Though it may be small, the hornet still packs a mighty sting.
Skills: Mounted Combat
Skills: Ride 9, Handle Animal 6, Move Silently 6, Hide 4
Special: Friendly encounter with a warrior of one of the Fey courts
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Preform (Cha), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skills Points at Each Level: 6 + int
Hit Dice: d10
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +2 +0 Slightly Riding 2nd +2 +3 +3 +0 Shared Breathing 3rd +3 +3 +3 +1 Leaf Walking, Spell-like abilities 4th +4 +4 +4 +1 Foam Rider 5th +5 +4 +4 +1 Smaller Riding, Invisible Rider 6th +6 +5 +5 +2 Mole Speed 7th +7 +5 +5 +2 Leaf on the Wind, Spell-like abilities 8th +8 +6 +6 +2 Shared Breathlessness 9th +9 +6 +6 +3 Ride Small
Weapon and Armor Proficiencies: If they do not already have Martial weapon proficiency, the Sparrow Rider gains proficiency with the lance and shortbow.
Slightly Riding (Su): You may allow a potential mount to treat you as one size category smaller. This allows you to ride a creature of your normal size. Divide your weight and your equipment’s weight by 8 to determine the mount’s load.
Shared Breathing (Su): At 2nd level, if you or your mount are able to breath without harm in your environment, then both of you can. This persists for 2 rounds after you cease to be riding the mount.
Special Riding (Su): Starting at 3rd level, you can grant your mount one additional movement speed. Switching between these is a standard action. You gain Leaf Walking at 3rd level, Foam Rider at 4th, Mole Speed at 6th, and Leaf on the Wind at 7th.
Leaf Walking: Your mount gains a climb speed equal to its highest natural speed while you ride it and for 2 rounds thereafter.
Foam Rider: Your mount gains a swim speed equal to its highest natural speed while you ride it and for 2 rounds thereafter.
Mole Speed: Your mount gains a burrow speed equal to its highest natural speed while you ride it and for 2 rounds thereafter.
Leaf on the Wind: Your mount gains a fly speed equal to 2x its highest natural speed (good maneuverability) while you ride it and for 2 rounds thereafter.
Spell-like abilities: Starting at 3th level, you can use the following as spell like abilities: Faerie Fire at will, Sleep Strike 1/encounter, Euphoric Strike 3/day, and Elemental Strike 5/per day; you gain an additional use per encounter of Sleep Strike starting at 7th level.
Invisible Rider (Su): Starting at 5 level, you and your mount may become invisible. You may uses this ability as many times as you want, but the total amount of time you can be invisible is one hour per day.
Smaller Riding (Su): At 5th level, you can actually become smaller when riding. This functions as Reduce person, except your strength does not change. This does stack with Slightly Riding: While you are only one size category smaller than your normal size, you can select mounts as if you were 2 size categories smaller than normal and you divide your weight and your equipment’s weight by 64 to determine its load. Your strength is still the same as when you are at normal size.
Shared Breathlessness (Su): At 8th level, neither you nor your mount need to breathe.
Ride Small (Su): At 9th level, your Smaller Riding ability makes you even smaller. You are now two size category smaller than your normal size (quarter your height, length, and width; gain a +4 to dex and +2 bonus on attack rolls and AC due to its reduced size), you can select mounts as if you were 3 size categories smaller than normal and you divide your weight and your equipment’s weight by 512 to determine its load. Your strength is still the same as when you are at normal size.
New Spell-like abilities:
Euphoric Strike: One creature within 60 feet is staggered, sickened, and immune to fear effects for 1d6 rounds per 5 CL.
Elemental Strike: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+X points of your choice of Fire, Cold, Electricity, or Acid damage. X is 5 for fire, 4 for cold, 3 for electricity, and 1 for acid. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. For every five CL increase the hit die by one step: 1d6 at CL 5, 1d8 at CL 10, 1d10 at CL 15, and 1d12 at CL 20.
Sleep Strike: One creature within 90 feet who has fewer HD than your caster level, falls into a magical sleep for one minute per 5 CL. The creature can be awakened early if it takes 3 hp in damage per minute remaining of the affect or by being shaken with a strength check DC 10 + CL.