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Races of Wild

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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

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