Prestige Classes


Itinerant warders of Yondalla support their communities, dedicating themselves completely to those they consider family. They are happiest traveling with their clan, whom they are committed to protecting. Those who journey to experience the world always seek out an appropriate group of adventuring companions. An itinerant warder fits in with any company and is frequently a beloved member of a group. Anyone who tries to harm one commonly faces a gang of very angry halflings or adventurers.

Itinerant warders most commonly begin as single-classed clerics, although occasionally rangers and cleric/rogues are drawn to this class. Others rarely follow the path of the itinerant warder.

NPC itinerant warders are devoted to their communities, whether a halfling clan or a group of adventurers. They sacrifice individnal power for the good of all, believing that strength is found in unity.

Hit Die: d6.


To qualify to become an itinerant warder of Yondalla, a character must fulfill all of the following criteria.

Race: Halfling.

Base Will Save: +5.

Skills: Diplomacy 10 ranks, Tumble 4 ranks.

Feats: Dodge, Mobility.

Spellcasting: Ability to cast divine spells.

Deity: Yondalla.

Class Skills

The itinerant warder of Yondalla's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Itinerant Warder of Yondalla

Level Base
Special Spellcasting
1st +0 +0 +2 +2 Comforts of home, evasion
2nd +1 +0 +3 +3 Uncanny dodge +1 level of existing divine class
3rd +2 +1 +3 +3 Cast the first stone
4th +3 +1 +4 +4 Luck of the draw +1 level of existing divine class
5th +3 +1 +4 +4 Stand firm
6th +4 +2 +5 +5 Opportunity knocks +1 level of existing divine class
7th +5 +2 +5 +5 Party dynamics
8th +6 +2 +6 +6 Inconspicuous aura +1 level of existing divine class
9th +6 +3 +6 +6 Defensive roll
10th +7 +3 +7 +7 Spell throwing +1 level of existing divine class
Class Features

All of the following are class features of the itinerant warder of Yondalla prestige class.

Weapon and Armor Proficiency: Itinerant warders gain no new proficiency with any weapon or armor.

Spellcasting: At 2nd level, and every even level thereafter, an itinerant warder gains new spells per day 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 turning or rebuking undead, improved animal companions, and so on). This essentially means that she adds half the level of itinerant warder to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly. If the character had more than one divine spellcasting class before she became an itinerant warder, she must decide to which class she adds each even-numbered level of itinerant warder for the purpose of determining spells per day.

Comforts of Home (Su): An itinerant warder can sense the location of the nearest nourishment consisting of berries, fruit, mushrooms, and small game animals within 1 mile. In the wilderness, she knows in which direction food or water lies and whether it is safe to eat or drink. In towns and cities, the itinerant warder can find safe taverns that have good food. Using either of these abilities takes 10 minutes.

In addition, she can automatically sense if food or drink within 10 feet is dangerous, but she does not learn specifically why the food is dangerous. She must be able to see and smell the food for this ability to work. For example, she can tell that a stew would be harmful if eaten, but can't say whether the meat is rotten or the food has been poisoned.

Evasion (Ex): If an itinerant warder makes a successful Reflex save against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the itinerant warder is wearing light armor or no armor. A helpless itinerant warder (such as one who is unconscious or paralyzed) does not gain the benefits of evasion.

Uncanny Dodge (Ex): At 2nd level, an itinerant warder gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If the itinerant warder already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Cast the First Stone (Ex): Beginning at 3rd level, an itinerant warder gains further ability to react to danger before her senses would normally allow it. Any time she is able to act in the surprise round, she gains a +4 bonus on her initiative roll.

Luck of the Draw (Ex): At 4th level, an itinerant warder gains the ability to affect her own and others' luck. Once per day as a free action, the itinerant warder or one of her allies may reroll one roll that character just made, before the DM declares whether the roll results in success or failure. The character must take the result of this second roll, even if it is worse than the original. The itinerant warder chooses when this ability is used and may chose to do so even when not her turn.

Stand Firm (Ex): Beginning at 5th level, an itinerant warder has gained such a self-confident, do-or-die attitude that she inspires her allies. All allies within 20 feet gain a +2 morale bonus on saving throws against fear effects.

Opportunity Knocks (Ex): At 6th level, an itinerant warder gains the ability to react to openings in combat. Once per round the itinerant warder can make a ranged attack against an opponent that has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. An itinerant warder cannot use this ability more than once per round, even if she has the Combat Reflexes feat.

Party Dynamics (Ex): By 7th level an itinerant warder has gained such familiarity with her party that she has a preternatural sense for her allies' movements. The itinerant warder counts as flanking when both she and an ally are threatening the same creature, no matter their position. The itinerant warder cannot focus on the actions of more than one ally at a time and can only flank one creature using this ability. The itinerant warder must have fought with an ally in at least ten battles to use this ability with that character.

Inconspicuous Aura (Su): At 8th level, an itinerant warder can make herself look so small and helpless that her opponents ignore her in favor of other targets. This ability functions exactly like the sanctuary spell cast by a spellcaster of the itinerant warder's class level. The Will save DC to resist this effect is 10 + 1/2 the itinerant warder's class level + the itinerant warder's Charisma bonus. The itinerant warder can use this ability three times per day as a free action.

Defensive Roll (Ex): Beginning at 9th level, an itinerant warder can roll with a potentially lethal blow to take less damage than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or blow, not a spell or special ability), she can attempt to roll with the damage. To use this ability, she must make a Reflex save (DC equals damage dealt). If the save succeeds, the itinerant warder takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can't use this ability.

Spell Throwing (Su): At 10th level, an itinerant warder takes the halfling mastery of throwing weapons to an extreme. She gains the ability to "throw" any spell with a range of touch. She can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the itinerant warder must make a ranged touch attack instead. Failing the touch attack does not mean the itinerant warder still holds the spell's charge; the spell is considered spent whether or not the ranged touch attack succeeds.