Bladedancer
Fey Friend
Metamagician
Seeker of the Old Mountain
Warlord

Bladedancer

Bladedancers are elven ascetic warriors who have blended arcane magic and swordplay into a harmonious artform. They form a cadre of defenders who protect and serve the wizard-custodians of the Tower of Llómydien. At the time of the Shards of Thariom saga, the bladedancers are the only elves known to live in the Hither Lands. All other elves have departed the world of Men to live at the base of Mount Istalion.
Hit Dice: d8.

Requirements

To qualify to become a bladedancer, a character must fulfill all the following criteria.

Class Skills

The bladedancer’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

THE BLADEDANCER

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Spells per Day/Spells Known
1st
+1
+0
+2
+2
Bladedance 1/day, movement mastery, slashing blades
2nd
+2
+0
+3
+3
Fast movement +5 ft. +1 level of existing class
3rd
+3
+1
+3
+3
Spring Attack, bladedance 2/day
4th
+4
+1
+4
+4
Dance of death +1 level of existing class
5th
+5
+1
+4
+4
Fast movement +10 ft., bladedance 3/day
6th
+6
+2
+5
+5
Improved reaction +1 level of existing class
7th
+7
+2
+5
+5
Elaborate parry, bladedance 4/day
8th
+8
+2
+6
+6
Fast movement +15 ft. +1 level of existing class
9th
+9
+3
+6
+6
Tireless dance, bladedance 5/day
10th
+10
+3
+7
+7
A thousand cuts +1 level of existing class

Class Features

All of the following are class features of the bladedancer prestige class.
Weapon and Armor Proficiency: Bladedancers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: From 2nd level on, and every even level thereafter, the bladedancer gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the spellcasting levels of bladedancer to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he became a bladedancer, he must decide to which class he adds each level of bladedancer for the purpose of determining spells per day.
Bladedance (Ex): A bladedancer can become a whirling dancer of death a certain number of times per day. While performing the bladedance, he can take a full attack action (for melee attacks only) and still move up to his speed. However, the bladedancer must move a minimum of 5 feet between each attack when using this ability, and he cannot return to a square he just exited (though he can return to that square later during his full attack). The bladedancer is subject to attacks of opportunity while dancing, but may tumble normally as part of his move. A bladedancer prevented from completing his move is also prevented from finishing his full attack.
If a bladedancer wields a slashing weapon while in a bladedance, he gains a bonus on his attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.
A bladedancer may only perform a bladedance while wielding a slashing weapon (he may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). He cannot perform a bladedance in any armor heavier than light or if he is using a shield. While dancing, a bladedancer cannot use skills or abilities that involve concentration or require him to remain still, such as Move Silently, Hide, or Search. A bladedancer with the bardic music ability can, however, sing while he dances, and a bladedancer can also use the Combat Expertise feat while he dances. A bladedancer cannot perform a bladedance while under the effect of a rage or frenzy ability.
A bladedancer can perform a bladedance only once per encounter. A bladedance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of the bladedance, the character becomes fatigued for the duration of the encounter (unless he is a 9th-level bladedancer, at which point the limitation no longer applies).
Movement Mastery (Ex): A bladedancer is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, he may take 10 even if stress and distraction would normally prevent him from doing so.
Slashing Blades: A bladedancer treats the elven thinblade or longsword as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.
Fast Movement (Ex): At 2nd level and higher, a bladedancer gains an enhancement bonus to his speed. A bladedancer in any armor heavier than light or carrying a medium or heavy load loses this bonus.
Spring Attack: At 3rd level, a bladedancer gains the Spring Attack feat, even if he does not meet the prerequisites.
Dance of Death: At 4th level, a bladedancer gains the benefit of the Cleave feat while performing a bladedance, even if he does not meet the prerequisites for the feat. He does not have to move 5 feet before making the extra attack granted by this ability.
Improved Reaction (Ex): When he attains 6th level, a bladedancer gains a +2 bonus on initiative rolls.
Elaborate Parry (Ex): When he attains 7th level, a bladedancer gains an extra +4 bonus to Armor Class when he chooses to fight defensively or use total defense in melee combat.
Tireless Dance: When a bladedancer reaches 9th level, the character no longer becomes fatigued for the duration of the encounter at the end of a bladedance.
A Thousand Cuts (Ex): When a bladedancer reaches 10th level, once per day he may double the number of melee attacks he makes while performing a full attack action (whether in a bladedance or not). If a bladedancer uses this ability in conjunction with his bladedance, he can make up to two attacks between moves.
The bladedancer also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if he does not meet the prerequisites. He does not have to move 5 feet before making any extra attacks granted by this ability.
A bladedancer using this ability can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.

Fey Friend

Fey friends are rare individuals who have earned the respect of the fey denizens of Fil-Garil. Such friendship does not come easily, for the fey only favor those who are spirited and pure of heart.
Hit Dice: d6.

Requirements

To qualify to become a fey friend, a character must fulfill all the following criteria.

Class Skills

The fey friend's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

THE FEY FRIEND

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Spells per Day/Spells Known
1st
+0
+0
+2
+2
Bonus feat, jest +1 level of existing class
2nd
+1
+0
+3
+3
Luck of the fey +1 +1 level of existing class
3rd
+2
+1
+3
+3
Bonus feat +1 level of existing class
4th
+3
+1
+4
+4
Luck of the fey +2 +1 level of existing class
5th
+3
+1
+4
+4
Blessing of the fey

Class Features

All of the following are class features of the fey friend prestige class.
Weapon and Armor Proficiency: Fey friends gain no proficiency with any armor. They gain proficiency with the dart, shortbow, shortsword, and dagger. Furthermore, fey friends may use any of these weapons sized one category smaller than themselves without penalty.
Spells per Day/Spells Known: At each level, the fey friend gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane or divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the spellcasting levels of fey friend to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a fey friend, he must decide to which class he adds each level of fey friend for the purpose of determining spells per day.
Bonus Feat: At 1st level and again at 3rd level, a fey friend gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Cloak Dance, Combat Charm, Combat Expertise, Danger Sense, Dash, Dodge, Expeditious Dodge, Far Shot, Flick of the Wrist, Handy, Improved Initiative, Improved Trip, Lightning Reflexes, Magical Aptitude, Mobility, Nimble, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Pebble Underfoot, Performer, Rapid Metabolism, Rapid Reload, Rapid Shot, Scathing Wit, Shot on the Run, Skill Focus, Spring Attack, Track. The fey friend must meet all the prerequisites for the feat.
Jest (Ex): Fey friends are skilled at communicating with fey and are less likely to be victims of fairy tricks. Starting at 1st level they gain a +4 competence bonus to Bluff, Diplomacy, and Sense Motive checks made when dealing with fey.
Luck of the Fey (Su): Starting at 2nd level, the fey friend gains a +1 luck bonus to all saving throws. This bonus increases to +2 at 4th level.
Blessing of the Fey (Su): At 5th level, the fey friend gains damage reduction 5/cold iron.

Metamagician

Academic wizards who specialize in magical theory are called metamagicians.
Hit Dice: d4.

Requirements

To qualify to become a metamagician, a character must fulfill all the following criteria.

Class Skills

The metamagician's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

THE METAMAGICIAN

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Spells per Day/Spells Known
1st
+0
+0
+0
+2
Bonus metamagic feat
2nd
+1
+0
+0
+3
Bonus metamagic feat +1 level of existing class
3rd
+1
+1
+1
+3
Bonus metamagic feat +1 level of existing class
4th
+2
+1
+1
+4
Bonus metamagic feat +1 level of existing class
5th
+2
+1
+1
+4
Bonus metamagic feat +1 level of existing class

Class Features

All of the following are class features of the metamagician prestige class.
Weapon and Armor Proficiency: Metamagicians gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: From 2nd level on, and every level thereafter, the metamagician gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the spellcasting levels of metamagician to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he became a metamagician, he must decide to which class he adds each level of metamagician for the purpose of determining spells per day.
Bonus Metamagic Feat: At each level, the metamagician may select a bonus metamagic feat.

Seeker of the Old Mountain

An elf who reaches venerable age is called to retreat the Hither Lands and make a long, personal journey to Mt. Istalion. The journey requires the seeker to survive long travels in the forbidding wilderness, using only his free discretion and wanderlust to intuit the way to the center of the Material Plane.
Seekers of the Old Mountain have the following game statistics.
Hit Dice: d8.

Requirements

To qualify to become a seeker of the old mountain, a character must fulfill all the following criteria.

Class Skills

The seeker of the old mountain's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Speak Language (any), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 6 + Int modifier.

THE SEEKER OF THE OLD MOUNTAIN

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st
+1
+2
+0
+2
Swift-footed, immortal grace
2nd
+2
+3
+0
+3
Lay of the land
3rd
+3
+3
+1
+3
Heightened perception
4th
+4
+4
+1
+4
Find the path
5th
+5
+4
+1
+4
Discern location

Class Features

All of the following are class features of the seeker of the old mountain prestige class.
Weapon and Armor Proficiency: Seekers gain no proficiency with any weapon or armor.
Swift-footed (Ex): At 1st level, the seeker can ignore the normal -5 penalty for accelerated movement when he uses the following skills: Balance, Climb, Hide, Move Silently, and Survival (for following tracks). His penalty for accelerated tumbling is reduced from -10 to -5.
Immortal Grace (Su): The character gains a bonus equal to his seeker of the old mountain level on all saving throws.
Lay of the Land (Sp): A 2nd-level seeker can use lay of the land on himself once per day as a spell-like ability.
Heightened Perception (Ex): A 3rd-level seeker has sight and hearing far beyond a normal elf’s, and he has attuned his senses to repetitively sweep his immediate area. He gains a +5 racial bonus on Listen, Search, and Spot checks. Furthermore, he can attempt to spot or hear something he failed to notice previously once per round per skill as a free action (such attempts are ordinarily move actions).
Find the Path (Sp): A 4th-level seeker can use find the path on himself once per day as a spell-like ability. His caster level is equal to his class level.
Discern Location (Sp): A 5th-level seeker can use discern location once per week as a spell-like ability. His caster level is equal to his class level.

Warlord

Whether in nominal allegiance to a national government or in defiance of one, warlords abound in Edion. This prestige class can be used to represent Abishaim doghas, Erroim dîns, Idreshim thanes, and any of the various feudal lords and tribal leaders that reign in Edion.
Hit Dice: d10.

Requirements

To qualify to become a warlord, a character must fulfill all the following criteria.

Class Skills

The warlord's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (local), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

THE WARLORD

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st
+1
+2
+0
+2
Fearless, reputation
2nd
+2
+3
+0
+3
Inspiration +1
3rd
+3
+3
+1
+3
Stand tough
4th
+4
+4
+1
+4
Inspiration +2
5th
+5
+4
+1
+4
To hell and back

Class Features

All of the following are class features of the warlord prestige class.
Weapon and Armor Proficiency: A warlord is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Fearless (Ex): Warlords are immune to fear effects.
Reputation (Ex): As a character advances in this prestige class, tales of his exploits begin to circulate. The character gains a competence bonus on Intimidate and Diplomacy checks equal to his Warlord level. The character also takes a penalty equal to his warlord level on Disguise checks.
Inspiration (Ex): The warlord inspires those around him. When fighting within 30 ft. of a warlord, allies gain a +1 morale bonus on Will saves, Concentration checks, and attack rolls. At 4th-level this bonus becomes +2.
Stand Tough (Ex): When he would be damaged in combat (from a weapon or some other blow, but not from a spell or special ability), a warlord can attempt to shake off the damage. To do this, he must attempt a Fortitude saving throw against a DC equal to the number of points of damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. If the save fails, he takes damage normally. A warlord need not be aware of the impending attack to use this ability. A warlord may use this ability a number of times per day equal to his Constitution modifier.
To Hell and Back (Ex): A warlord's allies will accompany him to the ends of the world, and beyond. When fighting within 30 ft. of a warlord, allies are immune to fear effects when they have line of sight to him.