An Epic

Prestige Classes of Farland

Table of Contents

Council Sentinel
Dwarven Boar Rider
Dwarven Sapper
Infiltrator
Knight Protector of the Kingdom of Farland
Longbowman
Pikeman
Shadowalker
Spellbinder
Warlord
Weapon Expert
Wind Knight
Worg Rider

Council Sentinel

The history of the Council Sentinel extends all the way back to Seldorius and the second Cadre of the Wise. Attacked by unknown assailants, the archmage Seldorius of Farland recruited elite warriors to watch over the cadre meetings. Seldorius took great care to train and magically enhance these guardians. His teachings became the basis for the elite school of Council Sentinels. Although the Cadre has long since passed into legend, Council Sentinels can still be found standing guard over kings or treasure troves, and they still insist upon the full title of their order, out of pride in their ancient lineage. In fact, employing a Council Sentinel has long been a mark of prestige among kings and nobles of the Eastern Alliance Kingdoms.
    Hit die: d10.

Requirements

To qualify to become a Council Sentinel, a character must fulfill all of the following criteria.

   Alignment: Any lawful
    Skills: Listen: 8 ranks, Spot: 8 ranks
    Feats: Alertness, Combat Reflexes
    Special: To become a Sentinel, a character must have trained with another Sentinel for at least six months, an expensive proposition at best (the actual price is left to the DM, although a Sentinel trainer charges by the week and doesn't accept every applicant).

Class Skills

The Sentinel's class skills are Climb, Intimidate, Jump, Listen, Read Lips, Ride, Search, Sense Motive, and Spot.

    Skill points at each level: 2+ Int modifier.

Class Features

Enhanced Senses (Ex): A Sentinel gets a permanent enhancement bonus of +4 to his spot and listen skills.

Weapon and Armor Proficiency: A Sentinel is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

The Sentinel's Charge: A Sentinel's charge is the person he is protecting. The charge is anyone he designates as such, although he must have designated a charge when he enters an encounter and cannot change the charge during an encounter.

See Invisibility (Su): The Sentinel gains the ability to see invisible creatures and objects twice per day for 1 hour each time as per the spell. At 6th level this ability can be used four times per day.

Defensive Attack (Ex): If someone is attempting to ambush, avoid detection by, sneak up on, or sneak by the Sentinel and he detects it, he may react immediately with a defensive attack that counts as a special attack of opportunity. If the attack hits, it is counted as a critical; if it is naturally a critical, it does twice the normal critical damage.

Defensive Awareness (Ex): The Sentinel retains his DEX bonus to AC regardless of being caught flat-footed or by surprise. At 8th level, the Sentinel can no longer be flanked, thus denying rogues the ability to use sneak attack. The exception to this is that a rogue four levels higher than the Sentinel may still flank him. The Sentinel is denied this ability if he is immobilized.

Armor bonus (Ex): The Sentinel gets a +2 dodge bonus to his armor class. This increases to a +3 bonus at level 7.

Body Shield (Ex): If the charge of the Council Sentinel is potentially struck in combat, the Sentinel may attempt to interpose his body between the charge and the blow. If the Sentinel has not yet moved in the round and he has an attack of opportunity remaining, he may immediately move up to one full normal move (he cannot double his move). If this move takes him to his charge, he makes an opposed attack roll and compares it to the roll that originally struck his charge. If the Sentinel's roll is higher, he has successfully interposed himself and takes the damage that his charge would have taken. The charge takes no damage. At the end of the round, the Sentinel is left occupying the square in which his charge originally stood, and his charge is displaced five feet in a random direction. If there is no room for his charge to be displaced, the charge is knocked prone in the same square that the sentinel occupies and both are considered squeezing.

Last-ditch defense (Ex): If the Sentinel's charge is struck in combat or faces extreme imminent danger, the Sentinel may use a last-ditch defense. The Sentinel gets a +4 moral bonus to attack and damage rolls for the remainder of the combat, and functions as if hasted (as per the spell) for the remainder of the combat. This ability does not stack with the actual haste spell. At the end of the combat the Sentinel must make a Fortitude save DC 15 or immediately loose 15 hitpoints because of the strain to his system. If this drops the Sentinel below -9, he dies. Even if he makes his save, he is fatigued (-2 to strength, -2 to dexterity, can't charge or run) for the duration of that encounter. In any case, this ability may only be used once per day.

Minor Invulnerability (Sp): The Sentinel gains a permanent minor globe of invulnerability as per the spell. He can choose to be affected by certain spells.


Level Abilities: The Council Sentinel
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +2 Enhanced Senses
2nd +2 +0 +3 +3 See Invisibility 2/day
3rd +3 +1 +3 +3 Defensive Awareness
4th +4 +1 +4 +4 Defensive Attack
5th +5 +1 +4 +4 Armor bonus, Body shield
6th +6 +2 +5 +5 See invisibility 4/day
7th +7 +2 +5 +5 Armor bonus
8th +8 +2 +6 +6 Defensive Awareness
9th +9 +3 +6 +6 Last-ditch defense
10th +10 +3 +7 +7 Minor Invulnerability


Dwarven Boar Rider

Heavily mounted forces specially designed to blast through enemy lines, leaving little but death and destruction in their wake: these are the Boar Riders, the heavy cavalry of the dwarves. Boar Riders, often called "Tuskers" by their dwarven kin, are a highly specialized and respected part of the elite dwarven military. The extreme rarity of these individuals is a direct result of the difficulty involved in domesticating and training dire boars.

The mounts of the Boar Riders are trained from birth by the Boar Rider himself and will accept only the rider that trained them. These mounts are trained not only to carry the weight of a fully armored dwarf but to wear heavy barding as well. When prepared for battle, Tuskers usually put sharpened shoes on their mounts, in order to punish their opponents during a charge. These shoes, known as "muckrakers" are highly prized by riders and are often magically enchanted in an effort to cause more damage to their foes.

Muckrakers: Cost 100sp*, Damage (L) 1d6, Critical 20/ x2, Weight 8 lb., type P

These strange spiked shoes are created specifically for the dire boar mounts of the Tuskers, and they will fit no other mount. An opponent cannot use a disarm action to disarm a dire boar wearing Muckrakers. The cost and weight given are for a full set of four shoes, and for balance reasons a mount must wear all four.

* The cost in non-Farland campaigns would be in gold.

While druids and rangers are a rarity among dwarven populations, some of the greatest boar riders started out in these professions. In game terms, druids or rangers must take a dire boar as their animal companion, and by doing so they may bypass the standard two year training period most Boar Riders must go through. Boar Rider levels stack with druid/ranger levels when determining the power of their boar companion. A Boar Rider may never have another animal companion while his boar mount is alive.
    Hit die: d8

Requirements

To qualify to become a Dwarven Boar Rider, a character must fulfill all of the following criteria.

   Skills: Ride: 9 ranks, Handle Animal: 9 ranks
   Feats: Mounted Combat, Ride-By Attack, Trample, Improved Overrun
   Special: The character must be a dwarf. He also must raise and train his wild boar mount from birth. In the event that a Boar Rider's mount dies, he must rear a new mount again from birth, a task which typically takes two years, until the boar reaches maturity. This time limit can be bypassed if the Rider attains an adult boar and trains it for two months, succeeding at a DC 30 handle animal check to do so.

Class Skills

The Boar Rider's class skills are Balance, Climb, Craft, Handle Animal, Intimidate, Jump, and Ride.

    Skill points at each additional level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiencies: A Boar Rider is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields (except tower shields). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Empathic Bond (Ex): Tuskers have bonded with their mounts. They have limited empathy, the ability to convey basic thoughts and emotions to their mounts at a range of up to 50 feet. With only a slight gesture, they may direct their mount to attack, come, defend, guard, seek, or stay. With only facial expressions, they may also communicate to their mount when they are angry, sad, or in danger, and they can receive the same information from their mount.

Animal Devotion (Ex): A Tusker's mount gains a +4 morale bonus to will saves against enchantment spells and effects when within 50 feet of its rider.

Gore (Ex): During a charge, the Tusker can guide his boar with lethal effect. The gore attack that a Tusker's mount can make at the end of a charge now does double damage.

Unmounted Penalties: A Tusker focuses solely on improving their harmony with their mount in battle. As a result, he receives a -2 penalty to all attack rolls while unmounted.

Improved Mount: At third level, a Tusker's Mount gains bonuses to hit dice, armor class, strength, and dexterity. The mount gains the bonus HD, armor class, strength, and dexterity of a druid animal companion (although they do not gain additional tricks or special abilities as animal companions do). For purposes of advancement, the advancement chart of a druid should be used. A 3rd level Boar Rider mount gains the stats noted about as if he were an animal companion of a 3rd level druid.

Quick Trample (Ex): When in combat, a Tusker may overrun multiple opponents with his mount, provided they are in line with his charge. As per the improved overrun feat, the Tusker's mount will get a hoof attack on any creature which it successfully overruns. The base dire boar's hoof attacks are as follows: Unshod Hoof Attack: +10 Damage 1d3+8, Shod Hoof Attack: +10 Damage 1d6+8.

Superior Overrun (Ex): The Tusker has so trained his mount in the ways of battle that his mount's strength bonus to overrun an opponent increases to +8 during an overrun attempt and the mount may overrun creatures two size categories larger than itself.

Improved Trample (Ex): After successfully trampling an opponent, the Tusker's mount may make an attack with two hooves against his opponent rather than only one.

Superior Trample (Ex): A Tusker's mount does double damage with a hoof attack, increasing base damage to 2d3+8 (unshorn) and 2d6+8 (shorn).

Communicate (Su): At 8th level, the Tusker can communicate at will with his mount as per the Speak with Animals spell of the same name.

Crooked Charge (Ex): At 9th level, the Tusker's mounted charge need not be in a straight line.

Supreme Trample (Ex): At the pinnacle of a Boar Rider's training, he gains the ability to make an attack at his highest base attack bonus against each opponent which his mount successfully overruns. This is in addition to the damage caused by the trample or improved trample attack of his mount.


Level Abilities: The Dwarven Boar Rider
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Empathic Bond, Unmounted Penalties
2nd +2 +3 +0 +0 Animal Devotion
3rd +3 +3 +1 +1 Gore, Improved Mount
4th +4 +4 +1 +1 Quick Trample
5th +5 +4 +1 +1 Superior Overrun
6th +6 +5 +2 +2 Improved Trample
7th +7 +5 +2 +2 Superior Trample
8th +8 +6 +2 +2 Communicate
9th +9 +6 +3 +3 Crooked Charge
10th +10 +7 +3 +3 Supreme Trample


Dwarven Sappers

"The strongest door may be opened, the thickest wall can be broken, the mightiest of castles can be tumbled, but the spirit of a Sapper will never fail"-- the creed of the Dwarven Sappers.

Dwarven Sappers are the ultimate dwarven craftsmen, beings who have dedicated their lives to the understanding of how to build and destroy structures and constructs. While most races consider sappers to be non-combatants, mere workmen, dwarves know better and use their highly skilled Sappers to great effects in their armies. Dwarven sappers played a key role in the downfall of ancient Stor-gris.
    Hit die: d8

Requirements

To qualify to become a Dwarven Sapper, a character must fulfill all of the following criteria.

   Skills: Knowledge (Architecture/Engineering): 8 ranks, Craft (Masonry): 4 ranks, Craft (Metalworking):4 ranks, Disable Device: 4 ranks
   Feats: Skill Focus (Any Craft Skill)
    Abilities: Intelligence 14

Class Skills

The Sentinel's class skills are Climb, Craft (Any), Disable Device, Knowledge (Architecture/Engineering and Dungeoneering), Profession (All), Search, Spot, and Survival

    Skill points at each level: 6+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Sapper is proficient with all simple and martial weapons, and light armor. They are not proficient with any shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. A Sapper can cast Sapper spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Sapper wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A Sapper still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: Sappers gain spells starting at first level, memorizing them as do wizards. They gain bonus spells based on intelligence. Sapper spells are arcane in nature. Spells must be memorized from "blueprints," which are similar to a wizard's spellbook. A Sapper may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his blueprints. While studying, the Sapper decides which spells to prepare.

At each new Sapper level, he gains one new spell of any spell level or levels that he can cast (based on her new Sapper level) for her blueprints. At any time, a wizard can also add spells found in other Sapper's blueprints to his own. He gains bonus spells as Wizards do for high intelligence abilities.

Dwarven Sapper Spell List

Dwarven Sappers choose their spells from the following list:

1st Level
Detect Snares and Pits, Detect Traps, Find Traps, Floating Disk, Grease, Mending, Magic Stone, Shatter, Soften Earth and Stone

2nd Level
Barkskin, Knock, Heat/Chill Metal, Locate Object, Make Whole

3rd Level
Fire Trap, Glyph of Warding, Illusory Script, Meld into Stone, Stone Shape, Spike Growth

4th Level
Move Earth, Passwall, Stoneskin, Transmute Rock to Mud, Transmute Mud to Rock, Wall of Stone

Tools of the Trade: Because of their intense training, Sappers gain a +1 bonus to all attack rolls made with picks or hammers.

Tricks of the Trade: Sappers gain +1 bonus to all craft, disable device and spot checks relating to earth or stone. This bonus increases to +2 at 4th level, +3 at 7th level and +4 at 10th level.

Demolition Expert (Ex): Sappers are intimately familiar with constructs. As such, all attacks against constructs by a Sapper deal double normal damage in melee. He receives this bonus when using explosives when he takes a minimum of 10 minutes to properly set the device.

Create Explosive (Ex): Explosives are an important part of any demolition project. As such, Sappers learn the ability to create explosive devices, using readily found materials. Such devices take 8 hours to create and will last 2 weeks before losing potency. These devices are typically set with fuses, allowing the detonation time to vary from 1 round to 10 minutes, depending upon the length and speed of the fuse. They can also be thrown as grenade-like weapons; they will explode on impact. This time is chosen by the Sapper at the time of creation. The cost to create minor explosives is 2 silver pieces times the maximum damage (24 sps for a minor explosive, 36 sps for a medium explosive, and 48 sps for a major explosive). At 2nd level, a miner's explosive device causes 2-12 points of fire damage (a reflex save DC 10 + Sapper level will allow the victim to take half damage) with a blast radius of 10 feet. At 5th level, the damage increases to 3-18 points and the blast radius expands to 15 feet. At 8th level, damage increases to 4-24 points and the blast radius expands to 20 feet. These explosive devices cause double damage against constructs when the Sapper takes a minimum of 10 minutes to properly set the explosive. Setting the explosive involves doing nothing but attending to the explosive and making certain it is properly primed and in the correct position.

Know Direction (Ex): At 2nd level, Sappers gain the instinctual ability to always know unerringly which direction is true north, even when underground.

Summon Earth Elemental (Sp): At 3rd level, the Sapper gains the ability to summon a small Earth Elemental 1 time per week as if using a Summon Monster spell. He may summon a medium Sized Elemental at 6th level and a large Sized Elemental at 9th level. The duration of the summoning is 1 round per sapper level.

Construct Golem (Su): At 10th level, the pinnacle of the Sapper's power, he understands the complexities of constructs. He gains the ability to craft stone and iron golems as if he possessed a Golem Manual. Master Sappers may only have one such creature in existence at any given time.


Level Abilities: Dwarven Sapper
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +1 +2 Tools of the Trade, Tricks of the Trade +1, Demolition Expert, Spells
2nd +1 +3 +0 +3 Create Minor Explosive, Know Direction
3rd +2 +3 +1 +3 Summon Small Earth Elemental
4th +3 +4 +1 +4 Tricks of the Trade +2
5th +3 +4 +1 +4 Create Medium Explosive
6th +4 +5 +2 +5 Summon Medium Earth Elemental
7th +5 +5 +2 +5 Tricks of the Trade +3
8th +6 +6 +2 +6 Create Major Explosive
9th +6 +6 +3 +6 Summon Large Earth Elemental
10th +7 +7 +3 +7 Construct Golem, Tricks of the Trade +4


Spells per Day
Level 1st 2nd 3rd 4th
1st 0 - - -
2nd 1 - - -
3rd 2 0 - -
4th 3 1 - -
5th 3 2 0 -
6th 3 3 1 -
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3


Infiltrator

Half-orcs are a unique people, neither one race nor another. Though they may come from all parts of the realm, the offspring of orcs and a handful of other races, and be parts of various different societies, they are all lumped together as "half-orcs". People think they are homogenous when in reality they are incredibly diverse and varied.

This diversity makes half-orcs the perfect spies. They exist everywhere and can blend in anywhere. A few half-orcs are brutish and ugly enough to pass as pure orc; others resemble their other bloodlines strongly enough to pass as a human, or hobgoblin, or even goblins if they stoop. Some of these infiltrators develop their abilities on their own, using their gift for blending in to accomplish whatever personal goals they have. Some of the Lords of Sin make use of half-orc infiltrators to gain reconnaissance or recover valuable artifacts from the liberated lands, and sometimes the armies of the liberated lands send half-orcs into occupied territories for the same reason.

Even when they work for noble causes or in structured organizations, half-orc infiltrators are lonely, reclusive souls. They work with others if they have to, knowing their unique abilities are useful to a group. But the infiltrators never quite feel like they fit in, and most insist they like it that way.
    Hit Dice: d6

Requirements

To qualify to become a half-orc infiltrator a character must fulfill all the following criteria.

   Skills: Bluff 8 ranks, Decipher Script 5 ranks, Diplomacy 5 ranks, Disguise 8 ranks, Gather Information 5 ranks
   Feats: Deceitful, Skill Focus (one of the following: Bluff, Disguise, or Gather Information)
   Race: Half-orc
   Special: Must speak 4 different languages and be literate.

Class Skills

The half-orc infiltrator's class skills (and the key ability for each skill) are Appraise, Bluff, Climb, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble, Use Magic Device, and Use Rope.

    Skill Points at Each Level: 8 + Int modifier.

Class Features

Weapon and Armor Proficiencies: A half-orc infiltrator is proficient with light and medium armor and the following weapons: all simple weapons, hand crossbow, rapier, sap, shortbow and short sword.

Charming Fellow: Infiltrators have learned to overcome their natural inclinations towards brutishness and surliness. They gain a +1 general bonus when making skill or ability checks that involve Charisma. At ninth level, this bonus increases to +2.

Master of Disguise: An infiltrator prioritizes "not getting caught" at the top of his list. A half-orc infiltrator with 5 or more ranks in Bluff gains a +3 synergy bonus (instead of +2) on Disguise checks when he knows that he is being observed and he tries to act in character. It takes him half as much time as usual to don a disguise (1d3 x 5 minutes). He receives a +3 bonus instead of +2 when using a disguise kit. He has no penalty for disguising himself as a member of another race if that race is part of his heritage (orc and one other race).

Sneak Attack: The infiltrator gains the sneak attack ability just as the rogue ability described in the Player's Handbook. This damage stacks with any other source of sneak attack the infiltrator has.

I'm New (Ex): If an infiltrator is challenged when on the job, he can concoct a brilliant cover-lie in seconds. Once per day as a free action, the infiltrator can grant himself a competence bonus equal to half his infiltrator level to one Bluff check. He can use this ability twice per day at seventh level and three times per day at tenth level.

Nothing to See Here: A half-orc infiltrator knows how to get in and out of places without leaving a trace or alerting any guards. He gains a +2 competence bonus to Hide and Move Silently checks. At seventh level, this bonus increases to +4.

Tabula Rasa (Ex): Half-orcs are unique in that they are a people without a culture. They are absorbed into whatever society they are born in, and live their lives with an uncertain feeling of being adrift. They have no racial identity; they are loners and outcasts. This lack of identity serves an infiltrator well. Once per day, the infiltrator can let his mind drift and his identity disseminate. For one hour, he receives a circumstance bonus equal to his half-orc infiltrator level to any saving throw made to resist a mind-influencing effect. If the half-orc is targeted by a divination during this time, he may immediately make a Bluff check opposed by the diviner's Sense Motive check. If the half-orc's Bluff check is higher, the diviner receives false information that reassures him that the half-orc is not a spy or any sort of threat. If the diviner's Sense Motive check is higher, the spell functions normally. This ability takes a standard action to activate. In addition, the infiltrator gains a +4 bonus to any Use Magic Device checks made to emulate a race.

Slippery Mind (Ex): At ninth level, the infiltrator gains the slippery mind ability just as the Rogue special ability if he does not already have it.

Without A Trace (Ex): An experienced infiltrator can get into a place undetected and disappear without a trace. At tenth level he gains a circumstance bonus equal to his half-orc infiltrator level to Will saves made to avoid being scried upon.


Level Abilities: Infiltrator
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +1 +2 +2 Charming fellow (+2), Master of disguise
2nd +1 +0 +3 +3 Sneak attack +1d6
3rd +2 +1 +3 +3 I'm new (1/day), Nothing to see here (+2)
4th +3 +1 +4 +4 Sneak attack +2d6
5th +3 +1 +4 +4 Tabula rasa
6th +4 +2 +5 +5 Sneak attack +3d6
7th +5 +2 +5 +5 I'm new (2/day), Nothing to see here (+4)
8th +6 +2 +6 +6 Sneak attack +4d6
9th +6 +3 +6 +6 Charming fellow (+4), Slippery mind
10th +7 +3 +7 +7 I'm new (3/day), Sneak attack +5d6, Without a trace


Knight Protector of the Kingdom of Farland

The Order of the Knight Protectors of the Kingdom of Farland is the oldest and most famous order of knighthood on the entire continent. As part of the Far Knights, its members have guarded the borders and kings of Farland for over a thousand years, and while they have not always been successful (the Dark Occupation is a case-in-point), the Knight Protectors have a hard-earned reputation as the foundation of the kingdom's strength.

Most NPC Knight Protectors in modern-day Farland defend the Order's last outpost at the Borderhold, but a select few wander freely in the old kingdom, fighting evil and spreading a message of hope wherever they can. These Knights-Errant also recruit new members and guide fugitives from the Lord of Anger's justice to places of safety. Fighters and paladins are the most common types of warriors drawn to the Order's banner, but some clerics and rangers serve as well. Barbarians, druids, monks, and rogues are rarely accepted into the Order, and sorcerers and wizards never are (the Knights distrust arcane magic). A few bards are members many of the Knights-Errant come from such a background. Almost all Knight Protectors are human.
    Hit die:d10.

Requirements

To qualify for the Knight Protector of the Kingdom of Farland prestige class, a character must fulfill all of the following criteria.

   Alignment: Any non-chaotic, non-evil
   Base Attack Bonus: +3
   Skills: Knowledge (History): 2 ranks
   Special: Acceptance into the Order of the Knight Protectors of the Kingdom of Farland, which can be achieved by having familial connections or great renown as a warrior, or by completing a quest.

Class Skills

The Knight Protector's class skills are Climb, Diplomacy, Handle Animal, Jump, Knowledge (History, Nobility, Weapons, War), Ride, Sense Motive, and Swim.

    Skill points at each level: 2 + Int modifier.

Class Features

Weapon and Armor Proficiency: Knight Protectors are proficient in all simple and martial weapons, all types of armor, and all shields.

Shield Wall (Ex): The shield wall is the foundation of the Knights' defensive battle tactics. If at least four Order members are equipped with large shields and piercing weapons, they may form a line abreast and interlock their shields. When doing so, each participant occupies half the normal space; put another way, two participants fit in each 5' square without squeezing. Every Knight in the line receives a +2 competence bonus to his or her Armor Class with no penalty to attacks. A shield wall may only move at half the speed of its slowest member and in a straight line; changing the direction a shield wall faces is a full move action for all involved and provokes attacks of opportunity as appropriate. Individuals behind the shield wall may attack over it with a -2 penalty to their attack rolls provided they are equipped with weapons with reach.

Steadfast (Ex): At second level and every three levels thereafter, Knight Protectors gain a bonus to their saves against all enchantments and spell-like or supernatural abilities that affect morale, such as fear.

Truestrike (Ex): Beginning at third level, a Knight Protector may strike a foe with unerring precision once per day. This increases to twice per day at sixth level and three times per day at ninth level. Truestrikes are as per the spell.

Bond with Mount (Ex): As they prove their merit and advance in rank, Knight Protectors are promoted from infantry to cavalry. Each Knight begins and ends the extensive training regimen associated with the promotion with the same horse, and upon completion of the training gains a permanent +5 competence bonus to all Ride checks with that horse only. If the Knight's favored horse is killed or retired, the Knight must train with a new horse for a minimum of three months before again gaining this benefit.

Born to Lead (Ex): Few achieve the esteemed rank of Knight-Commander, but those who do are widely regarded as the finest battlefield commanders a soldier could hope to serve under. At seventh level, a Knight Protector receives a +3 bonus to his or her Leadership score.

Dogs of War (Ex): A handful of the Order's most famous leaders have made the ultimate sacrifice for the Kingdom of Farland, usually in an hour of great need. Sir Rothian Ganorus in the Deadlands (7090 F.R.), Lord Cronardin at the Borderhold (7803 F.R.), the King's Warder upon the battlements of the Far City (7805 F.R.), these are the legends that have inspired countless generations of Knight Protectors. If a Knight-Commander of the Order chooses to unleash the dogs of war, his or her d20 combat roll (see the Farland Mass Combat System) gets a +20 morale bonus, but his or her Casualties roll suffers a -10 penalty, and the Knight-Commander is automatically slain during the battle.


Level Abilities: Knight Protector of the Kingdom of Farland
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Shieldwall
2nd +2 +3 +0 +3 Steadfast +1
3rd +3 +3 +1 +3 Truestrike 1/day
4th +4 +4 +1 +4 Bond with Mount
5th +5 +4 +1 +4 Steadfast +2
6th +6 +5 +2 +5 Truestrike 2/day
7th +7 +5 +2 +5 Born to Lead
8th +8 +6 +2 +6 Steadfast +3
9th +9 +6 +3 +6 Truestrike 3/day
10th +10 +7 +3 +7 Dogs of War

Longbowman

The archers of Kelerak are known throughout the continent for their skill with a longbow. This powerful weapon is feared by enemy infantry and knights alike, for it has been known to put an arrow through an armored man's thigh and sink it a foot into the horse on which he rides. Some archers are, however, feared in a way that the average archer is not, for they have honed a skill with their chosen bow that seems superhuman. These are the Kelerite Longbowman.
    Hit die: d10.

Requirements

To qualify to become a longbowman, a character must fulfill all of the following criteria.

    Base Attack Bonus: +5
    Feats: Weapon Focus: (longbow), Point Blank Shot, Precise Shot
    Special: To become a Longbowman, a character must have trained with a Longbowman for at least one month, an expensive proposition at best (the actual price is left to the DM, although a Longbowman trainer charges by the week). If the character is originally from the Kingdom of Kelerak, the training time is halved, as Longbowman are a staple of the Kelerite military.

Class Skills

The Longbowman's class skills are Balance, Climb, Concentration, Craft, Intimidate, Jump, Profession, Spot, and Swim.

    Skill points at each level: 2+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Longbowman is proficient with all simple and martial weapons, light armor, and medium armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Aiming (Ex): A Longbowman can spend a full round aiming. At the end of this round, he can make one attack, and the attack gets a circumstance bonus of +1. This bonus increases by one every two levels. If a longbowman is in a threatened square when aiming, he provokes an attack of opportunity as normal for firing a ranged weapon. If he suffers damage, he must make a concentration check (DC 10+ damage dealt) or lose all actions for the round. Evasive action can allow him to avoid this attack.

Improved Point Blank Shot (Ex): The Longbowman gets better at picking out vulnerable areas at range. The range in which he gets the benefit of Point Blank Shot is increased to 50'.

Increased Range (Ex): The Longbowman gets better at shooting at extreme range. All shots for his bow are treated as if they were one increment closer. This will not, however, give a positive bonus. The closest range increment is only effectively doubled.

Evasive Attack (Ex): The Longbowman can make a concentration check to avoid provoking an attack of opportunity by firing his bow in a threatened area; he may make this check once for each attack he makes. The DC is 15; if the check succeeds, he draws no attack of opportunity. If it fails, he provokes an attack of opportunity for that single attack.

Piercing Shot (Ex): Having become an expert at exploiting an opponent's weaknesses, the Longbowman can take a full round action to deliver an attack with his bow that counts as a ranged touch attack.

True Strike (Ex): The Longbowman has honed his skills with the bow to an almost unbelievable level. Three times per day he may make an unerring shot that counts as the true strike spell. A true strike is a standard action for the Longbowman, so he may only make one shot per round if he uses his true strike ability.


Level Abilities: The Longbowman
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Aiming +1
2nd +2 +0 +3 +0 Improved Point Blank Shot
3rd +3 +1 +3 +1 Aiming +2
4th +4 +1 +4 +1 Increased Range
5th +5 +1 +4 +1 Aiming +3
6th +6 +2 +5 +2 Evasive Attack
7th +7 +2 +5 +2 Aiming +4
8th +8 +2 +6 +2 Piercing Shot
9th +9 +3 +6 +3 Aiming +5
10th +10 +3 +7 +3 True Strike


Pikeman

The Pikeman is a specialized soldier trained in the use of the pike or polearm. These specialized warriors are as adept at close range fighting with their weapon as they are at long range fighting; in the hands of a Pikeman, a polearm becomes a versatile and especially deadly weapon. Thus units of Pikeman are a terrible sight to the eyes of an enemy army and individual Pikeman are an equally unwelcome sight in one-on-one combat. The city of Wyvernia has long been famous for its deadly Pikemen, and thus most are from this city.
    Hit die: d10.

Requirements

To qualify to become a Pikeman, a character must fulfill all of the following criteria.

   Base Attack Bonus: +5
    Feats: Weapon Focus: (a polearm). The pike to which this feat applies must have reach.
    Special: To become a Pikeman, a character must have trained with a Pikeman for at least one month, an expensive proposition at best (the actual price is left to the DM, although a Pikeman trainer charges by the week). If the character is originally from the city of Wyvernia in Kelerak, the training time is halved, as Pikemen are an established and familiar part of the Wyvernian culture.

Class Skills

The Pikeman's class skills are Climb, Craft, Intimidate, Jump, Profession, Ride, and Swim.

    Skill points at each level: 2+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Pikeman is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Close-ranged Pike attack (Ex): A Pikeman can "choke up" on the handle of his weapon, shifting it from a weapon that threatens a square 10' away to a weapon that threatens a square 5' away. To use this ability, the square immediately behind the Pikeman must be empty and free of obstructions. Another Pikeman does not count as an obstruction. Choking up on the pike is a free or immediate action.

Superior Weapon Focus (Ex): The Pikeman gains an additional +1 to attack with his polearm of choice with which he has weapon focus. This bonus increases to +2 at level 5 and +3 at level 8. This bonus stacks with his prerequisite Weapon Focus: polearm.

Ready Pike (Ex): When the Pikeman readies a pike with which he has Weapon Focus against a charge he deals triple the normal Pike damage.

Lunge (Ex): The Pikeman can lunge with a pike with which he has weapon focus, increasing the threat range of his pike by five feet. Lunging itself is a standard action; thus only one attack can be made per round if the attack is a lunge.

Vault and Balance (Ex): The Pikeman may use a pike with which he has weapon focus to vault. Vaulting grants the pikeman a +10 competency bonus to a single jump check. Alternately, he may use his pike to balance, granting him a +10 competency bonus to balance checks. If he is called upon to make a balance check while holding his Pike, he receives the bonus. These abilities do not function if the Pikeman is denied his Dexterity bonus to Armor Class.

Devastating Attack (Ex): Once per day the pikeman can declare a devastating attack. If the next attack hits, it is counted as a critical hit. If it is naturally a critical hit, the multiplier of the damage is increased by one. For example, if the weapon does X 2 on a critical hit, then it does X 3 on a devastating critical hit. This ability only functions with a polearm with which the Pikeman has Weapon Focus. This attack must be declared before the attack roll is made. If the attack misses, it still counts against the number of times the ability may be used. This may be used twice at 7th level and 3 times per day at 10th.


Level Abilities: The Pikeman
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Close-ranged Pike Attack
2nd +2 +3 +0 +0 Superior Weapon Focus +1
3rd +3 +3 +1 +1 Ready Pike
4th +4 +4 +1 +1 Devastating Attack 1/day
5th +5 +4 +1 +1 Superior Weapon Focus +2
6th +6 +5 +2 +2 Vault and balance
7th +7 +5 +2 +2 Devastating Attack 2/day
8th +8 +6 +2 +2 Superior Weapon Focus +3
9th +9 +6 +3 +3 Lunge
10th +10 +7 +3 +3 Devastating Attack 3/day


Shadowalker

The Shadowalker is a defender of Elven lands, skilled in scouting, reconnaissance, and defense. Shadowalkers are a brotherhood of twilight and shadow, ranging abroad in secret service to the Elven homeland. The Shadowalkers account for much of the military and societal information the elves have about the outside world, and they are often the first, and sometimes last, line of Elven defense.
   Hit die: d8

Requirements

To qualify to become a Shadowalker, a character must fulfill all of the following criteria.

    Base Attack Bonus: +5
    Skills: Move silently: 9 ranks, Hide: 9 ranks, Gather information 5 ranks
    Special: To become a Shadowalker, a character must be a elf or a half-elf. If the character is an elf he must be Doomed to wanderer in the outside lands and/or to protect the Elven race. Finally, the character must be accepted as a member of the Shadowalkers by a ranking Shadowalker and must spend 2 years in faithful service to the Shadowalkers before he will be eligible for training to become a Shadowalker prestige class. After all this, however, he must still be accepted into training, which is a separate decision entirely, made by ranking Shadowalkers.

Class Skills

The Shadowalkers' class skills are Climb, Concentration, Craft, Gather Information, Heal, Hide, Jump, Knowledge (Nature), Listen, Move silently, Swim, and Survival.

    Skill points at each level: 6+ Int modifier.

Class Features

Darkvision (Su): A Shadowalker can see in the dark as though he were permanently under the effect of a Darkvision spell.

Shadow Armor (Su): The Shadowalker becomes cloaked in a translucent film of shadow. The shadow is non-tangible yet somehow deflects weapons, granting him a +2 deflection bonus to his armor class and acting as one-quarter concealment (10% miss chance). He can use the armor 3 times per day. At 8th level, the Shadow Armor becomes improved, granting the Shadow Walker a +3 deflection bonus and one-half concealment (20 % miss chance). At 8th level he can use the armor 5 times per day; the armor lasts for 10 rounds and cannot be used again for 1d4 rounds. He can cloak himself in the shadow armor at will as a free action. A Shadowalker may not hide in the concealment granted by his armor.

Shadow Jump (Su): The Shadowalker has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Shadowalker can jump a total of 30 feet each day in this way, although this may be a single jump of 30 feet. This amount can further be split up among many jumps, no matter how small, but each jump counts as a 10 foot increment. This ability increases to 60 ft. at level 5, 90 ft. at level 7, and 120 ft. at level 10. Shadow jumping is a standard action.

Shadow Walk (Sp): The Shadowalker can use the spell shadow walk. He wills this effect, so there are no verbal or somatic components. The duration is figured using Shadowalker levels only. The Shadowalker cannot use this ability to travel to other planes besides the prime material plane and the plane of shadow. Shadow Walking is a standard action.

Speak with Nature (Su): This ability allows the Shadowalker to speak with plants and animals and functions as the spells of the same name, although the Shadowalker merely wills it to occur, so there are no verbal or somatic components. The duration is figured using Shadowalker levels only. He can also speak with both plants and animals, switching back and forth between the two at the same time.

Weapon and Armor Proficiency: A Shadowalker is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.


Level Abilities: The Shadowalker
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Dark Vision; Speak with Nature 1/day
2nd +2 +3 +3 +0 Shadow Armor
3rd +3 +3 +3 +1 Shadow Jump (30 ft.)
4th +4 +4 +4 +1 Speak with Nature 2/day
5th +5 +4 +4 +1 Shadow Jump (60 ft.)
6th +6 +5 +5 +2 Shadow Jump 1/day
7th +7 +5 +5 +2 Shadow Jump (90 ft.)
8th +8 +6 +6 +2 Shadow Armor, Improved
9th +9 +6 +6 +3 Shadow Jump (120 ft.)
10th +10 +7 +7 +3 Shadow Walk 2/day


Spellbinder of Salystra

Deception, misdirection and domination?these are the tools of the Spellbinder. From their earliest memories, these individuals have tricked and conned others into doing things for them, reaping the rewards of others' hard work.

Desire to increase their magical abilities to control others have brought the Spellbinder to the worship of Salystra, queen of deceivers. Great power awaits the chosen few Spellbinders whom Salystra blesses with her insight into the arts of deception and mind control.
    Hit die: d4

Requirements

To qualify to become a Spellbinder of Salystra, a character must fulfill all of the following criteria.

   Skills: Bluff: 6 ranks, Intimidate: 3 ranks, Knowledge (Religion): 6 ranks
   Feats: Skill Focus (Bluff)
   Spells: Spells: Ability to cast four spells from the enchantment school, one of which must be third level or higher. These spells can be any mix of arcane or divine. Special: Must be a worshipper of Salystra.

Class Skills

The Spellbinder's class skills are Bluff, Concentration, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (Religion), Sense Motive, Sleight of Hand and Spellcraft.

    Skill points at each level: 2+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Spellbinder is proficient with simple weapons, but not with any type of armor or shield.

Spells per Day/ Spells Known: When a new Spellbinder level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Spellbinder to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a Spellbinder, he must decide to which class he adds each level of Spellbinder for the purpose of determining spells per day.

Diverse Charm (Su): Spellbinders focus on the enchantment school intensively. As such, at each level the Spellbinder may choose one arcane or divine spell from the enchantment school and add it to his spell list. Spells added this way must be of a level that the caster can normally cast, and they are now considered to be of a type (either arcane or divine) that the spell caster normally casts. This is considered part of the process of gaining new spells at each level and does not provide an additional spell.

Strong Mind (Ex): At level 1, the Spellbinder gains a +1 bonus to saves versus mind-affecting spells. This bonus increases to +2 at level 4, +3 at level 7, and +4 at level 10.

Enchanted Communication (Su): At level 2, a Spellbinder gains the ability to orally communicate with a victim of his enchantment. Any time a subject that has the ability to speak any language fails its save against an Enchantment spell from a Spellbinder, it gains the ability to understand the words of the Spellbinder, similar to a comprehend language spell. This allows for one way communication only; the subject is not able to reply, unless it and the Spellbinder share a common language. The subject need not touch the Spellbinder for this ability to function but must be within hearing range.

Magically Persuasive: At levels 3 and 5, the Spellbinder gains the feats Spell focus (enchantment) and Greater Spell focus (enchantment) respectively.

Undetectable Enchantment (Ex): At 6th level, the Spellbinder's enchantment spells become undetectable. If a character successfully saves against these types of spells cast by the Spellbinder, the character has no indication by making the save that a spell was cast upon him unless he saw, heard, or had some other method of being aware that the Spellbinder cast it. Normally a character who makes a save knows that hostile magic was cast upon him.

Extended Charm: At level 8 all enchantment spells cast by the Spellbinder are extended as per the Extend Spell feat.

Thrall (Su): At level 10, the Spellbinder reaches the pinnacle of his power. At this time, he may make the effects of any single mind-influencing enchantment spell permanent. This ability may only be used to make one spell permanent at a time; a Spellbinder may choose to release a subject from this ability as a free action, in which case the permanent spell affecting the subject ends and the Spellbinder is free to permanently enchant another subject using this ability. The Spellbinder must specify as he casts the enchantment if he desires to make it permanent using this ability.

Level Abilities: The Spellbinder
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Diverse Charm, Strong Mind
2nd +1 +0 +0 +3 Enchanted Communication, +1 spellcasting class level
3rd +1 +1 +1 +3 Spell Focus (enchantment), +1 spellcasting class level
4th +2 +1 +1 +4 Strong Mind +2, +1 spellcasting class level
5th +2 +1 +1 +4 Greater Spell Focus(enchantment), +1 spellcasting class level
6th +3 +2 +2 +5 Undetectable Enchantment, +1 spellcasting class level
7th +3 +2 +2 +5 Strong Mind +3, +1 spellcasting class level
8th +4 +2 +2 +6 Extended Charm, +1 spellcasting class level
9th +4 +3 +3 +6 +1 spellcasting class level
10th +5 +3 +3 +7 Thrall, Strong Mind +4, +1 spellcasting class level


Warlord

Master of mass combat and warfare, the Warlord is a fighter who has concentrated on large-scale, rather than individual combat. They are renown for their ability to snatch victory from the jaws of defeat, especially in the face of superior numbers or troops. An army led by a Warlord is a force to be reckoned with; high level Warlords will often leave their mark on history, in the manner of Alexander the Great or Julius Caesar. (This prestige class is meant to be used with the Farland Mass Combat System).
    Hit die: d10.

Requirements

To qualify to become a Warlord, a character must fulfill all of the following criteria.

    Skills: Knowledge: War: 6 ranks
    Feats: Leadership, Iron Will
    Special: A Warlord must have commanded more than 50 armed men for a period of time of over a month. In addition, he must have the real prospect for command of a large body of armed men in the future (i.e. he must have a King's patronage, be a Lord or Knight, or have the skill to raise an army of some sort. Deciding whether or not the character has fulfilled this requirement is the purview of the DM).

Class Skills

The Warlord's class skills are Bluff, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Intuit Direction, Knowledge, Profession, Ride, and Sense Motive.

    Skill points at each level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: A Warlord is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Sense Motive Bonus: A Warlord gets a +1 synergy bonus to his Sense Motive rolls when trying to sense the motives of a commander whose army he has engaged in the past. This bonus stacks with an additional +1 per time he has faced this commander, to a maximum of +4.

Charismatic Leadership Feat and Increase: At 1st level, a Warlord gets the Charismatic Leadership Feat for free. Where indicated, the bonus that the Warlord receives to his mass combat roll is increased by one. Note that only a Warlord can increase this bonus by stacking Charismatic Leadership. Even a Warlord can only stack the feat three times.

Troop Motivation and Increase: At 2nd level, a Warlord gets the Troop Motivation Feat for free. Where indicated, the bonus that the Warlord receives to his armies' Fortitude save roll is increased by one. Note that only a Warlord can increase this bonus by stacking Charismatic Leadership. Even a Warlord can only stack the feat twice.

Limit Casualties and Increase: At 4th level, a Warlord gets the Limit Casualties Feat for free. Where indicated, the bonus that the Warlord receives to his casualties roll is increased by one. Note that only a Warlord can increase this bonus by stacking Limit Casualties. Even a Warlord can only stack the feat three times.


Level Abilities: The Warlord
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +1 +2 Charismatic Leadership Feat, Sense Motive Bonus
2nd +2 +3 +0 +3 Troop Motivation Feat
3rd +3 +3 +1 +3 Charismatic Leadership Increase
4th +4 +4 +1 +4 Limit Casualties Feat
5th +5 +4 +1 +4 Troop Motivation Increase
6th +6 +5 +2 +5 Charismatic Leadership Increase
7th +7 +5 +2 +5 Limit Casualties Increase
8th +8 +6 +2 +6 Troop Motivation Increase
9th +9 +6 +3 +6 Limit Casualties Increase
10th +10 +7 +3 +7 Charismatic Leadership Increase


Weapon Expert

The powerful Weapon Expert is found among all races and all societies (although historically there have been many Dwarven Weapon Experts). This is a being that has devoted his life to the study of one weapon. He has come to know his weapon so well that his ability with it is nearly superhuman, but if he loses his weapon he is particularly handicapped.
    Hit die: d10.

Requirements

To qualify to become a Weapon Expert, a character must fulfill all of the following criteria.

    Base Attack Bonus: +6
    Feats: Combat Reflexes, Lightning Reflexes, Weapon Focus: any melee weapon, improved critical: same weapon
    Special: To become a Weapon Expert, a character must have trained with another Weapon Expert for at least six months, an expensive proposition at best (the actual price is left to the DM, although a Weapon Expert trainer charges by the week and will probably be quite difficult to locate). A Weapon Expert must choose one individual melee weapon with which to train. The weapon must be at least masterwork. All of his abilities apply only to this weapon. The Weapon Expert also cannot fight with a weapon in each hand and use his class skills, as the second weapon distracts him from his primary weapon. If he looses his chosen weapon or voluntarily chooses to switch weapons, he must take two months to acclimate himself to a new weapon before he regains his class abilities. During this period he gets a 2 circumstance penalty to strike with this weapon, as he is still used to fighting with his old weapon. He can ever only be Expert in one weapon.

Class Skills

The Weapon Expert's class skills are Balance, Bluff, Climb, Craft, Jump, Ride, Swim, and Tumble.

    Skill points at each level: 2+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Weapon Expert is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Initiative Bonus (Ex): Having an uncanny speed, experts get a +1 initiative bonus when their chosen weapon is drawn and held, even if they are not attacking with it. This bonus stacks with all other initiative bonuses. This bonus increases to a +2 at level 5.

Unbreakable (Ex): The Weapon Expert knows the limits of his weapon. In combat, the Expert will never allow his weapon to break, although it can still be broken by normal means. The weapon is immune to sunder attacks and breaking via a fumble.

Immune to fumbles (Ex): The Weapon Expert never fumbles his weapon. If he rolls a fumble, treat it as a normal miss. He also gets a +4 bonus on opposed attack rolls to avoid being disarmed.

Missile Deflection (Ex): If the Expert has his weapon in his hand, he may deflect missiles. This ability functions as the Deflect Arrows feat, except the Weapon Expert may deflect as many missiles per round as he has Weapon Expert levels.

Fearlessness (Ex): The Weapon Expert feels very confident when he has his weapon drawn. He gets a +4 moral bonus against fear effects in this situation.

Unerring strike (Ex): The Expert may strike unerringly, as per the true strike spell. He may use this ability once per day at level 3, and three times per day at level 7. Unerring strike is a standard action.

Wounding (Ex): Once per day, and for the duration of one combat, the Expert gains the ability to make his weapon function as if it were a magical weapon of wounding. This ability increases to twice per day at level six and three times per day at level nine. If his weapon is already a wounding weapon, he deals one extra point of wounding damage with it per strike.

Disabling (Ex): The Expert is skilled at using his weapon to severely hamper his opponent. He gains the ability once per day to use his weapon to make a touch attack to deal 1d6 points of temporary constitution damage by draining blood if his weapon is a piercing/slashing weapon, or 1d6 points of temporary strength damage if his weapon is a bludgeoning weapon. If his weapon is already a magical puncturing weapon, he gains the ability to deal 1d8 points of CON damage with it. If the disabling attack is naturally a critical hit, he deals an additional +2 ability damage. This ability damage is in place of normal weapon damage. This ability increases to three uses per day at level ten.


Level Abilities: The Weapon Expert
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Initiative Bonus; Unbreakable
2nd +2 +3 +3 +0 Immune to Fumbles; Missile Deflection
3rd +3 +3 +3 +1 Fearless; Unerring Strike 1/day
4th +4 +4 +4 +1 Wounding 1/day
5th +5 +4 +4 +1 Initiative Bonus
6th +6 +5 +5 +2 Wounding 2/day
7th +7 +5 +5 +2 Unerring Strike 3/day
8th +8 +6 +6 +2 Disabling 1/day
9th +9 +6 +6 +3 Wounding 3/day
10th +10 +7 +7 +3 Disabling 3/day


Wind Knight

Soaring through the clouds and bringing death from above, the Wind Knight is the master of flying mounted combat. The cavalryman of the skies, the Wind Knight has a special bond with his mount and can control it with peerless skill; he is lethal in single combat or as a complement to a land-bound army. Historically, the Elven race has produced many Wind Knights in the form of Griffon Knights, but since the Dark Conquest, several Orcish Wyvern Riders have been reported.
    Hit die: d8

Requirements

To qualify to become a Wind Knight, a character must fulfill all of the following criteria.

    Skills: Balance: Ranks 6, Handle Animal: Ranks 8, Riding (air): Ranks 10
    Feats: Mounted Combat, Ride-by Attack
    Special: To become a Wind Knight, a character must have successfully raised and trained a flying mount. If the Mount dies or leaves, the Wind Knight must raise and train a new one or buy a trained mount from another Wind Knight and spend two months training it before he regains his class abilities. If the mount dies, the Wind Knight suffers no penalties in terms of game mechanics, but he is emotionally devastated.

Class Skills

The Wind Knight's class skills are Balance, Climb, Handle Animal, Jump, Ride, Spot.

    Skill points at each level: 4+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Wind Knight is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Bond with Mount (Su): Wind Knights have a unique bond with their mount. This bond gives them an empathic link, as per a wizard and his familiar. With this link, the Wind Knight may communicate commands or receive information. The mount and the Wind Knight can also communicate verbally in a language that other creatures cannot understand without magical assistance. A Wind Knight's mount can know four unusual tricks per intelligence point. A Wind Knight can automatically attack from the back of his mount without making a Ride Check.

Increased Maneuverability (Ex): Because of its specialized training, a Wind Knight's mount's maneuverability class increases by one category.

Linked Saving Throws (Su): When the Wind Knight is within one mile of his mount and has an empathic link, both the Knight and the Mount benefit. The Knight may use any of the saving throws of the Mount if they are higher, and if they are not the Knight gains a +2 empathy bonus to any of his saves that are higher than the Mount's. Similarly, the Mount may use any of the saves of the Knight if they are higher, and if they are not it gains a +2 empathy bonus to its saves that are higher than the Knight's.

Mounted bonuses (Ex): The Knight gains a +2 proficiency bonus to attack and damage rolls when mounted.

Dive Bomb (Ex): Three times per day the Wind Knight may use his mount to dive and attack with exceptional speed. The Knight must be at least 30 feet from the victim. The attack of the Wind Knight acts as a mounted charge, but does additional damage if it hits. This damage stacks with all other bonuses, including critical hits, his own Mounted Bonuses, and damage from the Spirited Charge feat and other feats, but is added after the other damage is calculated. If the attack misses, the use is lost. The Wind Knight does additional damage at sixth and eighth level with his Dive Bomb. Mounts cannot dive bomb if carrying heavy loads.

Guard Mount (Ex): The Wind Knight gains a bonus to his Ride Skill whenever he uses the Mounted Combat feat to negate a hit to his mount.

Defensive Flight (Ex): Twice per day, the Wind Knight may spur his mount into evasive aerobatics. The defensive flight may last for three rounds and is a full round action each round (the Wind Knight or mount may not attack but the mount may move normally). During the aerobatics, the Knight and his mount each gain a +4 dodge bonus to AC. In addition, the speed of the mount doubles. The defensive flight can last up to three rounds, but at the end of the ride both the mount and the rider are winded for as long as they were flying defensively. Each suffer a -2 penalty to STR and CON and each may only take a single move (no charging, running, or flying faster). The mount may continue to fly.

Death from Above (Ex): Once per day the Wind Knight may swoop down with his mount and make a deadly attack on a victim. The Knight must be at least 30 feet from the victim, and the victim must be flat-footed or otherwise denied his DEX bonus to armor class for the Wind Knight to use this function. If the attack hits under these circumstances, the victim makes a FORT save with the DC being the Knights Ride Skill total or die. This attack is a full round action similar to a charge, although neither the mount or rider get an attack bonus or an AC penalty. If the attack misses the use is lost and if a creature is immune to critical hits it is immune to Death From Above. Mounts cannot deal death from above if carrying heavy loads.


Level Abilities: The Wind Knight
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Bond with Mount; Increased Maneuverability
2nd +2 +3 +3 +0 Linked Saving Throws
3rd +3 +3 +3 +1 Mounted Bonuses
4th +4 +4 +4 +1 Dive Bomb +3 damage
5th +5 +4 +4 +1 Guard Mount +2
6th +6 +5 +5 +2 Dive Bomb +6 damage
7th +7 +5 +5 +2 Guard Mount +4
8th +8 +6 +6 +2 Dive Bomb +9 damage
9th +9 +6 +6 +3 Defensive Flight
10th +10 +7 +7 +3 Death from Above


Worg Riders

One of the very few things that goblins are naturally good at is riding a Worg. A Worg Rider, a goblin specially trained and mounted on a worg wolf, is one of the most feared and dangerous soldiers in the armies of darkness. The pair, rider and worg, are masters of battle tactics. They favor charges, and whenever possible they implement their ride-by attack to take advantage of their two attacks. This tactic can indeed be deadly to the unprepared.

Any of the dark folk who are sufficiently small and light can become Worg Riders, but for social reasons almost all Worg Riders are goblins. A goblin Worg Rider gains the respect of his goblin community and also the superior races. Becoming a Worg Rider is a dangerous proposition, though. Worgs are known to test their prospective riders by attacking them. It takes a courageous and battle hardened goblin to withstand such an attack. The only proven method for becoming a successful Worg Rider is by besting a worg in combat. Thereafter the worg will respect and obey the rider. Otherwise worgs have been known to turn on their riders at inopportune times such as in the middle of a battle. Even though becoming a Worg Rider is extremely dangerous, many goblins aspire to become one of these elite soldiers. Their dogged persistence and small size often help them to achieve this goal.
    Hit die: d10

Requirements

To qualify to become a Worg Rider, a character must fulfill all of the following criteria.

    Skills: Balance: 2 ranks, Handle Animal: 6 ranks, Riding: 10 ranks
    Feats: Mounted Combat, Ride-by Attack, Spirited Charge
    Special: To become a Worg Rider, a character must have successfully established dominance over his worg mount. This process takes at least two months before the pair can successfully ride together in battle. Once the bond of master and servant is established between worg and rider, the death of either of the pair can be disastrous to the other. If the worg dies, the Worg Rider must re-establish dominance with a new worg. This process once again takes a full two months. Without a sufficiently submissive mount, a Worg Rider is unable to draw upon his class abilities. If a rider dies, his worg mount will become wild, attacking friend and foe alike. He will never again become a mount and becomes completely uncontrollable.

Class Skills

The Worg Rider's class skills are Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Profession, Ride, Spot, Survival.

    Skill points at each level: 4+ Int modifier.

Class Features

Weapon and Armor Proficiency: A Worg Rider is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.

Intimidating Charge: A Worg Rider on the back of a charging worg is a frightening sight. At level one, a Worg Rider gains the ability to make an intimidate check in combat against a foe as a free action. This ability is only useable when the Worg Rider charges during combat, and the Worg Rider can only use it once per foe in a single combat. He gains a +1 circumstance bonus to the intimidate check at level 3, a +2 bonus at level 5, a +3 bonus at level 7, and a +4 bonus at level 9.

Don't Spare the Whip: Through the use of a heavy hand and force of personality the Worg Rider can spur his mount to faster speeds. This ability allows the mounted Worg Rider to add 10 feet to his worg's movement rates if the worg and rider do nothing else in a round except move.

Mounted Fighting: Worg Riders are extensively trained to fight while mounted on their worgs. As such, at level four they receive a bonus to hit and damage on all attacks while mounted. Such training comes at the exclusion of other forms of combat, so the Worg Riders receives a -1 penalty to hit on all unmounted attacks. These bonuses to attacks and damage increase to +2 at level 6 and +3 at level 8. He never suffers more than a -1 to hit while unmounted, however.

Close the Gap: Through intensive practice and an inherent killer instinct, the Worg Rider has learned to close on his enemies quickly. This ability allows the mounted Worg Rider to charge at x3 his movement rate. Note that the charge still must occur in a straight line as per the normal charge rules.

Stunning Charge: At level 10, the Worg Rider learns to use his mount's weight and speed to vicious effect. Once per combat the Worg Rider may charge with his mount and make a stunning attack on a victim. The Rider must be at least 30 feet from the victim and have a straight line of attack. The Worg Rider must make an attack roll with no bonus from the charge. If he hits, the victim makes a FORT save with the DC being the number of ranks the Worg Rider has in his ride skill; failure means that the target is knocked prone and stunned for 2d4 rounds. This attack is a full round action similar to a charge, although neither the mount nor rider get an attack bonus or an AC penalty. If the attack misses, the use is lost, and if a creature is immune to stuns, it is immune to Stunning Charge. Mounts cannot use Stunning Charge if carrying heavy loads. A Stunning Charge can be combined with any of the other Worg Rider's class abilities.


Level Abilities: The Worg Rider
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Intimidating Charge
2nd +2 +3 +3 +0 Don't Spare the Whip
3rd +3 +3 +3 +1 Intimidating Charge +1
4th +4 +4 +4 +1 Mounted Fighting, Close the Gap
5th +5 +4 +4 +1 Intimidating Charge +2
6th +6 +5 +5 +2 Mounted Fighting +2
7th +7 +5 +5 +2 Intimidating Charge +3
8th +8 +6 +6 +2 Mounted Fighting +3
9th +9 +6 +6 +3 Intimidating Charge +4
10th +10 +7 +7 +3 Stunning Charge


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