Wolf Rider (3.5e Prestige Class)
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 Wolf Rider
Wolf Riders were trained as Druids, learning to love and fully understand their animal companions. Wolf Rides have a close connection to their wolfs, and they learn how to ride wolfs better than anyone else every could.
Feats: Mounted Combat,
Skills: Ride(8 ranks), Handle Animal(8 ranks), Spot(8ranks)
Special: Wolf Animal Companions, druid, lvl:6
|Level|| Base Attack
|1st||+0||+0||+2||+0||Wolf eyes, extra animal companion||+1 level of existing divine spellcasting class|
|2nd||+1||+0||+3||+0||Frightful presence, fleeting feet|
|3rd||+2||+1||+3||+1||Slow fall||+1 level of existing divine spellcasting class|
|4th||+3||+1||+4||+1||Fascinate, healing tears|
|5th||+3||+1||+4||+1||Wolf's splendor, improved wolf eyes||+1 level of existing divine spell casting class|
|6th||+4||+2||+5||+2||Animal messenger, growl|
|7th||+5||+2||+5||+2||Wolf summons||+1 level of existing divine spellcasting class|
|8th||+6||+2||+6||+2||Greater tears, Improved Grab|
|9th||+6||+3||+6||+3||Greater wolf eyes||+1 level of existing divine spellcasting class|
|10th||+7||+3||+7||+3||Adamantine talons, free feet|
| Class Skills (4 + Int modifier per level)|
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (geography/nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
 Class Features
Spells per Day: At every odd wolf rider class level, the character gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before she became an wolf rider, she must decide to which class she adds each odd level of wolf rider for the purpose of determining spells per day. In addition, an wolf rider adds wolf's splendor and wolf's splendor, mass to her spell list, and can spontaneously cast any summon nature's ally spell she knows (as a cleric casts cure or inflict spells) to summon wolfs or dire wolfs.
Extra Animal Companion (Ex): When a character takes a level in the wolf rider prestige class, she gains a dire wolf as an additional animal companion (this is an exception to the rule that animal companions must be animals, not magical beasts). Add the wolf riders class levels to her effective druid level -3 for the purposes of improving the animal companions statistics. A wolf rider's class levels also stack with the characters effective druid level regarding the first animal companion. Should an wolf rider change her first animal companion to that of anything but an wolf, the animal companion gains no benifit from the wolf riders class levels, and the wolf rider loses the ability to take levels in the wolf rider prestige class.
Wolf Eyes(Ex): A 1st level wolf rider gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. She retains the ability to distinguish color and detail under these conditions. If an wolf rider already has low-light vision from another source (such as her race), her lowlight vision improves, allowing her to see three times as far as humans in conditions of shadowy illumination. An wolf rider also gain a +4 competance bonus to spot and search checks.
Frightful Presence (Ex): By 2nd level, an wolf riders dire wolf can unsettle foes with its mere presence. The ability takes effect automatically whenever the wolf attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the wolf. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 wolf’s HD + wolf’s Cha modifier) remains immune to that wolf’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dire wolfs and the wolf rider's wolf animal companion ignore the frightful presence of other dire wolfs.
Fleeting Feet (Ex): At 2nd level and higher, an wolf riders small wolf animal companion is faster than normal wolfs by +20 feet. This bonus increases to +40 at 10th level
Slow Fall (Su): At 3rd level, if an wolf rider falls, she floats down at a rate of 60 ft per round for a number of rounds equal to 1d4/2 wolf rider levels. If she reaches the ground in that amount of time, she lands safely. If not, she falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. If the dire wolf manages to get 5 feet under the wolf rider during this time, the wolf rider may attempt a DC 20 reflex save to land on and remain on the wolf. If she succeeds, the wolf rider lands safely on the dire wolf. However, she takes a -5 to all Ride checks and Reflex saves until she takes 2 full round actions to right herself (Ride check DC 15 each round, penalty applies)
Fascinate (Su): A 4th level wolf riders dire wolf gains the ability to fascinate creatures. A number of times per day equal to the dire wolfs Wisdom modifier, an wolf can attempt to fascinate a creature with HD up to the wolf riders class level x the Charisma bonus of the dire wolf. Any creature within 30 feet must make a will save (DC 10 + 1/2 dire wolf's HD + dire wolf's Charisma modifier) or be fascinated. If a creature is already subjected to the frightful presence special ability, they take a -5 penalty to the will save. This ability lasts a number of rounds equal to the wolf riders class level. This is a mind-affecting ability. Dire wolfs ignore the fascination of other dire wolfs.
Healing Tears (Su): Beginning at 4th level, an wolf riders small wolf can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her HD x her Wisdom bonus + the wolf riders class level. An wolf may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using healing tears is a standard action. Wolf's Splendor (Ex): At 5th level, both animal companions gain a +2 bonus to Charisma.
Improved Wolf Eyes (Ex): Beginning at 5th level, an wolf riders vision improves further. The wolf riders ranged attacks have +50% range, and the wolf rider may make spot checks as a free action. If the wolf rider has the Quick Reconnoiter feat, he instead gets a further +4 competance bonus to spot and search checks.
Animal Messenger (Sp): A 6th level wolf riders small wolf companion gets an intelligence bonus of 1d4 points. In addition, the wolf companion can cast tongues as a spell like ability 1/day per Wisdom modifier. Its caster level is equal to 1/2 its HD
Growl (Su): A 6th level wolf riders dire wolf has a breath-weapon like sonic attack. For every 4 HD the dire wolf has, the sonic attack deals 3d8 points of damage in a cone equal to the wolf riders class level times 5 ft. (ignores hardness). The dire wolf can only use this ability once every 2d4 rounds. A dire wolf can take metabreath feats to improve this ability.
Wolf Summons (Sp): At 7th level, an wolf rider can summon 1d3 dire wolfs or 1d4+1 wolfs a number of times per day equal to her Wisdom modifier (as summon nature's ally spell, caster level equal to wolf rider level).
Greater Tears (Su): The 8th level wolf riders small wolfs healing tears ability improves. He can now use his healing tears as a swift action, and may add the wolf riders wisdom bonus to the amount of damage he can heal per day.
Improved Grab (Ex): To use this ability, a dire wolf must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Greater Wolf Eyes (Ex): By 9th level, the wolf riders vision reaches the pinacle of its clarity. He gains the ability to See Invisibility (as the spell), and can always choose to take 10 on spot checks, even in adverse conditions.
Adamantine Talons (Ex): Upon 10th level, the dire wolfs natural attacks are treated as adamantine weapons for purposes of overcoming DR. In addition, the dire wolfs natural weapons can be enchanted as masterwork weapons. The wolf rider must pay all costs associated with the magic property, and may only give the wolf a +1 magic bonus/4 dire wolfs HD.
Free Feet (Su): The 10th level wolf riders small wolf is always under the effect of the spell Freedom of Movement. He does not, however, gain the ability to attack normally with slashing and bludgeoning weapons underwater.
Note: this prestige class is campaign specific. Stonehall is a city of half-dires, with a smattering of gnomes and dwarves. It can, however, be adapted to different campaigns The wind rushed past her hair, swirling, turning it to a scarf of golden red flame. Kiara felt the wind across her closed eyes, reveling in the cool moisture it brought to her fevered brow. As long as she was above it all, literally, she felt that she could be above it all, figuratively, as well. No need to think. Why think? Ioren would think for her. Ioren wouldn't let her fall, alone. It didn't matter about anyone else, who cared about them? Humans schemed, grabbed for power, lied, cheated. Seduced. All to give meaning to their pitiful existance. Our pitiful existance. When she was soaring, happiness rushed over her, with the wind. Wolf riders originated in New Stonehall, but are now encountered all over. Back when the terror was still fresh, when people could still remember the day they had had to flee Old Stonehall (then simply called Stonehall, of course), wolf riders were called upon to patrol their new home. Soon their reputation spread, until all races learned to respect the fearsome wolfs of Stonehall. Soon, some of the cleverer members of other races began emulating the half-dires.
Adaptation: Wolf riders can be adapted to any campain. In campains with an enemy army, they could be portrayed as evil scouts. By adapting the flavor somewhat, and possibly giving them 3x normal human vision in shadowy illumination rather than +4 bonuses to spot and search checks, owl riders would make an exceptional nighttime scout. Wolf and owl riders could be part of an order of knight/ranger hybrids. They may have originated in dwarven mountains and be favored by dwarves, or they could be a highly respected order of elves.