CHAPTER 5PRESTIGECLASSESYou no longer provoke attacks <strong>of</strong> opportunity for attackingwith a thrown weapon (however, if you attack with a differentsort <strong>of</strong> ranged weapon, such as a bow, you still provokeattacks <strong>of</strong> opportunity).Improved Catch (Ex): Also at 3rd level, you become soskilled with thrown weapons that you can take better advantage<strong>of</strong> a weapon with the returning special ability. Whenyou make a ranged attack with a returning weapon, you canmove after the attack, and the weapon will still return to youas long as line <strong>of</strong> sight between you and the weapon exists atthe beginning <strong>of</strong> your next turn.Close Defense (Ex): Beginning at 4th level, you know howto fight in a crowd <strong>of</strong> larger opponents. If you are adjacentto a Medium or larger foe, you gain a +2 dodge bonus toArmor Class against attacks from all foes adjacent to you. Ifthe Medium or larger foe moves away or falls, you lose thebenefit <strong>of</strong> close defense (although you might be able to movenext to the same foe again on your next turn and reestablishit). Enemies making ranged attacks or attacks with reachweapons aren’t affected by close defense.Fast Movement (Ex): At 6th level, you have masteredthe art <strong>of</strong> unusually swift movement. Your land speed isfaster than the norm for halflings by 10 feet. This benefitapplies only when you are wearing no armor, light armor, ormedium armor and not carrying a heavy load. Apply thisbonus before modifying your speed because <strong>of</strong> any loadcarried or armor worn.Poison Use (Ex): Starting at 6th level, you are trainedin the use <strong>of</strong> poison and never risk accidentally poisoningyourself when applying poison to a blade.Vengeful Strike (Su): Beginning at 7th level, as a standardaction you can execute a single vengeful strike in place <strong>of</strong> asneak attack. You coldly whisper the name <strong>of</strong> your intendedvictim to your weapon, and then you make a single meleeor ranged attack. You gain a +2 morale bonus on the attackroll. If you hit, your foe must make a Fortitude save (DC10 + your class level + your Dex modifier) or be stunned for1d4 rounds.You must know the victim’s name in order to make avengeful strike; “that orc over there” is not good enough.Creatures without names (most creatures <strong>of</strong> Intelligence 2or lower) are not subject to a vengeful strike. You usually usethis ability against a person or creature you know to haveharmed halflings.You can use this ability once per day at 7th level and threetimes per day at 10th level.Superior Catch (Ex): When you reach 8th level, yourimproved catch ability is extended. You can use two returningweapons for two attacks each in a single round, or youcan use one returning weapon for three attacks in the sameround, as long as your target is no farther away than one rangeincrement. (If your target is farther away than one rangeincrement, you can still use your superior catch ability, butonly for a single attack each turn.)Improved Uncanny Dodge (Ex): When you reach 9thlevel, you can no longer be flanked. See the barbarian classfeature, page 26 <strong>of</strong> the Player’s Handbook.Ranged Flank (Ex): At 9th level, you know how t<strong>of</strong>lank a foe by using a ranged weapon. You must be within10 feet <strong>of</strong> the enemy in question, and you flank as if youwere wielding a reach weapon (see Reach Weapons, page137 <strong>of</strong> the Player’s Handbook). You do not threaten the foeand may not make attacks <strong>of</strong> opportunity against the foeunless you are actually adjacent to the foe and armed witha melee weapon.PLAYING A WHISPERKNIFEIf there’s one thing you can’t stand, it’s a bully. You’ve seenthem all your life—people who use their bigger size or bettersocial standing in order to push around those smaller orpoorer than they are. Your fellow halflings aren’t defenseless,<strong>of</strong> course, but they prefer to deal with bullies by picking uptheir stakes and leaving trouble behind. You, on the otherhand, are inclined to teach a bully a hard and lasting lesson.After all, if you let a thug or a robber get away with pushingyou around, the same will happen to the next personto come around after you leave. If you demonstrate that itcan be dangerous to make enemies <strong>of</strong> halflings, maybe thebullies will think twice before they start trouble with thesmall folk again.While you are quite able to teach a lethal lesson when it’scalled for, you also keep a sense <strong>of</strong> proportional response. Aninfluential human merchant who cheats a halfling caravanand then has the town guard drive <strong>of</strong>f the camp hasn’t killedanybody. He deserves vengeance in the form <strong>of</strong> embarrassment,theft, or exposure. In comparison, a gang <strong>of</strong> brigandsor orc marauders that sack a halfling caravan should be madeto pay the ultimate price. While a dead brigand might notlearn much from your efforts, he won’t repeat his crimes,and his example might serve to dissuade other ruffians androbbers in the area.Keep your eyes open and your blades close, but don’t tipyour hand until it’s time to act. The deterrent you present ismade much more effective if you don’t seem to be anythingother than an ordinary halfling adventurer. Let peoplewonder whether all halflings can fight with the stealth andferocity you possess. It’ll be good for them to treat the smallfolk with a little respect.CombatYou’re an ambusher, most effective when you strike quicklyand avoid being trapped in a long, dangerous melee. Keepmoving, use your enemies for cover, and above all use yourabilities to create as many sneak attack opportunities aspossible. Get up close to enemies who are not skilled inmelee, such as wizards or sorcerers, and stay away fromenemies who can beat you in a head-on fight, such asfighters or powerful monsters.136
Your Rapid Shot feat and improved catch ability make youvery effective as a ranged sneak attack specialist. Remember,halflings gain a +1 attack bonus with thrown weapons; you’reat your best with a bandolier <strong>of</strong> daggers and an enemy standing10 feet away. By the time you have a couple <strong>of</strong> levels inwhisperknife, you can deliver multiple sneak attacks in asingle round.AdvancementSurprise and mobility areyour best weapons onthe battlefield. Lookfor feats, skills, ormagic items thatadd to these capabilities.Dodge andMobility help youto move aroundenemies andavoid attacks<strong>of</strong> opportunity,as does the Tumbleskill. ImprovedInitiative increasesyour chance<strong>of</strong> catching afoe flat-footed atthe beginning<strong>of</strong> a fight and endingthe battlebefore the otherfellow evenknows it has started.Your Dexterityscore probably exceedsyour Strength score by afair margin, so WeaponFinesse will make you a much bettermelee combatant.If you decide to take levels in classes other than whisperknifeas you advance, you should strongly consider ranger,fighter, or rogue. Ranger and fighter levels add more <strong>of</strong> thefeats that you will want to master, while rogue levels increaseyour sneak attack damage faster.Find yourself at least one dagger or similar light thrownweapon with the returning special ability, and preferablytwo or more. You’ll never run out <strong>of</strong> things to throw as longas at least one <strong>of</strong> them comes back each round.ResourcesEvery halfling settlement or caravan is your haven and yourretreat. Like a partisan or a guerrilla, you can move amongyour neighbors and kin, hidden from the eyes <strong>of</strong> yourenemies. Even halflings who generally disapprove <strong>of</strong> yourmethods will shelter you for a short time; they know howimportant it is for halflings to look out for each other.Your closest allies are the other members <strong>of</strong> yourtriangle (see below). Even if you go for a long timewithout seeing these comrades, you should stay in touchby correspondence or by leaving messages for themat prearranged places. Whenyou need someone in the nexttown over to dig into the truth<strong>of</strong> a rumor or observe thecomings and goings <strong>of</strong> aparticular person, theother whisperknivesin your triangle maybe able to help you. Ofcourse, you shouldexpect to do thesame for them whenthey request it.Not all otherwhisperknivesare your friends.While few whisperknivesever raise blades against eachother, some members <strong>of</strong> theclass are little more than secretivehalfling assassins,willing to kill anyone if theprice is right. You share a simplepr<strong>of</strong>essional courtesy withwhisperknives whose methods andmotivation differ from yours, butyou certainly do not have to helpthem in their work, nor shouldyou expect them to help you inyours.Gerend Eastwind,a whisperknifeWHISPERKNIVESIN THE WORLDLike the halflings themselves,whisperknives presenta dichotomous face to the world. They are assassins in allbut name, frequently stalking and killing the enemies <strong>of</strong>the halfling race, but they are also courageous defenders<strong>of</strong> their people. While some whisperknives lose their wayand become simple killers for hire, most save their bladesfor those who have done (or intend to do) injury to otherhalflings. Many whisperknives submerge this hidden causewithin the career <strong>of</strong> an itinerant adventurer, keeping theireyes open for dangers to the halfling race as they wanderfrom land to land.OrganizationFor generations, whisperknives have used an effective organizationalstructure: the triangle. Whisperknives gather inIllus. by D. CrabappleCHAPTER 5PRESTIGECLASSES137
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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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THE RAPTORAN PANTHEONThe typical ra
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Prayers: Prayers to the Stormfather
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“Welcome, friend,” said a human
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year since, and they share the care
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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