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  Races of Ansalon
  Design: Joe Mashuga Editing: Amanda Valentine Development: Cam Banks
  Layout & Page Design: Digger Hayes Graphic Design: Kevin T. Stein
      Written & Published by
  Margaret Weis Productions, Ltd.
  253 Center Street #126
  Lake Geneva, WI 53147-1982
  United States
  www.margaretweis.com
  Bonus Material
  Credits
  
    Bonus Material
  Races of Ansalon: Bonus Material
  Elven Windriders
  The Windriders are an elven knighthood of griffon 
  riders founded over 2500 years ago. Their numbers are 
  diminished due to the twin tragedies that struck the elves 
  in 421 AC (38 SC), but they remain formidable both in the 
  air and on land. Scattered across Ansalon, the Windriders 
  seek to regroup the disparate elven races and bring all elves 
  together beneath one banner for the betterment of all.
  The Kinslayer War had scarcely begun when Kith-
  Kanan and his Wildrunners were forced within the elven 
  fortress of Sithelbec. Kith and his brother, Speaker Sithas, 
  knew they needed help to break the Ergothians’ superior 
  numbers. When Kith recalled a dream about griffons in 
  flight, the pair was inspired to create a cavalry of griffon 
  riders. They procured a magical scroll from the mysterious 
  Vedvedsica and set off for the fabled griffon aeries of the 
  Khalkist Mountains. Although Kith-Kanan was injured on 
  their journey, Sithas bound the noble beasts to the elven 
  people through the power of Vedvedsica’s scroll. The elven 
  twins returned in triumph, and Kith-Kanan broke from 
  elven tradition to form the Windriders without regard to 
  House or station.
  Under the young Captain Hallus, the Windriders 
  helped to break the siege of Sithelbec in their very first 
  deployment. They proved their worth many times during 
  the Kinslayer War, though their forces were split with 
  the founding of Qualinesti in 2073 PC. Both nations’ 
  Windriders earned a fearsome reputation that nearly 
  ended when Takhisis’ dragons struck during the Third 
  Dragon War. The elven kingdoms enlisted griffon-riding 
  wizards to counter the dragons’ magic, yet the griffons 
  themselves were nearly wiped out by the time Huma’s 
  sacrifice ended the war. The Windriders were forced to 
  disband until the noble beasts could regain their numbers.
  Lord Garan of House Protector restored the Silvanesti 
  Windriders to prominence during the Time of Darkness. 
  They fared better against dragonkind during the War of 
  the Lance, but they were forced to flee when King Lorac 
  ordered the evacuation of Silvanesti in 349 AC. General 
  Reyl Konnal returned to reclaim the corrupted kingdom 
  three years later, but his inept leadership resulted in the 
  deaths of all but seven Windriders.
  Qualinesti suffered its own losses during the War of 
  the Lance, but its Windriders remained strong under 
  the leadership of Porthios Kanan. After marrying the 
  Silvanesti princess Alhana Starbreeze in 362 AC, Porthios 
  led the struggle against Lorac’s Nightmare and brought 
  hundreds of Qualinesti griffon-riders to replenish 
  Silvanesti’s forces. As a result of Porthios’ actions, the elven 
  knights developed a deep kinship that remains strong to 
  this day.
  The Windriders try to maintain a low profile in the 
  Age of Mortals. The Silvanesti shield’s life-draining effects 
  considerably weakened that nation’s riders and contributed 
  to their easy defeat during the minotaur invasion. 
  Qualinesti was under Nerakan rule throughout the Fifth 
  Age, and its Windriders were grounded until recently. The 
  two nations of Windriders have again united in an effort to 
  find a home for the elven people.
  Attitude
  Griffons are reputed to be proud beasts, and it is little 
  surprise that the Windriders are equally dignified. The 
  elves place great importance on their griffon mounts and 
  may be willing to sacrifice themselves for their griffons 
  if necessary. Their aerial presence allows them to see the 
  “big picture” in conflicts, and this literal view frequently 
  develops into an expanded philosophical outlook. For this 
  reason, Windriders are more willing than many of their 
  kin to assist other races.
  The “Pride of Silvanesti,” as that nation’s Windriders are 
  known, lives up to its name. In times past, the Sinthal-Elish 
  placed the Windriders on public display in an effort to ease 
  Silvanesti war concerns. (The kirath, though exceptional 
  in their own right, prefer to stay out of the limelight 
  whenever possible.) They are surprisingly pleasant to their 
  allies, but Silvanesti Windriders do not understand how 
  other knighthoods could possibly compare to their own 
  aerial might. They have spent so much time in the elven 
  public’s eye that they believe in their own superiority. This 
  attitude has not helped the elves with their current crisis, 
  but some Windriders are learning to be humble for the 
  good of their people.
  Qualinesti’s griffon riders are more affable and possess 
  a quieter strength than their cousins, whereas the rare 
  Kagonesti Windriders seem to care more for their griffons 
  than for their fellow elves. Both races possess some of the 
  famed elven haughtiness, but their increased exposure to 
  other races has tempered their attitudes somewhat. Some 
  Windriders blame the dwarves for the tragedy that befell 
  Qualinost in an attempt to rationalize a destruction they 
  were powerless to prevent.
  Leadership and Organization
  Before the sundering of the elven nations, the Windriders 
  were an essential part of their respective Wildrunner 
  armies. The griffons’ speed made them ideal couriers, and 
  a handful of Windriders delivered messages to the various 
  Wildrunner units. Windrider prides, each consisting of 
  two-dozen griffons and their riders, assisted the army as 
  aerial strike teams. Their vantage enabled them to easily 
  pick out an opponent’s weak formation and destroy it with 
  pinpoint accuracy. The few but powerful griffon wizards 
  defended the elven army from magical assaults.
  Speaker Gilthas realizes that the Windriders’ greatest 
  asset is their flexibility. To that end, the Speaker activates 
  two full wings of Windriders to watch over Qualinesti and 
  Silvanesti while he restructures the remaining two wings. 
  These smaller units are now scattered throughout Ansalon 
  in an effort to organize all elves for an eventual sojourn to 
  their new home. 
  Qualinesti and Silvanesti Windriders had similar ranks 
  despite centuries of separation, and the elven exodus 
  resulted in a simple yet efficient chain of command. The 
  Sky Warden is responsible for the Windriders as a whole, 
  and he develops tactics with the Wildrunner general as 
  well as his own commanders. The Sky Warden ultimately 
  answers to the general (or “marshal of the field” as he is 
  sometimes known), but in rare cases the general and the 
  Sky Warden are one and the same.
  
  Bonus Material  
  The Windriders’ smallest field unit is a flight consisting 
  of six griffons and riders as well as the Flight Leader (the 
  first officer’s rank). A pride of Windriders contains four 
  flights and is led by a Pridelord. A wing of Windriders 
  consists of four prides, is led by a Wing Commander, and 
  is the largest military unit short of the entire Windrider 
  army. The wizardly division follows the same structure 
  as the main force despite their smaller numbers, but they 
  are often spread out amongst the Windrider forces unless 
  there is a need for them to act in concert. Flight leaders, 
  pridelords, and commanders wear bright blue, gold, and 
  silver lanyards, respectively, which flutter in flight and 
  allow the other Windriders to recognize their superiors.
  Daringflight (LG male Qualinesti elf ranger 11) 
  Daringflight is a famed Qualinesti Windrider who fought 
  to reclaim the Silvanesti forest from Lorac’s Nightmare. He 
  is weary of elven politics and timetables, and he took the 
  initiative in leading two Windrider prides into the Khalkist 
  Mountains. There he hopes to discover the reason behind 
  the ogres’ obsession with elven slaves.
  Halthanas Kaldeist (LG male Silvanesti elf noble 
  3/fighter 4/skylord 8) When the previous Sky Warden 
  perished in the failed defense of Silvanost, Speaker Gilthas 
  appointed this little-known commander from House 
  Protector to take her place. Halthanas was away from his 
  homeland when the Shield was raised, and some Silvanesti 
  nobles use this excuse to call for his resignation. He leads 
  the Duntollik Windriders astride his bonded griffon 
  Aduial, and he hopes to turn his alliance with the Legion 
  of Steel into something more permanent.
  Lionwind (N male Kagonesti elf rogue 4/fighter 
  3/skylord 3) Lionwind is determined to save his people 
  from humans, ogres, and themselves if necessary. The 
  Kagonesti Pridelord holds a palpable grudge against the 
  “civilized” elves for the past enslavement of his kin, but his 
  cool temper (for a Kagonesti) has allowed him to maintain 
  good relations thus far.
  Anderra Tarqualan (NG female Qualinesti elf mystic 
  6/Citadel Mystic 2) Anderra was a morose youngster 
  who fell into despair when shadow wights slew her father 
  in the Chaos War. Her burgeoning talent for mysticism 
  caused nearby animals to share her dour attitude even 
  after she graduated from the Citadel of Light. Her mood 
  improved considerably when she discovered proof of her 
  father’s existence and appended his name to her own. 
  Anderra cares for the griffons in Avalune and teaches 
  young Windriders how to properly respect and care for the 
  beasts.
  Areas of Influence
  One full wing of Windriders harasses Samuval’s bandit 
  army in Qualinesti, while another works with the Legion 
  of Steel in the Plains of Dust. Both units send frequent 
  updates to Speaker Gilthas and to one another. The 
  remaining griffon riders are in the process of uniting elven 
  settlements and can be found in many locales. Windriders 
  located near Southern Ergoth hope to reunite the scattered 
  elves of that region now that Gellidus is no more, assisting 
  Amara Pathfinder in bringing them “home” to Cristyne. 
  Small flights of Windriders are spread throughout 
  Solamnia’s Heartlund and Southlund regions, and they 
  seek their kindred while avoiding Ankhar’s monstrous 
  army.
  Avalune
  Nestled in the Anviltop Mountains and concealed by 
  gigantic oak trees, this hamlet is the only permanent 
  Windrider settlement. Mystics and Habbakite clerics 
  help care for the Windriders’ griffons. Recruits who have 
  completed their training are sent to Avalune to be paired 
  with a suitable griffon.
  Cristyne
  The isle of Cristyne is now home to most of Southern 
  Ergoth’s elves, some of which were tricked into heading for 
  the island a few years ago, the rest arriving after the city of 
  Baleph was re-established. Cristyne’s existing Kagonesti 
  tribes are suspicious of their brethren and remember their 
  recent attempts at reeducating the wilder elves, but their 
  current leader Amara Pathfinder has earned the respect of 
  the Ergonesti. Cristyne also hosts the largest population of 
  Kagonesti Windriders, a fact that has not gone unnoticed 
  by the other elven races.
  Duntollik
  The Duntollik region of the Plains of Dust serves as a 
  temporary base of operations for the Windriders keeping 
  track of Silvanesti. They dislike being so far away from 
  their homeland, but the aggressive Tarmak have made 
  it difficult for them to establish a closer settlement. The 
  Duntollik Windriders are allied with the Legion cell 
  commanded by Falaius Taneek, and both groups are 
  working together more effectively than either side thought 
  possible.
  Allies
  The Windriders once respected the Knights of Solamnia, 
  but the Solamnics’ perceived abandonment of the elves 
  after Sanction has not left them in high regard. The elves of 
  Southern Ergoth and Cristyne have established a cautious 
  friendship with the knights of Castle Eastwatch, but 
  the Windriders pay little credence to offers of Solamnic 
  assistance.
  The Windriders’ closest allies are the Silvanesti kirath 
  and the Wildrunner army, but the groups are separated by 
  hundreds of miles and unable to assist one another. They 
  maintain good relations with druids and the fey races of 
  Qualinesti and surrounding lands. In addition, Halthanas 
  Kaldeist continues a productive alliance with the Legion 
  of Steel that has benefited both parties. The griffon riders 
  provide support and reconnaissance for Legion activities 
  in the Plains of Dust, and the Legion furnishes them with 
  information on minotaur activities. Halthanas is even 
  willing to help the Legion retake its holdings near the 
  Missing City, since the Windriders could make great use of 
  its proximity to the Silvanesti forest.
  Enemies
  Chromatic dragons despise and respect the Windriders, 
  and the elves return these feelings in kind. Green dragons 
  are particularly fond of ambushing small groups of 
  Windriders before flying out of range. The Dark Knights 
  were indifferent to the Windrider’s presence, but the words 
  of their dragons carry heavy weight and the griffon riders 
  are now viewed as a genuine threat.
  Windriders are chiefly concerned with reclaiming 
  occupied Silvanesti and thwarting minotaur activities 
  whenever possible. The minotaurs are not overly 
  concerned since they slaughtered the Silvanost Windriders 
  
    Bonus Material
  (weakened as they were by the Shield) during their initial 
  invasion. The ogre nations remember the tearing of 
  griffon claws all too well and are quick to strike at passing 
  Windriders and wild griffons alike.
  Joining the Windriders
  The Silvanesti senate had once mandated that Windriders 
  be drawn from the high-caste ranks of House Protector. 
  During the Third Dragon War, the senate decreed that 
  highborn members of House Mystic could join the wizard 
  division of Windriders as long as they possessed the 
  appropriate magical aptitudes. In contrast, the Qualinesti’s 
  Thalas-Enthia largely respected Kith-Kanan’s proclamation 
  allowing all elves to join the Windriders, provided they 
  possessed the requisite skills.
  Now that the Windriders have unified, their 
  recruiting process is markedly similar to that used by the 
  Qualinesti. Any adult elf who is not devoted to another 
  organization (such as the kirath) can simply ask a ranking 
  Windrider if he may be tested for the order. Windrider 
  tests involve rigorous martial and endurance training as 
  well as a personality test to ensure that the aspirant will 
  be able to get along with a griffon. Those who fail are 
  politely but firmly offered a position in the Wildrunners. 
  Unfortunately, the number of Windrider recruits has 
  sharply dropped since the separation of the Windriders 
  from the bulk of the elven population in Khur, and some 
  Windriders are approaching prospects instead of waiting 
  for their order to expand.
  Costs and Benefits 
  of Membership
  The most obvious benefit to joining the Windriders is the 
  acquisition of a bonded griffon. This is never as simple as 
  choosing a mount; instead, the Windrider is paired with 
  a particular griffon based on the individual’s skills and 
  personality. If both parties cannot get along, they may part 
  ways to seek more appropriate partners. After a couple 
  months, a Windrider becomes accustomed not only to 
  his own bonded griffon, but to other griffons as well. In 
  addition, a Windrider might form a particularly strong 
  bond with his griffon and take the elven skylord prestige 
  class.
  The typical Windrider receives a longsword, a longbow 
  or shortbow, a set of masterwork leather or studded leather 
  armor and a three-piece masterwork steel lance. The 
  Windrider is held in high regard by other elves and is not 
  only expected to keep his equipment in pristine condition, 
  but to also maintain a higher quality of living. This often 
  includes such fineries as buying the most expensive wine 
  or paying more for a particularly nice cloak. Fortunately, 
  a Windrider’s pridelord or commander often contributes 
  to his unit’s expenditures, but the Windrider should be 
  prepared to pay from his own pouch just in case.
  Acting Within the Windriders
  A Windrider flight can negotiate a safe haven for elves 
  found on Sancrist, destroy ogre slavers in Kern, or 
  investigate rumors of elven relics being sold in Abanasinia. 
  The Windriders understand the necessity of alliances 
  in this time and may help the Legion of Steel thwart a 
  Nerakan cell or may give “griffon rides” to the citizens 
  of Kendermore if it will help in future negotiations. (The 
  griffon, however, may need some convincing so it does not 
  end a ride in mid-air.)
  Acting Outside the Windriders
  Adventuring Windriders typically work with elven groups 
  such as the kirath, but individual Windriders can be 
  found in Nordmaar and other distant lands. The elves 
  stay informed about minotaur activities, and a Windrider 
  may join a group to disrupt the Minotaur Empire’s latest 
  plans. A griffon’s presence both limits and expands the 
  Windrider’s function within a group, and many companies 
  appreciate the Windrider’s presence when a locale must be 
  scouted or when a battle is imminent.
  Classes
  Fighters and rangers comprise the bulk of the Windriders, 
  but other character classes bring their own benefits to the 
  group. Similarly, some classes do not function well within 
  the Windriders for their own reasons.
  Barbarians: Windriders are hesitant to allow 
  barbarians within their ranks. Their coarse natures do not 
  mesh well with the Windriders’ noble visage, and their 
  chaotic disposition may disrupt an otherwise well-planned 
  operation.
  Druids: Druids are valued for their nature lore as well 
  as their ability to provide magical support to both griffons 
  and elves.
  Elven Skylord 
  Prestige Class
  Elven skylords are elite Windriders that have formed 
  deeper bonds with their griffon mounts. Skylords combine 
  a griffon’s ferocity with the visage of elven leadership, and 
  their unspoken method of communication enables both 
  griffon and rider to attack with maximum effectiveness.
  Becoming an Elven Skylord
  Elven fighters and rangers are most likely to join the ranks 
  of the skylords. Nobles are often encouraged to pursue 
  the skylord path, but more than a few seek an easier 
  path for themselves. Clerics rarely dedicate themselves 
  to the organization in this fashion, but some mystics of 
  the Animal domain are willing to sacrifice their spell 
  advancement to experience the griffon bond.
  Playing an Elven Skylord
  You are a noble defender of elven traditions, lands, and the 
  people themselves. Your bonded griffon is your trusted ally 
  in the fight for the continued existence of elvenkind. You 
  prefer the company of elves and may be perceived as a bit 
  haughty around other races, but that’s because the elven 
  people and their safety is of paramount concern to you. 
  Combat
  Your griffon is your trusted ally and should be treated with 
  the same respect you demand from others. The griffon 
  bond protects you from effects that may impair your mind 
  or faculties, and your superior martial prowess puts you on 
  even footing with the most dangerous opponents.
  Since the Windriders lack the numbers that are 
  necessary to reclaim the elven homeland, your battles are 
  smaller and must be chosen carefully. You prefer aerial 
  
  Bonus Material  
  combat when possible, but when dragons appear on the 
  horizon you must adapt, call in reinforcements, or do 
  whatever is necessary to preserve your mission. Unlike 
  other Orders, your people—not your honor—is your life.
  Advancement
  Skylords are experienced combatants who possess a rare 
  skill with animals; many Windriders who want to become 
  skylords are unable to meet their requirements. If you are 
  accepted into their ranks, you are likely to perform minor 
  tasks such as brushing down every griffon in a pride. These 
  duties give you patience and develop your new bond.
  When you join the skylords, you gain a greater 
  understanding of griffon instincts through your enhanced 
  link. As you acquire more skill with your bonded griffon, 
  you learn to combine its instincts with your training for 
  maximum effectiveness. At higher levels, you are likely to 
  be promoted for your dedication and prowess.
  Resources
  Your trusty lance, quick bow, and sturdy armor are all you 
  usually need, but an exotic military saddle and secondary 
  weapon never hurt. Your mount is rarely burdened with 
  excess equipment, since you can usually locate a friendly 
  village within a couple of hours.
  You should improve your weapons and armor at the 
  earliest opportunity. As part of an aerial cavalry unit, you’ll 
  want to counter ranged attacks with an arrow-deflecting 
  shield, armor that protects from energy attacks, and a 
  brooch of shielding. You can improve your griffon’s combat 
  prowess with an amulet of mighty fists, magical barding (if 
  it agrees to wear barding), or scrolls (if you can read them). 
  A ring of feather fall also has its obvious uses.
  Elven Skylords in the World
  The Windriders (and thus the elven skylords) have 
  represented elven courage for centuries and are easily 
  recognized throughout Ansalon. Skylords are common 
  to southwestern Ansalon, but the elves’ current fractured 
  state means the skylords can be found across the continent 
  and even as far south as Icewall.
  Organization
  Skylords are elite Windriders and remain subject to the 
  Order’s ranking structure. They are more aggressive in 
  their defense of elven people and lands, and they resent 
  being deployed as mere couriers or scouts. Few skylords 
  become flight leaders unless they want to relocate or are 
  otherwise stuck in a proverbial rut. Those who accept the 
  rank of flight leader are fond of directing their flights in 
  hit-and-run tactics against wandering goblin tribes or 
  minotaur dekares on their way back from a mission.
  Skylords maintain a strong camaraderie with their 
  units and other skylords, and skylord officers tend to be 
  pridelords. Pridelords participate in tactical meetings and 
  social events but spend the majority of their time with 
  their prides, which suits the skylords just fine.
  NPC Reactions
  The sight of a griffon pride on the wing rouses feelings of 
  awe and trepidation in most people, but few of Ansalon’s 
  “civilized” races remember being on the other end of 
  a skylord’s lance. Solamnic knights hail them as elven 
  knights, and the Legion of Steel greets them as brothers-in-
  arms (which many skylords are).
  Evil dragons hate the skylords with a passion and 
  have convinced the Knights of Neraka that they should 
  share this hatred. Goblinoid races instinctively cower at a 
  griffon’s passing, and many start running as soon as they 
  realize that the beast is carrying a rider. The Tarmak brutes 
  are unusual in that they want to fight the skylords, since 
  most brutes have never run across a war-trained griffon.
  Elven Skylord Lore
  Characters can use Gather Information or Knowledge 
  (history) to learn about the skylords and the Windriders as 
  a whole. A successful check reveals the information listed 
  under the appropriate result as well as lower results.
  DC 10: The elven skylords are part of the larger 
  Windrider unit of elven griffon riders.
  DC 15: The elven skylords have a closer connection to 
  their griffons than do most Windriders. This heightened 
  bond allows the pair to function more effectively in 
  combat.
  DC 20: The elven skylords can communicate with their 
  griffon mounts, and many of them prefer the company of 
  griffons over that of other races.
  DC 30: Characters who achieve this result can gain 
  information on specific elven skylords such as Sky Warden 
  Kaldeist or Arisarea Damere.
  Elven Skylords in the Game
  Skylords can provide assistance to a number of potential 
  allies, and their range makes them easy characters to drop 
  into a campaign. A skylord might check in on a known 
  elven character or even make an offer for an elf to join 
  the Windrider organization. They are interested in the 
  affairs of other races and a skylord can provide a number 
  of services that a party may not otherwise be able to do 
  on their own. Of course, the skylord may want something 
  in exchange. An all-elven campaign might have a skylord 
  character working in tandem with a griffon wizard.
  Adaptation
  The skylord prestige class could easily be altered to provide 
  other races or organizations with their own aerial cavalry. 
  The skylord’s mount can be changed as well—draconians, 
  for example, could train hippogriffs to carry them over 
  fortified areas where they could glide down upon an 
  enemy. The prestige class may need some alterations to 
  account for those mounts that possess a different Level 
  Adjustment than that of the griffons.
  Encounters
  A wounded skylord may quite literally drop in on the 
  characters unannounced. Skylords are otherwise rarely 
  encountered alone, but the characters might run across a 
  flight of skylords preparing for battle or seek assistance by 
  flagging down a passing flight.
  Entry Requirements
  Race: Elf.
  Alignment: Any good.
  Base Attack Bonus: +5.
  Feats: Martial Weapon Proficiency (lance), Mounted 
  Combat, Tremendous Charge.
  Skills: Handle Animal 10 ranks, Knowledge (nobility 
  and royalty) 2 ranks, Ride 10 ranks.
  Special: Must not already possess a cohort or familiar.
  
    Bonus Material
  Class Features
  As an elven skylord, you are dedicated to preserving the 
  elven way of life and exploring the centuries-old griffon 
  bond. Your abilities develop from your growing bond and 
  from your Order’s reputation as stalwart defenders of your 
  people.
  Weapon and Armor Proficiency: You gain proficiency 
  in all simple and martial weapons, light and medium 
  armor, and shields (but not tower shields).
  Griffon Bond (Su) As an elven skylord, you form 
  an empathic connection with your griffon mount that 
  resembles that of a normal wizard and his familiar, or a 
  paladin and his special mount. As you advance in level, 
  your connection with your mount grows stronger and you 
  both gain more abilities. You may maintain a bond with 
  only one mount at a time.
  Mounted Attack (Ex) You can always attack on the 
  same round as your bonded griffon and do not have to 
  make a Ride check to do so.
  Griffon Feat (Ex) Beginning at 2nd level, you can grant 
  your bonded griffon the benefits of one of the following 
  feats, as long as your griffon meets the prerequisites: Blind-
  Fight, Cleave, Dodge, Flyby Attack, Hover, Mobility, Power 
  Attack, Toughness, Weapon Focus (claw), Wingover. You 
  must spend one week training with your griffon in order 
  for it to receive the bonus feat, which does not count 
  against the griffon’s normal feat capacity. You may bestow 
  a second bonus feat upon your griffon at 5th level and a 
  third bonus feat at 8th level.
  Sturdy Charge (Ex) At 2nd level, your lance never 
  breaks when you use the Tremendous Charge feat. In 
  addition, you no longer suffer the -2 penalty to AC when 
  your griffon performs a charge. Your griffon, however, 
  suffers the penalty as normal.
  Eagle’s Poise (Ex) At 3rd level, your presence on 
  the battlefield causes all elves within 30 feet (including 
  yourself) to gain a +2 morale bonus to saves against fear. 
  At 6th level, this bonus increases to +4. At 9th level, you 
  are immune to fear (magical or otherwise) and the bonus 
  increases to +6. In addition, your presence affects all allies 
  within 30 feet (not just elves).
  Bonded Mind (Su) At 4th level, as long as you are 
  within 1 mile of your griffon, you are both unaffected by 
  spells or abilities that target humanoids or magical beasts, 
  unless the spell or ability is capable of affecting both 
  creature types. 
  At 7th level, as long as you are within 1 mile of your 
  griffon, it is considered to have your number of Hit Dice 
  when determining its resistance to spells and effects that 
  target creatures of particular Hit Dice.
  Lion’s Might (Ex) Once per day as a free action, you 
  can tap into your griffon’s feral nature to produce a rage 
  that functions like a barbarian’s rage in all ways except for 
  duration, which is equal to 3 + your Charisma modifier. 
  Linked Mind (Su) At 10th level, as long as you are 
  within 1 mile of your griffon, you both benefit from a 
  deepened bond that alerts you to your surroundings. If 
  one of you is not flat-footed, neither of you is flat-footed. 
  Similarly, if one of you is not flanked, neither of you is 
  flanked.
  Elven Skylord Mount Basics
  Bonus HD: Extra ten-sided (d10) Hit Dice, each of 
  which gains a Constitution modifier as normal. Extra 
  Hit Dice improve the griffon’s base attack and base save 
  bonuses. A griffon’s base attack bonus is equal to its HD. 
  A griffon has good Fortitude and Reflex saves (treat it 
  as a character whose level equals the griffon’s HD). The 
  griffon gains additional skill points or feats for bonus HD 
  as normal for advancing a monster’s Hit Dice (see the 
  Monster Manual).
  Natural Armor: The number on the table is an 
  improvement to the griffon’s existing natural armor bonus 
  of +6.
  Str Adj: The griffon’s new Strength score.
  Empathic Link (Su) You have an empathic link with 
  your mount out to a distance of 1 mile. You cannot see 
  through the griffon’s eyes, but you both can communicate 
  Table 5–4: Elven Skylord
  Hit Die: d8
  Class
  Level
  Base  
  Attack  
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Griffon bond, mounted attack
  2nd
  +2
  +3
  +3
  +0
  Griffon feat, sturdy charge
  3rd
  +3
  +3
  +3
  +1
  Eagle’s poise (+2, elves)
  4th
  +4
  +4
  +4
  +1
  Bonded mind
  5th
  +5
  +4
  +4
  +1
  Griffon feat
  6th
  +6
  +5
  +5
  +2
  Eagle’s poise (+4, elves)
  7th
  +7
  +5
  +5
  +2
  Lion’s might
  8th
  +8
  +6
  +6
  +2
  Griffon feat
  9th
  +9
  +6
  +6
  +3
  Eagle’s poise (+6, all allies)
  10th
  +10
  +7
  +7
  +3
  Linked mind
  Class Skills (2 + Int modifier per level) Craft, Handle Animal, Jump, Knowledge 
  (nobility and royalty), Listen, Profession, Ride, Search, Spot.
  
  Bonus Material  
  empathically. (Note that griffons see the world differently 
  from humanoids, so misunderstandings are always 
  possible.)
  Improved Evasion (Ex) When subjected to an attack 
  that normally allows a Reflex saving throw for half damage, 
  a griffon takes no damage if it makes a successful saving 
  throw and half damage if the saving throw fails.
  Share Saving Throws (Ex) For each of its saving throws, 
  the griffon uses its own base save bonus or the elven 
  skylord’s, whichever is higher. The griffon applies its own 
  ability modifiers to saves, and it doesn’t share any other 
  bonuses on saves that the elven skylord might have.
  Improved Flight Speed (Ex) The griffon’s flight speed 
  increases to the listed amount.
  Improved Maneuverability (Ex) The griffon’s 
  maneuverability increases to good.
  Gale Proudhawk 
  CR 8
  Female Kagonesti elf ranger 7 of Chislev/elven skylord 1
  NG Medium humanoid
  Races of Ansalon (Kagonesti racial ability modifiers)
  Init +3; Senses elvensight; Listen +10, Spot +10
  Languages Common, Elven, Sylvan, empathic link
  AC 19, touch 13, flat-footed 16
  hp 56 (8 HD) 
  Resist Endurance
  Fort +9, Ref +10, Will +2
  Spd 30 ft.
  Melee +1 heavy lance +11/+6 (1d8+5*/x3) or
  Melee longsword +10/+5 (1d8+2/19-20)
  Ranged +1 composite shortbow +12/+7 (1d6+3/19-20) or
  Ranged +1 composite shortbow +10/+10/+5 (1d6+3/19-20) 
  with Rapid Shot
  Reach 10 ft. with lance
  * Includes increased damage due to Tremendous 
  Charge feat
  Base Atk +8; Grp +10
  Atk Options favored enemy Dark Knights +2, favored 
  enemy goblins +4, improved combat style (Manyshot, 
  Rapid Shot), mounted attack, Mounted Combat, 
  Tremendous Charge
  Ranger Spells Prepared (CL 3rd, +10 melee touch, +11 
  ranged touch)
  1st—animal messenger, magic fang
  Abilities Str 14, Dex 17, Con 14, Int 10, Wis 11, Cha 8
  SQ griffon bond, wild empathy +6, woodland stride
  Feats Endurance B, Leadership, Mounted Combat, Track 
  B, Tremendous Charge 
  Skills Handle Animal +10, Knowledge (nature) +8, 
  Knowledge (nobility & royalty) +2, Listen +10, Ride 
  +16, Search +5, Spot +10, Survival +9
  Possessions +2 studded leather armor, mwk light wooden 
  shield, +1 heavy lance, +1 compound shortbow (+2 str) 
  with 20 arrows, longsword, pack of survival gear
  Griffon Bond (Su) Gale has formed an empathic 
  connection with Northwind, her griffon.
  Mounted Attack (Ex) Gale can always attack on the same 
  round as her bonded griffon, and does not have to 
  make a Ride check to do so.
  Gale Proudhawk is a new Windrider who recently 
  enhanced her griffon bond. Though stationed on the 
  isle of Cristyne, Gale is young and has frequent bouts 
  of wanderlust (though she takes offense to any kender 
  comparisons). She may be found on Sancrist or Southern 
  Ergoth, enjoying the wind and the companionship of 
  Northwind, her bonded griffon.
  Northwind CR—
  Gale Proudhawk’s Bonded griffon
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +6, Spot +10
  AC 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 
  17
  hp 59 (7 HD) 
  Fort +10, Ref +9, Will +5; improved evasion
  Spd 30 ft., fly 80 ft. (average)
  Melee bite +11 (2d6+4) and 2 claws +8 (1d6+2) 
  Space 10 ft.; Reach 5 ft.
  Base Atk +7; Grp +15
  Atk Options pounce, rake 1d6+2
  Abilities Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
  SQ scent, share saving throws
  Feats Iron Will, Multiattack, Weapon Focus (bite)
  Skills Jump +8, Listen +6, Spot +10
  Empathic Link (Su) Gale has an empathic link with 
  Northwind out to a distance of 1 mile. She cannot 
  see through the griffon’s eyes, but they both can 
  communicate empathically.
  Share Saving Throws (Ex) For each of its saving throws, 
  the griffon uses its own base save bonus or the elven 
  skylord’s, whichever is higher. The griffon applies its 
  own ability modifiers to saves, and it doesn’t share any 
  other bonuses on saves that the elven skylord might 
  have.
  Table 5–5: Elven Skylord’s Mount
  Class
  Level
  Bonus  
  HD
  Natural
  Armor
  Str Adjustment
  Special
  1-3
  +0
  +2
  18
  Empathic link, improved evasion, 
  share saving throws
  4-6
  +2
  +4
  20
  Improved flight speed (90 ft)
  7-9
  +4
  +6
  22
  Improved maneuverability (good)
  10
  +6
  +8
  24
  Improved flight speed (100 ft)
  
    Bonus Material
  Pounce (Ex) If a griffon dives upon or charges a foe, it can 
  make a full attack, including two rake attacks.
  Arisarea Damere 
  CR 15
  Female Qualinesti elf fighter 7/elven skylord 8
  LG Medium humanoid
  Init +2; Senses Listen +10, Spot +13
  Aura eagle’s poise (30 ft., +4 on saves against fear)
  Languages Common, Elven, empathic link
  AC 21, touch 12, flat-footed 19
  hp 87 (15 HD) 
  Fort +11, Ref +10, Will +6
  Spd 30 ft.
  Melee* +2 flaming heavy lance +18 (1d8+13/x3 plus 1d6 
  fire) or
  Melee +1 ghost touch longsword +19/+14/+9 (1d8+4/19-
  20)
  * Includes adjustments for Tremendous Charge feat and a 
  3-point Power Attack
  Reach 10 ft. with lance
  Base Atk +15; Grp +18
  Atk Options Cleave, mounted attack, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, sturdy 
  charge, Tremendous Charge
  Special Actions lion’s might 1/day
  Abilities Str 16, Dex 14, Con 10, Int 14, Wis 10, Cha 13
  SQ bonded mind, eagle’s poise +4, griffon bond, lion’s 
  might
  Feats Cleave B, Iron Will, Leadership, Mounted Combat, 
  Power Attack B, Ride-By Attack B, Spirited Charge, 
  Tremendous Charge B, Weapon Focus (heavy lance), 
  Weapon Specialization (heavy lance) 
  Skills Balance +7, Diplomacy +2, Handle Animal +19, 
  Listen +10, Knowledge (nobility & royalty) +4, Ride 
  +22, Search +4, Sense Motive +1, Spot +13
  Possessions +2 flaming heavy lance, +1 ghost touch 
  longsword, +2 elven chain, mwk heavy steel shield, mwk 
  dagger, pack of survival gear
  Bonded Mind (Su) As long as Arisarea is within 1 mile of 
  her griffon, both are unaffected by spells or abilities that 
  target humanoids or magical beasts, unless the spell or 
  ability is capable of affecting both creature types. 
  Eagle’s Poise (Ex) Arisarea’s presence on the battlefield 
  causes all elves within 30 feet (including herself) to 
  gain a +4 morale bonus to saves against fear.
  Griffon Bond (Su) Arisarea has formed an empathic 
  connection with Mahatva, her griffon.
  Griffon Feats (Ex) Mahatva gains the feats Dodge, Flyby 
  Attack, and Mobility.
  Lion’s Might (Ex) Once per day as a free action, Arisarea 
  can tap into her griffon’s feral nature to produce a 
  rage that functions like a barbarian’s rage in all ways 
  except for duration, which is 4 rounds (3 + Charisma 
  modifier). 
  Mounted Attack (Ex) Arisarea can always attack on the 
  same round as her bonded griffon, and does not have 
  to make a Ride check to do so.
  Sturdy Charge (Ex) At 2nd level, Arisarea’s lance never 
  breaks when she uses the Tremendous Charge feat. In 
  addition, she no longer suffers the -2 penalty to AC 
  when her griffon performs a charge. Mahatva, however, 
  suffers the penalty as normal.
  As a veteran of the Chaos War, Arisarea has seen more 
  than her fair share of horrors. The recent destruction of 
  Qualinost has driven Arisarea to the edge of madness, and 
  she has dedicated herself to guarding the sunken ruins of 
  Nalis Aren against all intruders. She may seek to turn the 
  characters away from the poisonous lake, but if there are 
  elves in the party (particularly Qualinesti elves) she may 
  “assign” them to accompany her on a raid against one of 
  the bandit-king’s outposts.
  Mahatva, Arisarea Damere’s bonded griffon
  N Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +8, Spot +10
  AC 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 
  21; Dodge, Mobility
  hp 91 (11 HD) 
  Resist bonded mind, improved evasion 
  Fort +14, Ref +9, Will +7
  Spd 30 ft., fly 90 ft. (good); Flyby Attack, Hover
  Melee bite +17 (2d6+6) and 2 claw rake +14 (1d6+3) 
  Space 10 ft.; Reach 5 ft.
  Base Atk +11; Grp +21
  Atk Options pounce, rake 1d6+3
  Abilities Str 22, Dex 15, Con 16, Int 5, Wis 13, Cha 8
  SQ scent
  Feats Dodge, Flyby Attack, Hover, Iron Will, Mobility, 
  Multiattack, Weapon Focus (bite)
  Skills Jump +8, Listen +8, Spot +10
  Bonded Mind (Su) Arisarea’s link with Mahatva means 
  that the griffon is considered to have 15 Hit Dice when 
  determining resistance to spells and effects that target 
  creatures of particular Hit Dice.
  Empathic Link (Su) Arisarea has an empathic link with 
  Mahatva out to a distance of 1 mile. She cannot 
  see through the griffon’s eyes, but they both can 
  communicate empathically. (Note that griffons 
  see the world differently from humanoids, so 
  misunderstandings are always possible.)
  Share Saving Throws (Ex) For each of its saving throws, 
  the griffon uses its own base save bonus or the elven 
  skylord’s, whichever is higher. The griffon applies its 
  own ability modifiers to saves, and it doesn’t share any 
  other bonuses on saves that the elven skylord might 
  have.
  Pounce (Ex) If a griffon dives upon or charges a foe, it can 
  make a full attack, including two rake attacks.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/WOTC Web Archive/3.5/Races of Ansalon Bonus Material.pdf