A substitution level is a level of a given class that you take instead of the level described for the standard class. Selecting a substitution level is not the same as multiclassing — you remain within the class for which the substitution level is taken. The class features of the substitution level simply replace those of the standard level.
To qualify to take a racial substitution level, you must be of the proper race. For instance, to select a racial substitution level of elf wizard, you must be an elf.
The three races featured in this book — elf, halfling and raptoran — each have racial substitution levels for three classes. Essentially, each set of substitution levels presents a racially flavoured variant standard class for your game. The DM can add more racial substitution level options (such as for an elf bard or a halfling ranger) as desired, using the ones presented here as guidelines.
For each class with racial substitution levels, you can select each substitution level only at a specific class level. When you take a substitution level for your class at a given level, you give up the class features gained at that level for the standard class, and you get the substitution level features instead. You can’t go back and gain the class features for the level you swapped out — when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally.
For instance, if you take the elf paladin substitution level for 3rd level, you forever lose the class features normally gained by a standard 3rd-level paladin (such as aura of courage), gaining instead the racial substitution class features for a 3rd-level elf paladin (such as aura of freedom; see Table 6-2). When you gain another level in paladin, you gain the normal 4th-level benefits of the standard paladin class, as given in Table: The Paladin.
Unless noted otherwise in the description of a racial substitution level class feature, a character who takes a racial substitution level gains spellcasting ability (increases in spells per day and spells known, if applicable) as if she had taken this level in the standard class.
A character need not take all the substitution levels provided for a class. For instance, a halfling rogue might decide to take only the racial substitution level at 1st level, ignoring the other substitution levels.
The description of each substitution level class feature explains what occurs to the standard class ability not gained, if that ability would normally increase at a specific rate (such as the paladin’s smite evil ability).
When a substitution level changes the standard class’s Hit Die or class skill list, the change applies only to that specific substitution level, not to any other class levels. A halfling who takes the halfling monk substitution level as a beginning character gains 6 hit points (from the substitution level’s d6 Hit Die) and gains an additional 1d6 hit points for each additional halfling monk substitution level she takes later in her career, but she gains the normal d8 Hit Die for all standard monk levels.
Though elves typically tend toward chaos and freedom over law and order, an elf paladin can become a beacon of righteousness. He gives up some of his single-minded dedication in exchange for abilities that work well with his racial aptitudes.
Class: Paladin.
Hit Die: d10.
To take an elf paladin substitution level, a character must be an elf about to take his 1st, 3rd or 5th level of paladin.
Elf paladin substitution levels grant the same class skills as the standard paladin class, plus Survival.
Skill Points at Each Level: 2 + Int modifi er (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Aura of Good, Detect Evil, Ranged Smite Evil 1/day | — |
| 3rd | +3 | +3 | +1 | +1 | Aura of Freedom, Divine Health | — |
| 5th | +5 | +4 | +1 | +1 | Ranged Smite Evil 2/day, Unicorn Mount | Same as Paladin |
All the following are features of the elf paladin’s racial substitution levels.
Ranged Smite Evil (Su): An elf paladin can only deliver his smite evil attacks with a longbow (or composite longbow) or shortbow (or composite shortbow). The target must be within 30 feet for the paladin to use this ability. This ability otherwise functions identically to the normal smite evil class feature.
This substitution feature replaces the standard paladin’s class feature of smite evil. At each level at which the paladin would normally gain an additional daily use of smite evil, the elf paladin instead gains a daily use of ranged smite evil.
Aura of Freedom (Su): A 3rd-level elf paladin radiates an aura that helps his allies resist effects that would influence their minds. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against enchantment effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
This substitution feature replaces the standard paladin’s ability of aura of courage.
Unicorn Mount (Sp): A 5th-level elf paladin gains the service of a unicorn to serve him in his crusade against evil. This ability is identical to the paladin’s special mount class feature, except that the paladin is treated as six levels lower than normal for the purpose of determining the mount’s bonus HD, natural armour adjustment and Strength adjustment (but not other special abilities). The unicorn serves as a loyal steed regardless of the paladin’s gender.
For example, an elf paladin’s unicorn mount doesn’t gain the adjusted statistics of a 5th-level paladin’s mount (+2 HD, +4 natural armour adjustment and +1 Strength adjustment --— see The Paladin’s Mount) until the paladin is 11th level. It gains the other special abilities of a paladin’s mount at the normal levels (empathic link, improved evasion, share spells and share saving throws at 5th level, improved speed at 8th level, command at 11th level and spell resistance at 15th level). The unicorn mount may only use its command ability on horses, ponies, donkeys and mules.
This substitution feature replaces the standard paladin’s class feature of special mount.
The elf ranger combines sylvan grace with deadly skill, moving effortlessly through the wilds in search of his prey. He isn’t quite as tough as a typical ranger but enjoys extra bonuses against his race’s favoured enemies and can befriend a powerful elven hound.
Class: Ranger.
Hit Die: d6.
To take an elf ranger substitution level, a character must be an elf about to take his 1st, 4th or 10th level of ranger.
Elf ranger substitution levels grant the same class skills as the standard ranger class, plus Balance.
Skill Points at Each Level: 8 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | Elf Favoured Enemy, Track, Wild Empathy | — |
| 4th | +4 | +4 | +4 | +1 | Elven Hound Companion | Same as Ranger |
| 10th | +10/+5 | +7 | +7 | +3 | Strongheart Slayer | Same as Ranger |
All the following are features of the elf ranger’s racial substitution levels.
Elf Favoured Enemy (Ex): An elf ranger’s favoured enemy ability grants him a +2 bonus on Hide, Listen, Move Silently, Spot and Survival checks used against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the elf ranger chooses humanoid (Orc), undead or “servants of Lolth” as his favoured enemy, these bonuses rise to +3. “Servants of Lolth” includes drow, monstrous spiders of all sizes and driders; this is an addition to the normal list of options for a ranger’s favoured enemy.
This substitution feature replaces the standard ranger’s 1st-level favoured enemy class feature.
This substitution feature also affects the elf ranger’s later improvements to his favoured enemy ability. Each time an elf ranger gains a new favoured enemy, he can increase the bonus for one favoured enemy by 2 or by 3 if he chooses to increase his bonus against orcs, undead or the “Servants of Lolth”.
Elven Hound Companion (Ex): A 4th-level elf ranger can select an elven hound as his animal companion, even though the creature is a magical beast. For the purpose of any of the ranger’s spells that affect animals, as well as his use of Handle Animal or wild empathy on the companion, the elven hound is treated as an animal.
Strongheart Slayer (Ex): A 10th-level elf ranger gains a +4 morale bonus on Will saves against the spells and spell-like abilities of drow and driders, and a +4 morale bonus on Fortitude saves against the poison of monstrous spiders.
This substitution feature replaces the standard ranger’s 10th-level third favoured enemy class feature, as well as the additional +2 (or +3) bonus against an existing favoured enemy. The elf ranger instead gains his third favoured enemy at 15th level.
ELF WIZARD
Elves are naturally enthralled by the study of magic, and
many of history’s most famous wizards were elves. Elf wizards
typically prefer a general approach to magic, recognizing the
value in versatility.
Hit Die: d4.
Requirements
To take an elf wizard substitution level, a character must be
an elf about to take her 1st, 3rd, or 5th level of wizard.
Class Skills
Elf wizard substitution levels grant the same class skills as
the standard wizard class, plus Search.
Skill Points at Each Level: 2 + Int modifi er (or four times
this number as a beginning character).
Class Features
All the following are features of the elf wizard’s racial substitution
levels.
Generalist Wizardry: A 1st-level elf wizard begins play
with one extra 1st-level spell in her spellbook. At each new
wizard level, she gains one extra spell of any spell level that
she can cast. This represents the additional elven insight and
experience with arcane magic.
The elf wizard may also prepare one additional spell of
her highest spell level each day. Unlike the specialist wizard
ability, this spell may be of any school.
This substitution feature replaces the standard wizard’s
ability to specialize in a school of magic.
Natural Link (Su): At 3rd level, an elf wizard’s link to her
familiar strengthens. The bonus on skill checks, saves, or hit
points granted by the familiar doubles. For example, the cat
familiar of an elf wizard grants a +6 bonus on Move Silently
checks (rather than +3), a weasel familiar grants a +4 bonus
on Refl ex saves (rather than +2), and a toad familiar grants
+6 hit points (rather than +3). This increase only applies
when the familiar is within arm’s reach of the wizard; when
the creature is farther away than that, the normal bonus
applies (unless the familiar is more than one mile away, in
which case no bonus applies, as described on page 52 in the
Player’s Handbook).
This substitution feature replaces the standard wizard
familiar’s ability to deliver touch spells (normally gained by
the familiar of a 3rd-level wizard) and the familiar’s ability
to speak with animals of its kind (normally gained by the
familiar of a 7th-level wizard). If the wizard’s familiar already
has either of these abilities (for instance, if the character is a
multiclass sorcerer/wizard), it loses those abilities when the
wizard selects this substitution level.
Bonus Feat: At 5th level, an elf wizard gains a bonus
feat, chosen from the following list: Defensive Archery, Far
Shot, Point-Blank Shot, Precise Shot, Rapid Shot, or Weapon
Focus (longbow/composite longbow or shortbow/composite
shortbow only). The wizard must still meet all prerequisites
for a bonus feat.
This substitution feature replaces the standard wizard’s
bonus feat gained at 5th level.
The halfling druid often follows a more pragmatic approach in exploring his link to the natural world. He gives up some of his innate ability to summon allies, while strengthening his bond with his animal companion (which is commonly used as a mount by the otherwise slow-moving halfling). His expanded skill selection allows him to serve as a capable scout.
Class: Druid.
Hit Die: d8.
To take a halfling druid substitution level, a character must be a halfling about to take his 1st, 5th or 13th level of druid.
Halfling druid substitution levels grant the same class skills as the standard druid class, plus Climb, Hide, Jump and Move Silently.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Animal Companion, Enhanced Link, Nature Sense, Spontaneous Casting, Wild Empathy | Same as Druid |
| 5th | +3 | +4 | +1 | +4 | Undersized Wild Shape (2/day) | Same as Druid |
| 13th | +9/+4 | +8 | +4 | +8 | Camouflage | Same as Druid |
All the following are features of the halfling druid’s racial substitution levels.
Spontaneous Casting: Halfling druids often use their animal companions as mounts, and they have developed a method of enhancing their animal companions’ mobility and defences by channeling their own spell energy.
A halfling druid can channel stored spell energy into specific spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell to cast any spell from the following list of the same level or lower, but he may only target himself or his animal companion with the spell (if it has a target). For example, a halfling druid who has prepared call lightning (a 3rd-level spell) may lose call lightning to cast protection from energy, spider climb or jump, but may only target himself or his animal companion with the spell. (A halfling druid’s ability to share spells with his animal companion works normally with these spells.)
This substitution feature replaces the standard druid’s ability of spontaneous casting.
Enhanced Link (Ex): In addition to the normal benefits gained by the druid’s link to his animal companion, a halfling druid gains a +4 circumstance bonus on all Ride checks made in conjunction with his animal companion. He takes no penalty for riding his animal companion without a saddle.
In addition, as long as the halfling druid rides his animal companion, his animal companion shares the druid’s woodland stride and trackless step class features (assuming the druid has these class features).
This substitution feature augments, but does not replace, the standard druid’s link class feature.
Undersized Wild Shape (Su): A halfling druid’s Small size limits his wild shape ability (including his elemental wild shape and any other wild shape options he gains from feats or other special abilities), reducing them by one size category. However, he can use his wild shape ability one additional time per day (2/day at 5th level, 3/day at 6th, 4/day at 7th and so forth).
At 5th level, a halfling druid gains the ability to turn himself into any Tiny or Small animal. He gains wild shape (Medium) at 8th level, wild shape (Diminutive) at 11th level, and wild shape (Large) at 15th level.
At 16th level, he gains the ability to use wild shape to transform into a Tiny, Small or Medium elemental; he can transform into a Large elemental at 20th level.
This class feature is otherwise identical to the standard druid’s wild shape ability.
This substitution feature replaces the standard druid’s wild shape ability.
Camouflage (Ex): A halfling druid of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
This substitution feature replaces the standard druid’s a thousand faces class feature.
Monk seems a counter-intuitive selection for the halfling at first glance, since the halfling incurs significant penalties to her ability to deal damage in melee because of her Small size. A halfling monk, however, can learn to focus on mobility and eventually even neutralize some of the larger creatures’ advantages over her.
Class: Monk.
Hit Die: d6.
To take a halfling monk substitution level, a character must be a halfling about to take her 1st, 2nd or 7th level of monk.
A halfling monk who selects any racial substitution level for her monk class can freely multiclass between the monk and rogue classes.
Halfling monk substitution levels grant the same class skills as the standard monk class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +2 | +2 | Bonus Feat, Skirmish, Unarmed Strike | -2/-2 | 1d4 | +0 | +0 ft. |
| 2nd | +1 | +3 | +3 | +3 | Weapon Finesse, Evasion | -1/-1 | 1d4 | +0 | +0 ft. |
| 7th | +5 | +5 | +5 | +5 | Size Matters Not | +4/+4 | 1d6 | +1 | +20 ft. |
All the following are features of the halfling monk’s racial substitution levels.
Skirmish (Ex): A halfling monk relies on mobility to deal extra damage and improve her defence. At 1st level, a halfling monk deals an extra 1d6 points of damage on all attacks during any round in which she moves at least 10 feet. The extra damage applies only to attacks made with unarmed strikes or special monk weapons (that is, the weapons a normal monk can use as part of a flurry of blows), and only on attacks taken during the monk’s turn. This bonus increases to an extra 2d6 points of damage at 11th level.
The extra damage only applies against a living creature with a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The monk must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Halfling monks can apply this additional damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 5th level, the monk also gains a +1 competence bonus to Armour Class during any round in which she moves at least 10 feet. The bonus applies as soon as the monk has moved 10 feet, and lasts until the start of her next turn. This bonus improves to +2 at 15th level.
The monk loses this ability when wearing armour or when carrying a medium or heavy load.
This substitution feature replaces the standard monk’s flurry of blows ability. A halfling monk who selects this substitution level gains no benefit from any feature that improves or augments the flurry of blows class feature (such as the 11th-level monk’s greater flurry ability).
Bonus Feat: At 2nd level, a halfling monk gains Weapon Finesse as a bonus feat.
This substitution feature replaces the standard monk’s bonus feat gained at 2nd level.
Size Matters Not (Ex): At 7th level, a halfling monk learns to neutralize some of the natural advantage gained by particularly large opponents.
A halfling monk with Improved Grapple gains a +4 bonus on grapple checks made against opponents at least two size categories larger than herself. This is in addition to the +4 bonus granted by the feat.
A halfling monk with Stunning Fist gains a +4 bonus on her stunning fist DC for stunning attacks made against opponents at least two size categories larger than herself.
This substitution feature replaces the standard monk’s wholeness of body ability gained at 7th level.
A halfling takes to life as a rogue as if born to it —-- a claim with which many other races would readily agree. A halfling rogue gives up some of her prowess in melee combat in exchange for increased talent with thrown weapons and an extra touch of halfling luck.
Class: Rogue.
Hit Die: d6.
To take a halfling rogue substitution level, a character must be a halfling about to take her 1st, 3rd or 10th level of rogue.
Halfling rogue substitution levels grant the same class skills as the standard rogue class.
Skill Points at Each Level: 8 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +0 | Ranged Sneak Attack +1d6*, Melee Sneak Attack +0, Trapfinding |
| 3rd | +2 | +1 | +3 | +1 | Ranged Sneak Attack +2d6*, Melee Sneak Attack +1d6, Thief’s Luck |
| 10th | +7/+2 | +3 | +7 | +3 | Sniping Mastery |
* Plus an additional 1d6 if using a thrown weapon or a sling.
All the following are features of the halfl ing rogue’s racial substitution levels.
Ranged Sneak Attack (Ex): A halfling rogue is particularly talented at delivering sneak attacks with slings and thrown weapons. Whenever a halfling rogue delivers a ranged sneak attack with a thrown weapon or sling, she deals an extra 1d6 points of damage. However, her melee sneak attack damage is reduced by 1d6 (0 points of damage at 1st level, an extra 1d6 points at 3rd level, an extra 2d6 points at 5th level and so forth, to a maximum of an extra 9d6 points at 19th level).
This ability doesn’t give the halfling rogue the ability to deal sneak attack damage to creatures she otherwise couldn’t affect (whether due to their anatomy, concealment, range or any other reason).
This substitution feature augments, but does not replace, the standard rogue’s sneak attack ability.
Thief’s Luck (Ex): At 3rd level, a halfling rogue gains a second chance against certain dangers. She can reroll any Reflex save she has just rolled. If she chooses to use this ability (which must be decided before the result of the original save is known), she must abide by the second roll. She may use this ability once per day at 3rd level and one additional time per day for every three levels gained thereafter. She can’t use this ability more than once per round.
This substitution feature replaces the standard rogue’s ability of trap sense. A halfling rogue with this substitution feature never gains trap sense from rogue levels.
Sniping Mastery (Ex): A halfling rogue who has hidden at least 10 feet away from her target can make one or more ranged attacks, then immediately hide again as a free action. She takes only a -10 penalty on her Hide check to do so (rather than the normal -20; see Hide: Sniping).
This substitution feature replaces the standard rogue’s special ability gained at 10th level.
The raptoran cleric gains extra powers from his dedication to the pact made between his race and the denizens of the Elemental Plane of Air. While not as combat-oriented as a typical cleric, a raptoran cleric can bring powerful servants of air to do his bidding.
Class: Cleric.
Hit Die: d6.
To take a raptoran cleric substitution level, a character must be a raptoran about to take his 1st, 3rd or 7th level of cleric. A raptoran cleric must have selected either the Air domain or the Sky domain to select a raptoran cleric substitution level.
Raptoran cleric substitution levels grant the same class skills as the standard cleric class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Air Mastery, Empathy of the Winds, Turn or Rebuke Undead | Same as cleric |
| 3rd | +2 | +3 | +1 | +3 | Air Summoning Talent | Same as cleric |
| 7th | +5 | +5 | +2 | +5 | Open the Wind-Gate | Same as cleric |
All the following are features of the raptoran cleric’s racial substitution levels.
Air Mastery (Ex): Beginning at 1st level, airborne creatures take a -1 penalty on attack and damage rolls against a raptoran cleric.
This substitution feature replaces the standard cleric’s heavy armour proficiency gained at 1st level.
Empathy of the Winds (Ex): A 1st-level raptoran cleric gains a strong bond with air and its denizens. He learns Auran as a bonus language (in addition to the languages available to him because of his race and the Speak Language skill). He gains a +4 circumstance bonus on Diplomacy checks made to interact with natives of the Elemental Plane of Air. If he has the ability to bolster air creatures (such as from the Air domain), he gains a +4 bonus on turning checks made to do so. Allied air elementals within 60 feet of the cleric gain a +1 morale bonus on attack rolls and damage rolls.
Air Summoning Talent (Ex): Beginning at 3rd level, a raptoran cleric can summon certain creatures of air more easily than other clerics can. Add the following monsters to the list of creatures that the cleric can summon with the appropriate summon monster spell:
This substitution feature removes all spells with the earth descriptor from the standard cleric’s spell list. If a spell would only have the earth descriptor due to a particular version of the spell (such as a summon monster spell used to summon an earth elemental), the spell remains on the cleric’s spell list but the version with the earth descriptor cannot be cast.
Open the Wind-Gate (Ex): A 7th-level raptoran cleric can use the planar ally spells to call a more powerful air elemental than would normally be allowed. The cleric can call an 8 HD Large air elemental with lesser planar ally, a single 16 HD Huge air elemental (or two 8 HD Large air elementals) with planar ally, or a single 24 HD elder air elemental (or multiple Large and/or Huge air elementals totaling 24 HD) with greater planar ally.
The costs associated with these spells remain the same. However, if any of the called air elementals die while in the service of the cleric, the cleric loses access to this ability for seven days and takes a -1 penalty on attack rolls, saves, and checks during that period.
This substitution feature replaces the standard cleric’s ability to call creatures other than air elementals with the various planar ally spells.
The raptoran fighter is a sentinel of the skies, swooping on foes and bringing death from above. A raptoran fighter gives up some of her versatility and defensive prowess, but gains significant airborne advantages.
Class: Fighter.
Hit Die: d10.
To take a raptoran fighter substitution level, a character must be a raptoran about to take her 1st, 4th or 8th level of fighter.
Raptoran fighter substitution levels grant the same class skills as the standard fighter class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Encumbered Flight, Bonus Feat |
| 4th | +4 | +4 | +1 | +1 | Airborne Strike |
| 8th | +8/+3 | +6 | +2 | +2 | Fast Flight |
All the following are features of the raptoran fighter’s racial substitution levels.
Encumbered Flight (Ex): A 1st-level raptoran fighter can glide while carrying a medium load. When the character gains flight after undertaking her Walk of the Four Winds, she can fly while carrying a medium load.
This substitution feature replaces the standard fighter’s heavy armour proficiency gained at 1st level.
Airborne Strike (Ex): A 4th-level raptoran fighter gains the ability to use superior positioning to deal extra damage in melee. Whenever the raptoran is flying and higher than her opponent, she gains a +2 bonus on melee weapon damage rolls.
This substitution feature replaces the standard fighter’s bonus feat gained at 4th level.
Fast Flight (Ex): An 8th-level raptoran fighter’s glide and fly speeds are 10 feet faster than the norm for her race. Fast flight is considered a racial bonus to speed, so it stacks with enhancement bonuses from spells and magic items.
This substitution feature replaces the standard fighter’s bonus feat gained at 8th level.
RAPTORAN SORCERER
The raptoran sorcerer has an almost instinctive command of
the magical forces required to manipulate the air beneath his
wings. He loses some versatility in spellcasting but gains the
ability to cast additional air-based spells and even the service
of an elemental familiar.
Hit Die: d4.
Requirements
To take a raptoran sorcerer substitution level, a character
must be a raptoran about to take his 1st, 5th, or 11th level
of sorcerer.
Class Skills
Raptoran sorcerer substitution levels grant the same class
skills as the standard sorcerer class.
Skill Points at Each Level: 2 + Int modifier (or four times
this number as a beginning character).
Class Features
All the following are features of the raptoran sorcerer’s racial
substitution levels.
Air Magic: The following spells are considered to be on a
raptoran sorcerer’s class spell list (and thus may be selected
as known spells at the appropriate levels):
4th level: air walk
5th level: control winds
7th level: wind walk
8th level: whirlwind
A raptoran sorcerer gains this class feature if he selects any
of the indicated raptoran sorcerer substitution levels (1st, 5th,
or 11th).
Elemental Familiar (Ex): A 1st-level raptoran sorcerer
can obtain a Small air elemental as a familiar. The elemental’s
hit points are equal to its normal hit points or one half its
master’s hit points, whichever are greater. The elemental
familiar does not gain the ability to speak with animals.
This familiar otherwise functions identically to the standard
sorcerer’s familiar ability.
This substitution feature replaces the standard sorcerer’s
familiar ability gained at 1st level.
Command the Winds: A 5th-level raptoran sorcerer adds
gust of wind, whispering wind, and wind wall to his list of spells
known. Wind wall is henceforth treated as a 2nd-level spell
for the raptoran sorcerer.
This substitution feature replaces the standard sorcerer’s
ability to learn a new 2nd-level spell at 5th level. From this
point on, the raptoran sorcerer’s number of 2nd-level spells
known (not including the gust of wind, whispering wind, and
wind wall spells) is one less than the value shown on Table
3-17, page 54 of the Player’s Handbook.
Spell on the Wing (Ex): When airborne and casting a spell
with a casting time of 1 standard action or less, a raptoran
sorcerer of 11th level or higher can move both before and
after spellcasting, provided that his total distance moved is
not greater than his speed.
This substitution feature replaces the standard sorcerer’s
ability to learn a new 5th-level spell at 11th level. From this
point on, the raptoran sorcerer’s number of 5th-level spells
known is one less than the value shown on Table 3-17, page
54 of the Player’s Handbook.
Source: Races of the Wild (Page 154)