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


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CombatWombat51 said:
I only gave it a quick read, but it all looks pretty cool. I like your Noble class alot, too. But what does the Noble House feat do?

Noble House
General
You have been granted land, status, and a title and may begin building up a power base using your connections and talent for leadership.
Prerequisite: This feat may be taken only by characters who have been awarded land and title by a noble or ruler.
Benefit: You may run or are part of a noble house, as described in the later section on noble Houses. Characters with this feat gain the title of Lord/Lady.
For the founder of a Noble House it grants +2 House Strength, for additional family members of an existing house it only increases the house strength by 1.
Special: All Nobles gain this feat free at 1st level.
 

2 more feats.

Pressure Points (NEW)
General
You are knowledgeable in where the pressure points are located upon a being. These pressure points allow for damage to be inflicted without need for great strength or chinks in armour.
Prerequisite: Improved Unarmed, Weapon Finesse and a Base Attack Bonus of +3.
Benefit: The character may replace their Strength modifier with their Wisdom modifier for purposes of damage bonus with any unarmed strike.
Normal: The character adds their Strength modifier as a damage bonus with Finesse weapons just like with any melee weapon.

Improved Signature Move inspired by Zyme86
General
You have honed your signature move, gaining greater accuracy and possible striking power with it.
Prerequisite: BAB of +8, Improved Critical, Signature move
Benefit: All uses of your signature move from this point forward recieve a +1 bonus to attack rolls. In addition should a signature move cause a threat then it recieves a +3 bonus to confirm a critical.
Special: The bonus to attack can stack with any bonus from weapon focus and greater weapon focus.
 

BARD OF SILVERYMOON:

Within Silverymoon under the wizened insights of Alustriel during her reign as High Mage of Silverymoon, the conclave was brought into being. Being formed of several previously independent centres of lore and study it herald a new time of higher learning within Silverymoon for those who wished to take advantage of the opportunities it presented.
Within the conclave are two organisations of particular note the first is the House of the Harp. Once known as the Focluchan bardic college run under the careful ministrations of the Master Bard Forell “Flamebeard” Luekaun. Novice students of this college spend their days performing their artistic abilities, honing and improving them. The second organisation of note is the Utrumm Music Conservatory, whose students work to archive music and “song scrolls” during the hours in which they are not practicing their music.
A Bard of Silverymoon is one who has studied at both colleges during their career thanks to the housing and tuition provided by the Speaker of the Silver Marches herself. Accomplished bards and loremasters, the Bards of Silverymoon also act as agents for the Speaker in gratitude for the opportunities she has provided them. As her eyes and ears they carry her words from town to town, inspiring the populace, gathering information and helping to cement the relationships that form the Silver Marches on a daily basis.

Hit Die: d6

Requirements
To qualify to become a Bard of Silverymoon, a character must fulfil all of the following criteria:
Region: Silver Marches
Skills: Bluff 4 ranks, Diplomacy 8 ranks, Disguise 3 ranks, Gather Information 8 ranks, Knowledge (any one) 4 ranks and Perform 6 ranks
Feats: Negotiator or Persuasive, Skill Focus (Perform) and Spell Focus (Enchantment)
Special: Must receive sponsorship of the Speaker of the Silver Marches and spend at least 6 month in study at the House of the Harp and Utrumm’s Music Conservatory. Must also have access to Bardic Knowledge and Bardic Song class abilities.

Class Skills
The Bard of Silverymoon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Level: 6 + Int modifier.

Class Features
All the following are class features of the Bard of Silverymoon prestige class:
Weapon and Armour Proficiency: The Bards are proficient with no additional weapons or armours.
Spells Per Day: A bard of Silverymoon’s training focuses on magic that will aid him in his duties to the Speaker and in helping calm situations and manipulate people. Thus, when a character gains a level of bard of Silverymoon, 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 bardic music, for example).
If a character had more than one arcane spellcasting class before he became a bard of Silverymoon, he must decide to which class he adds each level of bard of Silverymoon for purposes of determining spells per day when he adds the new level.

College Housing: At 1st level, a bard of Silverymoon always has access free food and lodging at either the Hall of the Harp or the Utrumm’s Music Conservatory while in Silverymoon, provided to the bard as a novice at both institutions under their sponsorship by the Speaker.

Sponsorship: Also at 1st level a bard receives a modest income of 100 gold pieces each month in addition to all tuition fees being paid by the Speaker. This of course comes at the cost of obligation to the Speaker and the Silver Marches by serving as one of her agents and heralds.

Facilities: At 1st level a bard of Silverymoon can also study at the facilities of either institution and by doing so receives a +4 circumstance bonus to all Knowledge, Gather Information, Perform, and Craft checks. In addition they may purchase “song scrolls” from the Music conservatory at a 50% discount.

Improved Bardic Knowledge: Upon reaching 2nd level a bard of Silverymoon has gained such increased knowledge and lore from their time of study that their levels in this prestige now stack with any levels in bard for purposes of determining bonus to bardic knowledge. For example Aria a Bard 7th/Bard of Silverymoon 2nd counts as a bard 9th for purposes of determining her bonus for bardic knowledge.

Wit (Ex): From 2nd level onwards, a bard of Silverymoon is able to use witty repartee to throw people off guard for a short time. To do this they can use their Bluff skill in a similar way as when they Feint against an opponent, who as usual opposes this bluff check by their Sense motive. If the Bard wins the target is not only flat footed but is also dazed, meaning not only does the target lose their Dexterity bonus to Armour class for that round but cannot take any action themselves in retaliation until next round. Wit does not of course have to be the precursor for an attack and could be used to slip past a baffled guard, or enemy and so on.

Seduction: Once a bard of Silverymoon reaches 3rd level they can once per day per level in this prestige combine their Perform skill with their talent for flirtation and rhetoric to influences members of the opposite sex in a way that works as if a Charm Person spell had been cast.

Improved Bardic Music: By 4th level, a bard of Silverymoon’s levels in the prestige stack (retroactively) with any bards levels to determine number of uses per day and effects available through bardic music. Hence Aria in our previous example now Bard 7th/Bard of Silverymoon 4th level finds her bardic music previous only usable 7/day and capable of being used to fascinate, inspire confidence, and suggestion is now capable of being used an additional 4 times per day and now inspires courage and inspires greatness too.

Ward Attunement: At 9th level a bard of Silverymoon is formerly inducted as an agent of the Speaker through a private ceremony in the High Palace of Silverymoon. This ceremony attunes the bard of Silverymoon to the mythal that surrounds Silverymoon without the 2,500 XP cost normally required.

Disrupt Weaves (Su): Beginning at 5th level a bard of Silverymoon has learned how to use music to resonate the strands of magic that form a woven spell, causing it to unravel. As such they can use a bardic music usage to cast Dispel Magic in an area. At 8th level this becomes Greater Disrupt Weave and its effects are as a Greater Dispel Magic. In both cases the effect is as if cast by a spellcaster of the characters level.

Extended Song (Su): At 7th level a bard of Silverymoon is so accomplished in their art that their music can be made to have such an affect on its listeners that the effects of bardic music can be made to last twice as long as usual. Bardic music used in this way uses up two of the bards daily uses instead of one.

Living Chronicle (Su): A bard of Silverymoon, upon reaching 9th level becomes a living receptacle for everything you see, and hear remembering it with perfect clarity and recollection. In effect this makes them a storehouse for facts, faces, places, creatures from that point onwards. A bard can make an Intelligence check with their level in the prestige as a bonus to recall any thing they have seen, read or heard against a DC 15. Also due to this perfect re-collective capability they are able to apply their level in the prestige as an insight bonus to all Craft, Decipher Script, Knowledge and Perform checks.

Legendary: Finally at 10th level, a bards reputation and skills has grown to such proportions that it precedes you everywhere you go, nobles send you invitations, royalty request audiences and private performances, inns provide huge fees and incentives for you to play at their establishments, shopkeepers refuse payment, a veritable cornucopia of doors are open to you. In effect this makes it much easier to gain access to places and people, which would ordinarily be extremely difficult to get near too, making the agents job that much easier. As a result of this reputation legendary Bard can obtain their level times their profession check result in gold for a performance in place of the usual half their check amount. Additionally all civilised peoples have their reactions moved one step towards favourable where the bard is concerned.

Bard of Silverymoon Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +2 +2 College Housing, Sponsorship, Facilities +1 level of Arcane spellcasting class

2nd +1 +0 +3 +3 Improved Bardic Knowledge, Wit +1 level of Arcane spellcasting class

3rd +2 +1 +3 +3 Seduction +1 level of Arcane spellcasting class

4th +3 +1 +4 +4 Improved Bardic Music +1 level of Arcane spellcasting class

5th +3 +1 +4 +4 Ward Attunement +1 level of Arcane spellcasting class

6th +4 +2 +5 +5 Disrupt Weave +1 level of Arcane spellcasting class

7th +5 +2 +5 +5 Extended Song +1 level of Arcane spellcasting class

8th +6 +2 +6 +6 Greater Disrupt Weave +1 level of Arcane spellcasting class

9th +6 +3 +6 +6 Living Chronicle +1 level of Arcane spellcasting class

10th +7 +3 +7 +7 Legendary +1 level of Arcane spellcasting class
 

SPELL CAPTAIN OF THE AKH’FAER:

The Akh’Faer or Army of Army of Art as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Velahr or Army of Might.
The Akh’Faer was based from the Art Tower within Castle Cormanthor and was dominated primarily by moon and gold elves. The army itself consisted of three hundred or so wizards as the primary troops, another 100 junior officer’s and fifty senior officers below the Spell Major and his Spell Captain second. Among these ranks there were commonly many different types of wizards. The Akh’Faer traditionally had access to certain magical stockpiles provided for the army.
Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet or in the Elven Court, where the Akh’Faer was also once part of Myth Drannors standing army.

Hit Die: d4

Requirements
To qualify to become a spell captain, a character must fulfil all of the following criteria:
Race: Any elven subtype (except Drow)
Region: Evermeet or Elven Court
Base Will Save: +5
Skills: Concentration 10 ranks, Diplomacy 4 ranks, Knowledge (Arcane) 6 ranks, Spellcraft 10 ranks.
Feats: Leadership, Spell Focus (evocation), and any 2 Metamagic Feats
Spellcasting: Ability to cast arcane spells of 4th level or higher.

Class Skills
The Spell Captain's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (local) (Int), 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 Spell Captain prestige class:
Weapon and Armour Proficiency: Spell Captains are proficient with no additional weapons or armours.

Spells Per Day: A spell captain’s training focuses on magic that will aid him in his duties to the armed forces he serves. Thus, when a character gains a level of spell captain, 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, bonus feats, for example).
If a character had more than one arcane spellcasting class before he became a spell captain, he must decide to which class he adds each level of spell captain for purposes of determining spells per day when he adds the new level.

Token: Upon join the Akh’Faer all members of the Army of Art are provided a ring, which signifies their membership and pledge to serve in their nations armed forces. This ring was enchanted to provide a +1 morale bonus versus all spells and spell like effects for its wearer. These rings do not count towards the normal maximum limit on the number of magical rings a person may wear.

Coordinated Spellcasting: All spell captains are taught the intricate methods of guiding and aiding the coordinated spellcasting of a group of spellcasters. Any spell captain may coordinate the spellcasting of a number of individuals equal to one plus their intelligence modifier. In order to coordinate a group of spellcasters the spell captain must forgo all actions himself in the round, wholly concerned with simply directing the other spellcasters actions.
The benefit of coordinated spellcasting is that through sheer competency, experience and coorperation that the spell captain p[rovides he can provide a “pool” of levels, equal to his levels in this prestige class plus his intelligence modifier that those he directs may draw from for the purposes of applying metamagic feats to spells, in effect saving them from losing their higher level spell slots to use metamagic. No levels can be applied to any metamagic feat unless both the captain and those he directs possess the relevant feat, nor may any spell be cast unless both parties know it and are able to cast it. Coordinated spellcasting can be used a number of times per day equal to the spell captains intelligence modifier. After each use of coordinated spellcasting the spell captain must make a Fortitude save DC 10 +1 per person being coordinated or be fatigued from the activity.

Spell Penetration: A spell captain of first level gains spell penetration as a bonus feat.

Twin Spell: Upon reaching 2nd level, a spell captain gains the twin spell feat as a bonus feat.

Shatter Defences (Sp): Beginning at 2nd level and then again every third level thereafter a spell captain can once per day cast any directed spell that affects only a single target, which strikes with such power that the target is affected as if by a dispel magic first, checking to see if any spells or boosts the target may have in effect are shattered and dispelled “before” the cast spells usual effects (typically damage) are applied. When a spell captain reaches 8th level his shatter defences ability grows in intensity affecting all targets as if a greater dispel magic was used first. Using shatter defences is a full round action.

Bonus Feats: Beginning at 3rd level, and then again every 3rd level thereafter a spell captain gains a bonus feat chosen from metamagic feats, item creation feats or Spell Mastery. The spell captain must still meet all prerequisites for a bonus feat, including caster level minimums.

Improved Counterspell: At 4th level a spell captain gains Improved counterspell as a bonus feat.

Spell Power: From 5th level a spell captain 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 five levels thereafter at 10th.

Apprentices: Upon reaching 7th level, a spell captain attracts a number of aspiring spellcasters who wish to study under their tutelage, similar to those provided by the Leadership feat. The spell captain attracts a number of potential apprentices whose total levels equal the spell captain’s class level, and who have levels only in an arcane spellcaster class. Any individual apprentice may be no higher than 5th level and no higher than half the spell captains level rounded down, after that time they are no longer counted as apprentices and are likely replaced by a new generation of hopefuls, though they may with the DM’s approval remain as Henchmen. Each time the spell captain gains a level he may choose to increase the level of one of his apprentices, or he may discard any or all of them for a new combination of hopefuls. Note apprentices do not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Faer), they do require at least two days a week of the spell captains attention however. Also any apprentices slain cannot be replaced until the spell captain next goes up a level in this prestige.

Tap Weave (Su): Finally when a spell captain reaches 10th level he can tap into the weave in a way they never knew existed before and are able to draw a greater thread of magical energy from which to weave their magic. As a result of this once per day they can cast any single spell as if it was of a lower spell slot. A spell captain can reduce the spell slot usage of the spell by more than one but every spell level beyond the first costs 100xp. For example: Arithandar a 7th level wizard / 10th level Spell Captain chooses to reduce his Incendiary Cloud spell, normally an 8th level spell against a charging group of orcs. Using this spell would normally use up one of his 8th level spell slots, but due to his Tap Weave ability it would only cost a 7th level slot. Not happy with this and fearing he may need his more powerful spells later he chooses to reduce the spell slot of the Incendiary cloud further. He pays 500xp and reduces the spell another 5 levels making it use only a 2nd level spell slot. No single spell can be reduced in slots below 1st (so no a spell cannot be made a cantrip), and a spell cannot be reduced more spell slots than the spell captain has levels in this prestige (so some metamagic'ed spells can be reduced). Tap Weave is an elven form of High Arcana that was discovered prior to the elves learning and understanding of elven High Magic. Using Tap Weave is a full round action.

Spell Captain of the Akh’Faer Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +0 +2 Coordinated Spellcasting, Spell Penetration, Token +1 level of existing class

2nd +1 +0 +0 +3 Twin Spell, Shatter Defences 1/day +1 level of existing class

3rd +1 +1 +1 +3 Bonus Feat +1 level of existing class

4th +2 +1 +1 +4 Improved Counterspell +1 level of existing class

5th +2 +1 +1 +4 Shatter Defences 2/day, Spell Power +1 +1 level of existing class

6th +3 +2 +2 +5 Bonus Feat +1 level of existing class

7th +3 +2 +2 +5 Apprentices +1 level of existing class

8th +4 +2 +2 +6 Shatter Defences (greater) 3/day +1 level of existing class

9th +4 +3 +3 +6 Bonus Feat +1 level of existing class

10th +5 +3 +3 +7 Tap Weave, Spell Power +2 +1 level of existing class
 

ARMS CAPTAIN OF THE AKH’VELAHR:

The Akh’Velahr or Army of Might as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Faer or Army of Art.
The Akh’Velahr was based from the War Tower within Castle Cormanthor and was made up of all elven subtypes (with the exception of the Illythiri or Drow as they were later named after their expulsion) though mostly moon elves. The army itself consisted of over three thousand elves primary troops, split into four main groups the scouts, the troops, the noble knights and guards of myth drannor and finally the cavalries.
The Arms Captain is the second in command of the armed forces and is a highly honoured and specialised role. The individual filling this role can come from any of the four groups and may be of any elven subtype commonly found in the Akh’Velahrn.
Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet, Evereska or in the Elven Court, where the Akh’Velahr was also once part of Myth Drannors standing army.

Hit Die: d10

Requirements
To qualify to become a Arms Captain, a character must fulfil all of the following criteria:
Race: Any elven subtype (except Drow)
Region: Evermeet, Evereska or Elven Court
Base Attack Bonus: +6
Skills: Bluff 2 ranks, Diplomacy 4 ranks, Knowledge (Local) 4 ranks.
Feats: Leadership, Weapon Focus (longsword, thinblade or rapier), Improved Critical (with weapon focus is in).
Special: An Arms Captain serves the Coronal and must have excelled in battle enough to be noticed and have proven leadership abilities before being considered for this post.

Class Skills
The Arms Captain's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Knowledge (local) (Int), Knowledge (Tactics) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Arms Captain prestige class:
Weapon and Armour Proficiency: Arms Captains are proficient with all Simple and Martial weapons and all armours and shields.

Fearless (Ex): All Arms Captains are made of stern stuff and are typically seasoned troops before they are granted this role. As a result of this they now find that courage girded providing them a +2 insight bonus on all saves made against mind affecting spells and effects.

Armaments: All Arms Captains are provided arms and armour from the stockpiles of magical items available to the army, as a result of this they may choose Arms and Armour of choice of +1 magical enhancement. Any such armament provided cannot be sold, traded or given away and if lost requires any replacements to be paid for by the character. When an Arms Captain becomes 5th level the armour and armaments provided are replaced with +2 items, and finally at 10th level in Arms Captain they are replaced with +3 versions.

Rallying Cry (Su): Up to 3/day as a free action, the Arms Captain may utter a powerful shout that causes all his allies within a 60 ft. radius to gain a +1 morale bonus on their next attack roll and increase their speed by 5 feet until the Arms Captains next turn. Traditionally, this mind affecting ability is used when a formation of soldiers is about to charge.

Inspire Courage (Su): Same effect as the bards ability of the same name. The Arms Captain makes an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the Arms Captain speak. The effect lasts as long as the ally hears the Arms Captain speak and for 5 rounds thereafter. While speaking the Arms Captain can fight, but cannot cast spells, activate magic items by spell completion (such as scrolls) or activate magic items by magic word. All affected allies receive a +2 moral bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and damage rolls.

Keen Weapon (Su): By 2nd level and longsword, rapier or elven thinblade used by the Arms Captain is treated as a keen weapon. The weapon loses this benefitone round after leaving the hand of the Arms Captain.

Bonus Feats: Beginning at 3rd level, and then again every 3rd level thereafter a Arms Captain gains a bonus fighter feat. The Arms Captain must still meet all prerequisites for a bonus feat, including caster level minimums.

Bonus Tactical Feat: At 5th level the Arms Captain receives a bonus Tactical Feat (see Complete Warrior), this is the style of fighting he is most renowned for fighting in during battle. The Arms Captain must still meet all prerequisites for the Tactical feat.

Personal Guard: Upon reaching 7th level, a Arms Captain is assigned a personal guard, similar to those provided by the Leadership feat whose sole task it is to guard the Arms Captain and keep him safe. The Arms Captain attracts a number of guards whose total levels equal the Arms Captain’s class level, and who have levels only in either fighter or ranger. Any individual apprentice may be no higher than 5th level and no higher than half the Arms Captains level rounded down, after that time they are likely promoted to commands of their own as officers within the Akh’Velahrn, though they may with the DM’s approval remain as Henchmen choosing to remains as guards to their beloved commander. Each time the Arms Captain gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all of them for a new combination of guardsmen. Note a personal guard does not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Velahr), they are required to be with the Arms Captain at all times however, and may never be further than ear shot away at any time. Also any personal guardsmen slain cannot be replaced until the Arms Captain next goes up a level in this prestige.

Legendary Leader (Ex): Upon reaching 10th level, an arms captains skill and reputation for command has grown to such that they now receive a +4 bonus on all Charisma checks within the borders of their nation, as everyone knows of their exploits and respects them by reputation. In addition when in battle after studying the field for 3 rounds, during which time they can take no activity beyond movement the Arms Captain can a number of times per day equal to their Charisma modifier, make a sense motive roll opposed by their opposing leaders bluff skill. If they win their opponent (DM in other words) must inform them of their planned action (individual, or planned troop movements dependant upon whether or not it is an individual foe or a leader of an group of foes being directed) for the coming round, effectively allowing the Arms Captain to plan his actions and direct his troops accordingly. This represents the Arms Captains ability to predict his enemies plans ahead of their implementation by studying the ebb and flow of battle.

Arms Captain of the Akh’Velahr Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Fearless, Armament, Rallying Cry

2nd +2 +3 +0 +0 Inspire Courage 1/day, Keen Weapon

3rd +3 +3 +1 +1 Bonus Feat

4th +4 +4 +1 +1 Inspire Courage 2/day

5th +5 +4 +1 +1 Bonus Tactical Feat

6th +6 +5 +2 +2 Inspire Courage 3/day, Bonus Feat

7th +7 +5 +2 +2 Personal Guard

8th +8 +6 +2 +2 Inspire Courage 4/day

9th +9 +6 +3 +3 Bonus Feat

10th +10 +7 +3 +3 Inspire Courage 5/day, Legendary Leader
 

OROG WARMAKER:

Bred for war in the deeps of the earth the orogs are perhaps the most ferocious and capable of all the orcs. Descended from the Skullbiter orcs who were the first to invade the southern lands in –3605 they were eventually cut off between the Netherese and the Elves from any form of retreat except into a series of caverns, which led to the underdark. For several thousand year sthey have lived, prospered and developed as a species and a culture in those deep, dark places expanding through the caverns and tunnels, extinguishing or enslaving all who crossed their path until eventually in 900 DR with the fall of the Ascalhorn, Ammarindar and Earlann that they could once more return to the surface. When the orogs emerged they quickly subdued their weaker mountain orc cousins, most orogs however remain in the deeps.
From among the Orogs many fine warriors have emerged and among them the elite warmakers are perhaps the most capable and feared. In groups the warmakers can run for many hours on end and then without a rest be ready for battle, which they undertake with overwhelming power, ferocity and cunning. The sight of a column of orogs led by a warmaker, all howling and banging their weapons on their shields has more than once been enough to cause an enemy to turn tail and flee without even a single blow being struck. If the orog war machine were a snake the warmakers would be its head and its fangs for sure.

Hit Die: d10

Requirements
To qualify to become an Orog Warmaker, a character must fulfil all of the following criteria:
Alignment: Any nongood
Race: Orog (Black Orc)
Base Attack Bonus: +6
Skills: Intimidate 4 ranks
Feats: Power Attack, Point Blank Shot, Endurance
Special: Must possess the Rage ability.

Class Skills
The Warmaker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Orog Warmaker prestige class:
Weapon and Armour Proficiency: Warmakers are proficient with all simple and martial weapons, and with all types of armour and shields

Tireless Pace (Ex): All Warmaker have such heightened endurance that from 1st level onwards they may walk for 16 hours (or hustle for 8) in a day before they need to force march without any ill effect.

Blood Rage (Ex): also at 1st level a Warmaker may once per day while raging may a strike that causes such a grievous wound if it hits that the target struck must make a Fortitude save DC 10 + Str modifier + level in prestige or suffer 1d4 Temporary Constitution damage in addition to the normal damage rolled. Such wounds always are horrendous affairs and always leave scars. A Warmaker gains an additional use of the blood rage at 4th level, a third use per day at 7th level and a final use at 10th level.

Diehard: All Warmakers gain the Diehard feat as a bonus feat.

Shield Throw (Ex): Upon reaching 2nd level, a Warmaker may throw any shield they carry at an opponent. All shields have a range increment of 10 feet and if they hit do 1d3 points of damage (medium, large and tower shields) or 1d2 points of damage (for small and bucklers). If the target is struck by the shield they must also make a Fortitude save DC 10 + Str modifier + level in prestige or be stunned for 1 round. Throwing a shield is a standard action and does provoke an attack of opportunity.

Unshakeable (Su): All Warmakers of 2nd level or higher are immune to all fear-like spells and spell-like abilities.

Sundering Strike (Ex): Beginning at 3rd level, all Warmakers weapons when making a sunder attempt count as if they were of a size category higher than what they actually are for purposes of the opposed roll. In addition they subtract their level in the prestige from the item they are attempting to sunders hardness. A sundering strike may be used once per day at 3rd level, and an additional use per day is gained at 6th and 9th level.

Power Shot (Ex): Starting at 5th level, a Warmaker can before making a ranged attack roll subtract a number from the attack roll and add the same amount to all ranged damage rolls. This number may not exceed the Warmakers base attack bonus. The penalty on all attack rolls, and the bonus to damage rolls applies only until his next action.

Fearsome Presence (Su): All enemies within a 10 feet radius of the Warmaker are so affected by their presence that they suffer a –2 morale penalty on all attack rolls and a –2 save penalty versus fear effects. Note those immune to fear or mind influencing effects are immune to this effect.

Tireless Rage (Ex): A Warmaker of 10th level no longer becomes fatigued at the end of his rages.

Orog Warmaker Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Tireless Pace, Blood Rage 1/day, Diehard

2nd +2 +3 +0 +0 Shield Throw, Unshakeable

3rd +3 +3 +1 +1 Sundering Strike 1/day

4th +4 +4 +1 +1 Blood Rage 2/day

5th +5 +4 +1 +1 Power Shot

6th +6 +5 +2 +2 Sundering Strike 2/day

7th +& +5 +2 +2 Blood Rage 3/day

8th +8 +6 +2 +2 Fearsome Presence

9th +9 +6 +3 +3 Sundering Strike 3/day

10th +10 +7 +3 +3 Tireless Rage, Blood Rage 4/day
 

GOBLIN WOLFRIDER:

Every race almost on the face of Faerun has some form of cavalry and amongst the humanoid race of goblins, none are more feared than the goblin wolfriders. Considered as being slightly unhinged by their brethren the wolfriders learn to ride the intelligent worgs into battle. None should make the mistake of believing this is a close bond or ideal union however, instead more of a convenient tolerence of one another. In truth those goblins who show weakness or upset their mounts are just as much at risk as those they prey on. Nevertheless the sight of a pack of goblin wolfriders charging over a hill their mounts howling and slavering is enough to strike terror into the civilised heart.

Hit Die: d8

Requirements
To qualify to become a goblin wolfrider, a character must fulfil all of the following criteria:
Race: Goblin
Base Attack Bonus: +4
Skills: Ride 6 ranks, Handle Animal 3 ranks
Feats: Mounted Combat, Mounted Archery, Trample

Class Skills
The Wolfrider's class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the goblin wolfrider prestige class:
Weapon and Armour Proficiency: Wolfriders are proficient with all simple and martial weapons, and with light armour and shields

Mount: All wolfriders gain a worg as a mount, in addition to the standard tack and harness necessary to ride the beast. A goblin wolfrider may however wish to purchase masterwork or magical gear themselves. All worgrider class levels stack with any paladin, druid or ranger levels a goblin may have for the purposes of determining the characteristics of a paladins mount or an animal companion.

Ride Bonus: A goblin worgrider receives a competence bonus equal to his class level in this prestige on all ride checks.

Mounted Tracking (Ex): Starting at 1st level, and thank largely in part to the worgs awesome sense of smell the goblin rider is more easily able to follow tracks from the back of his mount. Initially his mount can move at half its base speed without causing the rider to take any penalty to Survival checks for the purposes of tracking. Upon reaching 4th level they are now so competent at this that the worg can move at full base speed without causing the rider to incur any penalty.

Burst of Speed (Ex): When a goblin wolfrider attains 2nd level, he can urge his worg mount on to greater than normal speeds when charging. This ability doubles the maximum distance a mount can travel when making a charge, up to four times its speed. This ability may be used 1/day without any penalty to the mount, however each additional use of the ability in a single day requires the worg to make a DC 20 Will save immediately after the conclusion of the charge, with failure resulting in it taking 2d6 points of damage.

Unbroken Charge (Ex): As of 2nd level, a worgrider can charge though difficult terrain or squares occupied by friendly creatures by making a DC 15 ride check.

Full Mounted Attack (Ex): Upon reaching 5th level, a worgrider may make a Full attack when his mount moves more than 5 feet (but no more than a single move action) in that round. The goblin cannot combine this full attack with a charge action.

Goblin Wolfrider Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Mount, Ride Bonus, Mounted Tracking (half speed)

2nd +2 +3 +0 +0 Burst of Speed

3rd +3 +3 +1 +1 Unbroken Charge

4th +4 +4 +1 +1 Mounted Tracking (full speed)

5th +5 +4 +1 +1 Full Mounted Attack
 

UTHGARDT TRIBAL HERO:

Among the uthgardt strength, martial prowess and respect for ones tribe and family are paramount. Among a people where every day is a struggle to survive not just from the wild things of their homeland but from the terrain and climate of the region as well, they must learn to live in the moment and value what lasts, the credo of “live in the moment for it may be your last” holds special significance to them.
It is in living this way that some uthgardt through their services to the tribe have come to exemplify these beliefs and tribal goals and all that they represent. These tribal heroes, become infused with the power of their tribe, and totem, blessed by Uthgar. They serve as the champions for their tribe not just in war but also in peace, by studying their tribes history and memorising it in order to learn from the lessons and wisdom of those who went before.

Hit Die: d12

Requirements
To qualify to become an Uthgardt Tribal Hero, a character must fulfil all of the following criteria:
Region: Uthgardt Tribesfolk
Patron: Uthgar
Base Attack Bonus: +6
Skills: Knowledge History 4 ranks, Intimidate 2 ranks.
Feats: Ancestral Spirit, Oral History
Special: Must have performed some significant service to their tribe.

Class Skills
The Tribal Hero's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge – History (Int), Listen (Wis), Ride (Dex), Survival (Wis) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Uthgardt tribal hero prestige class:
Weapon and Armour Proficiency: Tribal hero’s are proficient with all simple and martial weapons, and with shields

Ancestral Memories (Su): Tribal Heroes have access to the memories of their ancestors, providing them a spiritual storehouse of information, facts, legends and experiences they can call upon 1/day per level of this prestige in order to try and gain the answer to some question they may have. A tribal hero may make an ancestral memory check with a bonus equal to his level in the prestige + his wisdom modifier to see whether he knows some relevant information about local cultures, legendary items, or noteworthy places, past events or creatures that may be commonly found in their region. (If the tribal hero has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful ancestral memory 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. Such answers always come in the form of a remembered event in which the answer is provided as seen through the eyes of an ancestor.

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.

Rage (Ex): A tribal hero can fly into a rage a certain number of times per day. In a rage, a tribal hero temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the tribal hero’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a tribal hero cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A tribal hero may prematurely end his rage. At the end of the rage, the tribal hero loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 10th level tribal hero, at which point this limitation no longer applies; see below).
A tribal hero can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 3rd, 5th, and finally at 7th level, he can use it one additional time per day (to a maximum of four times per day at 10th level), these rage uses stack with any that the tribal hero may already have access to via previous classes (such as barbarian levels). Entering a rage takes no time itself, but a tribal hero can do it only during his action, not in response to someone else’s action.

Form of the Totem (Su): A tribal hero upon reaching 2nd level, can wild shape into the form of their tribes totem beast once per day. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per tribal hero level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
The form chosen must be that of the tribe’s totem animal as shown here.
Tribe Totem Animal Improved Form
Black Lions Lion Dire Lion
Black Ravens Raven Giant Raven
Great Worms Komodo Plains Landwyrm
Grey wolves Wolf Dire Wolf
Red Tigers Tigers Dire Tiger
Sky Ponies Pony Pegasus
Griffins Eagle Griffin
Thunder Beast Bull Bulette
Tree Ghosts S or M Tree* Treant (* works like a Tree spell in effect).
Elks Elk Dire Elk
A tribal hero loses his ability to speak while in totem form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
The new form’s Hit Dice can’t exceed the character’s tribal hero level.
At 9th level the tribal hero gains Improved totem form and can now assume the improved form of the tribes totem beast.

Commune with Ancestors (Sp): Upon reaching 4th level, a tribal hero can summon forth the spirits of their ancestors and question them for advice on a particular actions worth, in all ways this functions as per the augury spell of the same name. In order to commune in this way they must spend an hour in quiet meditation and prayer to the ancestors of their tribe. A tribal hero alternatively may call on the spirit of a specific member of their tribe who is deceased and question them as per a speak with dead spell of the same name. Using this power always leaves the tribal hero fatigued (no save).

Power of the Totem (Su): Upon reaching 6th level the tribal hero gains a special benefit bestown upon them as their ties and connection to their tribe grows stronger. The specific benefit gained varies dependant upon which tribe the hero is from.
Tribe Benefit
Black Lions +2 Wisdom and Profession is now class skill
Black Ravens Gains an Animal Companion (giant raven)
Great Worms Breath a cone of fire 30 feet long, 1/day for 1d8 dmg per level, reflex save DC10+level+Con for half.
Grey wolves +2 Strength and gains low light vision
Red Tigers Gains cold resistance 10 and the improved initiative feat
Sky Ponies Gains a special mount (Pegasus) that improves as per a paladin’s special mount
Griffins Adds level as an insight bonus to Climb checks and gains a bonus feat of choice
Thunder Beast +2 Constitution and becomes a large sized creature (-4 hide, -1 attack and armour class)
Tree Ghosts Heal their Constitution modifier in Hit points per hour of exposure to sunlight, gain low light vision
Elks Gain hide and move silently as class skills and +1d6 sneak attack

Greater Rage (Ex): At 8th level, a tribal hero’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Call Ancestors (Su): Upon reaching 9th level, a tribal hero is able to call the spirits of their tribal ancestors back from the grave to fight for them once per day. It takes the tribal hero a full round action to call the ancestors forth, such that on his turn the following round 1d3 ghostly uthgardt warriors will appear and fight for the tribal hero for one round per level before vanishing back to the spirit realm. The ancestor spirits have a level in warrior equal to the tribal heroes level in this prestige class and have the ghost template applied (see MM for more information on the ghost template).

Tribal Avatar (Su): Finally upon reaching 10th level a tribal hero is able to rage with the power of their tribes totem, infusing them with furious power and endurance turning them into terrifying engines of destruction. While enraged in this way they can cause devastating wounds especially to their tribes ritual enemies. a tribal hero’s when he rages becomes the tribal avatar and his bonuses to Strength and Constitution during this rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2. In addition against their tribes ritual enemy (see below) their melee attacks count as Bane strikes doing +2d6 sacred damage on top of their normal damage.
Tribe Ritual Enemy
Black Lions Tundra Barbarians
Black Ravens Griffin tribe and non uthgardt clerics, merchants and foreigners
Great Worms Any evil creature
Grey wolves Orcs
Red Tigers One of choice
Sky Ponies Orcs
Griffins Humans
Thunder Beast Wolves
Tree Ghosts Undead
Elks One of choice

Tireless Rage (Ex): At 10th level, a tribal hero no longer becomes fatigued at the end of his rage.

Uthgardt Tribal Hero Advancement
Level Attack Fort Ref Will Special

1st +1 +2 +0 +0 Ancestral Memories, Rage 1/day

2nd +2 +3 +0 +0 Form of the Totem

3rd +3 +3 +1 +1 Rage 2/day

4th +4 +4 +1 +1 Commune with Ancestors

5th +5 +4 +1 +1 Rage 3/day

6th +6 +5 +2 +2 Power of the Totem

7th +& +5 +2 +2 Rage 4/day

8th +8 +6 +2 +2 Greater Rage

9th +9 +6 +3 +3 Call Ancestor Spirits, Form of the Totem (Improved)

10th +10 +7 +3 +3 Tireless Rage, Tribal Avatar
 

GENASI MASTER OF THE FOUR WIND:

Air Genasi are born with a bond to the elemental plane of air in their blood, a source of untapped potential waiting to be awoken.
Those Genasi loyal to the Air Goddess Akadi are taught how to hear the winds and communicate with them in such a way as to have them do their bidding. These fortunate few are known as the Masters of the Four Winds and have the power of the air at their disposal being able to call the winds to deflect blows, strike down enemies even whole groups of them, float and move on and through the air as if it were solid as the earth. A Master of the Four Winds is in tune with their element and the once dormant power of their blood now hums with active power and the air about them whispers and speaks to them of things one can only imagine.

Hit Die: d8

Requirements
To qualify to become a Master of the Four Winds, a character must fulfil all of the following criteria:
Race: Air Genasi
Patron: Akadi
Language: Auran
Skills: Knowledge – Nature 4 ranks, Knowledge – Planes 2 ranks, Knowledge – Religion 4 ranks.
Feats: Elemental Bloodline, Lightning Reflexes
Special: Ability to cast up to 3rd level divine spells and access to the Air domain.

Class Skills
The Master of the Four Wind's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Master of the Four Winds prestige class:
Weapon and Armour Proficiency: A Master of the Four Winds are proficient with all simple and martial weapons.
Spells Per Day: A Master of the Four Winds training focuses on magic that controls the weather and improves their defences. Thus, when a character gains an odd level of Master of the Four Winds, he gains new spells per day as if he had also gained a level in whatever divine 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 chance of turning undead, for example).
If a character had more than one divine spellcasting class before he became a Master of the Four Winds, he must decide to which, class he adds each level of Master of the Four Winds for purposes of determining spells per day when he adds the new level.

Soft Fall (Su): A Master of the Four Winds always receives some support from the air around him as if under the influence of a permanent feather fall spell.

Elemental Companion: A Master of the Four Winds gains the services of a small Air elemental, this air elemental is similar to a wizards familiar in many ways.

Masters Level Bonus HD Natural Armour Str Adj Special
1-2 - - - Empathic link, Improved evasion, share spells
3-5 +2 +2 +1 Winds of Good fortune (+3 AC)
6-8 +4 +4 +2 Improved Empathic link
9-10 +6 +6 +3 Growth (medium)

Masters Level: The character level of the Master of the Four Winds.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the Air Elemental’s base attack and base save bonuses, as normal.
Natural Armour Adj.: This is an improvement to the Air Elemental’s existing natural armour bonus.
Str Adj.: Add this figure to the Air Elemental’s Strength score.

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The Master of the Four Winds has an empathic link with his Air Elemental out to a distance of up to 1 mile. The Master of the Four Winds cannot see through the Air Elemental’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 Air Elemental and the Master of the Four Winds, the Master of the Four Winds has the same connection to a place or an item that the Air Elemental does.
Improved Evasion (Ex): If the Air Elemental 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 Spells: At the Master of the Four Winds’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his Air Elemental. The Air Elemental 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 Air Elemental if it moves farther than 5 feet away and will not affect the Air Elemental again even if the Air Elemental returns to the Master of the Four Winds before the duration expires. Additionally, the Master of the Four Winds may cast a spell with a target of “You” on his Air Elemental (as a touch range spell) instead of on himself. An Master of the Four Winds and his Air Elemental can share spells even if the spells normally do not affect creatures of the Air Elemental’s type (magical beast).
Winds of Good Fortune: The Air elemental companion is blessed by strong winds that help to protect it and deflects an enemie’s blows, in effect providing the elemental a +3 deflection bonus to its Armour Class.
Improved Empathic Link (Su): As the empathic link ability above, except that range is extended to 20 miles.
Growth: At this point the elemental companion grows in size becoming a medium sized creature.

Whispers on the Wind (Su): From 2nd level, a Master of the Four Winds can send a message, which travels on the wind to their intended recipient. In all other ways this works as per the whispering wind spell of the same name. Whispers on the Wind may be used up to the characters Wisdom modifier number of times per day.

Air Walk (Su): From 3rd level a Master of the Four Winds is so in tune with the air about them that they can walk upon it as if it were solid, working exactly as the Air Walk as per the spell of the same name. This ability may be used at will.

Air Mastery (Ex): Beginning at 4th level, a Master of the Four Winds gains a +1 caster level bonus on all spells with the Air Descriptor. If a caster level bonus is already possessed then it stacks. In addition the Master of the four winds may replace the spell descriptor of any spell that has Water, Earth or Fire only with the Air Descriptor. For example, if a Master of the Four Winds came into the possession of Flame Strike, which has the fire descriptor they could instead replace it with the Air descriptor turning it into an Wind Strike.

Air Form (Sp): When a Master of the Four Winds reaches 5th level he can transform himself into a mist, working in all ways as per the Gaseous form spell of the same name. A master of the Four Winds can use this ability 1/day for every point of bonus their Wisdom modifier provides.

Scentless Passage (Su): From 6th level, a Master of the Four Winds no longers leaves a scent, with it instead being dispersed by the air about them. This means noone tracking them or using scent can gain any bonus to do so if their attempt is based upon requires a smell for them to trace. (For example creatures with the scent special quality do not gain their usual bonus to survival checks to track by smell).

Wind Song (Su): When a Master of the Four Winds reaches 7th level he can churn the air in a 30 foot radius around himself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the Master of the Four Winds himself) must make concentration checks (DC 10 +1/2 Masters level + Wisdom modifier) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the Master of the Four Winds are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong also acts as a wind wall spell throughout the entire area, and functions as a countersong (as the bard ability) for all creatures within the zone of churning air (the Master of the Four Winds makes a class level check instead of a perform check). Maintaining the windsong requires concentration and the windwalker can only use the ability a total number of times per day equal to their levels in this prestige.

Call the Four Winds (Su): At 8th level, the Master of the Four Winds is able to call upon the four winds to aid them blowing with fantastic power, working exactly as the Control Winds spell of the same name. This ability can be used wisdom modifier times per day (maximum 4).

Call Air Elemental (Su): By 9th level, a Master of the Four Winds can 1/day summon forth an Elder Air Elemental from the elemental plane of air to serve them. The elemental remains for 1 round per divine spellcasting level of the Master of the Four Winds and will obey the Master of the Four Winds willingly and without question. At the end of this duration the Elder elemental returns to its home plane.

Ride the Winds (Su): finally upon reaching 10th level a Master of the Four Winds can move through the air at will, gaining a fly speed of 100ft (10 squares) with a manoeuvrability of good.

Master of the Four Winds Advancement
Level Attack Fort Ref Will Special Spells / Day

1st +0 +0 +2 +0 Soft Fall, Elemental Companion +1 level of existing divine class

2nd +1 +0 +3 +0 Whispers on the Wind -

3rd +2 +1 +3 +1 Air Walk +1 level of existing divine class

4th +3 +1 +4 +1 Air Mastery -

5th +3 +1 +4 +1 Air Form -

6th +4 +2 +5 +2 Scentless Passage +1 level of existing divine class

7th +5 +2 +5 +2 Wind Song -

8th +6 +2 +6 +2 Call the Four Winds +1 level of existing divine class

9th +6 +3 +6 +3 Call Air Elemental (Elder) -

10th +7 +3 +7 +3 Ride the Winds +1 level of existing divine class
 

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