E
[Eldritch
Master] |
Eldritch
Master Drag280pp88,89 |
The secrets of the Eldritch Masters have surfaced
in different places at different times. Within the city-state
of Panath, several members
of the Cult of Nurz were gathered and executed for practicing
non-canon magics (circa 1415 HK), and a covenant of sorcerers
in the mountains of eastern Allyria
are believed to master a spell-form called Yllohorym believed
to have been taught to their predecessors by Elve masters.
Review of the report similarities have led many sages
to believe that the studies are the same, and that perhaps
practitioners of the art, are somehow joined in a brotherhood
of knowledge with others across Teréth End.
[Elemental
Savant] |
Elemental
Savant TABpp57,58 |
Elfin
Archer(Ylfay Llyryndal) |
TE Elve |
Among the Elve,
there are few weapons more highly regarded than the bow and
arrow. Mastery of these weapons among the Anahla
and Nekrul are viewed
highly within those societies. Elfin archers use the
bow (usually self-bows) exclusively. Elfin archers are
master ambushers, able to move stealthfully, attacking suddenly
with deadly accuracy. Hit Die: d8. Requirements:
To qualify to become an elfin archer, a character must
fulfill all the following criteria. Race: Elve
(any). Base Attack Bonus: +5. Feats: Weapon
Focus (any Elve bow), Point Blank Shot, Precise Shot. Skills:
Craft (Bowmaking) +8. Class Skills: Balance
(Dex), Climb (Str), Craft (Int), Hide (Dex), Listen (Wis),
Move Silently (Dex), Spot (Wis), Use Rope (Dex), and Wilderness
Lore (Wis). Skill Points at Each Level: 4 + Int modifier.
Class Features: All of the following are
class features of the Elfin Archer prestige class. Weapon
and Armor Proficiency: Elfin Archers are proficient
with all bows except crossbows, light armor and medium armor.
Class
Level
|
BAB
|
Fort
Save
|
Ref
Save |
Will
Save
|
Special |
1st
|
+1
|
+0
|
+2
|
+0
|
True Shot, Improved
Rapid Shot |
2nd
|
+2
|
+0
|
+3
|
+0
|
Blind Shot, Power shot +1d6 |
3rd
|
+3
|
+1
|
+3
|
+1
|
Ranged
Disarm |
4th
|
+4
|
+1
|
+4
|
+1
|
Power Shot +2d6 |
5th
|
+5
|
+1
|
+4
|
+1
|
Ranged
Pin |
6th
|
+6
|
+2
|
+5
|
+2
|
Power Shot +3d6 |
7th
|
+7
|
+2
|
+5
|
+2
|
Ranged
Sunder |
8th
|
+8
|
+2
|
+6
|
+2
|
Power Shot +4d6 |
9th
|
+9
|
+3
|
+6
|
+3
|
Deflect
Ranged Attack |
10th
|
+10
|
+3
|
+7
|
+3
|
Power Shot +5d6 |
Special Abilities: Blind Shot: This
enables the archer to "perceive" a target without
sight or sound using Targetsense (Su). Vision and loud
noise distract from Targetsense. Blind Shot is a full-round
action that cannot be performed as part of a multiple attack.
Blind Shots lose all benefits of aiming (Dex modifier)
but gain an incremental +1 to hit (+1 at 2nd, +2 at 4th, +3
at 6th, +4 at 8th, +5 at 10th level Elfin Archer). To
use Targetsense the archer must be blinded (i.e. closed eyes,
blindfolded, darkness). The archer is flat-footed while
blind shooting. Blind Shots ignore concealment but not
cover. Targetsense cannot compliment normal senses.
Targetsense does not reveal a target's exact location
and only works within a 120º arc + 10' per level of the
character. Marks outside this range cannot be detected
or targeted. If the shot is successful, the archer senses
this and may select the same target next round. Archers
cannot discern between friend and foe but may distinguish
between Elve or non-Elve. This ability may not be used with
the Power Shot and True Shot class abilities or other feats;
Power Shot: is a standard attack that does additional
damage due to an enchantment when fired at point blank range
(or in conjunction with a True Shot). Arrows fired with
a Power Shot are considered Keen for purposes of determining
critical threats. Power Shot may be used once/day for
each level of the character. When notched, the archer
whispers an Elve enchantment on the arrow just before it is
released. The enchantment cannot be placed on arrows
before drawing as they only last long enough to strike the
opponent. The enchantment may be counterspelled by a
readied Dispel Magic. Arrows enchanted with Power
Shot are treated as +1 only with regard to Damage Resistance.
Power Shot may only be used once per round. Only
one arrow per round may benefit from Power Shot. Normal
arrows fired using Power Shot are always destroyed; True
Shot: is a standard attack that has a much greater chance
of hitting than other attacks. A True Shot has a +1
to hit for every level of Elfin Archer (i.e. +1 at 1st, +2
at 2nd, etc.); this is in addition to the archer's normal
Base Attack Bonus. True Shot may be used once.day for
each level of the character. The Power Shot and True
Shot may be used together as a full-round action to combine
their effects. True Shot may only be used once per round.
Only the first arrow fired in a round may benefit from
True Shot. Combined, a 10th level elfin archer may fire
a True Power Shot with a +10 to hit and +5d6 damage. Keep
in mind, that a 5th level Fighter/10th level Elfin Archer
with an 18 Dex using True Shot would have a +30 attack with
one arrow, a round. (Elfin archer, © 2000, D. Stanley)
Examples: Mishara
Mithdaras of Calsador, Illydphryl
Nyllyraz of Nazhalyr...
Elfin
Messenger(Ylfay Irlerymyd) |
Fleet Runner
of Ehlonna Drag283pp44-46 |
Elfin
Spellguard (Ylfay Ylyadalyrr) |
Green Sentinel
UPRC1pp22-24 |
Eoyn
Spiritrider |
Nomad Lord
UPRC1pp35-37 |
The horsemen of Aylyra repelled the first Dekàlans
near Dysway in 26 HK. These mounted archers proved fast
and deadly, out-maneuvering invaders and causing heavy loses.
Dekàlan accounts of the routing described small
groups of horsemen led by horse-shamans. Though not
wholly accurate, the observation was nevertheless astute given
the haste with which the invaders reportedly retreated to
their ships. Among the ancient horse clans of the Eoyn
(i.e. Athwyn, Hedrym, Nadryn, Tirwyn, Widrym...) were a select
number of "riders" whose connection to the island
horses was magical in nature. These spiritriders were
known to have an uncanny ken with their steeds that allowed
them to perform amazing feats from horseback. Additionally,
in the presence of a spiritrider, other horses could be coaxed
to perform beyond their abilities. Most of the spiritriders
were hunted down and executed by the second century HK, in
preparation of High Lord Alfard's crowning. For centuries
rumors existed that a handful of the ancient riders still
roamed the highlands of Ildûn, waiting to ride against
the occupying empire. Following the collapse of Kyrm Orydraun
in 1246 HK the spiritriders reappeared on the island nation.
Some have suggested that the ancient riders aided the empire's
enemies. Though uncommon, Eoyn Spiritriders are easy
to identify by their uniquely painted bodies and steeds. Hit
Die: d10. Requirements: To
qualify to become an Eoyn spiritrider, a character must fulfill
all the following criteria. Race: Uren (Aylyran).
Base Attack Bonus: +4. Feats: Mounted Combat,
Ride-by Attack, Mounted Archery. Skills: Handle
Animal +4, Ride +6, Survival +2. Special: Must be descendant
of Eoyn horse clan, must have been born under full face of
Woad. Class Skills: Animal Empathy (Cha,
exclusive), Craft (Int), Handle Animal (Cha), Jump (Str),
Profession (Wis), Ride (Dex), Survival (Wis). Skill
Points at Each Level: 4 + Int modifier. Class Features:
All of the following are class features of the Eoyn
Spiritrider prestige class. Weapon and Armor Proficiency:
Eoyn Spiritriders are proficient with all simple and
martial weapons, as well as light armor.
Class
Level |
BAB |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st |
+1 |
+0 |
+2 |
+2 |
Favorite Mount, Safe in Saddle, Share
Defenses |
2nd |
+2 |
+0 |
+3 |
+3 |
Wheeling Attack |
3rd |
+3 |
+1 |
+3 |
+3 |
Improved Evasion |
4th |
+4 |
+1 |
+4 |
+4 |
Empathic Link |
5th |
+5 |
+1 |
+4 |
+4 |
One Life |
Special Abilities: Favorite Mount
(Su): A favorite mount is a spiritrider's companion,
steed and friend. These mounts are not more intelligent
than other animals of their kind, but they are steadfastly
loyal. The ability of Favorite Mount is similar to a
paladin's Special Mount ability. If the spiritrider is a paladin,
the bonus hit dice and natural armor benefits will stack;
... |
HD |
Armor |
Speed |
1st
|
+0 |
+1 |
+10 |
2nd |
+1 |
+2 |
+15 |
3rd |
+2 |
+3 |
+20 |
4th |
+3 |
+4 |
+25 |
5th |
+4 |
+5 |
+30 |
Safe in Saddle (Ex): The spiritrider
ignores penalties for attack and concentration for combat
and spellcasting while riding. Other steeds within 60
feet of spirit mount gain a +2 bonus to all Ride, handling
and morale checks; Share Defenses (Su): A spiritrider
with this ability shares defenses with his mount. Any
attack that targets both requires only one saving throw, using
the best modifier. The rider also is able to share improved
evasion with his mount at higher levels and use Mounted Combat
to negate attacks made toward himself or his mount; Wheeling
Attack (Ex): A spiritrider with this ability does not
need to move in a straight line when using Ride-by Attack
or Mounted Archery. This ability allows the rider to ride
forward, make an attack, turn completely around and continue
moving; Improved Evasion (Ex): A spiritrider or his
mount that is subjected to an attack that requires a Reflex
save for half damage take no damage on a successful save.
This ability only works when the character is on his mount;
Empathic Link (Su): The spiritrider with this ability
has developed an empathic rapport with his mount up to a distance
of one mile. This empathic link allows for rudimentary (and
fallible) communication between the rider and his mount; One
Life (Su): The most accomplished Eoyn Spiritriders unite
their life energies with that of their mount. While
mounted, the rider may apply any damage suffered by either
himself or his mount to either of them. Instances where
both the rider and mount would take damage from a single attack,
are applied to only one or the other. This ability creates
an inseparable bond between the rider and one mount. If
the mount dies, the character suffers a -4 morale penalty
to all skill rolls, saves and attacks until another mount
is chosen. 4th and 5th level abilities are not regained
until another level in Eoyn Spiritrider is gained. Spiritrider
mounts must be chosen from pedigrees associated with one's
horse-clan.
Examples: ...
Ezmiran
Hex Witch (Ezmiri Arçhek) |
part. Hexer
MOWpp63-65
|
|