View Full Version : 3.5 Windrider

2010-02-02, 06:18 AM
Windrider was one of the prestige classes that got dropped from re-production after it was introduced in Masters of the Wild. I took the class, and copied and pasted most of it, re-tweaking the bonus feat selection, and reducing the HD from d10 to d8. Tell me if you like the changes, or not. I'm considering using it. I recommend downloading the .doc file. If you can't read .doc files, you can get Open Office (http://www.openoffice.org/), which can open most document files (Hero Forge (http://www.nzcomputers.net/heroforge/) still gives it fits though).

Download in .doc format (http://dl.dropbox.com/u/1856084/Windrider.doc)
The web-friendly version (http://www.giantitp.com/forums/showthread.php?p=7813977#post7813977), thanks to Zom B (http://www.giantitp.com/forums/member.php?u=48526)

2010-02-02, 07:35 AM
This might be interesting but it's hard to read what you've got here.

You need to format it so its easier to read.

I don't know the code for tables but a little spacing and use of bold text for emphasis goes a long way toward readability.

For bold text surround it with {B}{/B} but replace {and} with [and]

2010-02-02, 11:40 AM
Check the first, sticky, post in the homebrew forum for a link to a thread that includes the formatting templates for just about everything (as well as some good advice on creating things in general).

2010-02-02, 04:00 PM
See below for the expanded version (http://www.giantitp.com/forums/showthread.php?p=7813977#post7813977), thanks to Zom B (http://www.giantitp.com/forums/member.php?u=48526).

2010-02-02, 04:48 PM
Except that's a pain and a hassle, and you're the one looking for feedback. I mean, I'm curious what it's about, but trying to read the spoilered bit isn't gonna happen, and I'm on a library computer that won't let me download anything, sooo....

Seriously, a bit of formatting is the least you can do for the nice people who volunteer their time to help you out...

Zom B
2010-02-02, 10:31 PM

The Windrider is a specialist in mounted combat, but hers is no ordinary mount. The creature she rides is at least unusual and often rare-sometimes even bizarre. Although an experienced Windrider can ride anything that runs, swims, or flies, the typical member of this prestige class settles on one particular kind of mount as a personal favorite.
Some Windriders are no more than swaggering, arrogant adventurers looking for a good fight. Perhaps their pride is justified, considering the creatures they've turned into mounts. Many, however, are just as happy to sit back and tell stories of how they got their mounts and the adventures they've had since, no matter who buys the ale. The typical Windrider cheerfully shares her knowledge about her various mounts with those who seek to ride similar creatures.
Since the skills they develop vary as widely as the abilities and natures of their mounts, Windriders are a very independent bunch. Thus, they rarely form or belong to close-knit groups. Even a paladin Windrider tends to be something of a knight-errant.
All races have produced Windriders, though the class is particularly popular with humans and giants. Rangers, paladins, fighters, and barbarians all make excellent Windriders because they can easily accumulate the prerequisites.

Hit Die: d8.

To become a Windrider, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skills: Handle Animal 8 ranks, Knowledge (nature) 6 ranks, Ride 8 ranks.
Feats: Mounted Combat.
Special: Must have a mount.

Class Skills
The Windriders class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature), Profession (any) (Wis), and Ride (Dex). See Chapter 4of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Table 0-1: The Windrider
1st|+1|+2|+0|+2|Appraise mount, chosen mount, empathic link, mount proficiency 4HD|0|-|-|-
2nd|+2|+3|+0|+3|Mount assistance, mount feat 1|1|-|-|-
3rd|+3|+3|+1|+3|Bonus feat, mount healing|1|0|-|-
4th|+4|+4|+1|+4|Mount proficiency 8 HD|1|1|-|-
5th|+5|+4|+1|+4|Mount feat 2, mount friendship|1|1|0|-
6th|+6|+5|+2|+5|Mount proficiency 12 HD|1|1|1|-
7th|+7|+5|+2|+5|Bonus feat, mount link|2|1|1|0
8th|+8|+6|+2|+6|Mount proficiency 16 HD|2|1|1|1
9th|+9|+6|+3|+6|Mount feat 3, mount luck|2|2|1|1
10th|+10|+7|+3|+7|Mount proficiency (all)|2|2|2|1[/table]

Class Features
The following are class features of the Windrider prestige class. For the abilities described below, a mount is a creature that fits the criteria in the What's a Mount? Section below.

Weapon and Armor Proficiency: Windriders are proficient with all simple and martial weapons, all types of armor, and shields.

Spells per Day: A Windrider can cast a small number of divine spells. Her spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 + the spell's level. The DC for saving throws against these spells is 10 + spell level + the Windriders Wisdom modifier. When the table indicates that the Windrider is entitled to 0 spells of a given level (such as 0 1st-level spells at 1st level), she gets only those bonus spells that her Wisdom score allows. A Windrider prepares and casts spells just like a druid does, but she must choose them from the spell list, below.

Appraise Mount (Ex): At 1st level, a Windrider can compare two mounts of the same kind and tell at a glance which one is superior (stronger, faster, more intelligent, better stamina, and so on). If desired, the Windrider can also conduct a point-by-point comparison of two mounts. By spending 1 round examining both, she can determine which has the higher score in any single ability of her choice. After a second round of study, a Windrider familiar with that kind of creature can also determine whether each mount's score in that ability is average, above average, or below average for the species. After a third round of study, the Windrider can tell how extreme that ability score is-that is, whether the modifier it generates is more than 4 points higher or lower than the average for that species. The appraise mount ability never produces a numerical rating; DMs must describe the Windriders findings.

Chosen Mount: The Windrider may designate any one mount she has previously ridden as her chosen mount. This creature may not be a bonded companion (such as a familiar, paladin's mount, or animal companion) to anyone else at the time, and if its intelligence score is 3 or higher, it must also agree to this relationship. The Windrider can use any means desired to obtain this agreement-the Diplomacy skill, bribery, or even magical persuasion-but the creature must be willing. The Windrider must spend a minimum of three days training her chosen mount before any benefits accrue. Thereafter, the creature gains the advantages listed on Table 5-21 based on the Windrider's level. The creature retains its own type and gains no abilities other than those listed, though it is considered a bonded companion for the purpose of any abilities that sever bonds (such as a blighter’s unbond ability). The Windrider may have only one chosen mount at a time, and either party may sever this relationship at any time without penalty. Once it ends, the mount loses the benefits it gained according to Table 0-2. If the chosen mount is a paladin's warhorse, the rules in the Paladin's Mount sidebar in the Player's Handbook supersede those given here.

Table 0-2: The Windrider’s Mount
{table=head]Windrider Level|Bonus HD|Natural Armor Bonus|Strength Adjustment
Windrider Level: The character's Windrider levels only. If the mount suffers a level drain, treat the creature as the mount of a lower-level Windrider.
Bonus Hit Dice: These are either extra eight-sided (d8) Hit Dice, or the Windrider may use the mount’s regular progression, whichever is better. Each Hit Die provides a Constitution modifier, as normal. Remember that extra Hit Dice also improve the mount's base attack and base save bonuses.
Natural Armor: The amount by which the creature's natural armor bonus is increased.
Strength Adjustment: Add this figure to the mount's primary ability score.

Empathic Link (Su): The Windrider has an empathic link with her chosen mount. This ability works like the empathic link that a paladin has with her mount (see Paladin in Chapter 3 of the Player's Handbook).

Mount Proficiency: At 1st level, the Windrider gains a +2 competence bonus on any check to avoid being unseated while riding her chosen mount. In addition, she can ride any mount with 4 Hit Dice or less at the full benefit of her Ride skill, suffering neither the -2 penalty for riding similar mounts nor the -5 penalty for riding dissimilar mounts. The Hit Dice of the mounts to which this latter benefit applies increase with Windrider level: 8 Hit Dice at 4th level, 12 Hit Dice at 6th level, 16 Hit Dice at 8th level, and any mount at 10th level.

Mount Assistance (Ex): At 2nd level, the Windrider can assist any mount she is riding in one of two ways per use of the ability. First, she can use the cooperation and aid another rules (Chapter 4 and Chapter 8 respectively of the Player's Handbook) to provide a +4 bonus (double the usual amount) to her mount's Armor Class or on any single attack roll or any skill or ability check the mount attempts. Alternatively, she can provide her mount a +10 competence bonus to speed for 1 full round. Mount assistance is usable once per round and requires a standard action.

Mount Feat: At 2nd level, a Windrider can grant her chosen mount one bonus feat from the Mount Feats list, below. This feat does not count against the creature's normal feat capacity, though it must still meet all prerequisites for it, as noted in the appropriate feat description in this book or Chapter 5 of the Player's Handbook. To grant a bonus feat, the Windrider must spend one month training the mount. The Windrider can bestow a second bonus feat on the same mount at 5th level, and a third at 9th level. These additional bonus feats require the same training time as the first. The Windrider can train only one mount at a time.

Bonus Feat: At 3rd and again at 7th level, a Windrider may take a bonus feat from the Windrider bonus feats list below. This feat does not count against the Windrider’s normal feat capacity, though she must still meet all prerequisites for it, as noted in the appropriate feat description in this book or Chapter 5 of the Player's Handbook.

Mount Healing (Ex): At 3rd level, A Windrider gains a +4 competence bonus on any Heal checks she makes on a creature of the same species as her current mount and a +2 bonus on any Heal checks made on other creatures capable of serving her as mounts (see sidebar).

Mount Friendship: At 5th level, the Windrider gains a +4 circumstance bonus on Animal Empathy and Diplomacy checks when dealing with creatures of the same species as her current mount and a +2 bonus when dealing with any other creatures capable of serving her as mounts (see sidebar).

Mount Link (Su): At 7th level, the Windrider can establish an empathic link (see above) with any mount that she rides for at least 1 hour, as long as its intelligence score is at least 1. She can maintain only one such link at a time with a mount other than her chosen one.

Mount Luck (Su): At 9th level, the Windrider grants a luck bonus equivalent to the Windrider’s Charisma bonus on the saving throw of any mount within 60 feet with which she has an empathic link.

Windrider Bonus Feats: The following bonus feats are available to mounts and Windriders.
. . Mount Feats: Adroit Flyby Attack, Alertness, Blind-Fight, Combat Reflexes, Dodge, Dragon's Toughness, Dwarf's Toughness, Endurance, Flyby Attack, Giant's Toughness, Great Fortitude, Hover, Improved Critical, Improved Flight, Improved Initiative, Improved Natural Armor, Improved Natural Attack. Improved Maneuverability, Improved Multiattack, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Snatch, Toughness. Improved Toughness, Weapon Finesse, Weapon Focus, Wingover.
. . Windrider Feats: Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Expertise, Improved Critical, Improved Initiative, Improved Unarmed Strike, Mounted Combat, Point Blank Shot, Power Attack, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus.

Table 0-3 Handle Animal DCs for Training Mounts
{table=head]Creature is…|Example|Task Counts as…|Handle Animal DC
Domestic animal of a kind typically used for riding|Horse|Teach an animal tasks|15
Domestic animal of a kind not typically used for riding|Dog|Teach an animal unusual tasks|20
Wild animal|Tiger|Train a wild animal|20+creature’s HD
Beast|Tyrannosaurus|Train a beast|25+creature’s HD
Any other creature of Intelligence 2 or lower*|Carrion crawler|Train a beast|25+creature’s HD
Any other creature of Intelligence 3 or higher|Dragon|Diplomacy|Special**[/table]
*Windrider only
**Target must be willing, and have at least a Helpful attitude towards the Windrider. (See Dungeon Master’s Guide for descriptions on NPC attitudes).

Windrider Spell List
Windriders choose their spells from the following list:

1st Level - Alarm, animal trick, calm animals, detect poison, endure elements, know direction, remove fear, resistance, speak with animals.
2nd Level - Bottle of smoke, delay poison, endurance, resist elements, magic fang, mage armor, nature's favor, protection from arrows, and shield other.
3rd Level - Heal mount, neutralize poison, and pass without trace, phantom steed, and protection from elements.
4th Level - Freedom of movement, greater magic fang, greater magic weapon, repel vermin.

New spell described below.

A Windrider who intentionally mistreats any mount she has ridden loses all Windrider prestige class abilities, and her chosen mount immediately terminates that relationship. Until she atones (see the atonement spell description in the Player's Handbook), creatures of the same species as her last chosen mount treat her with enmity, which manifests as a -4 racial penalty on interactions with creatures of the same species as that mount and a -2 racial penalty on interactions with any other creature capable of serving her as a mount.

What's a Mount?
You can't just hop on and ride any creature, even if you have the Ride skill for that creature type. A mount must have all the following characteristics.

Be able and willing to carry its rider in a typical fashion. (A camel trained with the Handle Animal skill to bear a rider is able and willing. A tiger might be able but not willing. A giant might be willing but not truly able. An intelligent creature whose alignment differs significantly from yours is unlikely to be willing.)
Be at least one size category larger than you. Also, a flying mount can carry no more than its maximum light load aloft. (This is a change from the Monster Manual, which says that a flying creature's carrying capacity is equal to its medium load limit.)

Any animal or beast can be trained to bear a rider with the Handle Animal skill, as described in the appropriate skill description in the Player's Handbook. In addition, the Windrider can use this skill to train a creature of any other type that has an intelligence score of 2 or below to bear a rider. The category of the task and its Handle Animal DC are as given on Table 5-22.

Any creature not of the animal type counts as a beast for this check, regardless of its actual type. Any of these forms of training requires two months, as noted in the skill description.
Any creature with an intelligence score of 3 or higher needs no Handle Animal check to learn how to bear a rider. If it is willing to serve as a mount, it can determine for itself how it must move to manage the additional weight, how to interpret its rider's directional commands, and so forth. It does, however, require at least one week of training with a rider before it can perform as a mount.

New Spells

Animal Trick
Level: Drd 0, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal companion bonded to you by an animal friendship effect
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Your animal companion, familiar, or other bonded creature performs a trick of your choosing that it does not already know. This trick can be any of those listed in the Animal Companions
sidebar in Chapter 2 of the Dungeon Master’s Guide or in Chapter 2 of this book. The animal retains no knowledge of the trick after performing it.

Bottle of Smoke
Conjuration (Creation)
Level: Drd 4, Rgr 3
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Effect: One smoky, horse like creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You use a fire source to create a plume of smoke, which you capture in a special bottle you're holding. If the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horse like creature made of wisps of smoke. It makes no sound, and anything that touches it simply passes through it.
To mount this smoke horse, the would-be rider must make a successful Ride check (DC 10) while holding the bottle in one hand. Anyone attempting to mount without the bottle simply passes through the horse's form. Letting go of the bottle after mounting causes the rider to fall through the horse's smoky form; he or she cannot thereafter remount without the intact bottle in hand. If the bottle is broken, the spell ends immediately and the rider (if mounted) falls to the ground.
The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet. It can send smoke billowing out behind it at the rider's behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves. A wind that is at least severe (31+ mph), or magical wind of any kind, disperses the horse (and any smoke it has produced) instantly. Otherwise, the bank of smoke lasts two minutes, starting on the turn it was laid down. Starting or stopping the smoke trail is a free action. The mount and the smoke trail it produces give one-half concealment (20% miss chance) to anyone behind them.

The mount is immune to all damage and other attacks because material objects and spells simply pass through it. It cannot attack.
The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move-equivalent action) and stoppering it again (another move-equivalent action) in the next round after the horse is inside. If the bottle is reopened later, the spell reactivates with its remaining duration intact. Regardless of how much duration remains unused, the spell ceases functioning one day after it is cast. If dispelled at any time while the bottle is corked, the spell ends.
Focus: An ornate, corked bottle worth at least 50 gp.

Nature's Favor
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Animal touched
Duration: 5 rounds/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every two caster levels you possess.