CHAPTER 5PRESTIGECLASSES126save bonuses. Quickpaw’s abilities and characteristics aresummarized below:Familiar Benefits: Johdur gains special benefits fromhaving a familiar. Quickpaw grants Johdur a +2 bonus onReflex saves (already included in the statistics above).Alertness (Ex): *Quickpaw grants its master Alertness aslong as it is within 5 feet.Empathic Link (Su): Johdur can communicate telepathicallywith his familiar at a distance <strong>of</strong> up to 1 mile. Themaster has the same connection to an item or place that thefamiliar does.Share Spells (Su): Johdur may have any spell he casts onhimself also affect Quickpaw if the latter is within 5 feet atthe time. He may also cast a spell with a target <strong>of</strong> “You” onhis familiar.Ignore Spell Failure (Ex): Johdur subtracts 10% from hischance <strong>of</strong> arcane spell failure due to wearing armor. This classfeature derives from the spellsword class, described fully inComplete Warrior.Low-Light Vision (Ex): Johdur has low-light vision,and can see twice as far as a normal human in conditions<strong>of</strong> dim light.Word <strong>of</strong> Friendship (Sp): Johdur can identify himselfas a ruathar with a short magical phrase, which any elfrecognizes.Sorcerer Spells Known (6/7/7/7/4 per day; caster level9th): 0—acid splash (+8 ranged touch), detect magic, disruptundead (+8 ranged touch), ghost sound (DC 14), light, magehand, read magic, resistance (DC 13); 1st—disguise self (DC15), magic missile, shield, silent image (DC 15), true strike;2nd—daze monster (DC 15), invisibility (DC 16), levitate,scorching ray (+8 ranged touch); 3rd—dispel magic, lightningbolt (DC 16), major image (DC 17); 4th—fire shield, rainbowpattern (DC 18).Possessions: +2 mithral chain shirt, +1 ring <strong>of</strong> protection, +1 rapier,+1 light crossbow with 20 bolts, gauntlets <strong>of</strong> Dexterity +2.Quickpaw, Weasel Familiar: CR —; Tiny animal; HD6; hp 28; Init +2; Spd 20 ft., climb 20 ft.; AC 17, touch 14, flatfooted15; Base Atk +7; Grapple –5; Atk +11 melee (1d3–4,bite); Full Atk +11 melee (1d3–4, bite); SA attach, delivertouch spells; SQ improved evasion, low-light vision, scent,speak with master; AL CG; SV Fort +6, Ref +7, Will +11; Str3, Dex 15, Con 10, Int 8, Wis 12, Cha 5.Skills and Feats: Balance +10, Climb +10, Hide +11, MoveSilently +8, Spot +3; Weapon FinesseB.Attach (Ex): If a weasel hits with a bite attack, it latches ontothe opponent’s body and automatically deals bite damageeach round it remains attached. An attached weasel losesits Dexterity bonus to Armor Class. An attached weaselcan be struck with a weapon or grappled itself. To removean attached weasel through grappling, the opponent mustachieve a pin against the creature.Deliver Touch Spells (Su): Quickpaw can deliver touch spellsfor Johdur (see Familiars, page 52 <strong>of</strong> the Player’s Handbook).Improved Evasion (Ex): If Quickpaw is exposed to any effectthat normally allows it to attempt a Reflex saving throw forhalf damage, it takes no damage with a successful savingthrow and half damage if the saving throw fails.Speak with Master (Ex): Quickpaw can communicate verballywith Johdur. Other creatures do not understand thecommunication without magical help.Skills: Weasels have a +4 racial bonus on Move Silentlychecks and a +8 racial bonus on Balance and Climb checks.They use their Dexterity modifier for Climb checks. A weaselcan always choose to take 10 on a Climb check, even if rushedor threatened.SKYPLEDGED“Hear my cry, lords <strong>of</strong> wind and sky! Honor the age-old bargainonce more!”—Mikraeni Vithikil, skypledged druidThe skypledged represent a mystical tradition among theraptorans that hearkens back to an ancient pact with powerfullords <strong>of</strong> the Elemental Plane <strong>of</strong> Air. The sky pledged are atangible manifestation <strong>of</strong> that pact, exchanging divine powerwith one another and with powerful air elementals.BECOMING A SKYPLEDGEDRaptoran clerics and druids will find it relatively straightforwardto join the skypledged once they have acquired amodicum <strong>of</strong> divine power.Entry RequirementsRace: Raptoran.Spells: Ability to cast summon monster IV or summonnature’s ally IV.Special: Flight extraordinary ability.CLASS FEATURESThe skypledged class features all relate to the bargain that theraptoran race made ages ago with powerful air elementals.Skypledge: The skypledged receive much <strong>of</strong> their powerfrom a conduit to the Elemental Plane <strong>of</strong> Air. In exchangefor this gift, every skypledged must be an exemplar <strong>of</strong>loyalty to his or her elemental patrons. Upon joining theskypledged, you vow to aid air elementals in their strugglesagainst other primal forces <strong>of</strong> the universe (such as theother elements). As part <strong>of</strong> this vow, you voluntarily foregocasting any spell with the fire, water, or earth descriptors.If you choose to cast a prohibited spell, it functions normally,but you are considered a pledgebreaker (describedbelow) until you pay for your transgression (<strong>of</strong>ten with anatonement spell).Spell completion and spell trigger items that reproducefire, water, or earth effects are not prohibited. You can use ascroll <strong>of</strong> wall <strong>of</strong> fire or a staff <strong>of</strong> earth and stone normally.Divine Spellpool (Su): The skypledged and their elementalpatrons share a magical reservoir <strong>of</strong> spell energy bound
into the fabric <strong>of</strong> the sky itself. You can tap into this reservoir,called the spellpool, and call spells from this commonresource at need.Calling a Spell: Calling a spell from thespellpool can be done at any distancebut requires you to have anopen, unused spell slot <strong>of</strong>the appropriate level.When preparingspells forthe day, youdecide at that timewhether to leave some spell slots open.You can call only for a spell <strong>of</strong> alevel that you could normallycast. You can call a number<strong>of</strong> spells per day whose totallevels are equal to orless than half your casterlevel (round down, minimumone). For example,a 7th-level cleric/1st-levelskypledged can callone 3rd-level spelland one 1st-levelJantril Sestriin, askypledged initiatespell, or two 2nd-level spells, assuming shehas slots available and isn’t considered apledgebreaker.When you call a spell, you take a full-round action toconcentrate (which does provoke attacks <strong>of</strong> opportunity).The spell appears in your mind at the beginning <strong>of</strong> yournext turn and can be used immediately. However, if youdo not cast the called spell within a number <strong>of</strong> minutesequal to your caster level, it fades from your mind asthough cast.Spell Availability: Three stages <strong>of</strong> access to the spellpoolexist. A new skypledged gains divine spellpool I privileges,which grants access to spells <strong>of</strong> 1st to 3rd level.Starting at 4th level, divine spellpool II allows accessto 4th- to 6th-level spells. Starting at 7th level, divinespellpool III grants access to 7th- to 9th-level spells. No0-level spells are available, but the spellpoolcan provide any other spell on thecleric or druid spell list in thePlayer’s Handbook—evencleric spells to a druidor druid spellsto a cleric. Theonly unavailablespellsare thosewith the fire,earth, or waterdescriptor,and those clericspells that appear as domain spells butnot on the main cleric spell list.Spellpool Debt: Every time you calla spell, you incur a debt. To pay this debt,you must return spell power to the spellpool, in the form <strong>of</strong>a spell you have prepared <strong>of</strong> a level equal to that <strong>of</strong> the calledspell, or a number <strong>of</strong> spells whose combined levels equal thelevel <strong>of</strong> the called spell. For instance, the spellpool debt fora 5th-level spell is five levels, which could be paid <strong>of</strong>f withanother 5th-level spell or any combination <strong>of</strong> spells whoselevels total five. Returning a spell’s power to the spellpool is afull-round action, like calling a spell, and depletes a preparedspell slot as if the spell had been cast.The debt must be repaid within a number <strong>of</strong> days equalto your skypledged class level; otherwise, you becomea pledgebreaker (see below) and you cannot access thespellpool again until you repay your debt and atone foryour transgression. You must repay this debt as a part <strong>of</strong>any atonement for being a pledgebreaker. You can’t buildup a positive balance with the spellpool by paying <strong>of</strong>f a debtbefore incurring it.Spellcasting: At each level, you gain new spells perday and an increase in caster level (and spells known, ifapplicable) as if you had also gained a level in a divinespellcasting class to which you belonged before adding theprestige class level. You do not, however, gain any other classfeature a character <strong>of</strong> that class would have gained. If you hadIllus. by J. JarvisCHAPTER 5PRESTIGECLASSESTable 5–5: The Skypledged Hit Die: d6BaseAttack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting1st +0 +0 +2 +2 Skypledge, divine spellpool I +1 level <strong>of</strong> existing divine spellcasting class2nd +1 +0 +3 +3 Beckon breeze +1 level <strong>of</strong> existing divine spellcasting class3rd +2 +1 +3 +3 Instant supplication +1 level <strong>of</strong> existing divine spellcasting class4th +3 +1 +4 +4 Divine spellpool II +1 level <strong>of</strong> existing divine spellcasting class5th +3 +1 +4 +4 Beckon winds +1 level <strong>of</strong> existing divine spellcasting class6th +4 +2 +5 +5 Servant supplication +1 level <strong>of</strong> existing divine spellcasting class7th +5 +2 +5 +5 Divine spellpool III +1 level <strong>of</strong> existing divine spellcasting class8th +6 +2 +6 +6 Beckon gale +1 level <strong>of</strong> existing divine spellcasting class9th +6 +3 +6 +6 Assumptive supplication +1 level <strong>of</strong> existing divine spellcasting class10th +7 +3 +7 +7 Cyclonic doom +1 level <strong>of</strong> existing divine spellcasting classClass Skills (4 + Int modifier per level): Concentration, Craft, Handle Animal, Heal, Intimidate, Knowledge (nature),Knowledge (the planes), Listen, Pr<strong>of</strong>ession, Spellcraft, Spot, Survival.127
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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A chief or elder heads each clan, c
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 2HALFLINGS52Illus. by S. Wo
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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CHAPTER 2HALFLINGSIllus. by T. Baxa
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CHAPTER 2HALFLINGS60Donta muden sit
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and one or more bedrooms. All have
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Illus. by C. Lukacshe cliff-dwellin
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Personality: Raptorans have a reput
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PSYCHOLOGYSome outsiders who have h
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for making a point through a logica
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flock for debate, sometimes invitin
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WOODLAND VEILIllusion (Glamer)Level
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CHAPTER 8CAMPAIGNS INTHE WILD178THE
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILD182(lo
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CHAPTER 8CAMPAIGNS INTHE WILD184Ski
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CHAPTER 8CAMPAIGNS INTHE WILD186Tab
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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APPENDIX19261 Guards are needed to
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2THE CLIFFThe Rifinti dwelling lies
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supplies for craftwork. Lamps fuele
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Nae’fidrim: Female owl companion;
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Creatures: A cleric is always on du
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cloak of elvenkind, oil of magic we
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aptoran contraries. If visitors can