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    Default The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    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.

    Spoiler
    Show
    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 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.

    Spoiler
    Show
    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
    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.

    Spoiler
    Show
    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.
    Last edited by Lix Lorn; 2014-04-04 at 12:08 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    another nice class, but I have a few mechanics' question even for this one:

    1. Being it a melee class wouldn't it be better for it to have at least a d6 for its HD?

    2. This look like a class that should have the uncanny dodge and evasion progressions, did you decide to not insert them on purpose?

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Possibly, but pegasus knights are known for being very squishy in the games, and they get bonus hit points from their steeds!

    2: Nope! I'll add them as talents!
    Last edited by Lix Lorn; 2013-05-28 at 06:30 AM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Here are some of my suggestions:

    • Upgrade them to a d8 hit die class and remove the bonus HP feature from the mount (this gives them the same average hit points at each level and is easier to remember and apply)
    • Upgrade them to 6 + int skill points.
    • Extend their weapon proficiency to all martial weapons, because axe PKs are lulzy
    • Allow them to gain their wisdom modifier (if positive) as a bonus to AC when unarmored or in light armor, as a swordsage does.
    • Allow them to use the superior of strength and dexterity scores for determining melee attack and damage rolls.
    • Grant them a flurry-like or haste-like ability to represent high speeds.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Like others have said, they need a bit more HP.

    How about giving them some base resistance(every Pegasus has some resistance), with Gift of Wings improving it?

    I like what you are doing with FE classes, if you ever need someone to playtest just PM me.
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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Quote Originally Posted by Lix Lorn View Post
    Possibly, but pegasus knights are known for being very squishy in the games, and they get bonus hit points from their steeds!
    Yes but even a Rogue is..point is that a d4 would make them way too frail to be a melee class, even for a support one! The bonus hit points from the mount are nice and fluffy in my opinion, and would give a player a good reason to fight mounted! But the problem is that in d&d a character not always has the chance to bring their mounts with them (because, you know, the first "d" stands for dungeons :P)! So they couldn't have their bonus hit points from the mount! A d6 would serve the character better in my opinion (without making them tanks when mounted):)

    Edit: I don't know if they fit the class' theme (but it seems so from what I've read), but I like Merk's suggestions about Wis to AC and the flurry-like ability!:)
    Last edited by CinuzIta; 2013-05-28 at 02:56 PM.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Frankly I think the bonus hp while fighting with the Pegasus knights are fine. Pegasus knights are always pretty vulnerable. And while yes there ARE situations where the Pegasus won't fit in game, thats honestly fine. The pegasus knight is supposed to be a mounted class, they should be at somewhat a disadvantage if they can't use one of their main features.

    One question is that when the knight and mount are separated what are the stats for the mount? Standard pegasus? Because if so a level 1 pegasus knight should just dismount and have his mount slaughter his opponents as the standard pegasus is cr 3. http://www.d20srd.org/srd/monsters/pegasus.htm
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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    I actually feel like Pegasus Knights would have a full BAB progression. One thing that is very typical of Pegasus Knights is a very high skill and speed, and BAB is the closest thing to those in DnD. Considering I've never had a Pegasus Knight I took to an endgame that didn't double everything they touched, I'd say Full BAB fits them quite well.

    And while Pegasus Knights are squishy, they're also quite a bit more solid than mages/sages on average, and most people would suggest giving them the d4, if anyone. I'd think a d6/d8 is much more in line, while a class like Warrior or Knight would get into d10/d12 range.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Quote Originally Posted by Merk View Post
    Here are some of my suggestions:

    • Upgrade them to a d8 hit die class and remove the bonus HP feature from the mount (this gives them the same average hit points at each level and is easier to remember and apply)
    • Upgrade them to 6 + int skill points.
    • Extend their weapon proficiency to all martial weapons, because axe PKs are lulzy
    • Allow them to gain their wisdom modifier (if positive) as a bonus to AC when unarmored or in light armor, as a swordsage does.
    • Allow them to use the superior of strength and dexterity scores for determining melee attack and damage rolls.
    • Grant them a flurry-like or haste-like ability to represent high speeds.
    I do not want to replace the bonus HP with just having a high hit die. When you look at a d8 class you go 'it's reasonably tough.' When you look at a d4 or even a d6 you go 'ooh, kinda squishy.'

    6+int is a good idea. I was actually considering doing this as I made it.

    Nope. You want an axe, you take a proficiency feat or wait til you can promote to an axe wielding class at level 11.

    That could be a talent. Sure.

    They already have access to weapon finesse.

    Good idea!

    Quote Originally Posted by CinuzIta View Post
    Yes but even a Rogue is..point is that a d4 would make them way too frail to be a melee class, even for a support one! The bonus hit points from the mount are nice and fluffy in my opinion, and would give a player a good reason to fight mounted! But the problem is that in d&d a character not always has the chance to bring their mounts with them (because, you know, the first "d" stands for dungeons :P)! So they couldn't have their bonus hit points from the mount! A d6 would serve the character better in my opinion (without making them tanks when mounted):)

    Edit: I don't know if they fit the class' theme (but it seems so from what I've read), but I like Merk's suggestions about Wis to AC and the flurry-like ability!:)
    A pegasus knight should not be without their pegasus. Pretty much ever. I included the rules because I felt I had to, in case they were at court or something, but a pegasus knight simply doesn't fight without their pegasus.

    Quote Originally Posted by Silva Stormrage View Post
    Frankly I think the bonus hp while fighting with the Pegasus knights are fine. Pegasus knights are always pretty vulnerable. And while yes there ARE situations where the Pegasus won't fit in game, thats honestly fine. The pegasus knight is supposed to be a mounted class, they should be at somewhat a disadvantage if they can't use one of their main features.

    One question is that when the knight and mount are separated what are the stats for the mount? Standard pegasus? Because if so a level 1 pegasus knight should just dismount and have his mount slaughter his opponents as the standard pegasus is cr 3. http://www.d20srd.org/srd/monsters/pegasus.htm
    Thank you.

    I have no idea, honestly. I did it this way to avoid needing to balance a second creature for twenty levels. xD

    @Phippster: Now, the BAB increase I'm receptive to, and I could be persuaded for a d6 HD.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Have the "mount" be a state, like Rage or Shapeshift.

    So, you take a swift action to mount your Pegasus, and can take a swift action to dismount.

    I would then rephrase the extra HP as a second pool of HP; when that HP pool is depleted, you are automatically dismounted, and you can't remount until [insert restriction here; should at least be capable of leaving you "unhorsed" for an encounter.]

    You get to pick where damage goes, just like a Crusader's Delayed Damage pool.

    The state would make them count as mounted, give them a boost to AC/Speed, give access to the above pool of HP, gives them those two hoof attacks, and lets them use the abilities that are granted through class levels.

    I would suggest having the flight be granted in the same way as the Raptorran flight, so it smoothly ramps up to full flight.

    If you do it this way, I would suggest having being Mounted grant them a Base Land Speed of 50ft (like a horse), then grant a +10' move speed at 5th level and every 4 levels thereafter.

    That way, they get up to a 90' move speed at 20th level without investment, but they can invest talents/feats into speeding up.

    With Foam-Dancing Haste, it should stop them from getting Fatigued by overland travel. You don't get exhausted after all.

    Maybe there should be a talent that allows you to Run without having to stop for any number of rounds; call it Running to Forever or something.

    Also, I do have to ask... what's with the paucity of class features; I mean, it isn't as if I'm saying that you need a feature at each class level, but pretty much half your class levels are dead levels...
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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Quote Originally Posted by Amechra View Post
    Have the "mount" be a state, like Rage or Shapeshift.

    So, you take a swift action to mount your Pegasus, and can take a swift action to dismount.

    I would then rephrase the extra HP as a second pool of HP; when that HP pool is depleted, you are automatically dismounted, and you can't remount until [insert restriction here; should at least be capable of leaving you "unhorsed" for an encounter.]

    You get to pick where damage goes, just like a Crusader's Delayed Damage pool.

    The state would make them count as mounted, give them a boost to AC/Speed, give access to the above pool of HP, gives them those two hoof attacks, and lets them use the abilities that are granted through class levels.

    I would suggest having the flight be granted in the same way as the Raptorran flight, so it smoothly ramps up to full flight.

    If you do it this way, I would suggest having being Mounted grant them a Base Land Speed of 50ft (like a horse), then grant a +10' move speed at 5th level and every 4 levels thereafter.

    That way, they get up to a 90' move speed at 20th level without investment, but they can invest talents/feats into speeding up.

    With Foam-Dancing Haste, it should stop them from getting Fatigued by overland travel. You don't get exhausted after all.

    Maybe there should be a talent that allows you to Run without having to stop for any number of rounds; call it Running to Forever or something.

    Also, I do have to ask... what's with the paucity of class features; I mean, it isn't as if I'm saying that you need a feature at each class level, but pretty much half your class levels are dead levels...
    Eh... as it is, I don't want to make it more complicated, but I have a tendency to refuse to change things when I'm tired, so that could change later. ^_^''
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    If you don't use it, I probably will (though it would actually simplify things; right now, there is confusion as to whether the "mount" is a separate creature or just a... something. With my changes, it would be explicit, and would be pretty straight-forward.)
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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Mrr. Probably makes sense.
    Edit: Oh, as for the small number of class features, I had limited time to work in, and a 'choose options' class feature is more work than doing one per level anyway.
    Last edited by Lix Lorn; 2013-05-28 at 07:53 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    If you'd like me to write out the class feature, I can do that for you (save you some trouble.)
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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    Thanks, but I can do it myself when I'm awake.
    (I'm awkward and want things done exactly as I would do them a lot of the time)
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Pegasus Knight, the Falcon Knight and the Dark Flier [3.5 Fire Emblem]

    's OK; didn't expect you to take the offer anyway.
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