movement from another class, such as barbarian or monk, the bonuses to speed stack. Inexhaustible Stamina (Ex): At 9th level and higher, a peregrine runner is a paragon of fitness, able to run and climb ceaselessly. He has immunity to all fatigue and exhaustion effects.
PRESTIGE CLASSES
CHAPTER 5
SAMPLE PEREGRINE RUNNER Kelaamae Swiftstrider Oamothaalomaki the Peregrine Runner: Male goliath barbarian 3/fighter 3/peregrine runner 4; CR 11; Medium monstrous humanoid; HD 3d12+9 plus 3d10+9 plus 4d8+12; hp 89; Init +2; Spd 40 ft., climb 20 ft.; AC 20, touch 13, flat-footed 20; Base Atk +9; Grp +18; Atk +15 melee (2d6+8/×3, Large +1 spear) or +12 ranged (2d6+5/×3, Large +1 composite longbow); Full Atk +15/+10 melee (2d6+8/×3, Large +1 spear) or +12/+7 ranged (2d6+5/×3, Large +1 composite longbow); SA rage 1/day, skirmish +1/+1d6; SQ fast movement, goliath traits, great stamina, link with companion, mountain stride, peregrine companion, share spells, slow fall 20 ft., trap sense +1, uncanny dodge; AL CG; SV Fort +14, Ref +9, Will +4; Str 20, Dex 14, Con 16, Int 12, Wis 10, Cha 8. Skills and Feats: Climb +23, Diplomacy +3, Handle Animal +3, Hide +10, Jump +28, Listen +6, Move Silently +10, Sense Motive +2, Spot +5, Survival +3, Tumble +10; DodgeB , Endurance, MobilityB , Point Blank Shot, Run, Spring Attack. Rage (Ex): Once per day, Kelaamae can enter a state of fierce rage that lasts for 8 rounds. The following changes are in effect as long as he rages: hp 109; AC 18, touch 11, flat-footed 18; Grp +20; Atk +17 melee (2d6+11/×3, Large +1 spear); Full Atk +17/ +12 melee (2d6+11/×3, Large +1 spear); SV Fort +16, Will +6; Str 24, Con 20; Climb +25, Jump +30. At the end of his rage, Kelaamae is fatigued for the duration of the encounter. Skirmish (Ex): Kelaamae gains a +1 competence bonus to Armor Class and deals an extra 1d6 points of damage during any round in which he moves at least 10 feet. Creatures that do not have a discernible anatomy or that are immune to extra damage from critical hits are immune to skirmish attacks. Goliath Traits (Ex): Kelaamae’s physical stature lets him function in many ways as if he were one size category larger, including using weapons designed for a creature one size larger. Kelaamae can make standing long jumps and high jumps as if they were running long jumps and high jumps. He can engage in accelerated climbing without taking the –5 penalty on the Climb check. Kelaamae is automatically acclimated to life at high altitudes and does not take the penalties for altitude described on page 90 of the Dungeon Master’s Guide. Great Stamina (Ex): Kelaamae suffers none of the effects of fatigue—except that when he is exhausted, he becomes fatigued. Link with Companion (Ex): Kelaamae can handle his animal companion as a free action, or push it as a move action, with a +4 bonus on wild empathy checks made while dealing with that animal. Mountain Stride (Ex): Kelaamae can move through scree and dense rubble at his normal speed. He can also move up steep slopes and stairs at his normal speed.
Peregrine Companion (Ex): Kelaamae has a peregrine falcon as an animal companion. This creature is a loyal companion that accompanies the peregrine runner on adventures as appropriate for its kind. Its abilities and characteristics are summarized below. Summitwatcher: Peregrine falcon animal companion; CR —; Tiny magical beast; HD 3d8; hp 13; Init +4; Spd 10 ft., fly 60 ft. (average); AC 20, touch 16, flat-footed 16; Base Atk +0; Grp –10; Atk +7 melee (1d4–2, talons); Full Atk +7 melee (1d4–2, talons); Space/Reach 2-1/2 ft./0 ft.; SA —; SQ bonus tricks, evasion, low-light vision; SV Fort +3, Ref +7, Will +3; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6. Skills and Feats: Listen +2, Spot +14; Weapon Finesse. Bonus Tricks: Summitwatcher is capable of learning two tricks in addition to any that Kelaamae might choose to teach it (see the Handle Animal skill, page 74 of the Player’s Handbook). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the creature. Kelaamae selects these bonus tricks, and once selected, they can’t be changed. Evasion (Ex): If Summitwatcher is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. Share Spells (Ex): Kelaamae may have any spell he casts on himself also affect his animal companion if the latter is within 5 feet at the time. He may also cast a spell with a target of “You” on his animal companion. Slow Fall (Ex): A peregrine runner within arm’s reach of a wall can use it to slow his descent while falling. Kelaamae takes damage as if the fall were 20 feet shorter than it actually is. Trap Sense: Against attacks by traps, Kelaamae gets a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class. Uncanny Dodge (Ex): Kelaamae can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class even when caught flat-footed. Possessions: +3 studded leather, Large +1 spear, Large +1 composite longbow (+4 Str bonus), 40 Large arrows, gloves of Dexterity +2, amulet of natural armor +1, cloak of resistance +1, ring of jumping, ring of protection +1, 2 potions of bull’s strength, 2 potions of cure moderate wounds.
RUNESMITH While nearly any member of dwarf society can learn a little bit of arcane magic, becoming a runesmith requires a whole different level of dedication. Runesmiths are respected members of dwarf society, always in high demand before any sort of athletic competition, expedition, or battle. A runesmith has learned to harness the power of runes and can fling fireballs and other staple arcane spells even while encased in full plate armor. As his power increases, he can inscribe runes that even nonspellcasters can use. At the height of his powers, he can use himself as the surface for a powerful, permanent rune.
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