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Wallrider (Prestige Class)
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Most decent, upstanding people don't want to know about the bad things, the painful things, the ugly things in life. They want to be protected, and would rather just skip all the details. The Wallriders understand this, and it suits them just fine. Those people, they just get in the way. HistoryWhen Daran Kar-Thone and his men first traveled the Plains of Bally Mor, they saw only the
first signs of what was to come. They didn't hear the shrieks of the desert cats as magic broke
their bones and fused them into new shapes. They didn't feel the first rumblings deep beneath the
earth as the first Juba-Hai awoke.
They didn't see the village of Makra Teth as it was slowly, painfully consumed by an Anomaly over a period of one week. But others saw. The barbarians who lived in the heartland knew it better than any other. They knew something was wrong, but Marka Teth sealed it. Only 13 members of the village, a Bear Claw hunting party, escaped. They returned from a week's outing the day it began. Soon, it became obvious that they could do nothing, even as their wives and children begged for their aid. For the next 7 days and nights, all 13 stood unwavering, bearing mute witness to the horror consuming their loved ones. As cries of pain and anguish turned to cries of hatred, they watched, and as one mind they determined what they had to do. As the magical field receded and the Formori prepared to tear out over the desert sands the warriors rode in to the town slaughtering everything that moved, knowing full well that they were taking lives from some who could, perhaps, be saved. A Wallrider does not have the luxury of taking chances with that kind of thing. The leader of this group, Maelwys ap Paarak, survived that day, and vowed never again to allow a similar fate to befall any of his. He looked into the land and saw what was to come. He realized that to survive such a transformation, the people of Bally Mor had to be prepared. They needed to understand what was happening, and had to find out how to resist.
Requirements
To qualify to become a Wallrider, a character must fulfill all the following
criteria. Class skillsThe Wallrider's class skills (and the key ability for each skill) are Climb (Str); Craft (Int); Handle Animal (Wis); Hide (Dex); Jump (Str); Listen (Wis); Move Silently (Dex); Ride (Dex); Search (Wis); Spot (Wis); Tracking (Wis); Tumble (Dex); Wilderness Lore (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.Skill Points at Each Level: 2 + Int modifier. Class featuresWeapon and Armor Proficiency: A Wallrider is proficient with all simple and militia weapons. They are proficient with light only, and can use all shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks.Hit Die: d10
Elemental Resistance (Ex): To survive in the harsh climate that surrounds the Deathwaste, the Wallriders have trained their bodies and minds to resist damage from the elements. Starting at first level, Wallriders have a resistance of 11 vs. fire, cold, acid, electrical and sonic attacks. This resistance increases by 1 for each level of Wallrider, up to 20 at 10th lvl. Species Enemy (Ex): For a Wallrider, combat with strange creatures and entities is an almost every day occurrence. As part of their training, they learn all there is to know about their foes, including the dirty tricks and strategies needed to gain the upper hand in a fight. Starting at 1st lvl the Wallrider may choose a species enemy. The Wallrider must choose his enemies from the following list: aberration, elemental, magical beast, outsider, undead. The Wallrider's circumstance bonuses starts at +1 to hit and damage as well as a +1 to armor class when battling the chosen creature. He also gains a +1 to saves forced by attacks from the chosen type. For every 2 levels of advancement, the Rider may choose a new enemy or increase his bonus in a current enemy category by +1. Thus a 10th lvl Rider may have +5 vs. 1 type, +1 vs. all 5 available types, or any combination in between. Track: As the feat. Bonus Feat: At 1st, 5th and 10th lvl the Wallrider gains a bonus feat which must be chosen from the list of bonus fighter feats, (see PHB Fighter entry for list). Cold Rage: The Wallrider maintains his ability to Rage as a barbarian. In fact, as the Wallrider gains in levels, his Rage grows in strength as if he had gained a level in Barbarian. A Rider, however, has learned discipline. At 2nd lvl, the Wallrider may attempt a Will save, DC 25, to focus his energy. If the save is successful, the Wallrider does not become winded after the Rage wears off. Savage Calm: Beginning at 4th lvl, the Wallrider never loses his sense of assurance due to a natural environment. All tracking checks are made at 1 difficulty category lower. Any bonuses applied to any checks due to environment, (i.e. violent winds, storms, earthquakes, etc), are reduced by 1 per 2 lvls of the Wallrider. If the Wallrider has the Handle Animals or Ride skill, they may ADD +1/2 levels of Wallrider to all attempts at calming animals that are spooked due to an environmental occurrence. Damage Reduction: At 5th lvl, the Wallrider becomes resistant to mundane weapons, gaining damage reduction 10/+1. At 7th lvl this increases to 10/+2. Regeneration: At 10th lvl, a Wallrider has so toughened his body and mind that he actually heals at a greatly accelerated rate. He begins to regenerate at a rate of 1 hit point per minute. |
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