ASPERI MUSTANG "Protect the women at all costs. They are our future. Without them we have no way of producing children." "Or getting laid!""SHUT UP MARLBORO!! Asperi Mustangs are the warriors and protectors of their race, ensuring the females and children are protected from threats and outsiders (i.e. threats) at any cost. They can be a temperamental and paranoid bunch, but are very loyal to those who have proven themselves regardless of race or origin (You still don't touch their women though. Ever. On pain of death.).
BECOMING AN ASPERI MUSTANG Asperi who have proven themselves in fights with monsters and outsiders, are childless, and without a mate are asked to join in defense of the herd.
ENTRY REQUIREMENTS Race: Asperi
Class Abilities: Evasion, SKirmish +2d6
Skills: Knowledge (Geography) 8 ranks, Listen 8 ranks, Spot 8 ranks, Survival 8 ranks
Feats: Power Attack, Flyby Attack, Improved Bull Rush
Special: Must be accepted by the herds current Mustangs.
Class Skills The Asperi Mustang's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int
Hit Dice: d8
BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Swift Moving
2. +1 +0 +3 +0 Skirmish (+1d6, +1 AC)
3. +2 +1 +3 +1 Combat Training
4. +3 +1 +4 +1 Swift Moving
5. +3 +1 +4 +1 Skirmish (+2d6, +2 AC)
6. +4 +2 +5 +2 Combat Training
7. +5 +2 +5 +2 Swift Moving
8. +6 +2 +6 +2 Skirmish (+3d6, +3 AC)
9. +6 +3 +6 +3 Combat Training
10.+7 +3 +7 +3 Rainbowmane
Weapon Proficiencies: Asperi Mustangs gain no new weapon or armor proficiencies.
Swift Moving (Ex): The Mustangs Land and Fly Speeds increase +10 feet at levels 1, 4, and 7. This is cumulative with other effects increasing speed, such as Fast Movement.
Skirmish (Ex): The Mustangs Skirmish abilities improve at levels 2, 5, and 8. This is cumulative with Skirmish gained from other classes.
Combat Training (Ex): At levels 3, 6, and 9 you get a Bonus Feat from the following list if you meet the prerequisites: Chosen by the Ice, Chosen by the Wind, Combat Tactician, Cometary Collision, Dodge, Elusive Target, Frozen Soul, Greater Powerful Charge, Great Flyby Attack, Hover, Improved Dodge Arrows, Improved Flyby Attack, Improved Wind Running, Mobility, Multiattack, Power Climb, Power Dive, Powerful Charge, Pushback, Reckless Charge, Shock Trooper, Sidestep, Spring Attack, Telling Blow, Thundering Charge, Unassailable Charge, and Unstoppable Charge. Feats not in the PHB and the MM are in Complete Warrior, PHB II, The Miniatures Handbook, or Savage Species.
Rainbowmane (Ex): At 10th level your type changes to Outsider with the Cold and Native Subtypes (plus any Subtypes you may have from Feats). You also permanently have the benefits of a Freedom of Movement spell in effect on your person (this second part of the ability is a Supernatural Ability).
PLAYING AN ASPERI MUSTANG You are expected to die for the sake of others. Not uselessly, but if there is no other choice. You are the first, last, and only defense of your herd. If there's anything that needs taking care of, you do it. You ensure your races continued prosperity and survival through your deeds, and will be remembered long afterwards for it. Not that this comforts you much in the meantime.
Combat: You prefer to fight ground bound opponents as they are easier to neutralize by pushing them off cliff walls, or if fighting flying opponents to knock them from the sky. Utilize your movement to your advantage, especially during high winds.
Advancement: Since you are expected to be the defense of your tribe, you are often required to hone your combat skills whenever possible. This means most Mustangs never become anything but a warrior, and rarely branch out into other concepts.
Resources: The herd will gladly give you any aid they can as long as it doesn't endanger them as a whole. You also tend to make a good impression of your race on others by helping out, and you may find friends in the unlikeliest places because of it.
ASPERI MUSTANGS IN THE WORLD "I wish we had more Mustangs like Flaming Nethers. Does us proud he does." You protect the herd above all. If the herd has somehow fallen, you will adopt a new one. If there is no nearby Asperi herd, and you cannot find one, your definition of what is acceptable becomes a bit looser, and you may end up protecting livestock, or towns of humanoids, or an adventuring party.
Daily Life: Your day is spent protecting the herd, practicing for combat, and going on missions. You pretty much do nothing else.
Notables: Swift Hooves (NG Male Asperi Scout 6/Asperi Mustang 3) is young Mustang looking to prove himself.
Organizations: The Mustangs are a pseudo organization of sorts, open to any childless, mateless Asperi male on reaching maturity. They have no money or political power in the world, but are highly revered among their own people who will do whatever they can to help them.
NPC Reaction NPC's usually think you're a horse until you talk or they see you fying. Then they think you'll make a fabulous mount, and have the gall to be annoyed when you say no. And they wonder why you don't like the land dwellers so much.
ASPERI MUSTANGS IN THE GAME Given it's position in protecting the herd this might be best for an all Asperi campaign, or for one in which the Asperi PC has lost his herd somehow.
Adaptation: This can go well in either dark or comedy campaigns as long as they have Asperi.
Encounters: PC's will almost always encounter the Mustangs anytime they try to approach an Asperi herd. If the Asperi are having any problems the PC's somehow become involved in, odds are they'll end up dealing with the Mustangs first and foremost.
Sample Encounter EL 16: "What we've got here is... failure to communicate. Some men you just can't reach. So you get what we had here last week, which is the way he wants it... well, he gets it. I don't like it any more than you men. But we are NOT horses dammit...."
NameNG Male Asperi Scout 6/Asperi Mustang 3
Init +5,
Senses: Listen +17, Spot +17, Dark Vision 60'
Languages Auran, Common, Sylvan
------------------------------------------------
AC , touch , flat-footed (+4 Dex, +3 Natural, )
hp 94 (13 HD)
Fort +12,
Ref +16,
Will +6
Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 80 ft. (12 squares), Fly 40 ft. (Good)
Melee Base Atk +10,
Grp +17
Atk Options Skirmish (+2 AC, +3d6)
Combat Gear-----------------------------------------------
Abilities Str 16, Dex 18, Con 18, Int 13, Wis 14, Cha 8
SQ Cold Subtype, Dodge Arrows, Wind Immunity, Feather Fall, Ride the Wind, Telepathy, Trapfinding, Fast Movement, Flawless Stride, Trackless Stride, Swift Moving
Feats Flyby Attack, Improved Bull Rush, Hover, Power Attack, Wingover, Improved Dodge Arrows (B), Improved Initiative (B), Quick Reconnoiter (B),
Skills Intimidate +9, Knowledge (Geography) +9, Knowledge (Nature) +5, Listen +17, Search +13, Sense Motive +14, Spot +17, Survival +17, Tumble +9
PossessionsEPIC ASPERI MUSTANGS Hit Die: d8
Skills Points at Each Level : 6 + int
Skirmish At level 22, and every 3 levels thereafter the Mustang gains an extra +1d6 Skirmish. At level 25 and every 6 levels the Mustangs Skirmish AC improves by +1.
Combat Training At level 23 and ever 3 levels thereafter the Mustang can choose an additional Feat from the Combat Training list as well as the following Epic Feats: Blinding Speed, Dire Charge (see Draconomicon), Epic Dodge, Superior Initiative.
Bonus Feats: The Epic Asperi Mustang gains a Bonus Feat every 4 levels higher than 20th
ASPERI FEATSImproved Dodge ArrowsWinds swirl about you on a constant basis, making it difficult to shoot you down.
Prerequisites: Asperi
Benefits You no longer need to move (or be flying) to get your Dodge Bonus to AC against Ranged attacks due to swirling winds about your person.
Unstoppable ChargeWhen using your Ride the Wind ability you can make truly devastating charges.
Prerequisites: Asperi, Improved Bull Rush
Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1 Circumstance Bonus on Bull Rush Checks.
Thundering ChargeYour charges are truly damaging.
Prerequisites: Asperi, Unstoppable Charge
Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1d6 damage on while making a Charge Attack.
Unassailable ChargeYou are surprisingly quick when charging with the winds.
Prerequisites: Asperi, Unstoppable Charge
Benefits: When moving using your Ride the Winds ability, you gain a +4 Dodge Bonus against Attacks of Opportunity (this stacks with the Bonus gained from the Mobility Feat).
Improved Wind RunningYou can turn much quicker than usual in the air.
Prerequisites: Asperi, Dex 15
Benefits: The Asperis Flight Maneuverability increases from Good to Perfect.
Chosen By The WindThe Winds are your protector.
Prerequisites: Asperi, Improved Dodge Arrows
Benefits: Your +2 Dodge Bonus from your Dodge Arrows ability becomes a +4 Deflection Bonus. You also gain the Air Subtype.
Chosen By The IceYou are colder even than the average Asperi
Prerequisites: Asperi, Con 18+
Benefits: Your Natural Weapons do +1d6 Cold damage.
Frozen SoulYou are now so cold you even diminish the power of Fire to hurt you.
Prerequisites: Asperi, Chosen By The Ice
Benefits: You no longer take double damage from Fire, and have Fire Resistance 3.