Gorbash Kazdar
2004-07-14, 04:32 AM
Janya crouches in the bushes beside his two companions, holding the cloth-wrapped bundle close to his chest and cursing softly to himself. If he didn't know better, he'd think even the wealth his prize would bring wasn't worth the trouble he was in.
"We must have lost them by now," Kaie whispers to his right. "Even he wouldn't dare follow into dwarven lands and risk war."
"Then why are we still whispering and hiding in the brush?" Bili hisses back, looking around furtively.
"Quiet, both of you!" Janya takes a breath, trying to calm down. "Even if they're still following, they're at least half a day behind. This brook will mask our scent, and then we'll be in the mountains - and we can sell this little beauty and never have to worry about leaving our mansions again."
The other two men grin and nod, their fears calmed by Janya's confidence. Rising to a crouch, they wade into shallow creek, and head a little ways downstream to throw off their pursuers before beginning to cross. Before they make it even halfway, though, a wolf's howl pierces the night.
The three men freeze, looking in the direction of the howl, blood even colder than the icy river. Just above the rushing water, the sounds of large running creatures can be heard.
"Run!" Bili shouts, breaking for the far side of the river, Janya and Kaie close on his heels. Faster than the other two, Bili begins to pull ahead, and is soon only steps away from the far side.
We're going to make it! Janya thinks ecstatically. Suddenly, something whistles past his head, followed by a half dozen more. Arrows seem to sprout from Kaie's back as the man tumbles into the river. From the trees on the far bank a pair of immense shapes burst, lunging at Bili. Shouting in fear and anger, the man draws his sword and slashes at the two huge wolves, cutting one's snout. With a fierce battle cry, its rider leaps at Bili, striking him a vicious blow with a spear. The other wolf grabs the man's foot and upends him into the river. The wolves and other rider tear into the screaming man.
As soon as the wolf appeared, Janya broke upstream, hoping the two would be distracted by the closer enemy. From the corner of his eye he sees the first rider pointing at him and shouting something in its bestial language, but all else is ignored in the struggle to escape.
Heavy splashes sound behind him, rapidly coming closer. Turning his head in fear, Janya just catches sight of moonlight hitting steel before the axe strikes home.
* * *
Gorbash grins ferally as he wrenches his weapon free of the pink-skin's soft skull. Dismounting, he picks up the dropped bundle, unwrapping the cloth just enough to ensure that it is the totem the three humans had stolen from the clan shaman. They had claimed the wolf was made of something called emerald, but it was just a pound of green stone to him - except for its spiritual importance to the clan.
Pulling himself back atop Grar, his wolf, Gorbash whistles his men to assemble. In moments ten hands of wolves and orcs stand before him. Raising the retrieved bundle over his head, he shouts: "The clan's honor is avenged! We ride for home!"
Wolves and riders both howl for joy, and all begin running hard for the north without pause - leaving the bleeding corpses of three foolish men behind.
KAZDARAN WOLFRIDER OF GORBASH'S HUNT
The wolfriders of the Kazdar orc tribes of the steppes are skilled and deadly warriors, and renowned for their ability to track and bring down any quarry - be it man or beast. Organized in groups of 30 to 200 hundred wolfriders known as Hunts, they guard their homes from intruders and raid into neighboring lands seeking glory and plunder.
The best of these warriors, though, are inducted into the Hunt led by Gorbash Kazdar. Those wishing to join this group must prove themselves in battle and in tracking, and form a bond with their mounts even stronger than a normal wolfriders. Those who prove worthy become even more powerful, the greatest hunters and riders of the clans. By undergoing special shamanic rituals, they gain a few mystical powers, but most of their strength comes from honing their combat abilities sharper than a razor. Above them all is the warchief Gorbash, who founded the Hunt and has lead it in battle for over a decade.
In war, Gorbash's Hunt serves two roles - as shock cavalry, especially good at hitting an opponent in the flanks or rear, and as supply raiders. Their ability as trackers and to cover ground at an incredible rate makes them fearsome in the second role - so much so that many foes estimate their numbers at four or even fives times the actual 50.
When not on the battlefield, the Hunt's occupation may surprise some outsiders. In addition to being border guards and hunters, Gorbash and his followers take on the role of law enforcement and thief-catchers. Any who violates clan law and tries to escape justice soon finds himself with a pack of wolves and riders on his trail, a pack impossible to lose or long escape. Gorbash will follow criminals even into the lands of other races if he thinks their crimes particularly abhorrent, and often metes out justice as soon as he lays hands - or axe and dagger - on them.
Hit Die: d10
REQUIREMENTS:
Race: Half-orc or orc*
Base Attack Bonus: +6
Skills: Handle Animal 9 ranks, Ride 9 ranks, Survival 4 ranks
Feats: Mounted Archery, Mounted Combat, Track
Special: Must have the rage class ability. Must have personally acquired a dire wolf and trained it as a mount and attack animal. Must survive the wolfrider initiation ritual. This involves imbibing a poisonous drink that inspires visions (Fort DC 16, 1d4 Wisdom, Death), then tracking down and killing an appropriate foe (CR 6 or higher) with only the trained dire wolf to help, and armed only with a short bow and a spear.
*This requirement may be disregarded if the character is inducted into the Kazdar tribe; this is a rare honor bestowed only upon those who have proven themselves skilled in battle.
Kazdaran Wolfrider of Gorbash's Hunt
{table="head"]Level|BAB|Fort| Ref|Will|Special
1|
+1|
+2|
+0|
+0| Improved trip, one with the wolf
2|
+2|
+3|
+0|
+0|Pack-bond, scent
3|
+3|
+3|
+1|
+1|Rage +1/day
4|
+4|
+4|
+1|
+1|Improved mounted archery, mounted hunter
5|
+5|
+4|
+1|
+1|Back-to-back, hit them when they're down
6|
+6|
+5|
+2|
+2|-
7|
+7|
+5|
+2|
+2|Rage +1/day
8|
+8|
+6|
+2|
+2|Pounce from wolfback
9|
+9|
+6|
+3|
+3|Bite and claw
10|
+10|
+7|
+3|
+3|Great hunter[/table]
CLASS SKILLS:
The Kazdaran wolfrider of Gorbash's Hunt's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES:
All of the following are class features of the Kazdaran wolfrider of Gorbash's Hunt prestige class.
Weapon and Armor Proficiency: Kazdaran wolfriders are proficient with all simple and martial weapons and light and medium armor.
Improved Trip: At 1st level, a Kazdaran wolfrider of Gorbash's hunt gains Improved Trip (page 96, Player's Handbook) as a bonus feat, even if he does not normally meet the prerequisites for that feat. The wolfriders learn to fight as their mounts do.
Special Mount: A Kazdaran wolfrider may only use his class abilities associated with riding if he is mounted on a dire wolf he has trained himself. If mounted on any other creature, he loses access to these abilities. A Kazdaran wolfrider may only have one wolf he rides at a time; he cannot replace that wolf unless it dies or is set free (the wolf may refuse to be dismissed). Additionally, the wolfrider's chosen mount gains greater strength and abilities than a normal member of its kind (see below).
One With the Wolf: A Kazdaran wolfrider gains a competence bonus to ride checks equal to his levels in this class while mounted on his wolf.
Pack-Bond (Ex): At 2nd level, a Kazdaran wolfrider becomes a member of the pack. When flanking an opponent, the Kazdaran wolfrider's bonus to attack is +4 instead of +2, as long as the other flanking creature is another Kazdaran wolfrider, the mount of another Kazdaran wolfrider, or the Kazdaran wolfrider's own mount. The wolfrider's mount also gains this ability.
Scent (Ex): A 2nd level Kazdaran wolfrider gains the scent ability (page 314, Monster Manual).
Rage +1/Day (Ex): When a Kazdaran wolfrider reaches 3rd level and again at 7th level, the number of times per day that he can enter a state of rage increases by one.
Improved Mounted Archery: The Kazdaran wolfrider gains Improved Mounted Archery (page 101, Complete Warrior)** as a bonus feat at 4th level.
Mounted Hunter (Ex): At 4th level, a Kazdaran wolfrider may track as normal while his mount is moving at its normal speed, and suffers only a -10 penalty to track while it is moving double its speed. These bonuses apply only when the wolfrider is tracking while mounted, and therefore do not stack with the ranger's Swift Tracker ability (which applies when the ranger himself is moving at normal or double speed).
Back-to-Back (Ex): A dismounted Kazdaran wolfrider of 5th level or higher and his mount may fight while occupying the same space at no penalty. Additionally, neither can be flanked while fighting in this manner.
Hit Them When They're Down (Ex): A 5th level Kazdaran wolfrider may make an Attack of Opportunity on any opponent tripped by his wolf in combat.
Pounce from Wolfback (Ex): By succeeding on a DC 20 ride check, an 8th level Kazdaran wolfrider may dismount and land adjacent to his mount as a free action. If the wolfrider threatens an opponent after dismounting in this manner, he may make an attack against that opponent with a +2 bonus to hit, and suffers a -2 penalty to AC until his next action (as if he had just charged that opponent). Attacking in this manner is a full-round action. This ability may only be used if the wolf is moving no faster than twice its speed.
Bite and Claw (Ex): At 9th level and higher, a mounted Kazdaran wolrider can make a full attack when his wolf moves more than 5 feet but no further than a single move action would carry it. The wolfrider cannot combine this full attack with a charge.
Great Hunter (Su): A 10th level Kazdaran wolfrider of Gorbash's Hunt can track his quarry across any distance and terrain. If he and his wolf spend 1 hour studying an item that was in the possession of the intended quarry for at least 3 days, the wolfrider knows in which direction and how far in that direction the quarry is, no matter how far away the quarry is, as long as the wolfrider and his quarry are on the same plane. Nothing can shake this bond, save death or traveling to another plane (and the wolfrider knows which his quarry has done). This bond lasts one year and a day or until the quarry is slain; a wolfrider cannot choose a new quarry until one or the other of these requirements is met. Additionally, the wolfrider must make a Will save to willingly spend a day doing something not directly related to bringing down his quarry. The DC of this save is 10 on the first day, and increases by a cumulative +2 on each additional day he chooses not to continue his hunt. The save is made at the beginning of each day the wolfrider wishes not to hunt; if the save is failed, the wolfrider must immediately take action to continue after his quarry.
Code of Conduct and Ex-Wolfriders:
Kazdaran wolfriders of Gorbash's Hunt have few rules to follow, but those few must always be observed. A wolfrider may never turn down a challenge involving hand-to-hand combat, riding skill, or hunting, unless the challenge is obviously a trap. A wolfrider may not break an oath, even if it means his death, unless it would bring great harm to his clan. If a wolfrider swears to bring down a certain quarry, he has one year and a day to see to that creature's death. A wolfrider must always defend his wolf's life with his own.
If the wolfrider violates his code of conduct, his wolf is killed, or he fails to kill his quarry (without extreme extenuating circumstances, such as the quarry having been falsely accused of the crime that caused the wolfrider to hunt hm), he loses access to all class abilities granted by the Kazdaran wolfrider of Gorbash's Hunt prestige class, and his mount loses all granted abilities (but not bonus HD, Str, or Natural Armor), until he atones (see the atonement spell description, page 201 Player's Handbook). If the Kazdaran wolfrider's mount has died, he may not atone until he finds a new mount.
**This feat reduces penalties for firing from a moving mount by 2.
Wolfrider's Mount
The wolfrider's mount is superior to normal dire wolves, and has special abilities, as described below.
{table="head"]Wolfrider Level|Bonus HD|Natural Armor Adj.|Str Adj.|Special
1-3|
+3|
+4|
+1|Endurance, evasion, wolf rage
4-6|
+4|
+6|
+2|Improved evasion, longrunner
7-9|
+5|
+6|
+3|Empathic link, improved speed
10|
+6|
+8|
+4|Ferocity, perfect stride[/table]
Wolfrider's Mount Basics: Use the base statistics for a dire wolf, as given in the Monster Manual on page 65-66, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the wolf's base attack and base save bonuses. The wolf's base attack bonus is equal to that of a cleric with the same number of levels as the wolf has HD, and has good Fortitude and Reflex saves (treat as a character whose level equals the wolf's HD). The wolf gains additional skill points or feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.
Str Adj.: Add this figure to the wolf's Strength score.
Endurance: The wolf gains the Endurance feat as a bonus feat (see page 93 of the Player's Handbook).
Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, the wolf takes no damage if it makes a successful saving throw.
Wolf Rage (Ex): When its rider is mounted on the wolf and goes into a rage, the wolf may also gain the benefits of that ability. The wolf gains the same bonuses as the rider for the same length of time, and suffers the same penalties when the rage ends. Since the wolfrider must also be raging, this ability may only be used a number of times per day equal to the number of times the wolfrider may rage each day, and may only be activated while the wolfrider is mounted on the wolf (though the effect can continue after the wolfrider dismounts). In order to activate this ability, the wolfrider must succeed at a DC 20 Handle Animal check (a free action as part of initiating his own rage).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, the wolf takes no damage if it makes a successful saving throw and only half damage on a failed saving throw.
Longrunner (Ex): At 4th level and beyond, whenever a Kazdaran wolfrider rides his wolf at a hustle or a forced march, the wolf makes its Constitution checks and takes non-lethal damage as normal for these actions, instead of taking lethal damage and automatically failing Constitution checks for a forced march.
Empathic Link (Su): The wolfrider has an empathic link with his mount out to a distance of 1 mile. The wolfrider cannot see through the wolf's eyes, but they can communicate empathically. Note that the wolf may see the world differently from its rider, so misunderstandings are possible. Because of this link, the wolfrider has the same connection to an item or place that his wolf does, just as with a master and her familiar (see Familiars, page 52 of the Player's Handbook).
Improved Speed (Ex): The wolf's base speed increases by 10 feet.
Ferocity (Ex): The wolf may continue to fight without penalty even while disabled or dying.
Perfect Stride (Ex): At 10th level, the wolfrider's mount can run faster than normal creatures across broken ground and through difficult terrain. The wolf ignores non-magical terrain features (such as undergrowth or a slope that would not require a climb check to scale) that would hamper its movement, and is able to move at its full speed across this terrain. Additionally, when moving overland, add ¼ to the terrain multiplier.
For example, if the wolf was moving across a trackless desert or forest, the movement modifier would be x3/4, instead of x1/2. On a road in a swamp or a highway in a mountain, movement modifier would be x1 rather than x3/4. On a plains highway, movement would x1¼ instead of just x1.
"We must have lost them by now," Kaie whispers to his right. "Even he wouldn't dare follow into dwarven lands and risk war."
"Then why are we still whispering and hiding in the brush?" Bili hisses back, looking around furtively.
"Quiet, both of you!" Janya takes a breath, trying to calm down. "Even if they're still following, they're at least half a day behind. This brook will mask our scent, and then we'll be in the mountains - and we can sell this little beauty and never have to worry about leaving our mansions again."
The other two men grin and nod, their fears calmed by Janya's confidence. Rising to a crouch, they wade into shallow creek, and head a little ways downstream to throw off their pursuers before beginning to cross. Before they make it even halfway, though, a wolf's howl pierces the night.
The three men freeze, looking in the direction of the howl, blood even colder than the icy river. Just above the rushing water, the sounds of large running creatures can be heard.
"Run!" Bili shouts, breaking for the far side of the river, Janya and Kaie close on his heels. Faster than the other two, Bili begins to pull ahead, and is soon only steps away from the far side.
We're going to make it! Janya thinks ecstatically. Suddenly, something whistles past his head, followed by a half dozen more. Arrows seem to sprout from Kaie's back as the man tumbles into the river. From the trees on the far bank a pair of immense shapes burst, lunging at Bili. Shouting in fear and anger, the man draws his sword and slashes at the two huge wolves, cutting one's snout. With a fierce battle cry, its rider leaps at Bili, striking him a vicious blow with a spear. The other wolf grabs the man's foot and upends him into the river. The wolves and other rider tear into the screaming man.
As soon as the wolf appeared, Janya broke upstream, hoping the two would be distracted by the closer enemy. From the corner of his eye he sees the first rider pointing at him and shouting something in its bestial language, but all else is ignored in the struggle to escape.
Heavy splashes sound behind him, rapidly coming closer. Turning his head in fear, Janya just catches sight of moonlight hitting steel before the axe strikes home.
* * *
Gorbash grins ferally as he wrenches his weapon free of the pink-skin's soft skull. Dismounting, he picks up the dropped bundle, unwrapping the cloth just enough to ensure that it is the totem the three humans had stolen from the clan shaman. They had claimed the wolf was made of something called emerald, but it was just a pound of green stone to him - except for its spiritual importance to the clan.
Pulling himself back atop Grar, his wolf, Gorbash whistles his men to assemble. In moments ten hands of wolves and orcs stand before him. Raising the retrieved bundle over his head, he shouts: "The clan's honor is avenged! We ride for home!"
Wolves and riders both howl for joy, and all begin running hard for the north without pause - leaving the bleeding corpses of three foolish men behind.
KAZDARAN WOLFRIDER OF GORBASH'S HUNT
The wolfriders of the Kazdar orc tribes of the steppes are skilled and deadly warriors, and renowned for their ability to track and bring down any quarry - be it man or beast. Organized in groups of 30 to 200 hundred wolfriders known as Hunts, they guard their homes from intruders and raid into neighboring lands seeking glory and plunder.
The best of these warriors, though, are inducted into the Hunt led by Gorbash Kazdar. Those wishing to join this group must prove themselves in battle and in tracking, and form a bond with their mounts even stronger than a normal wolfriders. Those who prove worthy become even more powerful, the greatest hunters and riders of the clans. By undergoing special shamanic rituals, they gain a few mystical powers, but most of their strength comes from honing their combat abilities sharper than a razor. Above them all is the warchief Gorbash, who founded the Hunt and has lead it in battle for over a decade.
In war, Gorbash's Hunt serves two roles - as shock cavalry, especially good at hitting an opponent in the flanks or rear, and as supply raiders. Their ability as trackers and to cover ground at an incredible rate makes them fearsome in the second role - so much so that many foes estimate their numbers at four or even fives times the actual 50.
When not on the battlefield, the Hunt's occupation may surprise some outsiders. In addition to being border guards and hunters, Gorbash and his followers take on the role of law enforcement and thief-catchers. Any who violates clan law and tries to escape justice soon finds himself with a pack of wolves and riders on his trail, a pack impossible to lose or long escape. Gorbash will follow criminals even into the lands of other races if he thinks their crimes particularly abhorrent, and often metes out justice as soon as he lays hands - or axe and dagger - on them.
Hit Die: d10
REQUIREMENTS:
Race: Half-orc or orc*
Base Attack Bonus: +6
Skills: Handle Animal 9 ranks, Ride 9 ranks, Survival 4 ranks
Feats: Mounted Archery, Mounted Combat, Track
Special: Must have the rage class ability. Must have personally acquired a dire wolf and trained it as a mount and attack animal. Must survive the wolfrider initiation ritual. This involves imbibing a poisonous drink that inspires visions (Fort DC 16, 1d4 Wisdom, Death), then tracking down and killing an appropriate foe (CR 6 or higher) with only the trained dire wolf to help, and armed only with a short bow and a spear.
*This requirement may be disregarded if the character is inducted into the Kazdar tribe; this is a rare honor bestowed only upon those who have proven themselves skilled in battle.
Kazdaran Wolfrider of Gorbash's Hunt
{table="head"]Level|BAB|Fort| Ref|Will|Special
1|
+1|
+2|
+0|
+0| Improved trip, one with the wolf
2|
+2|
+3|
+0|
+0|Pack-bond, scent
3|
+3|
+3|
+1|
+1|Rage +1/day
4|
+4|
+4|
+1|
+1|Improved mounted archery, mounted hunter
5|
+5|
+4|
+1|
+1|Back-to-back, hit them when they're down
6|
+6|
+5|
+2|
+2|-
7|
+7|
+5|
+2|
+2|Rage +1/day
8|
+8|
+6|
+2|
+2|Pounce from wolfback
9|
+9|
+6|
+3|
+3|Bite and claw
10|
+10|
+7|
+3|
+3|Great hunter[/table]
CLASS SKILLS:
The Kazdaran wolfrider of Gorbash's Hunt's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES:
All of the following are class features of the Kazdaran wolfrider of Gorbash's Hunt prestige class.
Weapon and Armor Proficiency: Kazdaran wolfriders are proficient with all simple and martial weapons and light and medium armor.
Improved Trip: At 1st level, a Kazdaran wolfrider of Gorbash's hunt gains Improved Trip (page 96, Player's Handbook) as a bonus feat, even if he does not normally meet the prerequisites for that feat. The wolfriders learn to fight as their mounts do.
Special Mount: A Kazdaran wolfrider may only use his class abilities associated with riding if he is mounted on a dire wolf he has trained himself. If mounted on any other creature, he loses access to these abilities. A Kazdaran wolfrider may only have one wolf he rides at a time; he cannot replace that wolf unless it dies or is set free (the wolf may refuse to be dismissed). Additionally, the wolfrider's chosen mount gains greater strength and abilities than a normal member of its kind (see below).
One With the Wolf: A Kazdaran wolfrider gains a competence bonus to ride checks equal to his levels in this class while mounted on his wolf.
Pack-Bond (Ex): At 2nd level, a Kazdaran wolfrider becomes a member of the pack. When flanking an opponent, the Kazdaran wolfrider's bonus to attack is +4 instead of +2, as long as the other flanking creature is another Kazdaran wolfrider, the mount of another Kazdaran wolfrider, or the Kazdaran wolfrider's own mount. The wolfrider's mount also gains this ability.
Scent (Ex): A 2nd level Kazdaran wolfrider gains the scent ability (page 314, Monster Manual).
Rage +1/Day (Ex): When a Kazdaran wolfrider reaches 3rd level and again at 7th level, the number of times per day that he can enter a state of rage increases by one.
Improved Mounted Archery: The Kazdaran wolfrider gains Improved Mounted Archery (page 101, Complete Warrior)** as a bonus feat at 4th level.
Mounted Hunter (Ex): At 4th level, a Kazdaran wolfrider may track as normal while his mount is moving at its normal speed, and suffers only a -10 penalty to track while it is moving double its speed. These bonuses apply only when the wolfrider is tracking while mounted, and therefore do not stack with the ranger's Swift Tracker ability (which applies when the ranger himself is moving at normal or double speed).
Back-to-Back (Ex): A dismounted Kazdaran wolfrider of 5th level or higher and his mount may fight while occupying the same space at no penalty. Additionally, neither can be flanked while fighting in this manner.
Hit Them When They're Down (Ex): A 5th level Kazdaran wolfrider may make an Attack of Opportunity on any opponent tripped by his wolf in combat.
Pounce from Wolfback (Ex): By succeeding on a DC 20 ride check, an 8th level Kazdaran wolfrider may dismount and land adjacent to his mount as a free action. If the wolfrider threatens an opponent after dismounting in this manner, he may make an attack against that opponent with a +2 bonus to hit, and suffers a -2 penalty to AC until his next action (as if he had just charged that opponent). Attacking in this manner is a full-round action. This ability may only be used if the wolf is moving no faster than twice its speed.
Bite and Claw (Ex): At 9th level and higher, a mounted Kazdaran wolrider can make a full attack when his wolf moves more than 5 feet but no further than a single move action would carry it. The wolfrider cannot combine this full attack with a charge.
Great Hunter (Su): A 10th level Kazdaran wolfrider of Gorbash's Hunt can track his quarry across any distance and terrain. If he and his wolf spend 1 hour studying an item that was in the possession of the intended quarry for at least 3 days, the wolfrider knows in which direction and how far in that direction the quarry is, no matter how far away the quarry is, as long as the wolfrider and his quarry are on the same plane. Nothing can shake this bond, save death or traveling to another plane (and the wolfrider knows which his quarry has done). This bond lasts one year and a day or until the quarry is slain; a wolfrider cannot choose a new quarry until one or the other of these requirements is met. Additionally, the wolfrider must make a Will save to willingly spend a day doing something not directly related to bringing down his quarry. The DC of this save is 10 on the first day, and increases by a cumulative +2 on each additional day he chooses not to continue his hunt. The save is made at the beginning of each day the wolfrider wishes not to hunt; if the save is failed, the wolfrider must immediately take action to continue after his quarry.
Code of Conduct and Ex-Wolfriders:
Kazdaran wolfriders of Gorbash's Hunt have few rules to follow, but those few must always be observed. A wolfrider may never turn down a challenge involving hand-to-hand combat, riding skill, or hunting, unless the challenge is obviously a trap. A wolfrider may not break an oath, even if it means his death, unless it would bring great harm to his clan. If a wolfrider swears to bring down a certain quarry, he has one year and a day to see to that creature's death. A wolfrider must always defend his wolf's life with his own.
If the wolfrider violates his code of conduct, his wolf is killed, or he fails to kill his quarry (without extreme extenuating circumstances, such as the quarry having been falsely accused of the crime that caused the wolfrider to hunt hm), he loses access to all class abilities granted by the Kazdaran wolfrider of Gorbash's Hunt prestige class, and his mount loses all granted abilities (but not bonus HD, Str, or Natural Armor), until he atones (see the atonement spell description, page 201 Player's Handbook). If the Kazdaran wolfrider's mount has died, he may not atone until he finds a new mount.
**This feat reduces penalties for firing from a moving mount by 2.
Wolfrider's Mount
The wolfrider's mount is superior to normal dire wolves, and has special abilities, as described below.
{table="head"]Wolfrider Level|Bonus HD|Natural Armor Adj.|Str Adj.|Special
1-3|
+3|
+4|
+1|Endurance, evasion, wolf rage
4-6|
+4|
+6|
+2|Improved evasion, longrunner
7-9|
+5|
+6|
+3|Empathic link, improved speed
10|
+6|
+8|
+4|Ferocity, perfect stride[/table]
Wolfrider's Mount Basics: Use the base statistics for a dire wolf, as given in the Monster Manual on page 65-66, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the wolf's base attack and base save bonuses. The wolf's base attack bonus is equal to that of a cleric with the same number of levels as the wolf has HD, and has good Fortitude and Reflex saves (treat as a character whose level equals the wolf's HD). The wolf gains additional skill points or feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.
Str Adj.: Add this figure to the wolf's Strength score.
Endurance: The wolf gains the Endurance feat as a bonus feat (see page 93 of the Player's Handbook).
Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, the wolf takes no damage if it makes a successful saving throw.
Wolf Rage (Ex): When its rider is mounted on the wolf and goes into a rage, the wolf may also gain the benefits of that ability. The wolf gains the same bonuses as the rider for the same length of time, and suffers the same penalties when the rage ends. Since the wolfrider must also be raging, this ability may only be used a number of times per day equal to the number of times the wolfrider may rage each day, and may only be activated while the wolfrider is mounted on the wolf (though the effect can continue after the wolfrider dismounts). In order to activate this ability, the wolfrider must succeed at a DC 20 Handle Animal check (a free action as part of initiating his own rage).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, the wolf takes no damage if it makes a successful saving throw and only half damage on a failed saving throw.
Longrunner (Ex): At 4th level and beyond, whenever a Kazdaran wolfrider rides his wolf at a hustle or a forced march, the wolf makes its Constitution checks and takes non-lethal damage as normal for these actions, instead of taking lethal damage and automatically failing Constitution checks for a forced march.
Empathic Link (Su): The wolfrider has an empathic link with his mount out to a distance of 1 mile. The wolfrider cannot see through the wolf's eyes, but they can communicate empathically. Note that the wolf may see the world differently from its rider, so misunderstandings are possible. Because of this link, the wolfrider has the same connection to an item or place that his wolf does, just as with a master and her familiar (see Familiars, page 52 of the Player's Handbook).
Improved Speed (Ex): The wolf's base speed increases by 10 feet.
Ferocity (Ex): The wolf may continue to fight without penalty even while disabled or dying.
Perfect Stride (Ex): At 10th level, the wolfrider's mount can run faster than normal creatures across broken ground and through difficult terrain. The wolf ignores non-magical terrain features (such as undergrowth or a slope that would not require a climb check to scale) that would hamper its movement, and is able to move at its full speed across this terrain. Additionally, when moving overland, add ¼ to the terrain multiplier.
For example, if the wolf was moving across a trackless desert or forest, the movement modifier would be x3/4, instead of x1/2. On a road in a swamp or a highway in a mountain, movement modifier would be x1 rather than x3/4. On a plains highway, movement would x1¼ instead of just x1.