Windwarrior

World of Warcraft: Alliance Player's Guide (APG)Updated WoW RPG (3.5)

Windwarrior is a D&D 3.5 character class from APG. Hit die d8.

Requirements

Race: Any, though most are Wildhammer dwarves. Affiliation: Any, though the Wildhammer dwarves are staunch allies of the Alliance and thus most windwarriors are as well. Base A ttack Bonus: +5. Skills: Handle Animal 8 ranks, Ride 8 ranks, Survival 4 ranks. F eat: Mounted Combat. Special: In order to take this prestige class, the character must first have a flying creature selected for a mount. The creature must be large enough to bear the character's weight without difficulty, and must be willing to form a long-term bond with the character. If the character's mount departs, becomes permanently incapacitated, or dies, the character must acquire a new mount. The character loses all class abilities until the new mount is fully trained and bonded - after two weeks of training (which requires regular Handle Animal Windwarrior Styles Every windwarrior loves flying, loves the sky, loves freedom, and loves his or her mount. But other details may differ, not the least of which is personal style. Some windwarriors consider themselves knights of the air. They wear heavier armor than most windwarriors, and carry an axe, sword or mace plus a lance or glaive. Many carry shields slung across their backs or hanging from their mounts. These windwarriors favor strength and speed over subtlety. Others are the opposite. These windwarriors favor stealth, working from above where no one would expect them. They wear little or no armor and carry only light melee weapons and smaller ranged weapons. Their gear is dark and they carry little ornamentation - everything is about speed, stealth and surprise. A third faction favors the lighter weight but not the stealth. These windwarriors wear brightly colored clothing and light armor, and wield lighter, faster weapons. They scoff at the so-called "knights of the air" but do admire their sense of drama. These windwarriors have their own drama, dashing across the sky and leaping down to confront foes and creating an image of enthusiasm, playfulness and careless skill. W indwarriors have other styles as well. Players should consider before adding this prestige class to their characters: think about why the character wants to become a windwarrior and what he will do upon attaining that honor. Think about the character's personality, and how he will equip himself and his mount, and what image he wishes to present to the landbound. This class is not monolithic, so characters do not have to belong to an organization or even a group with shared ideals. Some windwarriors are loners, just a man and his mounts. One major element is the choice of a mount. Gryphons are the most common, particularly for Wildhammer windwarriors, but they are by no means the only mount available. High elves and blood elves favor dragonhawks, while night elves select hippogryph mounts; orcs choose wyverns, and trolls favor vampire bats. Those who pick different creatures for their steeds may develop a different style and appearance based upon their mount's relative size, speed, agility and aggression. checks), the abilities return at the rate of one level per week.

Type
Prestige
Hit Die
d8

Class Skills

Advancement

LevelBABFortRefWillSpecial
1+1+2+2+0Skill bonus
2+2+3+3+0Bonus feat, craft totem, defensive flying +1
3+3+3+3+1Totem call, transfer feat, weather sense
4+4+4+4+1Defensive flying +2, exclusive mount
5+5+4+4+1Bonus feat, species language
6+6+5+5+2Defensive flying +3, totem message
7+7+5+5+2Spirited charge
8+8+6+6+2Bonus feat, defensive flying +4
9+9+6+6+3Totem transport
10+10+7+7+3Bonus feat, defensive flying +5

Once, long ago, warriors fought on foot, with nothing but their own bodies and weapons to determine the outcome. Then people domesticated animals, and discovered they could ride the larger beasts, giving them both height and speed unmatched by any landbound foe. Thus mounted combat began. Now warriors on horse, panther, wolf and other beasts are a common sight, and many learn to ride almost as early as they learn to walk, reveling in the speed and ease of such travel. But riding on a beast, watching the ground flash past just below, pales against the thrill of riding an aerial mount, soaring through the air, feeling the wind tugging at your cheeks and lashing at your hair. And, in combat,

Weapon and Armor Proficiency: Windwarriors gain no proficiency with weapons or armor.

Skill Bonus (Ex): A windwarrior gets a bonus on Handle Animal and Ride checks equal to half his windwarrior level (minimum +1). He gains double this bonus on checks with his own mount. S pecial Mount (Ex): Windwarriors and their mounts form a mystical bond which allows the two to learn and improve together far beyond the limits of either species. Because of this, windwarrior mounts gain in strength and power as the windwarrior progresses in levels. See the "Windwarrior Special Mount" sidebar for more information.

Defensive Flying (Ex): Over time, windwarrior and mount learn to work together during combat to minimize risk and exposure. At 2nd level both windwarrior and mount gain a +1 dodge bonus to their Armor Class. At every second level thereafter (4th, 6th, 8th and 10th), the bonus improves by +1. This bonus only applies when the windwarrior is mounted and they are airborne. Windrider Special Mounts Windwarriors usually take flying animals or magical beasts as mounts. If the windwarrior's mount is an animal, it is treated as a magical beast for the purpose of all effects that depend on its type. Use the base statistics for a creature of the mount's kind, but make changes to take into account the attributes and characteristics summarized on the table and described below. Table 3-12: The Windwarrior's Mount Windrider Level Bonus HD Natural Armor Adj. Int Speed Bonus Special 1st-2nd +1 +1 +1 7 Empathic link, improved evasion 3rd-4th +2 +3 +3 8 Share spells 5th-6th +3 +3 +3 9 Speak together, share saving throws 7th-8th +4 +4 +4 10 Command creatures of its kind 9th-10th +5 +4 +4 11 Spell resistance, visual bond Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Stamina modifier, as normal. Extra Hit Dice improve the mount's base attack and base save bonuses. A special mount's base attack bonus is equal to that of a warrior of a level equal to the mount's HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals its HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster's Hit Dice. Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus. Int: The mount's Intellect score. Note that, if the mount has a higher natural Intellect than the score listed, it retains its own native intellect. Speed Bonus: The number is an improvement to the mount's natural fly speed (not its ground speed).

Empathic Link (Su): The windwarrior has an empathic link with his mount out to a distance of up to 1 mile. The windwarrior cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the windwarrior has the same connection to an item or place that his mount does, just as with a master and his familiar (see W oW RPG, Chapter 2: Classes, " Arcanist").

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Share Spells: At the windwarrior's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the windwarrior before the duration expires. Additionally, the windwarrior may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A windwarrior and his mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast). Speak Together: Windwarrior and mount can communicate as effectively as if they shared a common language, though other creatures cannot understand the communication without magical help. Keep in mind that mounts with low Intellect scores may be limited in what they can communicate or even understand. Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the windwarrior's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.

Command (Sp): Once per day per two windwarrior levels of its master, a mount can use this ability to command other any normal animal of its species, as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work, but it still counts against the mount's daily uses. A target may attempt a Will save (DC 10 + 1/2 the windwarrior's level in this class + windwarrior's Cha modifier) to negate the effect. Spell

Resistance (Ex): A mount's spell resistance equals its master's windwarrior level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount's spell resistance. Visual Bond: The windwarrior can close his eyes and see through the eyes of his mount, and vice-versa, provided they are within 1 mile of each other and are both conscious.

Bonus Feats: At 2nd, 5th and 8th level, the windwarrior may select a bonus feat from the following list: Dodge, Expert Rider, Flyby Attack* (see the transfer feat ability, below), Hover* (see the transfer feat ability, below), Mounted Archery, Ride Bareback, Skilled (windwarrior class skills only), and T rample. The hero must possess any prerequisites to a feat in order to select it as a bonus feat. * See Lands of Mystery. Mount

T otem (Su): At 2nd level, the windwarrior carves a small totem of his mount. This must be done by the windwarrior alone, and it must be crafted from wood, stone or clay. Creating a totem takes 1d4+3 days, and the windwarrior must succeed at DC 15 Craft checks every day or scrap the current attempt and start again. Once the totem is complete, the windwarrior cuts both himself and his mount and dips the totem in the mixed blood. The item is now bonded to both of them permanently. Once per day the windwarrior can concentrate on the totem and know whether his mount is alive and healthy, and approximately how far away the mount is from his current location. This use is a supernatural ability that takes a full-round action and provokes attacks of opportunity. T ransfer Feat: At 3rd level, the windwarrior gains the ability to transfer feats to his mount. Every time the windwarrior is eligible to take a new feat he can instead select a feat for his mount. The mount must meet all the prerequisities for the feat, but the windwarrior doesn't have to. If the mount dies, the windwarrior's new mount gains the feat. T otem Call (Su): At 3rd level, the windwarrior uses his carved totem to deepen the link between him and his mount. T wice each day the totem functions as a gryphon lure (see Chapter 4: Magic) when the windwarrior touches it and mentally calls to his mount, though the windwarrior need not be a Wildhammer dwarf and the mount need not be a gryphon. W eather Sense (Ex): At 3rd level the windwarrior gains a +5 competence bonus on checks to notice changes in the weather, including but not limited to changes in temperature and wind speed. This ability works with magically altered weather, but does not apply to sudden weather-related magic such as the casting of a lightning bolt spell. Ex clusive Mount (Ex): At 4th level, the windwarrior's mount does not allow anyone else to get near it unless the windwarrior has already vouched for the individual. It does not let anyone but the windwarrior mount it without specific approval by the windwarrior.

Species Language (Su): At 5th level, the windwarrior- mount bond is so strong that the windwarrior can communicate with others of the mount's species as if using the speak with animals spell (except this ability also works on magical beasts). T otem Message (Su): At 6th level, the windwarrior can send his mount a telepathic message through the totem. This can be done only once per day, and has a range of 1 mile and a maximum of ten words. Using this ability is a full-round action that provokes attacks of opportunity. Spirited Charge: At 7th level, the windwarrior gains the Spirited Charge feat, even if he does not possess the necessary prerequisites. T otem T ransport (Su): At 9th level, windwarriors can merge their mounts into the totem. The windwarrior must touch the totem to the mount and concentrate (a full- Table 3 -13: The Windwarrior (Wnd) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +2 +0 Skill bonus 2nd +2 +3 +3 +0 Bonus feat, craft totem, defensive flying +1 3rd +3 +3 +3 +1 Totem call, transfer feat, weather sense 4th +4 +4 +4 +1 Defensive flying +2, exclusive mount 5th +5 +4 +4 +1 Bonus feat, species language 6th +6 +5 +5 +2 Defensive flying +3, totem message 7th +7 +5 +5 +2 Spirited charge 8th +8 +6 +6 +2 Bonus feat, defensive flying +4 9th +9 +6 +6 +3 Totem transport 10th +10 +7 +7 +3 Bonus feat, defensive flying +5 r ound action that provokes attacks of opportunity). The mount vanishes and the totem gains a faint glow and a gleam to its eye, as if it were alive. The mount can remain within the totem for a number of hours each day equal to 4 + its Stamina modifier . It does not need to eat, drink, sleep or breathe in this state. The totem retains it original weight but gains a +2 magic bonus to its AC and gains DR 15/magic. The windwarrior can summon his mount from the totem, which takes 1 full round. The mount can appear only on a surface that can support its weight. Jaryn leaned back, arms spread wide, letting the wind tug at his skin and hair. For a moment he had no cares, no worries, only the wind and the sky and the warmth of Blackfeather beneath the saddle. Such moments were too rare these days. He remembered when they had been more frequent, when he and his brethren had worried only about raids from the hills. They had spent whole days then doing nothing but flying, wheeling lazily through the air, racing one another for the sheer jo3of it. Such times were gone, however, and he reluctantly pulled his gaze back to the earth speeding by below - just in time to catch the flash of metal amid the trees. "There!" Leaning forward again, Jaryn tugged at Blackfeather's rein, but there was no need - the mighty gryphon had seen it as well. Arms and legs tucked close, Jaryn lay his head alongside his steed's neck, presenting less resistance as Blackfeather wheeled on one wing and then, wings tucked to the side, dove. The steep angle tugged at hair and feathers, and Jaryn shared his mount's fierce joy at their speed but refused to be distracted. One hand tugged his stormhammer free of its sheath while the other fumbled for the bone whistle hung about his neck. His eyes remained fixed on the rapidly approaching spot below. As they burst past the topmost leaves Jaryn saw the creatures below him, and his eyes narrowed at the sight. Goblins! Here, not a day's ride from the villages! His blood raged within him at the thought of these creatures defiling their valley, and his grip tightened on the hammer. Not while he still lived, not while Blackfeather still flew. Applying pressure with his knees, Jaryn straightened in the saddle as the gryphon spread her wings to slow their descent. She let out a screech that caught the goblins unawares, and they stared upward, many frozen at the sight of her claws and beak rushing toward them. Jaryn did not waste the moment. He raised the whistle to his lips and blew a fierce blast, which echoed through the forest - he knew the sound would bring his brethren. Then, letting the whistle fall back against his neck, Jaryn raised his stormhammer above his head and directed Blackfeather toward a larger goblin wearing finer mail and a red cloak - clearly the leader. "None shall invade our lands while the windwarriors live!" Jaryn shouted as they neared their target, and Blackfeather's shriek mingled with his words. Then they struck as one, beak and claw and hammer, and the goblin fell before them. And for an instant it was almost as good as flying. Magic has existed on Azeroth since the titans created the Well of Eternity. The Well's energies evolved the nearby kaldorei, who harnessed its power. Disagreements over magic divided the ancient kaldoeri empire, and magic was at the heart of the Burning Legion's invasion, which caused the first major war and split Kalimdor into the continents that cover Azeroth today. Magic has played a role in every major conflict in Azeroth, and was instrumental in the creation of not only the Burning Legion but also the Horde and the Scourge. Does this mean magic is evil, however? Does it mean the Alliance stands against all magic? Not at all. The Alliance recognizes that magic is a tool. It can be misused, as it has been many times throughout history. But it can also be used wisely, to aid people and to minimize dangers and combat evil. Indeed, against foes like the Scourge and the demons magic is one of the only weapons available. The Alliance would be foolish not to recognize that and take advantage of it when their enemies are so willing to grasp the same power for their own purposes. At the same time, the Alliance is wary of magic, particularly arcane magic. Divine magic is far more benevolent, coming as it does from well-intentioned gods or directly from nature. But arcane magic draws from the Well of Eternity, which was not part of Azeroth until created by the titans, themselves outsiders. And arcane magic is far more vulnerable to corruption. Of course, the Alliance is not a unified front. It is a loose collection of like-minded races and individuals, each with their own beliefs and convictions. Each of the Alliance races has a different attitude toward magic, based upon history and hard experience. Ironforge Dwarves Dwarves traditionally had little use for magic. They are creatures of earth and stone, and understand the physical far better than the mystical. The fact that elves are more prone to magic use (and abuse) may have something to do with the dwarves' antipathy toward both that race and that realm - magic is strange and elusive and impossible to grasp and hold and measure, just as elves are sly and slippery. This attitude has changed recently, however. As the dwarves discover more about their own heritage, they are re-evaluating their stance on the world around them. The titans were clearly masters of magic, having created the Well of Eternity. They also created the dwarves, which means the dwarves and the source of Azeroth's arcane magic share a common ancestor. Does that mean dwarves might possess an innate gift for magic as well, thanks to this shared heritage? Perhaps. The dwarves' newly rediscovered history is also causing new interest in divine magic. The titans were majestic creatures, akin to gods, and supposedly they personally fashioned and breathed life into the dwarven people. That gives the entire race a direct connection to their creators, something that can easily inspire belief. More Ironforge dwarves have become religious recently as a result, either in efforts to communicate with their progenitors or as a way of following their footsteps. O f course, many Ironforge dwarves still frown on magic, both arcane and divine. This is particularly true with older dwarves. These elders still favor steel and stone over magic, and disapprove of their children's new fascination with such strange rituals. Over time, however, as more and more young dwarves not only study magic but grow proficient with it, this attitude will shift farther, until the race as a whole at least tolerates its presence. Wildhammer Dwarves Wildhammer dwarf culture is different from that of their cousins in Ironforge. Wildhammers live out in the world, residing in forests and mountains rather than in caves. They spend their days out under the sky and surrounded by animals. Though no less pragmatic, this lifestyle has left Wildhammers with a greater appreciation for nature, and a greater admiration for natural beauty, majesty and freedom. As a result, Wildhammers have always been more religious than their cousins, though their religion is nature-worship. Divine magic is well known and highly respected, particularly any magic involving animals, weather and air. Arcane magic is less common, and most Wildhammers are wary around magi. Study is not a common practice among these dwarves, who prefer climbing and riding to reading, and any dwarf who buries himself in books is a matter for concern. At the same time, Wildhammers are more accepting of individual quirks and so more tolerant when one of their own wants to do something unusual. They may not understand why anyone would spend his days buried in dusty tomes rather than riding gryphons, but they will not force him to abandon his own interests. The Wildhammers know their true heritage but they show no interest in pursuing it. To them, the titans are still only legends and myths; the world is their home, the sky their parent. This means the Wildhammers' attitudes toward magic may not shift as much as the Ironforges', but they are already more tolerant toward the arcane and more attuned to the divine; so the cousins may grow closer in their views rather than farther apart. MAGIC AMONG THE ALLIANCE