Prestige Classes


In the wild, speed is sometimes essential. Often, an animal's only hope of survival is to outrun another creature. Certain followers of Ehlonna, goddess of the woodlands, emulate this aspect of the natural world above all others, cultivating their natural speed until they become like the deer leaping between the trees, or - eventually - the wind that blows through them.

Most fleet runners of Ehlonna are clerics or druids who serve that deity, although a number of rangers also follow this path. Multiclass cleric/rangers or druid/rangers quite often become fleet runners, but members of other classes are rarely interested.

NPC fleet runners are almost feral creatures of the woodland. They have been known to run with the centaurs and dance with the satyrs although many prefer the company of animals to that of more sophisticated creatures. They use their speed and travel-related abilities in defense of the woodlands - to carry messages, send for aid, or bring aid themselves.

Hit Die: d8.


To qualify to become a fleet runner of Ehlonna, a character must fulfill all of the following criteria.

Alignment: Neutral good.

Base Save Bonus: Will +3.

Skills: Knowledge (religion) 8 ranks.

Feats: Dodge, Mobility, Run.

Spells: Ability to cast divine spells.

Patron Deity: Ehlonna.

Class Skills

The fleet runner of Ehlonna's class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Knowledge (religion) (Int), Move Silently (Dex), and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Fleet Runner of Ehlonna

Level Base
Special Spellcasting
1st +0 +2 +0 +2 Fast movement, greater mobility, additional domain
2nd +1 +3 +0 +3 Evasion +1 level of existing divine class
3rd +2 +3 +1 +3 Leap of the hart
4th +3 +4 +1 +4 Shot on the Run +1 level of existing divine class
5th +3 +4 +1 +4 Run like the huntress
6th +4 +5 +2 +5 Improved evasion +1 level of existing divine class
7th +5 +5 +2 +5 Run like the wind
8th +6 +6 +2 +6 Leopard's pounce +1 level of existing divine class
9th +6 +6 +3 +6 Swiftness of the tigress
10th +7 +7 +3 +7 Cheetah's sprint +1 level of existing divine class
Class Features

All of the following are class features of the fleet runner of Ehlonna prestige class.

Weapon and Armor Proficiency: Fleet runners are proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).

Spells: At every even level the fleet runner gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, wildshape, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a fleet runner, she must decide to which class she adds the new level for purposes of determining spells per day.

Fast Movement (Ex): The fleet runner has a speed faster than what is normal for her race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). For example, a human fleet runner in studded leather armor has a standard speed of 40 feet. This increase stacks with similar speed increases, such as from the barbarian or monk classes.

Greater Mobility (Ex): A fleet runner of Ehlonna gains a +8 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of or within a threatened area. This supercedes the bonus granted by the Mobility feat.

Additional Domain: A fleet runner gains access to another of Ehlonna's domains as a third clerical domain. She can use the granted power of the domain (using her fleet runner level instead of her cleric level), and can choose from the spell lists of three domains when selecting her domain spells for the day. She can still cast only one domain spell of each level (1st through 9th) per day. Fleet runners without a level of cleric gain no benefit from this granted ability.

Evasion (Ex): At 2nd level and above, a fleet runner can avoid even magical and unusual attacks with great agility. If the fleet runner makes a successful Reflex saving throw against an attack that normally allows a Reflex save for half damage she instead takes no damage. The fleet runner can use evasion only if she is wearing light armor or no armor.

Leap of the Hart (Ex): At 3rd level and higher, a fleet runner makes Jump checks as if she made a running jump regardless of how far she moves (if at all) before leaping.

Shot on the Run: At 4th level, the fleet runner gains the Shot on the Run feat, even if she does not meet its prerequisite.

Run Like the Huntress (Su): At 5th level, a fleet runner gains supernatural stamina while running. She can run for a number of rounds equal to two times her Constitution score without making any checks, and she gains a +8 bonus on Constitution checks made to continue running after that point.

Improved Evasion (Ex): At 6th level, a fleet runner's evasion ability improves. She still takes no damage on a successful Reflex, but henceforth she only takes half damage on a failed save. The fleet runner can only use improved evasion if she wears light armor or no armor.

Run Like the Wind (Sp): At 7th level, a fleet runner can slip magically between spaces, as per the spell dimension door, once per day as a spell-like ability. The fleet runner's effective caster level equals her class level.

Leopard's Pounce (Ex): At 8th level, a fleet runner can make a full attack at the end of a charge.

Swiftness of the Tigress (Ex): When she reaches 9th level, a fleet runner can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.

Cheetah's Sprint (Su): Once an hour, a 10th-level fleet runner can take a charge action to move ten times her normal speed.