CHAPTER 5PRESTIGECLASSESmore than one divine spellcasting class before becoming askypledged, you must decide to which class to add each levelfor the purpose <strong>of</strong> determining spells per day, caster level,and spells known.Beckon Breeze (Sp): At 2nd level, you gain the ability toask your elemental patrons to change the wind speed anddirection on your behalf once per day. You can change thewind direction as you like, and you can change the wind forceby one category in either direction—for example, from lightto moderate or from severe to strong (see Table 3–24: WindEffects, page 95 <strong>of</strong> the Dungeon Master’s Guide). The prevailingwinds change everywhere within a 100-foot radius centeredon your location at the time you ask the wind lords for aid.The changes you create with this ability last 1 minuteper level, and it takes 1d4 rounds for the winds to shift asyou’ve beckoned. This ability does not function indoorsor underground.Instant Supplication (Sp): Beginning at 3rd level, youcan beg the wind-lords to save a falling creature withinsight—<strong>of</strong>ten a comrade, but you can seek the boon for theyourself if you’re somehow rendered unable to fly. This effectfunctions like a feather fall spell cast on the targeted creature.This is an immediate action that a skypledged character canuse at any time (even on someone else’s turn).Beckon Winds (Sp): When you reach 5th level, this abilityreplaces the beckon breeze class feature. It is identical to thatability, except you can now change the wind force by up totwo categories (from light to strong, for example, or fromsevere to moderate).Servant Supplication (Su): Starting at 6th level, you gainan ally drawn from the primal power <strong>of</strong> the Elemental Plane<strong>of</strong> Air. Once per day, as a full-round action, you may call a 15HD Large air elemental (described on page 131) to serve youloyally and well as long as you avoid pledgebreaker status.The air elemental remains with you for 1 hour, after whichit returns to the Elemental Plane <strong>of</strong> Air. The elemental actsas you command during your turn.Beckon Gale (Sp): At 8th level, this ability replaces thebeckon winds class feature. It is identical to that ability, exceptyou can now change the wind force by up to four categories(from light to windstorm, for example, or from hurricaneto moderate).Assumptive Supplication (Su): Beginning at 9th level,you can ask the elemental powers to lend you their form for1 minute once per day. You assume the form <strong>of</strong> a Huge airelemental; see the 20th-level druid wild shape class feature,page 37 <strong>of</strong> the Player’s Handbook).Cyclonic Doom (Su): When you attain 10th level, theelemental lords cloak you in the protective power <strong>of</strong> yourown personal cyclone, if you take a standard action to askfor their help. A cyclone <strong>of</strong> magical wind spins through allspaces adjacent to you.If you are on the ground, anyone in an adjacent squaretakes 15d6 points <strong>of</strong> bludgeoning damage from the magicallyenhanced wind. Those who survive must succeed ona Fortitude save (DC 20 + your Str modifier) or be knockedprone.If you are flying, anyone in an adjacent square takes 15d6points <strong>of</strong> bludgeoning damage and must succeed on a Reflexsave (DC 20 + your Str modifier) or be ejected 2d6×10 feetdirectly away from you (as if they had been bull rushedthat far).Check to see whether a creature is adjacent to you at thestart <strong>of</strong> that creature’s turn and at any point during thatcreature’s movement. If you move adjacent to someone, forexample, he won’t take damage or attempt a save until thestart <strong>of</strong> his turn. If someone moves adjacent to you, he takesdamage and attempts the saving throw immediately.The cyclonic doom ability is usable for 10 rounds perday, split up as desired. You can activate or deactivate yourcyclonic doom as a free action, but you can’t do both in thesame turn.PLAYING A SKYPLEDGEDTo be one <strong>of</strong> the skypledged is to love the freedom <strong>of</strong> the openskies and the rush <strong>of</strong> the wind over your feathered wings. It’salso a solemn role, because you are the tangible pro<strong>of</strong> <strong>of</strong> anancient pact made between your ancestors and the lords <strong>of</strong>the Elemental Plane <strong>of</strong> Air.All raptorans have a minor connection to the pact—everyone finds air spells a little easier to manipulate, andall raptorans undergo the Walk <strong>of</strong> the Four Winds to honorthe pact with the air elementals and earn the right to fly.In contrast, you pledge to uphold the pact in a much morefundamental way. The mysterious lords <strong>of</strong> the ElementalPlane <strong>of</strong> Air grant you extra power because you embody thatancient pact to the fullest.pqqqqqqqqqqqqqqqqqqqqrs128PLEDGEBREAKERSYour pledge to forego fire, earth, and water spells is entirely atone for your breach <strong>of</strong> the ancient pact between the raptoransvoluntary on your part; you still have access to those spells, and and the air elementals. An atonement spell is <strong>of</strong>ten a good wayyou can prepare and cast them if you so choose. Likewise, you to restore your good standing in terms <strong>of</strong> the pledge. Unless youcan take spells from the divine spellpool without replenishing broke your pledge while under magical compulsion or similarthe reservoir.extenuating circumstances, it’ll cost you 500 XP to atone forHowever, if you do either <strong>of</strong> those things, you are considered a your misdeed. In particularly egregious cases, the elementalpledgebreaker. While a pledgebreaker, you retain your spellcastingability, but you lose access to other class features until you the fold.lords may put a geas/quest on you prior to letting you back intopqqqqqqqqqqqqqqqqqqqqrs
Usually, you don’t have to do anything other than forgospells associated with other elements to keep your part <strong>of</strong>the bargain. Nevertheless, the powerful elementals whomade the pact know that if they need winged warriors fromthe Material Plane, they can call on the skypledged and getimmediate help. They haven’t done so in living memory, butyou could get the call to help fight a war on the Inner Planesat any time.The skypledged are spread out among the thousands <strong>of</strong>flocks that make up raptoran society. Their only organizationalpurpose is to pass along the tradition to worthyraptorans and look after the interests <strong>of</strong> the raptoran race. Twoskypledged who meet don’t necessarily agree in matters <strong>of</strong>alignment, flock affiliation, or anything else. As a skypledged,you share with your fellows an affinity for air and sky, butlittle else. Another skypledged is no more or less likely to aidyou than any other raptoran.CombatSkypledged are spellcasters first and foremost, so you’llgenerally circle a battlefield from above, hurling spell afterspell from the sky. Because the spellpool gives you access toboth cleric and druid spells, you can confound your enemieswith combinations few other spellcasters can manage, suchas casting both barkskin and shield <strong>of</strong> faith before a fight, orfollowing a holy smite spell with call lightning.Many skypledged favor summoning spells (though yourdedication to air constrains your choices somewhat), usingminions from the Elemental Plane <strong>of</strong> Air to flank enemies,harry flying foes, and chase down escaping enemies.You can also use the wind itself to good advantage. Bymaking the wind blow harder, you can render ranged attacksdifficult or impossible. By confounding archers, you’ve justmade the sky a safer place for you to fly.AdvancementWhen a skypledged reaches old age, he or she passesalong the tenets <strong>of</strong> the skypledge to two or three youngerraptorans—<strong>of</strong>ten a flock’s most capable clerics or druids.Not all skypledged survive to old age, so those who do takemultiple apprentices to ensure that the overall number <strong>of</strong>skypledged stays more or less constant.Such training isn’t unduly complicated. A would-be member<strong>of</strong> the prestige class must memorize the skypledge itself,then must master the esoteric techniques for accessing thespellpool. Prospective members also learn the names andhistories <strong>of</strong> some <strong>of</strong> the mysterious elemental lords on theother side <strong>of</strong> the elemental–raptoran pact.ResourcesThe skypledged have no larger agenda beyond observing theancient pact, so their organization provides little in the way<strong>of</strong> resources to its members, though a retiring skypledgedwill sometimes pass along heirloom weapons or other magicitems to promising apprentices. Part <strong>of</strong> the ancient pact statesthat the skypledged should be ready to go to war on behalf<strong>of</strong> the Elemental Plane <strong>of</strong> Air at a moment’s notice, so youshould make sure you’re always properly equipped for battle.(For most adventurers, this won’t be a problem.)SKYPLEDGED IN THE WORLDAs an NPC, a skypledged makes an effective elite guardian<strong>of</strong> a raptoran flock. The ability to combine druid and clericmagic <strong>of</strong>fers an interesting surprise in combat, and a flyingspellcaster with air elemental allies poses a tactical challengefor even a well-prepared group <strong>of</strong> adventurers.OrganizationThere’s no hierarchy among the skypledged. The organization<strong>of</strong> the class manifests more as a shared mystical traditionand a way <strong>of</strong> life than as a group with schemes and agendas.Individual skypledged certainly have goals <strong>of</strong> their own,and there’s nothing preventing a group <strong>of</strong> skypledged fromworking toward a common objective.If anyone directs the affairs <strong>of</strong> the skypledged, it’s theelemental lords on the Elemental Plane <strong>of</strong> Air. The elementallords vie with each other for dominance on their own plane.They drop their internal rivalries only when plotting againstthe forces <strong>of</strong> other elemental planes and when facing otherthreats to the power <strong>of</strong> air.The elemental lords function best in a campaign whentheir exact nature and goals remain mysterious. If youwant to introduce a specific elemental lord into one <strong>of</strong> youradventures, start with an elder air elemental, increase one <strong>of</strong>its mental ability scores to the mid-20s, and add levels in aspellcasting class (probably cleric or sorcerer). Names <strong>of</strong> thebetter-known elemental lords include Halasti <strong>of</strong> the TwelveZephyrs, Shallafari Achandi, Cumularon, and Rashalae <strong>of</strong>the Last Breath.Most skypledged have positions <strong>of</strong> authority within araptoran flock, but a few wander the Material Plane helpingraptoran communities in need. Some high-level skypledgedspend time on the Elemental Plane <strong>of</strong> Air, soaring across theendless sky there.Recently a couple <strong>of</strong> factions have emerged within theskypledged. The Vanguard <strong>of</strong> the Home Skies is a group <strong>of</strong>several dozen skypledged who have taken it upon themselvesto fight the forces <strong>of</strong> earth, fire, and water—despite no requestto do so from an elemental lord. They attack nonraptoranspellcasters who rely on the power <strong>of</strong> one <strong>of</strong> these elements,attack elementals <strong>of</strong> these kinds they find on the MaterialPlane, and even raid the other elemental planes. The Liberators<strong>of</strong> Vanakalth are a group <strong>of</strong> seven skypledged who allhad a role in the freeing <strong>of</strong> a noble djinni from imprisonmentby a rakshasa clan. The Liberators are making war on therakshasas and may have other goals; the djinni Vanakalthnow directs their affairs from a cloud-castle on the ElementalPlane <strong>of</strong> Air.NPC ReactionsThe skypledged used to be made up <strong>of</strong> only the bestand brightest among the raptorans, but the ardor <strong>of</strong> theCHAPTER 5PRESTIGECLASSES129
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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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its eggs. At such times, they toler
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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 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