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RoguishBard — [Comm] Ride Like the Wind! (Twisted-Wind)

#cavalier #djinn #djinni #genie #horseman #pathfinder #rider #sylph #paizo #tabletoprpg
Published: 2018-11-20 21:00:26 +0000 UTC; Views: 2876; Favourites: 40; Downloads: 0
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Description Another amazing Pathfinder character commission done for me by the incredible twisted-wind ! Be sure to visit her gallery and watch for your chance to commission her extraordinary talents! 

As my understanding of the Pathfinder system grows, I've been looking deeper into the various Prestige Classes available: classes with special prerequisites that grant incredible powers. Among them I found the Asavir, a prestige class that grants a horseman's mount various blessings based off of the elemental genies: The Djinni, the Efreeti, the Marid, the Shaitan, and the Janni. The Eldritch Heritage feat chain works well off of the Cavalier's Charisma stat, giving her the powers of the Djinni to match the abilities the Asavir prestige gives her noble steed.

EDIT 8/17/2019: A little older, a little wiser. Went back and gave Shahira and Thunderbolt a well-needed update by shuffling their feats around and adding in some newer, more thematic ones. Now Thunderbolt is as equally elemental as his rider as an Al-Zabriti Zefaheen!

Shahira

[Arabic: "Renowned"]
"Ride like the wind!"

Long ago, in 2216 AR, a band of heroes led by the Djinni Nefeshti came to the region that would one day be known as Katapesh to meet the genie binder Kirnoth in battle for the freedom of her people. With Kirnoth defeated, the newly formed Templars of the Five Winds remained in the area, fighting evils and freeing enslaved djinn, as the Sarenite priestess Vedie brought her followers to the region and broke free from Osirion rule to become the nation of Katapesh.

Then, in 4300 AR, the efreeti prince Malik Jhavul was summoned to Golarion by the wizard-priest Ezer Hazzebaim, seeking the corpse of Xotani the Firebleeder, a feared Spawn of Rovagug who once ravaged the land before being defeated at the hands of the Legion of Wands in 2104 AR. After freeing himself from Ezer's control, Jhavul found the Firebleeder's remains beneath the Brazen Peaks, and began a ritual to take on the traits of the Spawn, to please his true mistress, Ymeri, Lord of Fire. In the House of the Beast, a temple he formed to Rovagug, he granted the wishes of mortals, knowing that after his thousandth wish, he would finally obtain Xotani's power for himself.

For the last time, Nefeshti and her Templars of the Five Winds rode forth, banishing Jhavul and his minions to a forgotten demiplane in 4300 AR, putting a stop to the evil efreeti and once again sealing Xotani's remains away.

This was the last they would be heard of in Katapesh, for the stories tell they disbanded after Jhavul's defeat, the fate of the heroes and Nefeshti herself unknown. But although the Templars have vanished, the practice of binding genies has not. Many djinn remain enslaved in Katapesh, and many efreeti still plague the land with their wicked schemes.

Yet riding with the desert wind, the hooves of her horse pounding like thunder over the dunes, comes a new hero. Shahira, a Sylph of djinni blood, has ridden forth, claiming ancestry to Nefeshti. She seeks to take up the task of the Templars, and perhaps even resurrect the ancient order, for they are still needed. With a swift scimitar and mystical powers of the djinn, Shahira may well be the inheritor of Nefeshti's legacy.

Shahira is noble in spirit and heart, and strongly against magical enslavement of any kind. She allies herself with goodly genies, and battles fiercely against evil ones, also waging war against genie binders and other such conjurers. Astride her horse Thunderbolt, Shahira scatters both sand and the minions of the wicked in her wake. Her bombastic presence has gained the attention of the Pactmasters, and they are watching her carefully...

Stat Roll
STR 15 (+2)
CON 12 (-2 Racial) = 10
DEX 13 (+2 Racial) = 15 (+2)
INT 8 (+2 Racial) = 10
WIS 13 (+1)
CHA 15 (+2)

Breeze-Kissed - Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Weather Savvy - Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph’s prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces the sylph’s spell-like ability racial trait.

Electricity Resistance 5

Darkvision 60ft.

Speaks Common and Auran

Traits:
Beast Bond (Social) - +1 on Handle Animal and Ride checks

Courageous (Combat) - You gain a +2 trait bonus on saving throws against fear effects.

Feats:
Genie-Touched Companion - You can take a genie-touched creature as an animal companion. This animal companion functions as a horse companion, with the adjustments that follow. When you choose your genie-touched companion, you must select your companion’s breed: istaheq, misayyah, tuanu, or zefaheen. Your choice determines the type of energy resistance your companion gains, as well as the three additional abilities your companion acquires as you advance in level. (Zehafeen)

Skills:
4/level
Diplomacy (+3 Class Skill) (+2 Cha Bonus) = +6
Handle Animal (+3 Class Skill) (+1 Trait) (+2 Cha Bonus) = +7
Ride (+3 Class Skill) (+1 Trait) (+2 Dex Bonus) = +7
Survival (+3 Class Skill) (+1 Wis Bonus) = +5

Order of the Dragon (Templars of the Five Winds)
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex)
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex)
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Equipment:
300 max gp
Scimitar - 15gp, 1d6 damage, 18-20/x2 crit, 4lbs.
Shortbow - 30gp, 1d6 damage, x3 crit, 60ft. range, 2lbs.
Arrows (60) - 3gp, 9lbs.
Buckler - 5gp, +1 AC, -1 armor check, 5lbs.
Hide Shirt - 20gp, +3 AC, +4 max dex bonus, -1 armor check, 18lbs.
Hide Shirt Barding - 80gp, +3 AC, +4 max dex bonus, -1 armor check, 36lbs.
Military Saddle - 20gp, 30lbs., +2 on Ride checks to remain saddled, 75% chance to stay saddled when unconscious
Saddlebags - 4gp, 8lbs, 20lbs. capacity
Dandy Brush - 2sp, 2lbs.

Shahira's FeatProg:
1st Genie-Touched Companion
3rd Mounted Combat
5th Elemental Strike
Asavir at 7th
7th Ride-By-Attack
9th Skill Focus (Knowledge: Planes)
11th Eldritch Heritage (Djinni, Elemental Ray)
13th Improved Eldritch Heritage (Elemental Resistance)
15th Additional Traits (Fate's Favored/Unscathed)
Resume Horselord at 17th
17th Improved Eldritch Heritage (Whirlwind)
19th Greater Eldritch Heritage (Elemental Movement)

Thunderbolt, Steed of the Five Winds
Size Large; Speed 50 ft.; AC +4 natural armor, Electricity Resistance 10; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

Desert Walker (Ex) A zefaheen suffers no harm from hot environments, and it never treats natural desert terrain as difficult terrain. It gains a +4 bonus on all Survival checks made while in a desert. A zefaheen does not leave tracks in a desert, as if under the effects of pass without trace.


4TH-LEVEL ADVANCEMENT
Ability Scores Str +2, Con +2; Special Qualities combat trained.

(4th Level) Sand Sense (Ex) A zefaheen gains a +5 racial bonus on Perception checks in sandy desert environments, as well as a +2 racial bonus on Will saves against illusions (including mirages). The zefaheen can see through mist or sandstorm winds

8TH-LEVEL ADVANCEMENT
(8th Level) Air Walker (Sp) Once per day, a zefaheen can use air walk as a spell-like ability (CL 7th).

Thunderbolt's Feats:
Al-Zabriti-Trained Horse - This horse automatically knows the tricks included in the combat riding trick (attack, come, defend, down, guard, and heel), and these tricks do not count against the normal maximum number of tricks the horse can learn. The Handle Animal DC to get the horse to perform a trick is reduced by 5, and the DC to teach the horse new tricks is reduced by 5.

(Bonus) Light Armor Proficiency

Thunderbolt's Skills:
Acrobatics (+3 Class Skill) (+1 Dex Bonus) = +5
Swim (+3 Class Skill) (+3 Str Bonus) = +7

Thunderbolt's Tricks:
SPECIAL; The mount is always considered combat trained.
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Work (DC 15) The animal pulls or pushes a medium or heavy load.

Thunderbolt's Featprog:
1st Al-Zabriti-Trained Horse/LAP
2nd Run
5th Toughness
8th Improved Natural Attack (Bite)
10th Improved Natural Attack (Hooves)
13th Dodge
16th Mobility
18th  Athletic

Horselord Archetype
Weapon and Armor Proficiency
A horselord is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

This replaces the cavalier’s normal weapon and armor proficiencies.

Mount (Ex)
A horselord must select a horse or pony as his mount. At the GM’s discretion, a different mount can be selected.

This ability alters the cavalier mount class feature.

Desert Wind (Ex)
The speed of a horselord’s mount increases by 5 feet. Its speed increases by an additional 5 feet at 5th level and every 5 cavalier levels thereafter.

This ability replaces tactician.

Desert Mastery (Ex)
At 3rd level, a horselord gains favored terrain (desert) as per the ranger ability of the same name. At 8th level and every 5 levels thereafter, the granted bonus on initiative and skill checks increases by 2, but the horselord never selects additional favored terrains. Additionally, his mount gains all the benefits of the favored terrain ability.

This ability replaces cavalier’s charge.

Sand Storm (Ex)
At 6th level, a horselord gains the benefits of the Mobility feat so long as he is mounted. Additionally, he deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance.

This ability replaces the bonus feat gained at 6th level.

As One (Ex)
At 9th level, a horselord gains the benefits of the Spring Attack feat so long as he is mounted. He uses his mount’s movement for this action, and neither he nor his mount provokes attacks of opportunity from the target. When he makes a single attack with a one-handed slashing weapon in this way, the attack deals 1d6 additional points of damage. This bonus damage increases to 3d6 at 17th level. This ability counts as the Spring Attack feat for the purpose of meeting feat prerequisites, but only while the horselord is mounted.

This replaces greater tactician.

Asavir Prestige
Base Attack Bonus: +4.

Feats: Mounted Combat.

Skills: Handle Animal 5 ranks, Ride 5 ranks.

Camaraderie (Ex)
An asavir is skilled at forging those who battle by her side into a loyal and well-coordinated team and exhorting them to fight bravely. As long as the asavir can speak aloud, the bonus she grants to any allies within 30 feet when she takes the aid another action in combat increases by 1. At 5th level, the bonus instead increases by 2, and at 9th level, it instead increases by 3. These bonuses do not stack with other abilities that enhance the aid another action.

Equine Bond (Ex)
An asavir gains a horse as a loyal steed. This mount functions as a druid’s animal companion, using the asavir’s level + 2 as her effective druid level (for example, at 3rd level, the asavir’s mount functions as a 5th-level druid’s animal companion). The companion must be a horse or pony, though the GM might approve other equine animals as suitable mounts (especially in the case of unusually large or small asavirs). If the asavir has a horse companion from another class that grants a similar ability (such as cavalier, druid, or ranger), her asavir levels stack with levels from one of these other classes (her choice) for the purposes of determining her mount’s statistics and abilities-she does not gain a second companion for having this ability from a different class. Her total effective druid level for determining her mount’s statistics can never exceed her total character level. An asavir doesn’t take an armor check penalty on Ride checks while riding her mount, and her mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.

Shaitan’s Blessing (Su)
When an asavir reaches 2nd level, her mount receives the blessing of the shaitans. It receives a +2 racial bonus on saving throws against all mind-affecting and fear effects. When the asavir reaches 9th level, this bonus increases to +4.

Thunderous Charge (Su)
At 2nd level, a number of times per day equal to her asavir level, an asavir and her mount can make a charge that causes the ground to shake. This is a full-round action and works as a normal charge, except the asavir’s mount can move only up to its move speed (not double its move speed, as in a normal charge). Creatures within a 5-foot radius of the charge’s ending point must succeed at a Reflex save (DC = 10 + the asavir’s class level + the mount’s Strength modifier) or fall prone. For every asavir level above 2nd the character has, she can exclude one creature from the effects of her thunderous charge (one creature at 3rd level, up to a maximum of eight creatures at 10th level). The asavir can resolve her attack at the end of her charge either before or after determining which creatures fall prone. At 6th level, the radius of thunderous charge increases to 10 feet, and at 10th level it increases to 20 feet.

Aura of Courage (Su)
At 3rd level, an asavir gains an aura of courage like that of a 3rd-level paladin.

Flank Breaker (Ex)
At 3rd level, if an asavir successfully damages a foe that is flanking an ally, she can attempt a special combat maneuver check against the target’s CMD as a swift action. If she succeeds, that foe is unable to flank with any creature for 1 round.

Controlled Charge (Ex)
At 4th level, an asavir learns to attack with greater accuracy from the back of a charging mount. She gains a +4 bonus on melee attacks on a charge while mounted (instead of the normal +2) and does not take a penalty to her AC after making a charge attack while mounted.

Djinni’s Blessing (Su)
When an asavir reaches 4th level, her mount receives the blessing of the djinn, making it swift and tireless. The mount’s speed increases by 10 feet, it doesn’t take movement penalties from wearing barding, and it can carry a second rider without penalties. When the asavir reaches 8th level, her mount’s speed increases by an additional 10 feet.

Marid’s Blessing (Su)
At 6th level, an asavir’s mount receives the blessing of the marids, making it an agile partner with a flowing pace. Anyone riding the mount does not need to attempt concentration checks normally required because of the mount’s movement. The mount gains a +2 racial bonus on Reflex saves.

Trampling Gallop (Ex)
At 6th level, an asavir’s mount gains the trample universal monster ability, but only when commanded by the asavir as a full-round action. Damage dealt by the trample is equal to that of the horse’s hoof attack plus 1-1/2 times its Strength modifier.

All Eyes on Me (Su)
At 7th level, three times per day as a swift action, an asavir can call out a challenge. Each opponent within 30 feet must succeed at a Will save (DC = 10 + the asavir’s character level + the asavir’s Charisma bonus) or be distracted by the display until the beginning of the asavir’s next turn. Any creature that fails is considered to be flat-footed and takes a -2 penalty to AC against attacks from the asavir’s allies. This is a mind-affecting, visual effect.

Efreeti’s Blessing (Su)
When an asavir reaches 8th level, her mount receives the blessing of the efreet, gaining fire resistance 5. It also deals an additional 1d6 points of fire damage with its hoof attacks.

Inspiring Leader (Su)
At 9th level, an asavir can call out encouragement to her allies as a move action, bolstering their courage. Allies within 60 feet of the asavir who can hear her receive a morale bonus equal to the asavir’s Charisma bonus on attack and damage rolls with weapons for 1 round. An asavir can use this ability three times per day. This is a mind-affecting, language-dependent effect.

Janni’s Blessing (Su)
At 10th level, when an asavir rolls a d20 to resolve an attack, saving throw, or skill check, she can roll twice and choose the better result. The asavir can use this ability once per day for herself and once per day for her mount. Both the asavir and her mount gain a +1 luck bonus on all saving throws.


Artwork by the talented
Character Concept by Me
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Comments: 1

velka-bright-thorn [2019-04-24 17:41:42 +0000 UTC]

Wonderful

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