royal scout's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis) Survival (Cha), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features
All the following are class features of the royal scout of Cormyr prestige class:
Weapon and Armour Proficiency: A royal scout is proficient with all simple and martial weapons, and with light armour.
Reliable Messenger (Ex): royal scouts are the Crown’s swiftest and most dependable messengers. This ability grants the Royal Scout a +2 bonus on all Bluff and Ride checks.
Homeland (Ex): Royal scouts are constantly afield, patrolling Cormyr’s frontier and learning the ways of the land, as a result they are familiar with Cormyr’s terrain and its people like no others. This ability grants the royal scout a +2 bonus on all Diplomacy, Heal, Hide, Move Silently, Spot and Survival checks while within the Kingdom of Cormyr.
Wild Empathy (Ex): A royal scout can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The scout rolls 1d20 and adds her class level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the scout and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A royal scout can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. If a royal scout already has Wild empathy from some other class then they receive a +4 bonus on their check in addition to their level and Charisma bonus.
Pride of Purpose (Ex): The Royal Scouts are so committed to Cormyr that at 2nd level they gain a +2 bonus on Will saves against fear (magical or otherwise) and other mind affecting spells and effects.
Uncanny Dodge (Ex): Starting at 2nd level, a royal scout can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a royal scout already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Favoured Enemy (Evil) (Ex): A royal scout gains a +1 bonus on all Bluff, Listen, Sense Motive, Spot, and survival checks against evil creatures, as well as a +1 on damage rolls. These bonuses stack with any existing favoured enemy bonuses the scout may already have if applicable. E.g. It would stack with Favoured enemy (orc) as orcs are evil humanoids.
Evasion (Ex): At 4th level, a royal scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the royal scout is wearing light armour or no armour. A helpless royal scout does not gain the benefit of evasion.
Swift Tracking (Ex): Beginning at 4th level, a royal scout can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Improved Uncanny Dodge (Ex): At 6th level, a royal scout can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the scout. The exception to this defence is that a rogue at least four levels higher than the royal scout can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Voices of the Wolf Woods (Su): In days of yore, when Cormyr was still in the mighty talons of dragons and the delicate hands of elves, the great forest that covered the Forest Country was known as the Wolf Woods. Although the dragons are mostly gone from the land, they have left their mark on the land they loved.
At 5th level, a royal scout of Cormyr, having travelled the breadth of Cormyr, has become attuned to some of the magic of Cormyr and gains the power detect evil (as the spell) at will. In addition, the scout gains the power to sense evil that enters the Forest Kingdoms borders (not those already within its borders). This power detects evil outsiders of at least CR5, evil elementals and undead of at least CR10, and other evil beings of at least CR15 who plan to do harm to the land or people of Cormyr. The power does not give the scout the exact location of the evil, but with a successful Survival check (DC 15), the scout can make her way toward the creature or creatures whereupon he gains a +10 insight bonus on all Survival checks to track the evil down.
Favoured Enemy (Ex): At 7th level, a royal scout may select a type of creature from among those commonly encountered in Cormyr (orcs, Zhentarim etc..). The royal scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures or organisations of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 9th level , the royal scout may select an additional favoured enemy. In addition, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.
If the royal scout chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favoured enemy, the royal scout’s bonuses do not stack; he simply uses whichever bonus is higher.
Hidden Paths (Ex): Upon reaching 8th level a royal scout is so well travelled and knowledgeable in the paths and back trails of Cormyr that their overland movement is increases by half again (e.g. it a scout could travel 24 miles in a day before, he can now travel 36). In addition they can increase the overland movement rate of others by leading up to Charisma modifier x class level of additional creatures via these hidden paths and shortcuts.
Tough to Kill (Ex): Finally upon reaching 10th a royal scout gains their most potent ability. Having become so wise and hardened to the wilds and its threats the royal scouts have become extremely difficult to kill owning a fantastic desire to survive, where others would falter. As such if reduced in hit points to –1 to –9 they are able to remain conscious and may take a partial action each round. They still however lose a hit point each round and die at –10 (unless stabilised). If they are stabilised the royal scout is then disabled.

Royal Scout Advancement
Level Attack Fort Ref Will Special
1st +1 +0 +2 +0 Reliable messenger, Homeland, Wild Empathy
2nd +2 +0 +3 +0 Pride of purpose, uncanny dodge
3rd +3 +1 +3 +1 Favoured Enemy (Evil)
4th +4 +1 +4 +1 Evasion, Swift Tracking
5th +5 +1 +4 +1 Voices of the Wolf Woods
6th +6 +2 +5 +2 Improved uncanny dodge
7th +7 +2 +5 +2 Favoured Enemy
8th +8 +2 +6 +2 Hidden Paths
9th +9 +3 +6 +3 Favoured enemy
10th +10 +3 +7 +3 Tough to Kill
 

Shadovar Emissary:
Chosen from among the Arcanist hierarchy of Shade society, the Shadovar emissaries serve their High Prince by acting as the City of Shades emissaries, sent across Faerun to form alliances, negotiate support, gather allies and so forth. Of course the emissaries job often also includes removing potential threats to any alliances they form or to head off trouble planned for the City of Shade before it can gather momentum. And to this end the emissaries are trained and highly adept mages, who can use a plethora of skills available to them to get the job done, from poison through to altering the memories of those they deal with. All Emissaries are of course polite, courteous and well spoken on the surface, but should the need arise they are more than fully equipped to handle any trouble, which comes their way through subtle manipulation or overwhelming displays of power all in the hopes of one day securing their ultimate reward, to be elevated for their loyal service to the ranks of the nobility and be transformed into a Shade.
All shadovar emissaries report directly to one of the princes of Shade so may on occasion be at odds with each other due to the princes often conflicting personal agendas.

Hit Die: d4

Requirements
To qualify to become a Shadovar Emissary, a character must fulfil all of the following criteria:
Patron: Shar
Region: Shadovar
Base Will Save: +5
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 4 ranks, Knowledge (arcane) 2 ranks.
Feats: Iron Will, Shadow Weave Magic, Skill Focus (Diplomacy)
Spellcasting: Ability to cast 4th level arcane spells.

Class Skills
The Shadovar Emissaries class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (any, must be taken individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Shadovar Emissary prestige class:
Weapon and Armour Proficiency: A shadovar emissary gains proficiency in the Chakram, but in no other weapons or armour.
Spells Per Day: A Emissaries training focuses on magic that will aid his or his responsibilities to the Crown. Thus, when a character gains a new level of shadovar emissary, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved familiar powers, for example).
If a character had more than one arcane spellcasting class before he became a shadovar emissary, he must decide to which class he adds each level of battlepriest for purposes of determining spells per day when he adds the new level.
Diplomatic Knowledge (Ex): All Shadovar emissaries as agents of their government are expected to have a thorough grasp of bureaucratic processes and cultural traditions of the civilisations all across Faerun in order to better facilitate discussion and possible alliances. Therefore beginning at 1st level an emissary gains a bonus equal to their level in this prestige on all Diplomacy, Knowledge and Gather Information checks relating to a countries culture, politics, traditions, bureaucratic processes, proper etiquette and so forth.
Poison Use: All Shadovar emissaries are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Detect Lie (Sp): Beginning at 1st level a Shadovar emissary may use detect lie (caster level equal to emissaries arcane caster level) once per day.
True Lies (Sp): At 2nd level, a shadovar emissary can reach into a creatures mind and modify a subjects memories as the spell Modify Memory. A shadovar emissary can use this ability once per day at 2nd level, a second time per day at fifth and a final time per day at 8th level.
Spell Power: Starting at 2nd level, a shadovar emissary gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and caster level checks. The bonus starts at +1 and then increases by another +1 every three levels thereafter.
Shadow Feats: At 4th level, a Shadovar emissary gains Insidious Magic, Pernicious Magic, and Tenacious Magic as bonus feats if he doesn’t already have them.
Shadow Shadow: Upon or after reaching 5th level, a shadovar emissary can call a Shadow to serve him. The shadovar emissary’s shadow further gains HD and special abilities based on the shadovar emissary’s character level (see the table below).
A shadovar emissary may have only one fiendish shadow at a time.
Should the shadovar emissary’s shadow die, he may call for another one after a year and a day. The new shadow has all the accumulated abilities due a shadow of the shadovar emissary’s current level.

Character Level BonusHD NaturalArmour Adj. StrAdj. Int Special
12th or lower +2 +1 +1 7 Empathic link, improved evasion, share saving throws, share spells
13th–15th +4 +3 +2 8 Speak with shadovar emissary
16th–18th +6 +5 +3 9 Shadow Walk
19th–20th +8 +7 +4 10 Spell resistance
Character Level: The character level of the shadovar emissary (his shadovar emissary level plus his original class level).
Bonus HD: Extra twelve-sided (d12) Hit Dice, no constitution bonus as it is an undead. Extra Hit Dice improve the shadow’s base attack and base save bonuses, as normal.
Natural Armour Adj.: This is an improvement to the shadow’s existing natural armour bonus.
Str Adj.: Add this figure to the shadow’s Strength score.
Int: The shadow’s Intelligence score. (A fiendish shadow is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The shadovar emissary has an empathic link with his shadow out to a distance of up to 1 mile. The shadovar emissary cannot see through the shadow’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the shadow and the shadovar emissary, the shadovar emissary has the same connection to a place or an item that the shadow does.
Improved Evasion (Ex): If the shadow is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the shadow uses either its own base save bonus or the shadovar emissary’s, whichever is higher. The shadow applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the shadovar emissary might have.
Share Spells: At the shadovar emissary’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his shadow. The shadow must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the shadow if it moves farther than 5 feet away and will not affect the shadow again even if the shadow returns to the shadovar emissary before the duration expires. Additionally, the shadovar emissary may cast a spell with a target of “You” on his shadow (as a touch range spell) instead of on himself. A shadovar emissary and his shadow can share spells even if the spells normally do not affect creatures of the shadow’s type (magical beast).
Speak with Shadovar Emissary (Ex): If the shadovar emissary’s character level is 13th or higher, the shadovar emissary and shadow can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Shadow Walk (Sp): If the shadovar emissary’s character level is 16th or higher, the shadow can use Shadow Walk once per day (caster level equals masters level).
Spell Resistance (Ex): If the shadovar emissary’s character level is 19th or higher, the shadow gains spell resistance equal to the shadovar emissary’s level + 5. To affect the shadow with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the shadow’s spell resistance.

Pierce the Veil (Su): A Shadovar Emissary is granted increased visual acuity, allowing him to ignore the miss chance created by darkness spells or effects and gains Blind fight as a bonus feat. In addition he gains a +5 insight bonus on Spot checks.
Mind of Shar (Ex): Beginning at 8th level, Shar grants the emissary the ability to use the power of their minds to protect himself or herself. They add their Intelligence bonus (if any) to all their saving throws.
Shade Ascension: At 10th level a Shadovar emissary is deemed to have served his nation so well that he is granted the great honour of being transformed into a Shade by the Prince of Shade. Once this blessing is bestowed the character receives the Shade Template (FRCG).

Shadovar Emissary Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +0 +2 Diplomatic Knowledge, poison use, Detect Lie +1 level of existing class
2nd +1 +0 +0 +3 True Lies 1/day +1 level of existing class
3rd +1 +1 +1 +3 Spell Power +1 +1 level of existing class
4th +2 +1 +1 +4 Shadow Feats +1 level of existing class
5th +2 +1 +1 +4 True Lies 2/day, Summon Shadow +1 level of existing class
6th +3 +2 +2 +5 Spell Power +2 +1 level of existing class
7th +3 +2 +2 +5 Pierce the Veil +1 level of existing class
8th +4 +2 +2 +6 True Lies 3/day, Mind of Shar +1 level of existing class
9th +4 +3 +3 +6 Spell Power +3 +1 level of existing class
10th +5 +3 +3 +7 Shade Ascension +1 level of existing class
 

Unicorn Rider:
For centuries, dating back since before the retreat female elves, pure of heart and untouched by man go into the woods of such places of Cormanthor, Evermeet and so forth searching for the fabled and extremely rare creatures known as Unicorns in the hopes that they will be chosen by them and serve as their companions and riders. During their search they are expected to survive on their own with no help, and if a unicorn is in the area it will often view their progression from a distance in order to judge if the candidate is worthy of not in their eyes.
Unicorn riders can be found in the greatest quantities on the Isle of Evermeet, where due to an ancient pact between the species the unicorn riders have agree to choose riders for generations, and several hundred unicorn riders serve Queen Amlaruil in the defence of the Island as elite cavalry. Of course everywhere else they are a rare occurrence indeed.
.
Hit Die: d10

Requirements
To qualify to become a Unicorn Rider, a character must fulfil all of the following criteria:
Alignment: Chaotic Good
Race: Half elf, Human, Elf
Gender: Female
Base Attack Bonus: +5
Skills: Diplomacy 4 ranks, Ride 8 ranks, Handle Animal 4 ranks, Survival 2 ranks.
Feats: Mounted Combat, Ride by Attack, Spirited Charge
Special: Must seek out and be accepted by a unicorn during their seclusion period, must be a chaste female of pure heart.

Class Skills
The Unicorn Rider class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis) and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Unicorn Rider prestige class:
Weapon and Armour Proficiency: A Unicorn Rider is proficient with all simple and martial weapons, and with no additional armour or shields than normal.
Detect Evil (Sp): At will, an Unicorn rider can us detect evil as a spell-like ability, duplicating the effect of the detect evil spell.
Smite Evil (Su): At 2nd level the Unicorn rider may once per day attempt to smite evil on one normal melee attack, he adds his Charisma modifier to attack and deals 1 extra damage per class level. The unicorn rider gains an additional use of the smite ability at 3rd level, 5th, 7th, and then a final use at 9th level.
Ride Bonus (Ex): A Unicorn rider gains a competence bonus on Ride checks. This bonus starts at +2 and improves to +4 at 4th level, +6 at 7th level and finally +8 at 10th.
Burst of Speed (Ex): At 2nd level and higher, a unicorn rider can urge her mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the unicorn taking 2d6 points of damage.
Share Life (Su): At 2nd level the Unicorn rider and her mount may choose to transfer some of their life forces between them, in order to heal on or the other. No more than the unicorn riders class level can be transferred and the ability may be used once per day. The unicorn rider can choose to either give a specified amount to heal their unicorn, or the unicorn can choose to grant the specified amount to heal the rider. No matter no amount can be taken which would put either the mount or rider below 1 hp.
Unbroken Charge (Ex): At 3rd level and higher, a unicorn rider can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check.
Leap from Saddle (Ex): A unicorn rider of 4th level or higher can dismount and land adjacent to her mount as a free action by making a DC 20 ride check. If an opponent is in a square she threatens (after dismounting), she can make a melee attack against that opponent, taking a +2 bonus on the attack roll and a –2 penalty to Armour Class (just as if the character were making a charge). This ability is usable only if the mount is moving no faster than twice its speed.
Greater Teleport (Sp): Finally upon reaching 10th level, a unicorn rider can cast the spell greater teleport once per day as a sorcerer of her character level. The spell affects the unicorn as well if the rider is mounted.
Unicorn Companion : Upon reaching 5th level an Unicorn Rider is bonded with a unicorn companion, which will gain HD and special abilities beyond those of which they normally have as shown on the table below.
UnicornCompanion BonusHD NaturalArmour StrAdj. DexAdj. MoveRate Special
12th or lower +2 +1 +1 +1 - Empathic link, Improved evasion, Share saves, Share spells
13th to 15th +4 +3 +2 +2 +10 ft. Speak with Unicorn Rider
16th to 18th +6 +5 +3 +3 - Devotion
19th to 20th +8 +7 +4 +4 +20 ft. Spell Resistance
Character Level: The character level of the Unicorn Rider (her’s Unicorn Rider level plus her’s original class level).
Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the unicorn’s base attack and base save bonuses, as normal.
Natural Armour Adj.: Ther’s is an improvement to the unicorn’s existing natural armour bonus.
Str Adj.: Add ther’s figure to the unicorn’s Strength score.
Dex Adj.: Add ther’s figure to the unicorn’s Dexterity score.
Move Rate: Add ther’s amount to the unicorn’s base movement rate.

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The Unicorn Rider has an empathic link with her’s unicorn out to a distance of up to 1 mile. The Unicorn Rider cannot see through the unicorn’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the unicorn and the Unicorn Rider, the Unicorn Rider has the same connection to a place or an item that the unicorn does.
Improved Evasion (Ex): If the unicorn is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the unicorn uses either its own base save bonus or the Unicorn Rider’s, whichever is higher. The unicorn applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the Unicorn Rider might have.
Share Spells: At the Unicorn Rider’s option, he may have any spell (but not any spell-like ability) he casts on herself also affect her unicorn. The unicorn must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the unicorn if it moves farther than 5 feet away and will not affect the unicorn again even if the unicorn returns to the Unicorn Rider before the duration expires. Additionally, the Unicorn Rider may cast a spell with a target of “You” on her unicorn (as a touch range spell) instead of on herself. A Unicorn Rider and her unicorn can share spells even if the spells normally do not affect creatures of the unicorn’s type (magical beast).
Speak with Unicorn Rider (Ex): If the Unicorn Rider’s character level is 13th or higher, the Unicorn Rider and unicorn can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Devotion (Ex): If the Unicorn Rider’s character level is 16th or higher, the unicorn gains a +4 morale bonus on all Will saves against Enchantment spells and effects.
Spell Resistance (Ex): If the Unicorn Rider’s character level is 19th or higher, the unicorn gains spell resistance equal to the Unicorn Rider’s level + 5. To affect the unicorn with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the unicorn’s spell resistance.

Unicorn Rider Advancement:
Level Attack Fort Ref Will Special
1st +1 +0 +0 +2 Unicorn companion, Smite Evil 1/day, Detect Evil, Ride bonus +2
2nd +2 +0 +0 +3 Burst of Speed, Share Life
3rd +3 +1 +1 +3 Smite Evil 2/day, Unbroken Charge
4th +4 +1 +1 +4 Ride bonus +4, Leap from Saddle
5th +5 +1 +1 +4 Smite Evil 3/day
6th +6 +2 +2 +5 -
7th +7 +2 +2 +5 Smite Evil 4/day, Ride bonus +6
8th +8 +2 +2 +6 -
9th +9 +3 +3 +6 Smite Evil 5/day
10th +10 +3 +3 +7 Ride bonus +8, Greater Teleport
 

Wild Elf Skinwalker:
Some green elven priests of Rillifane Rallathil and occasionally one of the other nature oriented deities of the Seldarine live apart from their brethren, seeking out a solitary existence in the forest. Those who follow this path long enough are taught the secret rituals of skin walking by older priests.
Skinwalking is a special magical form of shape changing that involves using hides and other animal parts to transform into an animal form.
Other green elves tend to avoid skinwalkers, but turn to them in times of crisis, or for advice on major problems confronting the tribe. Although the green tribes are fearful of the skinwalkers, they nevertheless treat them with a great deal of respect as they are said to be dangerous and uncontrollable. Skinwalkers exist to help their tribes in times of danger, and to learn more about the works of nature.
.
Hit Die: d8

Requirements
To qualify to become a Wild Elf Skinwalker, a character must fulfil all of the following criteria:
Alignment: Chaotic Good
Patron: Rillifane Rallathil, Solonor Thelandira, and Erevan Ilesere
Race: Wild (Green) Elf
Base Attack Bonus: +3
Skills: Knowledge (nature) 10 ranks, Survival 6 ranks.
Feats: Self Sufficient
Spellcasting: A skinwalker must be able to cast 3rd level divine spells.
Special: Must be accepted by an existing skinwalker, who will then teach them the secret traditions and rituals. A candidate must also spend several nights in the wild, during which time their totem animal will appear to them. They then follow the beast for several more days to learn his ways and gain enlightenment. Must also have the Wild Empathy class feature.

The totem that turns up is determined by rolling on the following table:
D12 Animal
1 Crow
2 Hawk
3 Wolf
4 Fox
5 Otter
6 Horse
7 Boar
8 Badger
9 Mountain Lion
10 Brown Bear
11 Rat
12 Owl

Class Skills
The Wild Elf Skinwalker class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the Wild Elf Skinwalker prestige class:
Weapon and Armour Proficiency: A Wild Elf Skinwalker is proficient with no additional arms or armours.
Spells per Day: A skinwalker’s training focuses on magic that will enhance her or summon animals. Thus, when a character gains every third level of skinwalker after first, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however gain any other benefit a character of that class would have gained (improved animal companion, for example).
If a character had more than one divine spellcasting class before she became a skinwalker, she must decide to which class she adds each level of skinwalker for purposes of determining spells per day when she adds the new level.
Spiritual Fetish (Su): All skinwalkers on 1st level gather together a variety of plants, feathers, beads and claws in order to make a spiritual fetish. These items are kept in a small leather pouch and worn on a cord around the skinwalkers neck at all time. It is said that the fetish helps ward off evil magic and indeed while worn a skinwalker gains their Charisma bonus (if positive) on all saving throws against spells and spell-like effects.
Totem Empathy (Ex): A skinwalker due to her enlightened state regarding their totem beast gains a +4 bonus to Wild Empathy checks relating to animals of the same type as their totem beast (e.g. a skinwalker with Mountain Lion as a totem would gain this bonus to all wild empathy checks on Felines), and a +8 bonus on all Wild empathy checks made to affect animals of the specific type as their totem beast.
Skinwalking (Su): Starting at 1st level, learns the secrets of skinwalking, and after spending 24 hours to specially prepare and cleanse a hide made of their totem beasts fur/feathers/scales and make a Profession (furrier) DC 20 check to craft one, the skinwalker can when wearing it use wild shape to take the form of their totem beast, which when used appears to burst out of the skin of the skinwalker. This ability otherwise functions exactly like a druids wild shape ability. At 1st level this power is usable once per day, but the skin walker gains an additional use per day at 3rd, 5th, and 7th. Upon reaching 9th level a skinwalker can wild shape into their totem beast at will. Should a skinwalker lose their cloak they cannot skinwalk until they produce and prepare a new one.
Animal Sense (Su): At 2nd level, a skinwalker can at will, sense any animals of their totem beast’s type (felines, canines, ursine, avian, rodent etc.) not the specific totem animal type within a radius of 400 feet +40 ft. per level of the skinwalker. This ability otherwise works exactly like the Detect animals or plants spell (though plants cannot be detected) as if cast be a druid of their character level.
Animal Speech (Ex): At 2nd level, a skinwalker can converse at will with any animals of their totems type (canine, felines, ursine, avian, rodent and so forth) within sight as though, a speak by animals spell were in effect. Responses of course are limited by the animal’s intelligence. To all observers the skinwalker and animal make animal sounds that are otherwise unintelligible.
Far speech (Sp): At 4th level, a skinwalker can use her animal speech ability to converse telepathically with any of his totem animal’s type (canine, felines, ursine, avian, rodent and so forth) she can detect via her Animal sense ability.
Summon Animal (Sp): Starting at 4th level, a skinwalker can summon 1d3 animals of his totems type (canine, felines, ursine, avian, rodent and so forth) once per day. This ability functions like a summon natures ally spell, and the summoned animals remain for 1 round per character level. At 6th level, the skinwalker can use this ability twice per day, and at 8th level, she can use this ability twice per day to summon 1d3 dire animals of his totems type.
Animal Perception (Ex): At 6th level, a skinwalker can share the sensory input of any animal of his totems type (canine, felines, ursine, avian, rodent and so forth) within the range of her Animal Sense ability. The skinwalker can see, smell, and hear through the animals as if they were actually present. A skinwalker can only sense through one particular animal at a time, and can switch to another in the area as a move action once per round.
Animal Trait (Su): Upon reaching 9th level, the skinwalker is so akin to their totem beast that they gain some bestial trait from their totem beast that changes them in some way. All skinwalkers appear more feral now and share some feature of their totem beast (yellow eyes, excessive hair grow, sharp teeth, tendency to move on all fours) and so forth. The type of bonus depends on the skinwalkers totem.
Crow: A skinwalker with the Crow as her totem is very curious and agile by nature, and are prone to scream at the top of their lungs when angered. All skinwalkers with the crow as their totem beast gain Weapon Finesse as a bonus feat.
Hawk: A skinwalker with the Hawk as her totem is very observant and their eyes rarely miss a thing. All skinwalkers with the Hawk as their totem gain the Skill Focus (Spot) as a bonus feat.
Wolf: A skinwalker with the Wolf as her totem is a good team player, and exhibit a predatory cunning and persistence and have very good senses. All skinwalkers gain the Scent special ability as if it were a bonus feat.
Fox: A skinwalker with the Fox as her totem is skittish and nervous though quick to react. All skinwalkers with the Fox as their totem gain the Improved Initiative as a bonus feat.
Otter: A skinwalker with the Otter as her totem is constructive, creative and capable of holding their breath underwater for a very long time. All skinwalkers with the Otter as their totem can hold their breath underwater for 6x their constitution score.
Horse: A skinwalker with the Horse as her totem is energetic and eager to be on the move. All skinwalkers with the Horse as their totem have base movement increased by +10 ft. and gain the Endurance feat as a bonus feat.
Boar: A skinwalker with the Boar as her totem is bad tempered and tenacious people. All skinwalkers with the boar as their totem can fight while disabled or dying without penalty. They still however die when reaching –10 hit points.
Badger: A skinwalker with the Badger as her totem is single minded and determined, and when swayed from their path they tend to fly into a furious rage. All skinwalkers with the badger as their totem can when damaged, choose once per day to rage exactly as the Barbarians rage class ability, with the exception that they cannot choose to end the rage voluntarily.
Mountain Lion: A skinwalker with the Mountain Lion as her totem is territorial and predatory, fearless and strong. A skinwalker with the Lion as their totem gains the Improved Grapple feat as a free bonus feat to reflect their skill at bringing their foes down.
Brown Bear: A skinwalker with the Brown Bear as her totem is strong, ill tempered and territorial. A skinwalker with the bear as their totem can once per day make a mighty strike adding an extra +1d6 damage to any melee attack they make.
Rat: A skinwalker with the Rat as her totem is nervous and has a strong flight over fight response. A skinwalker with the rat as their totem gains the Stealthy Feat.
Owl: A skinwalker with the Owl as her totem is very alert; though not quick to act unless they are sure of the course their actions will take them. A skinwalker with the owl as her totem gains the Skill focus (Listen) as a bonus feat.
Spontaneous Reincarnation (Totem) (Sp): The final benefit a skinwalker gains at 10th level, is the benefit of rebirth. Should a skinwalker die in the course of their adventures an hour after their death the skinwalker is reborn at the site of their demise, bursting forth from their remains newly reborn as an animal of the specific type their totem was of, at a level equal to what their level was at the time of death minus 1. In this reincarnated form the skinwalker is physically (Str, Dex, Con) as the animal they appear as, gaining its movement forms, natural attacks, extraordinary special attacks and qualities. Mentally (Int, Wis, Cha) the skinwalker stays as they were, retaining all memories and knowledge from their previous life, feats, skill ranks, base saves, base attack bonus, class abilities and so forth. The skinwalker is unable to spellcast as an animal however due to their lack of an ability to speak, however the skinwalker may choose one spell from each spell level they were able to cast and gain the chosen spell as a spell-like ability they may use once per day each at their level. A Skinwalker is reincarnated as its totem beast up to a number of times equal to its Wisdom modifier, after that its death is final unless resurrected or otherwise brought back by magic. Is a skinwalkers remains are destroyed either as the cause of their death or after their death they cannot benefit from their spontaneous reincarnation and instead stay dead.

Wild Elf Skinwalker Advancement:
Level Attack Fort Ref Will Special Spells per Day
1st +0 +2 +2 +0 Spiritual Fetish, Skinwalking 1/day, Totem Empathy +1 level of Divine Class
2nd +1 +3 +3 +0 Animal Sense, Animal Speech -
3rd +2 +3 +3 +1 Skinwalking 2/day +1 level of Divine Class
4th +3 +4 +4 +1 Animal Far speech, Summon Animal 1/day -
5th +3 +4 +4 +1 Skinwalking 3/day +1 level of Divine Class
6th +4 +5 +5 +2 Summon Animal 2/day, Animal Perception -
7th +5 +5 +5 +2 Skinwalking 4/day +1 level of Divine Class
8th +6 +6 +6 +2 Summon Animal (Dire) 2/day, Animal Trait -
9th +6 +6 +6 +3 Skinwalking at will +1 level of Divine Class
10th +7 +7 +7 +3 Spontaneous reincarnation (Totem) -
 

AASIMAR PARAGON:
Aasimar are humans with celestial ancestry. And although Aasimar are not as powerful as full-fledged half celestials, their touch of celestial blood does grant them some significant benefits to their guile and personality as well as some minor resistances and spell-like abilities. Although some Aasimar turn away from their noble heritage and commit acts of evil, completely rejecting their innate goodness, most remain good and noble beings. Aasimar paragons are both good and evil, trying to successfully come to terms with their family history. The good ones see themselves as blessed by their ancestry and embrace it while the evil ones view it as a taint.

Adventures: Aasimar paragons undertake adventures for noble selfless reasons, championing just causes and worthwhile ideals. Evil Aasimar adventure for themselves and commonly misuse the assumption of their goodness by others to take advantage and manipulate. A Good Aasimar is most commonly viewed as the golden haired hero appearing in the time of greatest need, saving the day and vanishing just as quietly back into the shadows, without need of thanks or reward. Safe in the knowledge they have done a good deed for a good reason.

Characteristics: Aasimar Paragons are brave, noble, and selfless though most commonly aloof and private people. Those they trust they do so utterly and with their lives, but they are not fast to trust. Many Aasimar even those, which are not good have a natural tendency towards good acts forcing some to fight their very urges.

Alignment: Almost all Aasimar are good. Those that are not must constantly struggle with their inner conscience, seldom knowing the inner peace that many others can know.

Religion: Most Aasimar are strongly attracted to religion being seen as a way of more closely associating themselves with their celestial ancestry. Evil Aasimar reject religion for the most part refusing to have any link to their ancestry associated with their beliefs.

Background: Aasimar paragons tend to learn their skills from structured organisations and religions while in the service of their chosen deity. They frequently multiclass as Paladins or Clerics as a result. Aasimar Paragons do not tend to view themselves as champions of a people or their race but more as champions of an ideal or cause.

Races: Aasimar Paragons have widely varying views on the races but mostly it is an aloof curiosity and respect. It is very rare that Aasimar’s hold any racial hatred towards any but those who are dedicated to evil and even then they try to judge individually as opposed to a whole.

Classes: Aasimar Paragons are commonly happy to work with members of any class though prefer to avoid the company of rogues, instead preferring that of Paladins and Clerics. Those Aasimar who are dedicated to evil tend to prefer the company of shady characters with no religious ties.

Game Rule Information
Aasimar Paragons have the following game statistics
Abilities: Charisma and Wisdom are viewed as the most important attributes for an Aasimar paragon helping them deal with matters of care and diplomacy as well as providing them a great deal of guile and common sense. Strength is also important for those who become paladins in order to aid them in melee, Dexterity is probably the least important statistic as most frequently Aasimar paladins and clerics wears heavy armour, which reduces the benefit of a high dexterity.

Alignment: Any

Hit Die: d8

Class Skills
The Aasimar Paragon class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge – Religion (Int), Knowledge – Planes (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language, and Spot (Wis). See Chapter 4: Skills for descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Aasimar Paragon

Weapon and Armour Proficiency: A n Aasimar paragon is proficient with all simple and martial weapons, light armour, medium armour and heavy armours and shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.
Improved Resistance (Ex): At 1st level, one of the Aasimar Paragons natural resistances to energy (Acid, Cold, or Electricity) improves from 5 to 10. The character can choose which of his three resistances improves, but once he makes this choice it can never be altered/

Light (Sp): At 2nd level, an Aasimar paragon can use his Light spell-like ability three times per day.

Skill Bonus (Ex): A 2nd level Aasimar paragon’s racial bonus on Listen and Spot checks improves to +4.

Ability Boost (Ex): At 3rd level, an Aasimar paragon’s Wisdom score increases by +2 points.

Table 2-0: The Aasimar Paragon
Level Attack Fort Ref Will Special
1st +0 +2 +2 +2 Improved Resistance

2nd +1 +3 +3 +3 Light, Skill bonus

3rd +2 +3 +3 +3 Ability boost (Wis +2)
 

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