BORDER GUARD "And where do you suppose you're going?" Border Guards scout the frontiers of elven lands, and guard their outermost towns. They also occasionally track down fugitives or go on missions for the Elvish government or the Church of Bahamut.
BECOMING A BORDER GUARD Border Guards are usually a rural warrior type, most commonly a Barbarian, Ranger, or Scout.
ENTRY REQUIREMENTS Race: Crested Felldrake
Skills: Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Survival 4 ranks
Feats: Improved Trip, Track
Class Abilities: Must have either Trap Sense +2, Flawless Stride, or Improved Combat Style
Saves: Must have a Base Fort or Ref Save of +5
Class Skills The Border Guard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 4 + int
Hit Dice: d10
BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Takedown
2. +2 +3 +0 +0 Enhanced Senses
3. +3 +3 +1 +1 Favored Enemy
4. +4 +4 +1 +1 Maul
5. +5 +4 +1 +1 Enhanced Senses
6. +6 +5 +2 +2 Favored Enemy
7. +7 +5 +2 +2 Disable
8. +8 +6 +2 +2 Enhanced Senses
9. +9 +6 +3 +3 Favored Enemy
10.+10 +7 +3 +3 Swift Hunter
Weapon Proficiencies: A Border Guard gains no new weapon or armor proficiencies.
Takedown (Ex): You no longer take Size Penalties when making Trip Attacks.
Enhanced Senses (Ex): At levels 2, 5, and 8 you may choose one of the following skills: Listen, Search, Sense Motive, Spot, or Survival. Once chosen, you may always Take 10 on Skill Checks with that Skill.
Favored Enemy (Ex): At level 3 you gain a Favored Enemy (see Page 46 of the PHB). This stacks with any Favored Enemy Bonuses you gain from the Ranger Class and is identical to that ability.
At 6th level choose any 1 Favored Enemy you have already selected. You now gain +2 on all Saving Throws made against that enemy.
At 9th level choose any 1 Favored Enemy you have already selected. You now gain a +2 on all opposed combat checks (bull rush, grapple, overrun, trip, etc.) made against that enemy.
Maul (Ex): You get a Bonus to damage rolls equal to your Border Guard Level when attacking opponents who are Flat-Footed or Prone.
Disable (Ex): If you successfully Critical on an opponent with your Bite attack when he is Flat Footed or Prone, he must make a Reflex Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be seriously injured. You may choose to injure an arm, a leg, the body, or the head. If you choose to injure an arm, that arm is useless for 24 hours, or until the opponent is magically healed. It cannot even be used to open a door, much less hold a weapon. You have a 25% chance that any spell with Somatic components will fail. If you choose a leg, it is useless for 24 hours or until magically healed. Until then the opponent must crawl or be carried to travel. If you choose to injure the body the opponent is Exhausted for 24 hours or until magically healed, and he loses his Dexterity Bonus to AC during this time. If you choose to injure the head, the opponent cannot use skills or abilities that require Concentration for 24 hours or until magically healed. Creatures immune to criticals are immune to this ability.
Swift Hunter (Ex): The Border Guard gains Skirmish (+2d6, +2 AC), or it's regular Skirmish ability increases by that amount.
PLAYING A BORDER GUARD While you aren't seen in the Elven High Court so often, you don't miss the fancy life. You prefer being in the forests out with the pack. Court life is too soft for one such as you. Plus you don't have to worry about people freaking out when they se you eating. you are a predator after all...
Combat: You often fight as either part of a pack, or as a spoiler amongst non Felldrakes. Tactical combat is preferred to simple slash and hack. Despite your appearance you aren't an animal. You do have some options available that the beasts of the forest do not.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Felldrakes usually have their fellows to draw upon for help, as well as the Elven military (or whoever employs you), or the Church. they are surprisingly resourceful, and should not be underestimated due to their appearance. They have friends in many places.
BORDER GUARD IN THE WORLD "You're blasted pet just bit my leg!" The Elves and other Dragons know what you are, and you can be yourself among them. Many outsiders to Elven society assume Felldrakes are dumb reptiles, and who are you to change their view. It makes them underestimate you more often. Granted you definitely aren't any sort of genius, but you aren't complete morons either.
Daily Life: Life varies according to your assignment. You could be guarding someone of importance, guarding a township, hunting a dangerous fugitive, or even taking part in battles. Rare is the moment of peace for you, and you wouldn't have it any other way.
Notables: Aust (NG Male Crested Felldrake Scout 6/Border Guard 3) is a local "captain" of sorts amongst his kind.
Organizations: Many Felldrakes belong to churches of the Draconic or Elven Pantheons (particularly Bahamut), and often are members of the Elven military. Many Elvish nobles also use Felldrakes as elite groups of assassins or a personal guard.
NPC Reaction Elves tend to immediately think of you as friendly (except Drow of course). Everyone else assumes you're a potentially dangerous monster.
BORDER GUARD IN THE GAME Think a bit before letting players use one of these. Not having hands may turn out to be complicated than they think, and they're possibly being involved in multiple schemes may be difficult for them.
Adaptation: This is a good PrC for PC's who wish to play something other than an elf in a primarily Elven campaign.
Encounters: In the right lands PC's can encounter you just about anywhere doing anything. Most often of course they'll encounter Border Guards because they've often caught doing something they need a phenomenally good explanation for.
Sample Encounter EL 12: The PC's are traveling towards an Elvish village on the outskirts of the realm when they are surrounded by Felldrakes. One (apparently a leader) asks them where they are going and what their intentions are. He looks pretty serious...
AustNG Male Crested Felldrake Scout 6/Border Guard 3
Init +3,
Senses: Listen +6, Spot +6, Low Light Vision, Dark Vision 60', Scent
Languages Draconic, Sylvan
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AC 24, touch 14, flat-footed 21 (+1 Size, +3 Dex, +4 Natural, +6 Armor)
hp 89 (11 HD)
Fort +11,
Ref +12,
Will +7
Uncanny Dodge, Evasion, Battle Fortitude +1
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Speed 50 ft. (10 squares)
Melee Bite +14 (1d8+4)
Melee w/Belt Bite +16 (1d8+6)
Base Atk +9,
Grp +7
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear-----------------------------------------------
Abilities Str 14 (18 w/Belt), Dex 16, Con 16, Int 8 (10 w/Stone), Wis 12, Cha 6
SQ Trapfinding, Trackless Step, Fast Movement, Flawless Stride, Takedown, Enhanced Senses (Listen), Favored Enemy (Monstrous Humanoids)
Feats Combat Reflexes, Go For the Leg, Improved Trip, Weapon Finesse, Track (B)
Skills Balance +7, Climb +9, Escape Artist +7, Hide +9, Jump +6, Knowledge (Geography, Local, Nature) +3 (+4 w/Stone), Listen +6, Move Silently +9, Search +5 (+6 w/Stone), Sense Motive +5, Spot +6, Survival +5, Swim +6, Tumble +7
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, +4 Belt of Giant Strength, 2 Ioun Stones (scarlet and blue, Clear)
EPIC BORDER GUARD Hit Die: d10
Skills Points at Each Level : 4 + int
Favored Enemy The Epic Border Guard can choose a new Favored Enemy at level 25, and every 5 levels thereafter.
Bonus Feats: The Epic Border Guard gains a Bonus Feat every 3 levels higher than 20th
CRESTED FELLDRAKE FEATSGo For The LegYou have learned that no matter how big the opponent, they always fall if you go for the legs.
Prerequisites: Crested Felldrake, Improved Trip
Benefits: If the Crested Felldrake succeeds with it's Bite attack it can immediately make a Trip Attack as a Free Action.
MaulProne opponents are so much easier to kill
Prerequisites: Crested Felldrake, Go For the Leg
Benefits: You automatically threaten a critical when attacking a Prone opponent.
AmbushSurprise attacks can always even the odds a little.
Prerequisites: Crested Felldrake, Hide 6 ranks
Benefits: If your opponent is flat-footed, you automatically threaten a critical if you successfully attack.
Pack AttackFriends are always good to have, especially when you're fighting...
Prerequisites: Crested Felldrake, Swarmfighting
Benefits: When using the Aid Another option to increase an allies Attack Rolls, you may increase it by an additional +1 for every ally also threatening his opponent.
Pack DefenseAlways make sure to back up your packmates.
Prerequisites: Crested Felldrake, Pack Attack
Benefits: When using the Aid Another option to increase an allies AC, you may increase it by an additional +1 for every ally also threatening his opponent.
Pack IntimidationBoo.
Prerequisites: Crested Felldrake, Pack Attack
Benefits: When you make an Intimidate check against an opponent, you gain a +1 Bonus to the roll for every ally within 30'.
Keen SightYou definitely have a Dragon's enchanted sight.
Prerequisites: Crested Felldrake, Spot 6 ranks
Benefits: Your Dark Visions range increases +30 ft.
Keen EarsYour sense of hearing is among the best.
Prerequisites: Crested Felldrake, Listen 6 ranks
Benefits: You do not take penalties to Listen checks when sleeping or Fascinated.
Keen ScentYou have a nose that puts some bloodhounds to shame.
Prerequisites: Crested Felldrake, Survival 6 ranks
Benefits: You gain a +4 Racial Bonus on all Survival checks made to Track by Scent.