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  1. - Top - End - #1
    Halfling in the Playground
    Mindleshank's Avatar

    Join Date
    Oct 2008

    Default [3.5] A flying Class

    There now it is legible. Ha

    Empyrean Knight

    The feared sound of a Wyvernís roar and the piercing of the enemiesí armour are the great fear and legend of the great Warrior that is a Empyrean Knight. Lords of the sky these warriors practice battle on winged beasts and hope one day to become dragon riders. The enemies of these fierce warriors know death swiftly via the lance or the mouth of the steed. The allies of these knights are happy that the effectiveness of these knights lives up to the hype that the legends make them out to be.

    Adventures: The Empyrean Knights usually adventure as a way of passage and as a way to find or gain a better mount these knights want to fulfill their goals and adventuring is a perfect way to do so. However, those knights that are in service strictly to a lord or king rarely leave his side because the noble holds the knights at high esteem.

    Characteristics: The Empyrean knight is an extremely versatile class she can scout fly fight and retreat from almost any situation. Their strength comes from their own prowess with martial weapons and their connection with their flying steed. While they are excellent warriors it comes at a price many of their mounts are extremely vulnerable to arrows. As far a magic goes they have a small but of arcane magic in them but not much.

    Alignment: The Empyrean Knight has a range of alignments however they all have ideals or the opposition of ideals. In addition the Knights almost always have a stance on the Good vs. Evil spectrum. Any alignment is available to the Empyrean Knight, except true Neutral.

    Religion: An Empyrean Knight most likely worships the same god that is the god of her steed. However, really it could be any god at all.

    Background: Many Empyrean Knights are the wealthy or especially talented. The Knights receive their status by finding their steeds in a solitary search this proves to weed out those who arenít worthy. Most Empyrean Knights find their steeds in the remote confines of an Empyrean Monastery. These usually exist in the mountains or the desert, here there are just a few people who house the winged steeds and will give them to knights as they see fit. These Monasteries can be any alignment and have a number of different villagers and usually worship one of the Dragon Gods.

    Races: When it comes to races there are really only four that would be interested in the Empyrean way. First comes humans who have always looked to the sky and wanted to fly on their own. Then elves and Half-Elves these races cherish the creatures they ride upon as a partner and the appreciation of the Creature, not to mention the half-elf thrill seeking from flying. Halflings also find a way in the sky though their steeds are smaller they love to fly and seek adventure in the air much like their nomadic heritage. Half-Orcs donít become Empyrean often because they enjoy relaying on themselves as a way of self-sufficiency. Gnomes and Dwarves are likely to be scared of flying since it is so different then the underground lands the were raised in.

    Classes: Empyrean Knights get along well with classes of their alignment and ideals. But when it comes straight to class on class the empyrean knight gets along well with Rangers and druids especially well. Rouges have their uses although the Knight usually wonít condone them, but the knights enjoy the company of an urban dwelling rouge. Mostly Barbarians get along fine with the knights. Wizards and Sorcerers have great reverence and get along quite well with Empyrean Knight mostly due to the magical aptitudes of their steeds. Clerics and Paladins are too devout to worry about, other than that it depends on the character not the class.

    Role: Striker. Really the job of the Empyrean Knight is to scatter scout and cause chaos within the enemy. While still quite capable of putting up a fight the mobility cannot be passed up for its uses.

    Empyrean knights have the following game statistics
    Abilities: Strength determines the knights attack and damage so that should be at a high score. Dexterity allows the rider to dodge the ever potent arrows and take full advantage of the mobility of the mount. Charisma covers handle animal checks and in addition the Knight must have a Charisma score of 10 + spell level to cast the spell and the knight adds that any modifiers of the spell.
    Alignment: Any, excluding true neutral.
    Hit Dice: d10
    Class Skills
    The Empyrean Knights class skills(and key abilities for each) are as follow Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(Cha), Jump(Str), Listen(Wis), Profession(Cha), Ride(Dex), Survival(Wis), Swim(Str)
    Skill Points At First Level: (4+Int Mod) x4
    Skill Points At Each Additional Level: 4+Int Mod

    Class Features
    All of the following are class features of the Empyrean Knight.

    Weapon and Armour Proficiency: The Empyrean Knight is proficient with all simple weapons. In addition she is proficient with the Lance, Halberd, Ramseur, Gisarme, Glaive, Short Sword, and Longsword. Also the Shortbow and the Longbow. The Knight is Proficient with Light and Medium Armour but not Shields.

    The Knight And The Steed: At 1st level the Empyrean Knight gets to choose one of the mounts from the following list to grow with her as her steed. At fourth level (and every consecutive level 8/12/16/20) new mounts are available to the Knight so she can therefore change her steed out once without occurring the penalty if starting the mount at level 1.
    Further more the steed takes saves and skill of the Knight. (refer to bonus chart).

    Empyreal Bond: As the knight grows so does the mount that carries her. Apply Bonuses from Chart Empyreal Bond. This grows at every addition of level to the Empyreal Bond at a This differs depending on the mount of choice. Because, the Empyrean Knight and her steed act as one unit both rider and beast get bonuses in combat. However, different steeds do different things in combat to aid their masters in Synchronization.

    {table=head] Mount | Required Level | Special
    Asperi | 5th | Base Attack equal to the Knight, HD equal to Knight, Vulnerability to Arrow II |
    Hunting Bat | 1st |Full Attack at 3rd level, BAB is equal to knights, HD equal to knight, Vulnerability to arrows I |
    Eagle, Giant | 5th |Base Attack is same as Knight, HD same as Knight, Vulnerability to Arrows II |
    Owl, Giant | 5th | Base Attack is same as Knight, HD same as Knight, Vulnerability to Arrows II|
    Griffon | 5th | Base Attack is same as Knight, HD same as Knight, Vulnerability to Arrows II |
    Pegasus | 1st | Full Attack is unable till 3rd level, Base Attack is same as Knight, HD same as Knight, Vulnerability to Arrows I |
    Manticore | 10th | Vulnerability to Arrows III |
    Hippogriff | 1st | Full Attack is unable till 3rd level, Base Attack is same as Knight, HD same as Knight, Vulnerability to Arrows I |
    Wyvern | 10th | Vulnerability to Arrows III |
    Nightmare | 10th | Vulnerability to Arrows III |
    Dragon, Young Adult | 15th | Vulnerability to Arrows IV |
    Dragon, Adult | 20th | Vulnerability to Arrows V | [/table]

    Aerial Empathy: An Empyrean Knight can improve the attitude of any Monster or Magical Beast that she can ride. This ability functions just like a Diplomacy check to improve the attitude of a person. The Empyrean Knight rolls 1d20 and adds her Empyrean Knight level and his Charisma modifier to determine the aerial empathy check result. The typical good aligned beast has a starting attitude of indifferent, while evil aligned beast are usually unfriendly or hostile. To use aerial empathy, the Empyrean Knight and the beast must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The Empyrean Knight can also use this ability to influence any flying creature with an Intelligence score of 1 or 2, but she takes a -10 penalty on the check.

    Mounted Combat: An Empyrean Knight acquires the mounted combat feat, at 2nd level.

    Empyreal Combat: Each third level the Empyrean Knight gains the ability to gain mastery of fighting with a reach weapon while on her flying steed. The Empyrean Knight gains a +1 to attack damage and anti-sunder role with one polearm-weapon of her choice(polearm being Lance, Halberd, Ramseur, Gisarme, Glaive, and the Longspear) in addition the damage bonus increases by two on a successful charge. The bonus increases at 6th level to +2 and the damage on a successful charge increases to 3, etc.

    Table: 1-2 The Empyrean Knight
    {table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
    1st | +1 | +0 | +2 | +0 | The Knight and The Steed, Empyreal Bond I, Ariel Empathy
    2nd | +2 | +0 | +3 | +0 | Mounted Combat
    3rd | +3 | +1 | +3 | +1 | Empyreal Combat I
    4th | +4 | +1 | +4 | +1 |
    5th | +5 | +1 | +4 | +1 | New Mounts Selection, Empyreal Bond II
    6th | +6/1 | +2 | +5 | +2 | Mounted Archery, Empyreal Combat II
    7th | +7/2 | +2 | +5 | +2 | Empyreal Rage
    8th | +8/3 | +2 | +6 | +2 | Spell-like abilities
    9th | +9/4 | +3 | +6 | +3 | Empyreal Combat III
    10th | +10/5 | +3 | +7 | +3 | New Mount Selection, Empyreal Bond III
    11th | +11/6/1 | +3 | +7 | +3 |
    12th | +12/7/2 | +4 | +8 | +4 | Empyreal Combat IV
    13th | +13/8/3 | +4 | +8 | +4 |
    14th | +14/9/4 | +4 | +9 | +4 | Empyrean Rage II
    15th | +15/10/5 | +5 | +9 | +5 | New Mount Selection, Empyreal Bond IV, Empyreal Combat , Dragon Mount
    16th | +16/11/6/1 | +5 | +10 | +5
    17th | +17/12/7/2 | +5 | +10 | +5
    18th | +18/13/8/3 | +6 | +11 | +6 | Empyreal Combat V
    19th | +19/14/9/4 | +6 | +11 | +6
    20th | +20/15/10/5 | +6 | +12 | +6 | Dragon Mount, Empyreal Bond V[/table]

    New Mount Selection: At 5th level and every 5 levels (10/15/20). New mounts are now able to bear the Empyrean Knight (refer to mount list).

    Empyrean Rage: The knight gains +1 to Attack and Damage roles, +1AC and +20 Movement Speed for 1 round/level Uses per day correspond with the acquisition of new mounts(You activate this on the same round you use it, it counts as a swift action).

    Spell-Like Abilities: An Empyrean Knight can now use any and all of the Spell-like abilities of any of her previous mounts and current mount(this continues as the Empyrean Knight progresses), as often as her mount and as potent as her mount.

    Dragon Mount: 15th level is The ultimate goal of the Empyrean Knight, she can choose one of the Colours or Metals that true dragons are and select it as her mount, first as a Young Adult then as an Adult at 20th level.

    Table: 1-3 Empyreal Bond
    {table=head]Mount | Bonus for Mount | Bonus for Knight
    Asperi | +1 cold damage/level | Improved trip and +1/level on the touch attack to initiate
    Hunting Bat | Flyby attack/1 Wounding bite/2 and an additional +1 ac against arrows/3,4,5 | Blindfight/1 Wounding Attack/2 Vampiric Attack 1d6/level/3,4,5
    Eagle, Giant | +1 on Attack rolls during the day/level | Ability to cause one enemy to become dazzled at 1st level dazed at second Shaken at 3rd Panicked at 4th and cowering at 5th
    Owl, Giant | +1 on attack rolls/level when fighting at night | Ability to cause one enemy to become dazzled at 1st level dazed at second Shaken at 3rd Panicked at 4th and cowering at 5th
    Griffon | +1AC/level | Close-quarters Combat/1 Powerful Charge +1d8/level2,3,4,5
    Pegasus | Dodge/1 Powerful Charge 1d4/2,3,4,5 | +1 Attack When moving 60ft. Or more/level
    Manticore | Wounding Spike 1 Con dmg/level and +5 fly speed per level | Choice Of Spike Shooting Weapons(Manticore Spikes 1per day/level) or Deflecting Arrows Weapon(gains +1 AC for both rider and steed per level)
    Hippogriff | Flyby Attack | +5 Reach on Charge
    Wyvern | Dodge/1, Mobility/2, Improved Flyby Attack/3, Improved Natural Attack(Tail)/4, Improved Natural Attack(Talons)5 | Extra Rage Per Day/1, Increased AC+2 R&S/levels 2,3,4 Poison Attack 2d6 Con on all Attacks/5
    Nightmare | Flyby Attack/1 Powerful Charge +1d6/2 Immunity to Fire/3 Hover/4 Multiattack/5| Evil-Aligned Weapons/1 Fire Damage 1d6/Level2,3,4,5
    Dragon | Increase of Flight Maneuverability Average/1 Good/2 Perfect/3 Dragon Armour +2 AC (Armour Bonus)/4 Improved Flyby Attack/5 | Gain Dragon Natural Armour/1 Breath Weapon that is Two ages less than the Mount of the Knight/2 Dragon Immunities/3 Dragon Resistance/4 Dragon Weapons/5 (All weapons and armour are treated as if they were the Dragons when it comes to DR or Sundering) +Breath weapon damage[/table]

    Vulnerability To Arrows: Arrows are more effective against Empyrean Knightsí mounts because of the rider. Arrows do an extra 4d8 at I, 4d6 at II, 4d4 at III, 2d6 at IV, and 1d4 at V. In addition the rider must make a check equal to see if she falls off the mount every time her mount is hit by an arrow (this check is as if the rider was knocked unconscious).

    Half-Elf Empyrean Knight Starting Package
    Amour: Studded Leather (+3 AC, armor check penalty Ė1, arcane
    spell failure chance n/a, speed 20 ft., 10 lb.).
    Weapons: Longspear (1d8, Crit x3 9lbs, two-handed, Piercing)
    5 Javelins (1d6, Crit x2, range increment 30ft, 2lbs, Piercing)
    Skill Selection: Pick a number of skills equal to 4+int mod
    Feats: Animal Affinity, Dodge
    Mount: Hunting Bat (see Monster Manual II for details)
    Gear: Adventurers Kit, Riding Saddle
    Gold: 2d4 gold pieces

    If you read all of this thanks a lot of work went into it and i am glad that you read the whole thing. (Inspired by Heath in Fire Emblem)
    Last edited by Mindleshank; 2009-09-13 at 05:11 PM.
    Just something i live by "Being a good fiend is like being a photographer you have to wait for the right moment"

  2. - Top - End - #2
    Bugbear in the Playground
    The Neoclassic's Avatar

    Join Date
    Sep 2007
    Northeast USA

    Default Re: I need some help on determining weather my Home-brewed class is balanced or not

    Formatting is your friend. This would be far easier to peruse if you bolded section titles (such as Adventures, Weapon & Armor Proficiences, etc.). Additionally, add in more blank lines between stuff; the first section is good, but Game Rule Information is all clumped together.

    Also, use a table. If you aren't sure how, just quote this post to look at this formatting:

    {table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
    1st | +X | +X | +X | +X | Class Ability
    2nd | +X | +X | +X | +X | Class Ability
    3rd | +X | +X | +X | +X | Class Ability
    4th | +X | +X | +X | +X | Class Ability
    5th | +X | +X | +X | +X | Class Ability
    6th | +X | +X | +X | +X | Class Ability
    7th | +X | +X | +X | +X | Class Ability
    8th | +X | +X | +X | +X | Class Ability
    9th | +X | +X | +X | +X | Class Ability
    10th | +X | +X | +X | +X | Class Ability [/table]

    I'll try to help with crunch when this is easier to read. My only comment right now is that there is no Knowledge (flying monsters) skill, unless you use it in your homebrew campaigns, so this doesn't seem particularly useful to include on their spell list. Perhaps just give the class a +2 bonus to all checks involvind Knowledge skills related to flying monsters.

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