Lix Lorn
2013-05-28, 01:31 AM
Emblem Pegasus Knight
‘ You can learn a lot about this world from a pegasus's back. I see new things every day.’ – Sumia, a young Pegasus Knight.
Background: Pegasus Knights are most common in mountainous areas, deserts, and snowy areas – anywhere, in short, where flight is a great boon. Most commonly, they are a military force, but this is by no means certain.
Races: Pegasus Knights tend to be female, and are favoured by faster, agile races, such as elves.
Other Classes: Pegasus Knights are an excellent complement to Knights, serving as the fast hammer to strike the immovable anvil. They can be skittish around archers, for obvious reasons, and are often intensely curious about mages.
Role: Pegasus Knights are glass cannons, fast moving and hard hitting, but with little defensive capabilities. They serve as excellent scouts and good transportation, but should never be the front line of a fight.
Pegasus Knights in the World: Pegasus Knights tend to be used as light cavalry, especially for nations and armies who might normally find it difficult to train or utilise cavalry.
Inspiration: Fire Emblem.
Alignment: Any.
Hit Die: d4
All Emblem classes have the same starting gold and age – their ranks vary wildly.
Class Skills-The Pegasus Knight’s class skills (and the key ability for each skill) are Balance (Dex), Diplomacy (Cha),Handle Animal (Cha), Jump (Str), Ride (Dex), Search (Wis), Sense Motive (Wis), Survival (Wis) and Tumble (Dex).
All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
Skill Points at 1st level: (6+ Int Modifier) x4
Skill Points per Level: 6 + Int Modifier
The Pegasus Knight and the Falcon Knight
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+0
Pegasus Mount, Pegasus Talent
2nd
+2
+0
+3
+0
Pegasus Talent
3rd
+3
+1
+3
+1
Pegasus Talent
4th
+4
+1
+4
+1
Pegasus Talent
5th
+5
+1
+4
+1
Pegasus Talent
6th
+6/+1
+2
+5
+2
Pegasus Talent
7th
+7/+2
+2
+5
+2
Pegasus Talent, Relief
8th
+8/+3
+2
+6
+2
Pegasus Talent
9th
+9/+4
+3
+6
+3
Pegasus Talent
10th
+10/+5
+3
+7
+3
Pegasus Talent
P1st
+11/+6/+1
+3
+7
+3
Greater Pegasus Talent, Rally Speed, Falcon Mount
2nd
+12/+7/+2
+4
+8
+4
Greater Pegasus Talent
3rd
+13/+8/+3
+4
+8
+4
Greater Pegasus Talent
4th
+14/+9/+4
+4
+9
+4
Greater Pegasus Talent
5th
+15/+10/+5
+5
+9
+5
Greater Pegasus Talent
6th
+16/+11/+6/+1
+5
+10
+5
Greater Pegasus Talent
7th
+17/+12/+7/+2
+5
+10
+5
Greater Pegasus Talent
8th
+18/+13/+8/+3
+6
+11
+6
Greater Pegasus Talent
9th
+19/+14/+9/+4
+6
+11
+6
Greater Pegasus Talent
10th
+20/+15/+10/+5
+6
+12
+6
Greater Pegasus Talent, Lancefaire
Weapon and Armour Proficiency: A Pegasus Knight is proficient with all simple and martial spears and lances, as well as light armour and shields.
Pegasus Mount (Ex): A Pegasus Knight and their mount are treated as one being. If they are separated, danger will bring the other running at almost impossible speed.
A Pegasus Knight may mount or dismount as a swift action. While dismounted, they cannot use most of their Pegasus Knight talents.
While mounted, a Pegasus Knight gains +3hp per character level, and splits his HP evenly into three pools. When the first two are depleted, his mount is injured, and he must dismount, and cannot get onto his steed again until the encounter has passed and the mount has been healed. A mount cannot be killed unless the rider is also killed.
While mounted, they gain +1 natural armour. Their base land speed is increased to 60ft, and they can glide, rendering them immune to falling damage, even when unconscious. They are treated as mounted, when it matters, and they possess two hoof attacks, each doing 1d6+1.5Str mod damage. These are secondary attacks.
Finally, as they grow, they gain a flight speed. At Pegasus Knight 4, they have a flight speed of 80ft (Average.) For each third character level they possess after this, this increases by 15ft and one degree of manoueverability, reaching 110ft (Perfect) at level 10.
Pegasus Talents: At each level, a Pegasus Knight chooses a Talent from the following list.
Blade Expertise Requires: Character level 6, DM Adjudication
You may choose a single martial maneuver you qualify for, with level no higher than two. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
Up to five talent class levels you possess now count as full initiator levels.
Coiled Blade Approach Requires: Blade Expertise
You may choose a single martial stance you qualify for, with level no higher than three. You my use it. One more talent class level you possess counts as a full initiator level.
Blade Secrets Requires: Blade Expertise, Character level 10
You may choose a single martial maneuver you qualify for, with level no higher than four. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish. If you do, add one to your maneuvers readied.
Up to four more talent class levels you possess now count as full initiator levels, usually making nine.
Eagle Eyes (Ex)
You are an expert at surveying large areas. You double your sight range increments, and gain a bonus on spot rolls equal to a quarter of your character level, plus two. This applies when dismounted.
See Deception (Ex) Requires: Eagle Eyes
You can tell when things are not right. You gain a +3 competence bonus to saves against illusion effects, even when dismounted.
Effortless Touch (Ex)
For a Pegasus Knight, a lance is a precision tool. This talent grants Weapon Finess as a bonus feat, and treats all weapons Pegasus Knight gives as proficiencies as usable with it.
Furious Flurry (Ex)
With lightning speed, you strike repeatedly. This talent allows you to make one additional melee attack in a full attack. You may use this ability when dismounted. After making a flurry, you may not use another one for 10-Dex mod rounds, minimum two.
Gift of Wings (Ex)
Pegasi are naturally resistant to magic, and they can extend this ability to their riders. This talent grants Resist equal to half your class level, that reduces damage from any magical source, including tomes and spells, but not magical or summoned weapons. It also grants a Resistance bonus to saving throws against magical effects equal to a fifth of your character level.
Lightning Strike (Ex)
You gain the Skirmish ability, dealing 1d6 damage and gaining +1 AC, exactly like a Scout.
Bolt From The Blue (Ex): Requires: BAB +6, Lightning Strike
Your Skirmish ability increases to 2d6 damage and +2 AC.
Move Like The Wind (Ex)
This talent renders the Pegasus Knight an expert at dodging. It grants them a +1 dodge bonus to AC, and the Mobility feat, regardless of whether they meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.) These may be used dismounted.
Already Gone (Ex) Requires: Move Like The Wind
Some Pegasus Knights can dodge before an attack is even launched, feeling the blow before it comes. Their dodge bonus to AC increases to match their Wisdom modifier, although it is reduced back to one if they wear heavier than light armour.
Gale’s Vanguard (Ex) Requires: Move Like The Wind
When a Pegasus Knight makes a charge attack, they do not need to move directly towards the target. They may move in any straight line that brings them within range of the foe at some point. This charge never provokes attacks of opportunity from the target. When using this ability, they may only move their normal speed, rather than doubling it. Like Spring Attack, you make your attack from any point in this move. This ability counts as Spring Attack and Flyby Attack for purposes of prerequisites.
Twisting Gale Requires: Gale’s Vanguard
When using Gale’s Vanguard’s special charge, you no longer need to move in a straight line.
Penetrating Charge (Ex)
By making a mighty charge in a straight line, the pegasus knight deals bonus damage equal to 1 per 5ft moved, and adds one to both her final critical threat range and her critical damage multiplier. After making a penetrating charge, you may not use another one for 10-Dex mod rounds, minimum two.
Perfect Hunter (Ex)
You gain the Track feat as a bonus feat, and can use it whether mounted or not.
Riding Air Pegasus (Ex)
You may carry one creature of your own size with you on your steed. While you do, you both gain a +2 bonus to AC, a +1 bonus to attack rolls, and a +1d6 bonus to damage rolls, protected by each other.
Silver Tongue (Ex)
Your honesty shines through, even when you’re lying. You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two. This applies while dismounted.
One Step Ahead (Ex)
Some pegasus knights can dodge absolutely anything. They gain the Evasion ability.
Staff Training (Ex) Requires: Wis 13
You gain the Staff Proficiency feat which doesn’t exist yet, and a caster level for staffs equal to half your character level. You use Wisdom as your casting modifier for staffs. You may use these abilities while dismounted.
Tome Training (Ex): Requires: One mental ability score at 13
You gain the Tome (http://www.giantitp.com/forums/showthread.php?p=15287512#post15287512) Proficiency feat, and a caster level for tomes equal to half your character level. You use the ability used to qualify for this talent as your casting modifier for tomes. You may use these abilities while dismounted.
Uncanny Reflexes (Ex)
With the Pegasus Knight's fragility, they cannot afford to be taken by surprise. They gain the Uncanny Dodge ability, treating their rogue level as equal to their character level. This applies when dismounted.
Unity’s Blessing (Ex)
When flanking, you grant a +4 bonus, and a +1d6 damage bonus as well. You also gain these improved benefits when an ally flanks for you.
Unrivalled Agility (Ex)
Pegasus training favours speed and agility above strength. You gain a +2 competence bonus to your dexterity score, whether mounted or not.
Wild Empathy (Ex)
You gain the ability to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the character and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
You may use this ability while dismounted.
Beloved By Beast (Ex) Requires: Wild Empathy
Choose a single creature of the animal, vermin, or, with DM adjudication, Magical Beast type. This creature may be a swarm. It is treated as your Familiar, with your effective wizard level for this being equal to your character level minus the creature’s CR.
Friend of the Furred (Ex) Requires: Wild Empathy
You may cast Charm Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability, which may be used dismounted.
Wind Born Stride (Ex)
You add 10ft to your base speed when dismounted, and 20ft to your speed when mounted.
Foam-Dancing Haste (Ex) Requires: Wind Born Stride
You can move at full speed without becoming exhausted. However, this does not eliminate the need for sleep, food, or drink, merely for slowed periods of travel or rest.
Unimpeded Perfection of Exertion (Ex) Requires: Wind Born Stride
Your flight speed is unaffected by heavy winds, rain, blizzards, storms, or the like. If the weather does not entirely invalidate flying, you can do so at full speed.
Relief (Ex): A 7th level Pegasus Knight is hard to keep down. Given time, she can recover quickly and return to the fray.
A Pegasus Knight has fast healing equal to her character level while she is under half health and not in battle.
The Falcon Knight
For a Pegasus Knight, the Falcon Knight is merely the continuation of their base class. They continue taking levels exactly as if levels 1-10 of Falcon Knight were levels 11-20 of Pegasus Knight, including having a single class level between the two.
Other classes may take Falcon Knight levels as a prestige class, beginning with P1st, if they meet the following requirements.
Prerequisites
Proficiency: Lance
Class Feature: ____ Mount
Character Level: 10
The has the same class chassis as the Pegasus Knight – good reflex saves, average BAB, a d4 hit dice, and 6 skill points per level.
Falcon Mount: On entering the Falcon Knight class, the character’s mount is transformed into a Falcon Pegasus. They replace their original Mount ability with the following:
While mounted, a Falcon Knight gains +5hp per character level, and splits his HP evenly into three pools. When the first two are depleted, his mount is injured, and he must dismount, and cannot get onto his steed again until the encounter has passed and the mount has been healed. A mount cannot be killed unless the rider is also killed.
A Falcon Knight may mount or dismount as a swift action. While dismounted, they cannot use most of their Falcon Knight talents.
While mounted, they gain +2 natural armour. Their base land speed is increased to 80ft, and they can glide, rendering them immune to falling damage, even when unconscious. They are treated as mounted, when it matters, and they possess two hoof attacks, each doing 1d6+1.5Str mod damage, and a horn attack dealing 1d8+Str mod damage. These hooves are secondary attacks, while the horn is primary.
Finally, they have a flight speed of 60ft (Average.) For each third character level they possess, this increases by 20ft and one degree of manoueverability, reaching 100ft (Perfect) at level 6.
Rally Speed: As a standard action, a Falcon Knight can rally allies within 30ft, granting them a +5 morale bonus to Initiative and Attack rolls for five rounds. This ability may be used while dismounted.
Greater Pegasus Talent: At each level, a Falcon Knight chooses a Talent from the following list. They may instead choose a talent from the Pegasus Knight list, or from the talent list of any base class they possess.
Ally of Beasts (Ex) Requires: Friend of the Furred
You may cast Suggestion on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Sister of the Wild (Ex) Requires: Ally of Beasts
You may cast Dominate Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Blade Mastery Requires: Blade Secrets, Character level 14
You may choose a single martial maneuver you qualify for, with level no higher than six. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
Up to four more talent class levels you possess now count as full initiator levels, usually making thirteen.
Perfect Blade Aegis Requires: Blade Mastery, Coiled Blade Approach, Character level 18
You may choose a single martial stance you qualify for, with level no higher than eight. You may use it. One more talent class level you possess counts as a full initiator level.
Blade Magic Requires: Blade Mastery, Character level 18
You may choose a single martial maneuver you qualify for, with level no higher than eight. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish. If you do, add one to your maneuvers readied.
Up to four more talent class levels you possess now count as full initiator levels, usually making seventeen.
Blessing of Skies (Ex) Requires: Gift of Wings
Your magical protection is enhanced. You have a Spell Resistance of 10+1/2 character level, which you may choose to lower for any effect.
Crossed Wings Denial (Ex) Requires: Gift of Wings
As an immediate action, you may interpose yourself between an ally and one attack that was going to strike them, but not you. It strikes you, and does not strike them. (other targets are unaffected). If the attack is magical, you double your resistance from Gift of Wings.
Chain Lightning (Ex): Requires: Bolt From The Blue
Your Skirmish ability increases to 3d6 damage and +3 AC.
The Oncoming Storm (Ex): Requires: BAB +16, Chain Lightning
Your Skirmish ability increases to 4d6 damage and +4 AC.
Eternal Alacrity (Ex) Requires: Unrivalled Agility
Your training reaches a peak. Your bonus to Dexterity is increased to +4. This applies when dismounted.
Eternal Hunt (Ex) Requires: Beloved By Beast
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability. Doing so returns your familiar to life, and allows this damage to be healed instantly.
Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.
Faster than Sight (Su) Requires: Wind Born Stride
Once per encounter, in any round where you move your maximum speed for at least one move action, you gain a 50% miss chance against all attacks made against you for the next round. This is an Extraordinary ability.
As The Wind (Su) Requires: Faster than Sight
While moving at maximum speed, you are treated as ethereal, and can penetrate any barrier that is not entirely airtight.
Furious Charge Requires: Penetrating Charge
When making a penetrating charge, you add a further two to your critical threat range after all other modifiers. In addition, subtract two from the cooldown of this ability, minimum 1.
Grand Flurry Requires; Furious Flurry
Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. This applies when dismounted. In addition, subtract two from the cooldown of this ability, minimum 1.
Hero’s Promise (Ex) Requires: Silver Tongue
There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth. It may be used dismounted.
Hurricane Point Requires: Gale’s Vanguard
When you use Gale’s Vanguard, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.
Typhoon’s Path Requires: Hurricane Point
When using Gale’s Vanguard, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
As a side benefit, the character gains the Pounce ability.
Light-Shaming Avoidance (Ex) Requires: Speed Unquestioned
With this talent, even an unlucky pegasus knight is safe. It grants the Improved Evasion ability.
Peak Times (Ex) Requires: Riding Air Pegasus
You may carry two creatures of your size, each one granting all members of the group a cumulative +2 bonus to AC, a +1 bonus to attack rolls, and a +1d6 bonus to damage rolls.
Perfect Hunter (Su) Requires: Hunters in the Sky
You can track a foe even if they are airborne or on the water, despite the impossibility of such a task. The DC is 30. This is a mixture of impossible insight, and grand instinct.
Running to Forever (Ex) Requires: Foam-Dancing Haste
Flying at top speed, as long as it is in a relatively straight line, and not pursued, is treated as full bed rest.
Sight Beyond (Ex) Requires: See Deception
By using a full round action, you may cast an extraordinary True Seeing at will, even when not mounted.
Staff Mastery Requires: Staff proficiency, a caster level for using Staffs
You treat your caster level for staffs as equal to your character level.
Surprising the Ambush (Ex) Requires: Uncanny Reflexes
Some Pegasus Knights can sense an ambush on the wind. They improve their Uncanny Dodge ability to Improved Uncanny Dodge.
True Relief Requires: Relief
The 50% health restriction is removed from your relief ability.
Unity’s Victory (Ex) Requires: Unity’s Blessing
When two allies are both adjacent to a target you are adjacent to, and at least one of them is flanking, you may take a full round action to launch a single attack. If you do, it is automatically a critical hit. You must each wait 10-dex mod rounds (minimum 2) before using this ability again.
Lancefaire (Ex): A Falcon Knight is an expert with the lance, wielding it with perfect skill. At tenth level, they increase the damage of attacks with spears and lances of all types as if the weapon had increased by one size.
Emblem Dark Flier
‘Our only limits are the ones we place on ourselves.’ Cordelia, a Dark Flier
Background: A Dark Flier is a pegasus rider who focusses their learning on the power of tomes, seeking the power to rain arcane power on their opposition.
Races: Any race can become a Dark Flier, as long as it has access to both pegasi and the power of the tomes.
Other Classes: Dark Fliers can be envied by mages, for their mobility, or other riders for their powerful weaponry, but they remain weaker than both in their specialities.
Role: A Dark Flier is a ranged combatant, bombarding foes from above.
Dark Fliers in the World: A Dark Flier will never want for a job, unless he objects to war.
Prerequisites
Proficiency: Lance, tome (http://www.giantitp.com/forums/showthread.php?p=15287512#post15287512)
Class Feature: ____ Mount
Character Level: 10
Hit Die: d4
Class Skills-The Dark Rider’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Decipher Script (Int), Diplomacy (Cha),Handle Animal (Cha), Jump (Str), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Tumble (Dex).
All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
Skill Points per Level: 6+ Int Modifier
Dark Rider
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Flier Talent, Flier’s Mount, Rally Movement
2nd
+1
+0
+3
+3
Flier Talent
3rd
+2
+1
+3
+3
Flier Talent
4th
+3
+1
+4
+4
Flier Talent
5th
+3
+1
+4
+4
Flier Talent
6th
+4
+2
+5
+5
Flier Talent
7th
+5
+2
+5
+5
Flier Talent
8th
+6
+2
+6
+6
Flier Talent
9th
+6
+3
+6
+6
Flier Talent
10th
+7
+3
+7
+7
Galeforce, Flier Talent
Weapon and Armour Proficiency: A Dark Rider is proficient with tomes, but gains no new weapon and armour proficiencies.
Flier’s Mount (Ex): On entering the Dark Flier class, the character’s mount is transformed into a Dark Pegasus. They replace their original Mount ability with the following:
A Dark Flier and their mount are treated as one being. If they are separated, danger will bring the other running at almost impossible speed.
A Dark Flier may mount or dismount as a swift action. While dismounted, they cannot use most of their Pegasus Knight or Dark Flier talents.
While mounted, a Dark Flier gains +3hp per character level, and splits his HP evenly into three pools. When the first two are depleted, his mount is injured, and he must dismount, and cannot get onto his steed again until the encounter has passed and the mount has been healed. A mount cannot be killed unless the rider is also killed.
While mounted, they gain +2 natural armour. Their base land speed is increased to 80ft, and they can glide, rendering them immune to falling damage, even when unconscious. They are treated as mounted, when it matters, and they possess two hoof attacks, each doing 1d6+1.5Str mod damage, and a horn attack dealing 1d10+Str mod damage. These hooves are secondary attacks, while the horn is primary.
Finally, they have a flight speed of 60ft (Average.) For each third character level they possess, this increases by 20ft and one degree of manoueverability, reaching 100ft (Perfect) at level 6.
In addition, levels in Dark Flier count as caster levels for the purposes of wielding tomes. They may make iterative attacks with anima tomes they wield, although they may not make the final attack they would be entitled to. (Usually giving a Pegasus Knight 10/Dark Flier 10 a tome attack routine of +20/+15/+10, rather than +20/+15/+10/+5)
Rally Movement (Ex): As a standard action, a Dark Flier can rally allies within 30ft, granting them a +30ft morale bonus to movement speed for five rounds. This ability may be used dismounted.
Flier Talent At each level, a Dark Flier chooses a Talent from the following list. They may instead choose a talent from the Pegasus Knight list, or from the talent list of any base class they possess.
Ally of Beasts (Ex) Requires: Friend of the Furred
You may cast Suggestion on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Sister of the Wild (Ex) Requires: Ally of Beasts
You may cast Dominate Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Arcane Knowledge (Sp) Requires: Character level 5, DM Adjudication
You may choose a single arcane spell of level one or lower. You gain it as a spell like ability usable once an encounter (or hour outside encouners), but must pay XP and Gold costs as normal. It may be used dismounted.
Arcane Secrets (Sp) Requires: Arcane Knowledge, Character level 9
You may choose a single arcane spell of level three or lower. You gain it as a spell like ability usable once an encounter, but must pay XP and Gold costs as normal. You may now use your spell like ability from Arcane Knowledge twice an encounter (or hour). It may be used dismounted.
Archangel (Ex)
You gain the Light Tome proficiency feat as a bonus feat, and may make iterative attacks as if they were anima tomes. You may not take both this talent and Shadowgift. It may be used dismounted.
Blessing of Skies (Ex) Requires: Gift of Wings
Your magical protection is enhanced. You have a Spell Resistance of 10+1/2 character level, which you may choose to lower for any effect.
Chain Lightning (Ex): Requires: BAB +14, Bolt From The Blue
Your Skirmish ability increases to 3d6 damage and +3 AC.
Duality of Sun and Moon: Requires: Archangel OR Shadowgift, proficiency with light and dark tomes.
You may take both the Archangel and the Shadowgift talents.
Eternal Hunt (Ex)Requires: Beloved By Beast
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability. Doing so returns your familiar to life, and allows this damage to be healed instantly.
Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.
Faster than Sight (Su) Requires: Wind Born Stride
Once per encounter, in any round where you move your maximum speed for at least one move action, you gain a 50% miss chance against all attacks made against you for the next round. This is an Extraordinary ability.
As The Wind (Su) Requires: Faster than Sight
While moving at maximum speed, you are treated as ethereal, and can penetrate any barrier that is not entirely airtight.
Hero’s Promise (Ex) Requires: Silver Tongue
There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth. It may be used dismounted.
Hurricane Point Requires: Gale’s Spearhead
When you use Gale’s Spearhead, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.
Typhoon’s Path Requires: Hurricane Point
When using Gale’s Spearhead, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
As a side benefit, the character gains the Pounce ability.
Light-Shaming Avoidance (Ex) Requires: Speed Unquestioned
With this talent, even an unlucky pegasus knight is safe. It grants the Improved Evasion ability.
Overwhelming Power (Ex)
You gain a +2 competence bonus to your casting ability score. It applies while dismounted.
Running to Forever (Ex) Requires: Foam-Dancing Haste
Flying at top speed, as long as it is in a relatively straight line, and not pursued, is treated as full bed rest.
Shadowgift (Ex)
You gain the Dark Tome proficiency feat as a bonus feat, and may make iterative attacks as if they were anima tomes. You may not take both this talent and Archangel. It may be used dismounted.
True Relief (Su) Requires: Relief
The 50% health restriction is removed from your relief ability.
Unity’s Victory (Ex) Requires: Unity’s Blessing
When two allies are both adjacent to a target you are adjacent to, and at least one of them is flanking, you may take a full round action to launch a single attack. If you do, it is automatically a critical hit. You must wait 10-cha mod rounds (minimum 2) before using this ability again.
Galeforce (Ex): A Dark Flier is a relentless force, downing foe after foe. At tenth level, if they do not possess the Cleave feat, they gain it, whether they meet prerequisites or not. (They may take it later to gain access to the improved benefit of this feature, as long as they then meet the prerequisites.)
If they possess the Cleave feat, it is enhanced. Once a round, when their cleave feat would activate, they may gain an entire full-round action, rather than a single additional attack.
‘ You can learn a lot about this world from a pegasus's back. I see new things every day.’ – Sumia, a young Pegasus Knight.
Background: Pegasus Knights are most common in mountainous areas, deserts, and snowy areas – anywhere, in short, where flight is a great boon. Most commonly, they are a military force, but this is by no means certain.
Races: Pegasus Knights tend to be female, and are favoured by faster, agile races, such as elves.
Other Classes: Pegasus Knights are an excellent complement to Knights, serving as the fast hammer to strike the immovable anvil. They can be skittish around archers, for obvious reasons, and are often intensely curious about mages.
Role: Pegasus Knights are glass cannons, fast moving and hard hitting, but with little defensive capabilities. They serve as excellent scouts and good transportation, but should never be the front line of a fight.
Pegasus Knights in the World: Pegasus Knights tend to be used as light cavalry, especially for nations and armies who might normally find it difficult to train or utilise cavalry.
Inspiration: Fire Emblem.
Alignment: Any.
Hit Die: d4
All Emblem classes have the same starting gold and age – their ranks vary wildly.
Class Skills-The Pegasus Knight’s class skills (and the key ability for each skill) are Balance (Dex), Diplomacy (Cha),Handle Animal (Cha), Jump (Str), Ride (Dex), Search (Wis), Sense Motive (Wis), Survival (Wis) and Tumble (Dex).
All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
Skill Points at 1st level: (6+ Int Modifier) x4
Skill Points per Level: 6 + Int Modifier
The Pegasus Knight and the Falcon Knight
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+0
Pegasus Mount, Pegasus Talent
2nd
+2
+0
+3
+0
Pegasus Talent
3rd
+3
+1
+3
+1
Pegasus Talent
4th
+4
+1
+4
+1
Pegasus Talent
5th
+5
+1
+4
+1
Pegasus Talent
6th
+6/+1
+2
+5
+2
Pegasus Talent
7th
+7/+2
+2
+5
+2
Pegasus Talent, Relief
8th
+8/+3
+2
+6
+2
Pegasus Talent
9th
+9/+4
+3
+6
+3
Pegasus Talent
10th
+10/+5
+3
+7
+3
Pegasus Talent
P1st
+11/+6/+1
+3
+7
+3
Greater Pegasus Talent, Rally Speed, Falcon Mount
2nd
+12/+7/+2
+4
+8
+4
Greater Pegasus Talent
3rd
+13/+8/+3
+4
+8
+4
Greater Pegasus Talent
4th
+14/+9/+4
+4
+9
+4
Greater Pegasus Talent
5th
+15/+10/+5
+5
+9
+5
Greater Pegasus Talent
6th
+16/+11/+6/+1
+5
+10
+5
Greater Pegasus Talent
7th
+17/+12/+7/+2
+5
+10
+5
Greater Pegasus Talent
8th
+18/+13/+8/+3
+6
+11
+6
Greater Pegasus Talent
9th
+19/+14/+9/+4
+6
+11
+6
Greater Pegasus Talent
10th
+20/+15/+10/+5
+6
+12
+6
Greater Pegasus Talent, Lancefaire
Weapon and Armour Proficiency: A Pegasus Knight is proficient with all simple and martial spears and lances, as well as light armour and shields.
Pegasus Mount (Ex): A Pegasus Knight and their mount are treated as one being. If they are separated, danger will bring the other running at almost impossible speed.
A Pegasus Knight may mount or dismount as a swift action. While dismounted, they cannot use most of their Pegasus Knight talents.
While mounted, a Pegasus Knight gains +3hp per character level, and splits his HP evenly into three pools. When the first two are depleted, his mount is injured, and he must dismount, and cannot get onto his steed again until the encounter has passed and the mount has been healed. A mount cannot be killed unless the rider is also killed.
While mounted, they gain +1 natural armour. Their base land speed is increased to 60ft, and they can glide, rendering them immune to falling damage, even when unconscious. They are treated as mounted, when it matters, and they possess two hoof attacks, each doing 1d6+1.5Str mod damage. These are secondary attacks.
Finally, as they grow, they gain a flight speed. At Pegasus Knight 4, they have a flight speed of 80ft (Average.) For each third character level they possess after this, this increases by 15ft and one degree of manoueverability, reaching 110ft (Perfect) at level 10.
Pegasus Talents: At each level, a Pegasus Knight chooses a Talent from the following list.
Blade Expertise Requires: Character level 6, DM Adjudication
You may choose a single martial maneuver you qualify for, with level no higher than two. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
Up to five talent class levels you possess now count as full initiator levels.
Coiled Blade Approach Requires: Blade Expertise
You may choose a single martial stance you qualify for, with level no higher than three. You my use it. One more talent class level you possess counts as a full initiator level.
Blade Secrets Requires: Blade Expertise, Character level 10
You may choose a single martial maneuver you qualify for, with level no higher than four. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish. If you do, add one to your maneuvers readied.
Up to four more talent class levels you possess now count as full initiator levels, usually making nine.
Eagle Eyes (Ex)
You are an expert at surveying large areas. You double your sight range increments, and gain a bonus on spot rolls equal to a quarter of your character level, plus two. This applies when dismounted.
See Deception (Ex) Requires: Eagle Eyes
You can tell when things are not right. You gain a +3 competence bonus to saves against illusion effects, even when dismounted.
Effortless Touch (Ex)
For a Pegasus Knight, a lance is a precision tool. This talent grants Weapon Finess as a bonus feat, and treats all weapons Pegasus Knight gives as proficiencies as usable with it.
Furious Flurry (Ex)
With lightning speed, you strike repeatedly. This talent allows you to make one additional melee attack in a full attack. You may use this ability when dismounted. After making a flurry, you may not use another one for 10-Dex mod rounds, minimum two.
Gift of Wings (Ex)
Pegasi are naturally resistant to magic, and they can extend this ability to their riders. This talent grants Resist equal to half your class level, that reduces damage from any magical source, including tomes and spells, but not magical or summoned weapons. It also grants a Resistance bonus to saving throws against magical effects equal to a fifth of your character level.
Lightning Strike (Ex)
You gain the Skirmish ability, dealing 1d6 damage and gaining +1 AC, exactly like a Scout.
Bolt From The Blue (Ex): Requires: BAB +6, Lightning Strike
Your Skirmish ability increases to 2d6 damage and +2 AC.
Move Like The Wind (Ex)
This talent renders the Pegasus Knight an expert at dodging. It grants them a +1 dodge bonus to AC, and the Mobility feat, regardless of whether they meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.) These may be used dismounted.
Already Gone (Ex) Requires: Move Like The Wind
Some Pegasus Knights can dodge before an attack is even launched, feeling the blow before it comes. Their dodge bonus to AC increases to match their Wisdom modifier, although it is reduced back to one if they wear heavier than light armour.
Gale’s Vanguard (Ex) Requires: Move Like The Wind
When a Pegasus Knight makes a charge attack, they do not need to move directly towards the target. They may move in any straight line that brings them within range of the foe at some point. This charge never provokes attacks of opportunity from the target. When using this ability, they may only move their normal speed, rather than doubling it. Like Spring Attack, you make your attack from any point in this move. This ability counts as Spring Attack and Flyby Attack for purposes of prerequisites.
Twisting Gale Requires: Gale’s Vanguard
When using Gale’s Vanguard’s special charge, you no longer need to move in a straight line.
Penetrating Charge (Ex)
By making a mighty charge in a straight line, the pegasus knight deals bonus damage equal to 1 per 5ft moved, and adds one to both her final critical threat range and her critical damage multiplier. After making a penetrating charge, you may not use another one for 10-Dex mod rounds, minimum two.
Perfect Hunter (Ex)
You gain the Track feat as a bonus feat, and can use it whether mounted or not.
Riding Air Pegasus (Ex)
You may carry one creature of your own size with you on your steed. While you do, you both gain a +2 bonus to AC, a +1 bonus to attack rolls, and a +1d6 bonus to damage rolls, protected by each other.
Silver Tongue (Ex)
Your honesty shines through, even when you’re lying. You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two. This applies while dismounted.
One Step Ahead (Ex)
Some pegasus knights can dodge absolutely anything. They gain the Evasion ability.
Staff Training (Ex) Requires: Wis 13
You gain the Staff Proficiency feat which doesn’t exist yet, and a caster level for staffs equal to half your character level. You use Wisdom as your casting modifier for staffs. You may use these abilities while dismounted.
Tome Training (Ex): Requires: One mental ability score at 13
You gain the Tome (http://www.giantitp.com/forums/showthread.php?p=15287512#post15287512) Proficiency feat, and a caster level for tomes equal to half your character level. You use the ability used to qualify for this talent as your casting modifier for tomes. You may use these abilities while dismounted.
Uncanny Reflexes (Ex)
With the Pegasus Knight's fragility, they cannot afford to be taken by surprise. They gain the Uncanny Dodge ability, treating their rogue level as equal to their character level. This applies when dismounted.
Unity’s Blessing (Ex)
When flanking, you grant a +4 bonus, and a +1d6 damage bonus as well. You also gain these improved benefits when an ally flanks for you.
Unrivalled Agility (Ex)
Pegasus training favours speed and agility above strength. You gain a +2 competence bonus to your dexterity score, whether mounted or not.
Wild Empathy (Ex)
You gain the ability to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the character and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
You may use this ability while dismounted.
Beloved By Beast (Ex) Requires: Wild Empathy
Choose a single creature of the animal, vermin, or, with DM adjudication, Magical Beast type. This creature may be a swarm. It is treated as your Familiar, with your effective wizard level for this being equal to your character level minus the creature’s CR.
Friend of the Furred (Ex) Requires: Wild Empathy
You may cast Charm Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability, which may be used dismounted.
Wind Born Stride (Ex)
You add 10ft to your base speed when dismounted, and 20ft to your speed when mounted.
Foam-Dancing Haste (Ex) Requires: Wind Born Stride
You can move at full speed without becoming exhausted. However, this does not eliminate the need for sleep, food, or drink, merely for slowed periods of travel or rest.
Unimpeded Perfection of Exertion (Ex) Requires: Wind Born Stride
Your flight speed is unaffected by heavy winds, rain, blizzards, storms, or the like. If the weather does not entirely invalidate flying, you can do so at full speed.
Relief (Ex): A 7th level Pegasus Knight is hard to keep down. Given time, she can recover quickly and return to the fray.
A Pegasus Knight has fast healing equal to her character level while she is under half health and not in battle.
The Falcon Knight
For a Pegasus Knight, the Falcon Knight is merely the continuation of their base class. They continue taking levels exactly as if levels 1-10 of Falcon Knight were levels 11-20 of Pegasus Knight, including having a single class level between the two.
Other classes may take Falcon Knight levels as a prestige class, beginning with P1st, if they meet the following requirements.
Prerequisites
Proficiency: Lance
Class Feature: ____ Mount
Character Level: 10
The has the same class chassis as the Pegasus Knight – good reflex saves, average BAB, a d4 hit dice, and 6 skill points per level.
Falcon Mount: On entering the Falcon Knight class, the character’s mount is transformed into a Falcon Pegasus. They replace their original Mount ability with the following:
While mounted, a Falcon Knight gains +5hp per character level, and splits his HP evenly into three pools. When the first two are depleted, his mount is injured, and he must dismount, and cannot get onto his steed again until the encounter has passed and the mount has been healed. A mount cannot be killed unless the rider is also killed.
A Falcon Knight may mount or dismount as a swift action. While dismounted, they cannot use most of their Falcon Knight talents.
While mounted, they gain +2 natural armour. Their base land speed is increased to 80ft, and they can glide, rendering them immune to falling damage, even when unconscious. They are treated as mounted, when it matters, and they possess two hoof attacks, each doing 1d6+1.5Str mod damage, and a horn attack dealing 1d8+Str mod damage. These hooves are secondary attacks, while the horn is primary.
Finally, they have a flight speed of 60ft (Average.) For each third character level they possess, this increases by 20ft and one degree of manoueverability, reaching 100ft (Perfect) at level 6.
Rally Speed: As a standard action, a Falcon Knight can rally allies within 30ft, granting them a +5 morale bonus to Initiative and Attack rolls for five rounds. This ability may be used while dismounted.
Greater Pegasus Talent: At each level, a Falcon Knight chooses a Talent from the following list. They may instead choose a talent from the Pegasus Knight list, or from the talent list of any base class they possess.
Ally of Beasts (Ex) Requires: Friend of the Furred
You may cast Suggestion on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Sister of the Wild (Ex) Requires: Ally of Beasts
You may cast Dominate Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Blade Mastery Requires: Blade Secrets, Character level 14
You may choose a single martial maneuver you qualify for, with level no higher than six. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
Up to four more talent class levels you possess now count as full initiator levels, usually making thirteen.
Perfect Blade Aegis Requires: Blade Mastery, Coiled Blade Approach, Character level 18
You may choose a single martial stance you qualify for, with level no higher than eight. You may use it. One more talent class level you possess counts as a full initiator level.
Blade Magic Requires: Blade Mastery, Character level 18
You may choose a single martial maneuver you qualify for, with level no higher than eight. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish. If you do, add one to your maneuvers readied.
Up to four more talent class levels you possess now count as full initiator levels, usually making seventeen.
Blessing of Skies (Ex) Requires: Gift of Wings
Your magical protection is enhanced. You have a Spell Resistance of 10+1/2 character level, which you may choose to lower for any effect.
Crossed Wings Denial (Ex) Requires: Gift of Wings
As an immediate action, you may interpose yourself between an ally and one attack that was going to strike them, but not you. It strikes you, and does not strike them. (other targets are unaffected). If the attack is magical, you double your resistance from Gift of Wings.
Chain Lightning (Ex): Requires: Bolt From The Blue
Your Skirmish ability increases to 3d6 damage and +3 AC.
The Oncoming Storm (Ex): Requires: BAB +16, Chain Lightning
Your Skirmish ability increases to 4d6 damage and +4 AC.
Eternal Alacrity (Ex) Requires: Unrivalled Agility
Your training reaches a peak. Your bonus to Dexterity is increased to +4. This applies when dismounted.
Eternal Hunt (Ex) Requires: Beloved By Beast
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability. Doing so returns your familiar to life, and allows this damage to be healed instantly.
Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.
Faster than Sight (Su) Requires: Wind Born Stride
Once per encounter, in any round where you move your maximum speed for at least one move action, you gain a 50% miss chance against all attacks made against you for the next round. This is an Extraordinary ability.
As The Wind (Su) Requires: Faster than Sight
While moving at maximum speed, you are treated as ethereal, and can penetrate any barrier that is not entirely airtight.
Furious Charge Requires: Penetrating Charge
When making a penetrating charge, you add a further two to your critical threat range after all other modifiers. In addition, subtract two from the cooldown of this ability, minimum 1.
Grand Flurry Requires; Furious Flurry
Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. This applies when dismounted. In addition, subtract two from the cooldown of this ability, minimum 1.
Hero’s Promise (Ex) Requires: Silver Tongue
There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth. It may be used dismounted.
Hurricane Point Requires: Gale’s Vanguard
When you use Gale’s Vanguard, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.
Typhoon’s Path Requires: Hurricane Point
When using Gale’s Vanguard, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
As a side benefit, the character gains the Pounce ability.
Light-Shaming Avoidance (Ex) Requires: Speed Unquestioned
With this talent, even an unlucky pegasus knight is safe. It grants the Improved Evasion ability.
Peak Times (Ex) Requires: Riding Air Pegasus
You may carry two creatures of your size, each one granting all members of the group a cumulative +2 bonus to AC, a +1 bonus to attack rolls, and a +1d6 bonus to damage rolls.
Perfect Hunter (Su) Requires: Hunters in the Sky
You can track a foe even if they are airborne or on the water, despite the impossibility of such a task. The DC is 30. This is a mixture of impossible insight, and grand instinct.
Running to Forever (Ex) Requires: Foam-Dancing Haste
Flying at top speed, as long as it is in a relatively straight line, and not pursued, is treated as full bed rest.
Sight Beyond (Ex) Requires: See Deception
By using a full round action, you may cast an extraordinary True Seeing at will, even when not mounted.
Staff Mastery Requires: Staff proficiency, a caster level for using Staffs
You treat your caster level for staffs as equal to your character level.
Surprising the Ambush (Ex) Requires: Uncanny Reflexes
Some Pegasus Knights can sense an ambush on the wind. They improve their Uncanny Dodge ability to Improved Uncanny Dodge.
True Relief Requires: Relief
The 50% health restriction is removed from your relief ability.
Unity’s Victory (Ex) Requires: Unity’s Blessing
When two allies are both adjacent to a target you are adjacent to, and at least one of them is flanking, you may take a full round action to launch a single attack. If you do, it is automatically a critical hit. You must each wait 10-dex mod rounds (minimum 2) before using this ability again.
Lancefaire (Ex): A Falcon Knight is an expert with the lance, wielding it with perfect skill. At tenth level, they increase the damage of attacks with spears and lances of all types as if the weapon had increased by one size.
Emblem Dark Flier
‘Our only limits are the ones we place on ourselves.’ Cordelia, a Dark Flier
Background: A Dark Flier is a pegasus rider who focusses their learning on the power of tomes, seeking the power to rain arcane power on their opposition.
Races: Any race can become a Dark Flier, as long as it has access to both pegasi and the power of the tomes.
Other Classes: Dark Fliers can be envied by mages, for their mobility, or other riders for their powerful weaponry, but they remain weaker than both in their specialities.
Role: A Dark Flier is a ranged combatant, bombarding foes from above.
Dark Fliers in the World: A Dark Flier will never want for a job, unless he objects to war.
Prerequisites
Proficiency: Lance, tome (http://www.giantitp.com/forums/showthread.php?p=15287512#post15287512)
Class Feature: ____ Mount
Character Level: 10
Hit Die: d4
Class Skills-The Dark Rider’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Decipher Script (Int), Diplomacy (Cha),Handle Animal (Cha), Jump (Str), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Tumble (Dex).
All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
Skill Points per Level: 6+ Int Modifier
Dark Rider
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+2
Flier Talent, Flier’s Mount, Rally Movement
2nd
+1
+0
+3
+3
Flier Talent
3rd
+2
+1
+3
+3
Flier Talent
4th
+3
+1
+4
+4
Flier Talent
5th
+3
+1
+4
+4
Flier Talent
6th
+4
+2
+5
+5
Flier Talent
7th
+5
+2
+5
+5
Flier Talent
8th
+6
+2
+6
+6
Flier Talent
9th
+6
+3
+6
+6
Flier Talent
10th
+7
+3
+7
+7
Galeforce, Flier Talent
Weapon and Armour Proficiency: A Dark Rider is proficient with tomes, but gains no new weapon and armour proficiencies.
Flier’s Mount (Ex): On entering the Dark Flier class, the character’s mount is transformed into a Dark Pegasus. They replace their original Mount ability with the following:
A Dark Flier and their mount are treated as one being. If they are separated, danger will bring the other running at almost impossible speed.
A Dark Flier may mount or dismount as a swift action. While dismounted, they cannot use most of their Pegasus Knight or Dark Flier talents.
While mounted, a Dark Flier gains +3hp per character level, and splits his HP evenly into three pools. When the first two are depleted, his mount is injured, and he must dismount, and cannot get onto his steed again until the encounter has passed and the mount has been healed. A mount cannot be killed unless the rider is also killed.
While mounted, they gain +2 natural armour. Their base land speed is increased to 80ft, and they can glide, rendering them immune to falling damage, even when unconscious. They are treated as mounted, when it matters, and they possess two hoof attacks, each doing 1d6+1.5Str mod damage, and a horn attack dealing 1d10+Str mod damage. These hooves are secondary attacks, while the horn is primary.
Finally, they have a flight speed of 60ft (Average.) For each third character level they possess, this increases by 20ft and one degree of manoueverability, reaching 100ft (Perfect) at level 6.
In addition, levels in Dark Flier count as caster levels for the purposes of wielding tomes. They may make iterative attacks with anima tomes they wield, although they may not make the final attack they would be entitled to. (Usually giving a Pegasus Knight 10/Dark Flier 10 a tome attack routine of +20/+15/+10, rather than +20/+15/+10/+5)
Rally Movement (Ex): As a standard action, a Dark Flier can rally allies within 30ft, granting them a +30ft morale bonus to movement speed for five rounds. This ability may be used dismounted.
Flier Talent At each level, a Dark Flier chooses a Talent from the following list. They may instead choose a talent from the Pegasus Knight list, or from the talent list of any base class they possess.
Ally of Beasts (Ex) Requires: Friend of the Furred
You may cast Suggestion on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Sister of the Wild (Ex) Requires: Ally of Beasts
You may cast Dominate Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability which may be used dismounted.
Arcane Knowledge (Sp) Requires: Character level 5, DM Adjudication
You may choose a single arcane spell of level one or lower. You gain it as a spell like ability usable once an encounter (or hour outside encouners), but must pay XP and Gold costs as normal. It may be used dismounted.
Arcane Secrets (Sp) Requires: Arcane Knowledge, Character level 9
You may choose a single arcane spell of level three or lower. You gain it as a spell like ability usable once an encounter, but must pay XP and Gold costs as normal. You may now use your spell like ability from Arcane Knowledge twice an encounter (or hour). It may be used dismounted.
Archangel (Ex)
You gain the Light Tome proficiency feat as a bonus feat, and may make iterative attacks as if they were anima tomes. You may not take both this talent and Shadowgift. It may be used dismounted.
Blessing of Skies (Ex) Requires: Gift of Wings
Your magical protection is enhanced. You have a Spell Resistance of 10+1/2 character level, which you may choose to lower for any effect.
Chain Lightning (Ex): Requires: BAB +14, Bolt From The Blue
Your Skirmish ability increases to 3d6 damage and +3 AC.
Duality of Sun and Moon: Requires: Archangel OR Shadowgift, proficiency with light and dark tomes.
You may take both the Archangel and the Shadowgift talents.
Eternal Hunt (Ex)Requires: Beloved By Beast
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability. Doing so returns your familiar to life, and allows this damage to be healed instantly.
Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.
Faster than Sight (Su) Requires: Wind Born Stride
Once per encounter, in any round where you move your maximum speed for at least one move action, you gain a 50% miss chance against all attacks made against you for the next round. This is an Extraordinary ability.
As The Wind (Su) Requires: Faster than Sight
While moving at maximum speed, you are treated as ethereal, and can penetrate any barrier that is not entirely airtight.
Hero’s Promise (Ex) Requires: Silver Tongue
There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth. It may be used dismounted.
Hurricane Point Requires: Gale’s Spearhead
When you use Gale’s Spearhead, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.
Typhoon’s Path Requires: Hurricane Point
When using Gale’s Spearhead, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
As a side benefit, the character gains the Pounce ability.
Light-Shaming Avoidance (Ex) Requires: Speed Unquestioned
With this talent, even an unlucky pegasus knight is safe. It grants the Improved Evasion ability.
Overwhelming Power (Ex)
You gain a +2 competence bonus to your casting ability score. It applies while dismounted.
Running to Forever (Ex) Requires: Foam-Dancing Haste
Flying at top speed, as long as it is in a relatively straight line, and not pursued, is treated as full bed rest.
Shadowgift (Ex)
You gain the Dark Tome proficiency feat as a bonus feat, and may make iterative attacks as if they were anima tomes. You may not take both this talent and Archangel. It may be used dismounted.
True Relief (Su) Requires: Relief
The 50% health restriction is removed from your relief ability.
Unity’s Victory (Ex) Requires: Unity’s Blessing
When two allies are both adjacent to a target you are adjacent to, and at least one of them is flanking, you may take a full round action to launch a single attack. If you do, it is automatically a critical hit. You must wait 10-cha mod rounds (minimum 2) before using this ability again.
Galeforce (Ex): A Dark Flier is a relentless force, downing foe after foe. At tenth level, if they do not possess the Cleave feat, they gain it, whether they meet prerequisites or not. (They may take it later to gain access to the improved benefit of this feature, as long as they then meet the prerequisites.)
If they possess the Cleave feat, it is enhanced. Once a round, when their cleave feat would activate, they may gain an entire full-round action, rather than a single additional attack.