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Wind RiderD&D 3e (3.0/3.5) Rulesby Joe MashugaDisclaimer: The elven griffon riders of the Dragonlance setting have long been referred to as Wind Riders, hence the name of this prestige class. The following prestige class described herein is not meant to be confused with the Windrider prestige class found in Masters of the Wild. Wind RiderThe Qualinesti and Silvanesti elves have many differences, but both nations regard the wind riders as hallmarks of elven history and might. This force of elite griffon riders was created in direct response to the dragon and ogre threats of the First Dragon War. The wind riders proved to be a tangible threat against aerial assaults, and their mobility in land-based combat only increased their reputation. Their abilities and skill were often exaggerated in the beginning, but these courageous warriors have refined their abilities over the centuries until they were able to live up to their glorified standing. The wind riders are strong proof that, although there may be two elven nations, the elves are still one people at heart. RequirementsTo qualify to become a wind rider, a character must fulfill all the following criteria: Race: Elf. Class SkillsThe wind rider's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), and Survival (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier.
Class FeaturesWeapon and Armor Proficiency: The wind rider is proficient with all simple and martial weapons, all types of armor, and shields. Griffon Handler (Ex): The wind rider gains a +2 insight bonus to Handle Animal and Survival checks as they relate to griffons. Griffon Mount (Ex): The wind rider's first task is to seek out and befriend an unbonded griffon. The griffon cannot be blackmailed or magically compelled to befriend the wind rider. If the griffon accepts the offer, it becomes the wind rider's bonded companion. The wind rider must spend at least seven days in the company of his griffon mount before any class features are gained. After the seven-day period, the wind rider and griffon gain the abilities described herein, and the griffon's type changes to magical beast, which improves its base attack bonus. The wind rider or griffon may terminate the relationship at any time, but the wind rider loses all class abilities that relate to his griffon mount, and the griffon loses any abilities that it gained from Table 1-2. The griffon's type also reverts to beast. The wind rider may have but one bonded companion at a time. If the wind rider's mount dies, he may befriend another after one month has passed, though it is often more difficult to convince the new griffon to serve as his mount. The new mount gains the benefits listed on Table 1-2 after the wind rider spends at least seven consecutive days with it. Language: The wind rider can communicate with griffons verbally as if they shared a common language. Other creatures do not understand this language without magical help. Bonus Feat: At 2nd level and every even level thereafter, a wind rider may take a bonus feat. This feat must come from the following list: Alertness, Ambidexterity, Combat Reflexes, Dodge, Endurance, Improved Unarmed Strike, Mounted Archery, Ride-By Attack, Skill Focus (Animal Empathy, Handle Animal, Ride, Wilderness Lore), Spirited Charge, Trample, Weapon Focus*. One with the Saddle (Ex): The wind rider gains the listed competence bonus to his Ride skill when he is astride his griffon mount. Mounted Expert (Ex): At 3rd, 6th, and 9th level, the wind rider can make an additional Ride check to negate a hit against his griffon mount every round (see the Mounted Combat feat). Only one Ride check may be made per attack, however. Teamwork (Ex): When cooperating with his griffon mount, the wind rider can take 10 as a standard action. Magic Fang (Sp): At 4th level, the wind rider may cast magic fang once per day on his griffon mount. The spell operates as if cast by a druid equal to the wind rider's class level. This ability is usable twice per day at 9th level. Heal Mount (Sp): At 5th level, the wind rider may use heal mount once per day on his griffon mount as the spell cast by an 11th-level paladin. The wind rider gains an additional use of this ability at 10th level. Aerial Alacrity (Ex): At 7th level, the wind rider may boost his mount's speed or agility by making a Ride check (DC 25) as a standard action. The wind rider can use this ability a number of times equal to the griffon's Constitution modifier, but the griffon's speed and agility cannot be boosted at the same time. If the wind rider boosts his mount's speed, the griffon's speed is doubled for a number of minutes equal to the griffon's Constitution modifier. If he boosts his mount's agility, the griffon's Dexterity score increases by 4 points and its maneuverability increases to "good" for a number of rounds equal to the griffon's Constitution modifier. The speed and agility benefits are treated as competence bonuses. For more information on flight and maneuverability, see the Dungeon Master's Guide.
Wind Rider Level: Use the character's wind rider level when determining the griffon's benefits. Bonus Hit Dice: These are extra ten-sided (d10) Hit Dice, each of which provides a Constitution modifier, as normal. Remember that extra Hit Dice also improves the griffon's base attack and base save bonuses. Unlike most griffons, the increase in Hit Dice does not change the beast's size. Natural Armor: The amount by which the griffon's natural armor bonus is increased. Str: The griffon's Strength score. Con: The griffon's Constitution score. Int: The griffon's Intelligence score. Special: See The Paladin's Mount in the Player's Handbook for those abilities not described below. Bonus Feat (Ex): This is the bonus feat gained due to the griffon's increase in Hit Dice (as described in the Monster Manual). The wind rider may choose the griffon's feat, as long as it meets the prerequisites. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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