Desert Master: A New Prestige Class

The common nomadic desert raider is often feared for their ferocity and will to survive in one of the  harshest environments the gods could create-and thatís just the ordinary warriors. The superior ones of these fierce warriors are often destined to lead these tribes outright, and are even more feared as well for they eventually become the stuff of tribal legends. Often called brigands, thieves, barbarians, princes, sheiks, and generals -- none is quite like the Desert Master.
	Fighters, Rangers, and even Barbarians excel at the Desert Master prestige class. Paladins, thieves, and bards are rare but not unheard of as well. If their penchant is riding like the wind and wielding a scimitar, almost anybody can eventually qualify for the Desert Master.
	NPC Desert Masters are rarely found outside their home terrain and nomadic tribe, but the occasional one does lead a war party into neighboring lands looking for trouble as well as valuables from time to time.

Hit Die: d10

	To become a Desert Master, a character must fulfill all these criteria: 
		Race: Any are possible, but are most often Human
		Gender: Male (Male domination is rampant in almost all desert based 
		Base Attack: 6+
		Proficiency: Scimitar
		Feats: Weapon Focus: Scimitar, Weapon Specialization: Scimitar, 
			Improved Initiative, Alertness, Mounted Combat, Dodge, 
			Endurance, Combat Reflexes, Dex 13+
		Intimidate: 4 Ranks
		Wilderness Lore: 4 Ranks
		Ride: 6 Ranks
		Hide: 4 Ranks
		Move Silently: 4 Ranks

Class Skills:
The Desert Masterís class skills (and the key ability for each skill) are: Intimidate (Cha), Listen (Wis), Spot (Wis), Wilderness Lore (Wis), Intuit Direction (Wis), Bluff (Cha), Sense Motive (Wis), Move Silently (Dex), Hide (Dex), Handle Animal (Cha), Animal Empathy (Cha), Climb (Str), and Craft (Int). 

	Skill Points at each level:  4 + Int modifier

(Note: All the Desert Masterís special features are negated if the Desert Master wears Medium or Heavy Armor of any kind.)

Desert Master Progression Table:

Class Level	Base Attack Bonus	Fort	Ref	Will	Special
1st			+1		+2	+2	+0	Canny Defense, Homeland Knowledge
2nd			+2		+3	+3	+0	Burst of Speed
3rd			+3		+3	+3	+1	Bonus Riding Feat
4th			+4		+4	+4	+1	Superior Weapon Focus
5th			+5		+4	+4	+1	Defensive Riding
6th			+6		+5	+5	+2	Ferocious Whirlwind
7th			+7		+5	+5	+2	Bonus Fighter Feat
8th			+8		+6	+6	+2	Superior Weapon Specialization
9th			+9		+6	+6	+3	Bonus Riding Feat
10th			+10		+7	+7	+3	Leadership

Class Features:
	Weapon and Armor Proficiency: All Desert Masters are proficient with all Simple and Martial Weapons, and with Light Armor and shields. They are also proficient with the Jambiya as a bonus proficiency.
	Bonus Fighter Feat: The Desert Master may take a Feat from the Fighter Bonus Feat list (See PHB pg. 37).
	Bonus Riding Feat: Desert Masters may take any one of the following feats at 3rd and 9th level - Mounted Archery, Trample, Ride-by-Attack, Spirited Charge, or Skill Focus (Ride). 
	Burst of Speed: At 2nd level, the Desert Master can urge a camel or horse to greater than normal speeds. This ability doubles the distance of the mountís normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the charge; failure results in the mount taking 2d6 damage.
	Canny Defense: When not wearing Medium or Heavy armor, the Desert Master can add his intelligence bonus to his AC as a dodge bonus while wielding a melee weapon. This bonus is lost if they are caught flat-footed or is without their normal Dexterity bonus for any reason. 
	Defensive Riding: When riding a camel or light warhorse, the Desert Master gain a +2 bonus to his AC and all his Ride skill checks.
	Ferocious Whirlwind: When the desert master uses this feat he gains the same ability as the Whirlwind Attack Feat, but attacks opponents at his base attack -2. 
	Homeland Knowledge: The Desert Masterís Intimate knowledge about his home terrain has given him a +2 bonus to all his Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when within itís borders. When in a similar, but strange desert, the bonus is reduced to only a +1 bonus.
	Leadership: At 10th level the Desert Master gains the Leadership Feat for free (See DMG pg. 45). 
	Superior Weapon Focus: This ability gives the Desert Master an additional +1 bonus  to attack when using a scimitar.
	Superior Weapon Specialization: This ability gives the Desert Master an additional +2 bonus to damage with a scimitar.