Intro .. Home
+The Companions
Campaign Setting
Adventures
Characters
+The World of Angaria
Geography
Empires
Society & Gods
+The Path of the Paragon
Adventures
Characters
Journals
+Game Information
Reference
d20 Additions
Prestige Classes
Monsters
Tools
+About
Who are we?
Updates


 

Swiftwind [Prestige Class]

  House Reference   d20 Additions   Tools  
Glossary | The List                 Prestige Classes | Monsters | Feats | Magic | Items | Fonts & Images | Links        

Swiftwind are an overt and flashy, but highly exclusive society of adventure-seekers, with members from all walks of life and professions. The need for speed, extreme nimbleness, and a bit of a restless nature are the only common traits that all members share.

Swiftwind are a more visible cousin to The Hidden, operating from a different arm of the secret organization within the Imperial Legion.

Potential members are screened to exclude those of an evil inclination, and any member that becomes evil is immediately discharged from the ranks of the Swiftwind. Members discharged as such, do not lose any of the Swiftwind abilities they have thus far gained, and there are indeed a few evil ex-Swiftwind scattered throughout Talanu.

One pledge, however, must be kept in order to retain Swiftwind abilities. As these abilities are partially a result of an ancient pact with elders from the elemental plane of Air, Swiftwind may NEVER summon creatures from the elemental plane of Earth.

Requirements

To qualify to become a Swiftwind, a character must fulfill all the following criteria. Alignment: No Evil Race: Any Dexterity: 18+ Jump: 10 ranks Tumble: 10 ranks Feats: Improved Initiative, Lightning Reflexes, Quickdraw. Spellcasting: Ability to cast 1st level Arcane spells.

Special A Swiftwind chooses one of their existing classes to act as a base class for the Prestige Class. For instance if a Swiftwind chooses Wizard as its base class, they would get the Skills, Skill Points, Hit Die, Base Attack Bonus, and Spell Level of Wizard of equal level. They only get these abilities of the class... all others (like Saves and Special Abilities) follow the chart below. The default base class used is Sorcerer/Wizard.

Class skills

The Swiftwind's class skills (and the key ability for each skill) are: Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2+ Int modifier.

Class features

Weapon and Armor Proficiency: Swiftwind are proficient with all simple weapons. They are not proficient with any type of armor or shields. Hit Die: d4

LevelBase AttackFort Save Ref Save Will Save Special Spells per Day

1st +0 +0+2 +2 Evasion; +1 Initiative; +10' Base Move; Feather Fall1/day +1 level existing class

2nd +1 +0 +2 +2 Bonus Feat; Haste1/day +1 level existing class

3rd +1 +1 +3 +3 +2 Initiative; Freedom of Movement1/day+1 level existing class

4th +2 +1 +3 +3 Improved Evasion; Nimbleness+1 level existing class

5th +2 +1 +4 +4 +3 Initiative; Free-Action Spell 1/day+1 level existing class

6th +3+2 +4 +4 Bonus Feat; +20' Base Move, Freedom of Movement2/day+1 level existing class

7th +3 +2 +5 +5 +4 Initiative; Haste2/day+1 level existing class

8th +4 +2 +5 +5 Airwalk3/day+1 level existing class

9th +4 +3 +6 +6 +5 Initiative; Freedom of Movement3/day+1 level existing class

10th +5 +3 +6 +6 Bonus Feat; Free-Action Spell 2/day; +30' Base Move+1 level existing class

Class LevelBase Attack Bonus Fort Save Ref Save Will Save Special Spells per Day



Evasion: As the 2nd level Rogue Ability.

Initiative (Ex): Beginning at 1st level, and every other level thereafter, a Swiftwind gains an additional +1 to their Initiative.

Base Move (Ex): Starting at 1st level, the Swiftwind's Base Move increases by 10'. It increases an additional 10' each, at both 6th and 10th level.

Feather Fall (Sp): As per the 1st level spell.

Bonus Feat: Beginning at 2nd level, and then every four levels after that, a Swiftwind receives a bonus feat. The bonus feat must be taken from the following list:

Combat Reflexes, Dodge, Mobility, Quicken Spell, Rapid Reload, Rapid Shot, Run, Run-by Attack, Shot on the Run, Spring Attack, Two-weapon Fighting, Whirlwind Attack.
The Swiftwind must meet the normal prerequisites of the chosen feat.

Haste (Sp): As per the 3rd level spell. This increases to 2/day at 7th level.

Freedom of Movement (Sp): As per the 4th level spell. This increases an addition 1/day every three levels.

Improved Evasion: As the Rogue Special Ability.

Nimbleness: Swiftwind are amazingly elusive. This ability allows the Swiftwind to double their inherent Dexterity bonus to AC. Bonus from items or spells are never doubled, and anything that would make the character lose their Dexterity bonus negates this as well.

Free-Action Spell (Su): Beginning at 5th level, once per day, a Swiftwind can cast any one spell as if it had been quickened, regardless of the spell level. This increases to two spells a day at 10th level.

Air Walk (Sp): As per the 4th level spell.

Spellcasting Ability: The Swiftwind adds +1 per level to one of their existing Arcane spellcasting class's levels, for spellcasting purposes only.