CHAPTER 5PRESTIGECLASSESEncountersPlayer characters might encounter wildrunners when theytravel to some locale they’ve never visited before. The localwildrunners would be quick to study the PCs and to testtheir mettle.EL 9: Anii Windhair has finished a day <strong>of</strong> huntingand has settled down near the place where the PCs havedecided to camp for the night. To test the party’s mettle,Anii sneaks into their camp using his hide in plain sightability. Whether he is caught or chooses to reveal himself,he pretends to take a liking to some moderately valuableitem a PC has and proposes to fight a duel over it. Anii isquite impressed if the PCs simply give it up. If the PCswish to fight, he <strong>of</strong>fers to provide a bearskin if he loses.If the PCs accept, Anii proposes a nonlethal duel with noholds barred in all other respects. He fights the best he canwith the PC or with a champion the challenged characterdesignates. If the PCs try to gang up on him, Anii doeshis best to escape. If he loses a fair fight, Anii leaves andreturns a few hours later, leading an angry bear that is verymuch alive.Anii Windhair: Male half-elf ranger 6/wildrunner 3;CR 9; Medium humanoid (elf); HD 6d8+6 plus 3d10+3; hp56; Init +6; Spd 40 ft.; AC 18, touch 12, flat-footed 16; Baseattack +9; Grapple +10; Atk +12 melee (1d6+2/19–20, +2short sword) or +12 ranged (1d8+1/×3, masterwork compositelongbow); Full Atk +10/+5 melee (1d6+2/19–20, +2 short sword)and +10/+5 melee (1d6+1/19–20, +1 short sword); or +12/+7ranged (1d8+1/×3, masterwork composite longbow); SAfavored enemy magical beasts +4, favored enemy monstroushumanoids +2, primal scream, SQ animal companion (owl),animal companion benefits, endure elements, half-elf traits,scent, trackless step, wild empathy +8 (+4 magical beasts);AL CG; SV Fort +9, Ref +10, Will +4; Str 12, Dex 15, Con 12,Int 10, Wis 13, Cha 14.Skills and Feats: Climb +6, Concentration +5, Diplomacy+4, Heal +3, Hide +14, Jump +7, Knowledge (nature) +8,Listen +9, Move Silently +12, Search +6, Spot +9, Survival+11 (+13 following tracks); Endurance B , Improved Initiative,Improved Two-Weapon Fighting B , Self-Sufficient, Track B ,Two-Weapon Defense, Two-Weapon Fighting B , Weapon Focus(short sword).Languages: Common, Elven.Primal Scream (Su): As a free action five times a day,Anii can unleash a primal scream, creating a feral frenzythat lasts for 4 rounds. The following changes are in effect aslong as he is in this state: Init +9; AC 21, touch 15, flat-footed16; Grp +11; Atk +13 melee (1d6+3/19–20, +2 short sword)or +15 ranged (1d8+1/×3, masterwork composite longbow);Full Atk +11/+6 melee (1d6+3/19–20, +2 short sword) and+11/+6 melee (1d6+2/19–20, +1 short sword); or +15/+10ranged (1d8+1/×3, masterwork composite longbow); SVRef +13; Str 14, Dex 21; Climb +7, Hide +17, Jump +8, MoveSilently +15.Animal Companion (Ex): Anii has an owl named Braenaas an animal companion. Braena’s abilities and characteristicsare summarized below..Animal Companion Benefits: Anii and Braena enjoythe link and share spells special qualities.Link (Ex): Anii can handle Braena as a free action. He alsogains a +4 circumstance bonus on all wild empathy checksand Handle Animal checks made regarding Braena.Share Spells (Ex): Anii can have any spell he casts on himselfalso affect Braena if the latter is within 5 feet at the time.Anii can also cast a spell with a target <strong>of</strong> “You” on hisanimal companion.Favored Enemy (Ex): Anii gains a +4 bonus on his Bluff,Listen, Sense Motive, Spot, and Survival checks when usingthese skills against magical beasts. He gains the same bonuson weapon damage.Against monstrous humanoids, he gains a +2 bonus onthese skill checks and on weapon damage rolls.Endure Elements (Sp): Anii can use endure elements atwill on himself.Half-Elf Traits: Half-elves have immunity to magic sleepeffects. For all effects related to race, a half-elf is consideredan elf.Trackless Step (Ex): Anii leaves no trail in natural surroundingsand cannot be tracked.Ranger Spells Prepared (caster level 3rd): 1st—charm animal(DC 12), magic fang (DC 12).Possessions: +1 mithral chain shirt, +2 short sword, +1 shortsword, masterwork composite longbow (+1 Str bonus) with20 arrows, gauntlets <strong>of</strong> ogre power.Braena, Owl Companion: CR —; Tiny animal; HD 3d8;hp 13; Init +4; Spd 10 ft., fly 40 ft. (average); AC 20, touch 16,flat-footed 16; Base Atk +2; Grp –9; Atk or Full Atk +8 melee(1d4–3, talons); Space/Reach 2-1/2 ft./0 ft.; SQ evasion, lowlightvision, tricks (attack, come, defend, fetch, guard, heel,seek, stay); AL N; SV Fort +3, Ref +7, Will +3; Str 5, Dex 18,Con 10, Int 2, Wis 14, Cha 4.Skills and Feats: Hide +14, Listen +14, Move Silently +18,Spot +6; Dodge, Weapon Finesse.Evasion (Ex): If Braena is subjected to an attack thatnormally allows a Reflex saving throw for half damage, ittakes no damage if it makes a successful saving throw.144
Illus. by C. Lukacshe distinctive cultures <strong>of</strong> the elves, halflings, andraptorans spawn characters with abilities beyondthose described in the Player’s Handbook. The followingfeats and new rules for skills are designedwith the races <strong>of</strong> the wild in mind.Moving through Trees: Use Balance checks to move horizontallyalong a branch or tree trunk leaning over at anangle <strong>of</strong> up to 60 degrees. To move vertically in a tree, orto move along a branch or trunk with an angle <strong>of</strong> greaterthan 60 degrees, use the Climb skill.SKILLSElves, halflings, and raptorans have found endless ways tomake use <strong>of</strong> what they know. Sometimes, it is their uniqueoutlook that leads them to approach tasks in remarkableways. Other times they must invent special techniques tosuit their particular needs.The following section describes new uses for the skillsdescribed in the Player’s Handbook. Unless otherwise noted,there are no special requirements for the new skill usesdescribed here. Where members <strong>of</strong> a particular race arementioned, it is merely to point out who pioneered thenew use and does not limit who can use the skill in thisnew manner.BALANCE (DEX; ARMOR CHECK PENALTY)Life in the wild <strong>of</strong>ten obliges elves and raptorans to perch inor move through the tops <strong>of</strong> trees. Halflings, too, <strong>of</strong>ten findthemselves precariously balanced somewhere.BalanceDC Forest Type10* Dense Forest: Trees are older with strongbranches and are close together, includingmany massive trees. There are lots <strong>of</strong>branches to choose from, letting the characterselect the widest, flattest branches with themost support or hand holds.15 Medium Forest: Trees are farther apart ornot as old and the selection <strong>of</strong> branchesis not as great, forcing the character touse some narrow branches or brancheswithout support.25 Sparse Forest: Trees are farther apart andnot very old. The character has to use alot <strong>of</strong> narrow branches without support orhand holds. The character is <strong>of</strong>ten movingacross branches that are barely wideenough to move on.*Only when running or charging. Failure by 4or less means the character can’t run or charge butmay otherwise act normally. The character is notconsidered balancing when not moving.145
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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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D: Domain spell. Domains: Protectio
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characteristics are summarized in t
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CHAPTER 3RAPTORANS90Authority Figur
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CHAPTER 4OTHERRACES92a humanlike ra
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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