Snowbounder (3.5e Racial Paragon Class)
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Snowbounders are highly trained snow rainid rangers. The entire species is known for its powerful legs and the ability to leap around the rocky mountain peaks they call home without effort and with virtually no accidental falls. Snowbounders, however, are even better trained at leaping than their peers, and are capable of making incredible leaps of a hundred feet from a standing position, and three times that when running.
 Making a Snowbounder
Snowbounders are typically hunters and warriors for their tribe, and are sent out to represent their people and defend them from threats. Therefore, it is not unreasonable for a snowbounder to join an adventuring party.
Abilities: Strength, Constitution.
Races: Snow Rainid only.
Alignment: Any Chaotic
Starting Gold: 1d3×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Complex.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+0||1st Favored Enemy, Jump Attack, Track, Wild Empathy||—||—||—||—|
|4th||+4||+4||+4||+1||Animal Companion, Free Jump||0||—||—||—|
|5th||+5||+4||+4||+1||2nd Favored Enemy||0||—||—||—|
|6th||+6/+1||+5||+5||+2||Improved Jump Attack||1||—||—||—|
|10th||+10/+5||+7||+7||+3||3rd Favored Enemy||1||1||—||—|
|11th||+11/+6/+1||+7||+7||+3||Jump Attack Mastery||1||1||0||—|
|13th||+13/+8/+3||+8||+8||+4||Jump Attack Weapon||1||1||1||—|
|15th||+15/+10/+5||+9||+9||+5||4th Favored Enemy||2||1||1||1|
|20th||+20/+15/+10/+5||+12||+12||+6||5th Favored Enemy||3||3||3||3|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Snowbounder.
Favored Enemy (Ex): At 1st level, a Snowbounder may select a type of creature from among those found in their region.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Snowbounder may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Snowbounder chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Snowbounder's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex): A Snowbounder can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Snowbounder rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Snowbounder and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Snowbounder can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Jump Attack (Ex): Snowbounders can leap into combat. This takes one full round to prepare, aim and then leap so high it takes as long as thirty seconds for them to come down. When they do so, they can attack anyone without 30'+10xStr modifier of their original location with a +1 bonus to hit and damage. This bonus goes up by +1 per level. Leaping provokes an Attack of Opportunity.
Free Jump (Ex): At 4th level, a Snowbounder no longer takes an Attack of Opportunity from jumping. Jump Attacks also begin to do 1d6+1/level in cold damage.
Spells: Beginning at 4th level, a Snowbounder gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Snowbounder must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Snowbounder must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Snowbounder's spell is 10 + the spell level + the Snowbounder's Wisdom modifier.
Like other spellcasters, a Snowbounder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the Snowbounder gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Snowbounder does not have access to any domain spells or granted powers, as a cleric does.
A Snowbounder prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Snowbounder may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Improved Jump Attack (Ex): At 6th level, a Snowbounder's Jump Attack should be treated as a +3 magical weapon for the purposes of determing what it may hit.
Snowy Stride (Ex): Starting at 7th level, a Snowbounder may move through any sort of snow or ice at his normal speed and without taking damage or suffering any other impairment.
However, snowy or icy that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Snowbounder can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Snowbounder can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Snowbounder is wearing light armor or no armor. A helpless Snowbounder does not gain the benefit of evasion.
Jump Attack Mastery (Ex): At 11th level, a Snowbounder's Jump Attack can continue indefinitely. As long as he succeeds in hitting his target, he can jump and attack the next round, thereby never losing any round except the first.
Jump Attack Weapon (Ex): The Jump Attack of a Snowbounder of 13th level or higher counts as a +5 magical weapon for purposes of determining what it can hit.
 Snowbounder Starting Package
Subrace: Snow Rainid.
Weapons: Club, dagger, short sword.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Survival (Mountain, Forest)||4||Wis||&mdash|
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: Furs and simple weapons.
Gold: No more than 1d10 gp.
 Campaign Information
 Playing a Snowbounder
Religion: Snowbounders are allowed to worship any god. They are most commonly found venerating gods of nature, winter, mountains and snow.
Other Classes: Snowbounders typically do not stray far from their home mountains. Those who do become adventurers act like rangers, and are often protective fighters who are fiercely loyal to your companions.
Combat: Snowbounders have a Jump Attack that is highly effective in combat, especially at higher levels. They typically focus on that.
Advancement: Snowbounders are a ranger class and are likely to take other ranger-based prestige classes. Clerics, rogues and paladins are other common secondary classes.
 Snowbounder in the World
|“||We shall rain death on our enemies from above!||”|
|—Shavvalir, Snow Rainid Snowbounder of Mt. Rekkerkem|
<-Where characters of this class fit in a d20 world.->
Daily Life: Snowbounders live simply, and typically carry a knife and enough survival equipment to go without contact with civilization for months. When not adventuring, they would spend most of their time hunting, and even when travelling are likely to try very hard to have fresh meat to eat. They spend a great deal of time training, typically by jumping from branch to branch in forests.
Notables: Most of the chiefs of snow rainid tribes are at least a first level Snowbounder, as success in the leaping-based form of hunting they are known for is an important marker of respect.
Organizations: There is no organization of Snowbounders. Like all Snow Rainids, they are strictly tribal, and associate with those of other clans (much less other races) only when trading, raiding or defending themselves from rainids.
NPC Reactions: Snowbounders are the only snow rainid likely to leave the tribe, so for people who don't live near an inhabited mountain peak, Snowbounders are the only snow rainids they will ever encounter. They are perceived as barbaric and primitive, but with a primevil strength and cunning that makes them a powerful ranger and a real threat to their enemies.
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