STRIDER Prestige Classes

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STRIDER WEAPON MASTER

With in the Strider order, most Striders tend to only be experts in the use of their cypher and sometimes
another weapon. The Strider Weapon Master is a master of multiple weapons which goes with out saying,
however they also have an intimate knowledge about constructing weapons and are often more skilled with
weapons that they have knowledge in wielding than most other beings.

Hit Dice: 1d10

Requirements
To qualify to become a Strider Weapon Master (S.Wpn) a character must fulfill all of the following
criteria.
Class: Must have at least 1 level as a Strider.
Alignment: Must be lawful or neutral alignments, never chaotic, or true neutral, must be either good, evil or
lawful neutral.
Base Attack Bonus: +5 or higher.
Skills: Craft (Weaponsmithing) 10 ranks, Profession (Weaponsmith) 7 ranks
Feats: Must have 1 Exotic Weapon Proficiency other than Cypher. Must also have Weapon Focus in any melee
weapon, or Unarmed Strike.

Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis),
Move Silently (Dex), Profession (Wis), Spot (Wis).

Skill Points at each level: 2 + Intelligence Modifier.

Class Features
Bonus Feat: At levels 1, 4 and 7 the Strider gains a bonus feat form the following list: Ambidexterity, Exotic
Weapon Prof., Improved Critical, Improved Disarm, Improved Trip, Two Weapon Fighting (Improved Two
Weapon Fighting), Weapon Focus, Weapon Finesse.

Weapon Forging: At Level 1 the Strider has a degree of knowledge relating to melee weapons. The Strider
gains a +2 to all Craft skill checks dealing with weaponsmithing. Additionally the bonus increases at levels 3,
6, 8 and 10 by an additional +1. Also the Strider can inspect any weapon as if they possessed the Identify spell
at level 6. The length of time needed to inspect the item is doubled however, but the Strider is still able to
ascertain what abilities the weapon has. This is done through a meditative like trance. The weapon is held
while in the trance during which the weapon master becomes in tuned with the weapons nature. If the Strider
has the ability to forge magical weapons, any experience cost required is reduced by 1/4th.

Increase Weapon Damage: At levels 2, 5 and 9 the Strider is so skilled with weapons that they are able to
inflict an additional 1d6 points of damage with any weapon. The bonus goes to only 1 type of weapon each
time, but the same weapon can be selected each time to receive the bonus. The additional dice of damage is not
factored into critical hits. The additional dice of damage represents a degree of mastery and attunement with a
weapon that most normal people do not have.

Weapon Mastery: At levels 3, 5 and 7 the Weapon Master gains one of the following abilities, each applies to
only 1 particular type of weapon. Each can be selected multiple times but each time is for a new weapon.
Lethal Strike: On their action, before making any attack rolls the Strider weapon master can choose to increase
the chance of scoring a critical hit with a chosen weapon. The ability can be used a number of times a day equal
to the Striders levels as a Weapon Master. The threat range for the weapon is doubled for one complete round.
For example a Cypher normally has a critical of 19-20. With this the critical is set at 17-20, and with the
Improved Critical feat, the threat range is further extended to 15-20.
Martial Arts Kata: Once per day a Weapon master that makes a full attack against a single target with a chosen
weapon gains an additional attack against the same target. This attack is at their full attack bonus and inflicts
normal damage. Alternatively this attack can be used to perform a disarm, or trip attack. If used to disarm, the
attack is at a +4 to hit. If used to trip, a failed roll does not allow the target to attempt to trip the Strider in
return. The kata also provides the Weapon Master with a +2 bonus to their AC during its use. A kata lasts only
1d4 rounds.
Rapid Strike: The Strider Weapon Master can make an additional attack each round at their highest attack bonus
with the chosen weapon. However the additional attack and all other attacks that round suffer a 2 attack
penalty per each attack.
Superior Weapon Focus: The Strider Weapon Master gains a +1 attack bonus with the chosen weapon. This
stacks with any other attack bonuses they have including the Weapon Focus feat.
Weapon Specialization: The Strider Weapon Master gains the Weapon Specialization feat in the chosen weapon.
All requirements must be met first however.

Class A & Master Strider: When the characters total levels as a Strider and a Strider Weapon Master are equal
to 14 and 20 the Strider gains the benefits of being a Class A Strider (at level 14), and a Master Strider (at level
20).

Level Base Attack Fort Ref Will Special


Bonus Save Save Save
1 +1 +1 +1 +1 Bonus Weapon Feat, Weapon Forging (+2)
2 +2 +2 +2 +2 Increase Weapon Damage
3 +3 +2 +2 +2 Weapon Forging (+1)
4 +4 +2 +2 +2 Bonus Weapon Feat
5 +5 +3 +3 +3 Increase Weapon Damage
6 +6 +3 +3 +3 Weapon Forging (+1, Identify Weapon)
7 +7 +4 +4 +4 Bonus Weapon Feat
8 +8 +4 +4 +4 Weapon Forging (+1)
9 +9 +4 +4 +4 Increase Weapons Damage.
10 +10 +5 +5 +5 Weapon Forging (+1)
STRIDER SPECIALIST
The Strider specialist is an expert not only in unarmed combat, but is premier among the Striders when
wielding a cypher. But thats not all that the Strider Specialist is capable of doing. The Strider Specialist is also
an infiltration expert and spy. These Specialist Strider often have one particular field of expertise that they are
extraordinarily good at.

Hit Dice: 1d6

Requirements
To qualify to become a Strider Specialist (S.Spe.) a character must fulfill all of the following criteria.
Class: Must have at least 1 level as a Strider.
Alignment: Must be lawful or neutral alignments, never chaotic, or true neutral, must be either good, or lawful
neutral. Can not be of evil alignment.
Base Attack Bonus: +5 or higher.
Skills: Balance 7 ranks, Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 10 ranks, Innuendo 4 ranks,
Listen 5 ranks, Move Silently 7 ranks, Profession 5 ranks, Read Lips 4 ranks, Sense Motive 5 ranks, Spot 5
ranks,
Feats: Alertness, Dodge, Skill Focus (one of the skills listed above.)

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Info. (Cha), Hide (Dex),
Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform
(Cha), Profession (Wis), Read Lips (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Skill Points at each level: 4 + Intelligence Modifier.

Class Features
Improved Unarmed Strike: Normally a Strider is able to inflict the normal 1d3 points of damage with an
unarmed strike, while monks have a gradual progression in the damage the can deal out when fighting unarmed.
The Strider Specialist however is a bit better at fighting unarmed compared to other Striders. The Striders
unarmed attacks now inflict 1d6 points of damage however it does not gradually increase with level
advancement. If the character has any levels as a monk use which ever unarmed damage dice that is higher, this
does not provide any bonuses to existing unarmed damage dice that a monk inflicts when fighting unarmed.
Gained at level 1.

Blood Feud: The Striders and the Night Striders have had a blood feud going for over a hundred years now.
The Strider Specialist is uniquely trained in fighting the Night Striders. At level 1 the Strider Specialist gains a
+1 to hit and damage against Night Striders only. The bonus increases at levels 3, 5, and 7. At level 9 the
Strider Specialist becomes immune to the Night Striders Black Blood ability, and can not be the target of the
Night Striders Stealth Kill ability.

Ki Breath: A Strider Specialist learns to focus their ki to increase their ability to hold their breath under water.
The Strider Specialist can add their level as a Strider Specialist to their Constitution check rolls to continue
holding their breath. This is gained at level 5

Master of Disguise: The Strider Specialist is a master of disguise, as well as acting and being able to fool
people into thinking your something that your not at level 2. The Strider Specialist gains a +2 to the following
skills when employed in a disguise of some sort: Bluff, Disguise, Gather Info, and Perform. The Strider gains
an additional +1 to these checks at levels 4, 6, and 8.

Adaptive Body: The Strider Specialist has trained their body to be able to adapt to a variety of different
conditions. The Strider Specialist gains a +1 on all saving throws relating to an elemental based attack, spell, or
climate. Such things include fireball, Lightning Bolt, Cone of Cold, and a Dragons breath weapon. In other
words attack that inflict Fire/Heat, Ice/Cold, or Electricity/Energy damage. The Strider gains this at level 1 and
gains an additional +1 at levels 3, 5, and 7.

Improved Evasion: At level 3 the Strider Specialist gains the Improved Evasion special ability. This ability is
the same as that of the Monk and Rogues.

Hide in Plain Sight: At level 4 the Strider Specialist can use the Hide Skill even when being observed. As long
as they are with in 10ft of a shadow, a Strider Specialist can hide themselves in open view without anything to
actually hide behind. The Strider Specialist can not however hide in their own shadow.

Water Walk: A 7th level Strider Specialist can use water walk to walk on any liquid as if it were firm ground.
The Strider Specialist must concentrate (as a standard action) to perform this ability, and thus can only take a
single move or move equivalent action each round while water walking, the effects last for one round per
Strider Specialist level.

Hyper Reflexes: The Strider Specialists reflexes are far faster than that of a normal persons. They can react
faster to situations than the average Strider is able to. At level 9 the Strider Specialist gains a +2 dodge bonus to
their AC, and a +2 to their Initiative. However the Strider can not be wearing any armor in order to make use of
these bonuses as the armor hinders their movement enough to keep them from reacting faster than they should.

Thousand Faces: The Strider Specialist gains the ability to change their appearance at will, as if using the spell
Alter Self. Gained at level 10.

Class A & Master Strider: When the characters total levels as a Strider and a Strider Weapon Master are equal
to 14 and 20 the Strider gains the benefits of being a Class A Strider (at level 14), and a Master Strider (at level
20).
Level Base Attack Bonus Fort Ref Will Special
Save Save Save
1 +0 +1 +2 +0 Improved Unarmed Strike, Adaptive Body,
Blood Feud (+1 to hit & damage against Night
Striders.)
2 +1 +2 +3 +0 Master of Disguise (+2
3 +2 +2 +3 +1 Adaptive Body, Improved Evasion, Blood Feud
(+2 to hit & damage against Night Striders.)
4 +3 +2 +4 +1 Master of Disguise (+1), Hide in Plain Sight
5 +3 +3 +4 +1 Adaptive Body, Ki Breath, Blood Feud
(+3tohit& damage against Night Striders.)
6 +4 +3 +5 +2 Master of Disguise (+1)
7 +5 +4 +5 +2 Adaptive Body, Water Walk, Blood Feud (+4 to
hit & damage against Night Striders.)
8 +6 +4 +6 +2 Master of Disguise (+1)
9 +6 +4 +6 +3 Hyper Reflexes, Blood Feud (Immune to Night
Striders Black Blood & Stealth Kill abilities.)
10 +7 +5 +6 +3 Thousand Faces
NIGHT STRIDERS
The Strider is a defector to the order of the Night Striders. As a Night Strider the character is an assassin
for hire, sometimes also a mercenary as well. The Night Striders as fairly well known and often feared group.
A master of stealth and the silent kill, Night Striders operate best at night when some of their unique abilities
are best used.

Hit Dice: 1d6

Requirements
To qualify to become a Strider Specialist (N.STR.) a character must fulfill all of the following criteria.
Class: Must have at least 1 level as a Strider.
Alignment: Must be lawful or neutral alignments, never chaotic, must be evil however.
Base Attack Bonus: +4 or higher.
Skills: Disguise 7 ranks, Hide 10 ranks, Move Silently 10 ranks,
Feats: Dodge, Mobility, Improved Initiative.
Special: Must have Sponsorship into the Night Striders, or be a fallen Strider, or have been inducted since birth
or a young age.

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot
(Wis), Tumble (Dex).

Skill Points at each level: 4 + Intelligence Modifier.

Class Features
Night Stalker: The Night Strider has the ability to move about undetected. At most times the Night Strider
gains a +2 to all hide and move silently checks that are made. However at night or in areas where there is little
light like a cave this bonus increases to a +4. Gained at level 1.

Poison Use: Night Striders are trained in the use of poison and never risk accidentally poisoning themselves
when applying poison to a blade. Gained at level 1.

Sneak Attack:
Just like the Rogues special ability. The Night Strider gains a +1d6 to damage at Level 2, 5, and 8.

Create Smoke: The Night Strider is able to suddenly vanish right in front of people in a flash of smoke. Once
per day the Night Strider can instantly create a blast of smoke directly in front of them. The smoke quickly
envelops the Night Strider giving them complete concealment. The smoke covers a 10ft area, plus 5ft per level
as a Night Strider. The Smoke lasts for 1 round plus the Night Striders level in rounds. Unfortunately the Night
Strider can not see with in the smoke as well, but they are not disorientated at all by it. Gained at level 3

Poison Immunity: At level 4 the Night Strider becomes immune to the effects of poisons.

Stealth Kill: At level 6 the Night Strider can attempt to make a Coup De Grace against any 1 target. This
requires first that the Night Strider be able to sneak up on the person, requiring a normal Move Silently and
Hide Check. If successful then a normal roll to hit is made. If the attack lands, damage is rolled like as if
rolling a critical hit however. The target must then make a Fortitude save (DC 10 + the weapons damage) or
die. The attack however can only be used when not engaged in combat, and as a sneak attack.

Dark Heart: At level 7 the Night Strider heart is beyond any redemption. They become cold blooded killers,
who feel and know no emotions. The Night Strider is not effected by the effects of Fear or any other such
spells. Also in combat the Night Strider gains a +2 to hit against all good aligned Striders, and lawful neutral
Striders. Against any other good beings the Night Strider is at a +1 to hit.

Black Blood: At level 9 the Night Striders blood becomes as foul as their heart, turning into a potent poison.
Their blood does 1d6 points of Con damage to the victim. A minute later the poison does another 1d8 points of
Con damage. The loss is regained as normal however. These Night Striders will often draw their own swords
across their bodies covering their blades with their poisoned blood.

Deaths Servant: At level 10 the Night Strider is forever considered an Evil Outsider and can be repelled or
attracted as such. The Night Strider also gains a few other abilities. The Night Strider is also no longer human
looking as they begin to take on a slightly more demonic look, gaining a +2 to Intimidation checks. Lastly the
Night Strider constantly generates the effects of the Fear spell. (Area of effect is only 25 feet however, at night
the area of effect is doubled.) Beings can make saving throws to negate its effects, but a new roll is needed once
per minute of exposure to the being.

Class A & Master Strider: When the characters total levels as a Strider and a Night Strider are equal to 14 and
20 the Strider gains the benefits of being a Class A Strider (at level 14), and a Master Strider (at level 20).

Level Base Attack Fort Ref Will Special


Bonus Save Save Save
1 +0 +0 +2 +2 Night Stalker, Poison Use
2 +1 +0 +3 +3 Sneak Attack (+1d6)
3 +2 +1 +3 +3 Create Smoke
4 +3 +1 +4 +4 Poison Immunity
5 +3 +1 +4 +4 Sneak Attack (+2d6)
6 +4 +2 +5 +5 Stealth Kill
7 +5 +2 +5 +5 Dark Heart
8 +6 +2 +6 +6 Sneak Attack (+3d6)
9 +6 +3 +6 +6 Black Blood
10 +7 +3 +6 +6 Deaths Servant

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