DM with a vengence
First Post
“Sir, sir, the Lord Commander, he says the Azure Brotherhood has crossed the boarder! You have to go meet them, sir.”
Grannach groaned and sat up, he pushed the squire away and shading his eyes from the harsh light coming in through the door. “Tell Lord Corbray I will de the in the air in 3 minutes. Go.” Rubbing sleep out of his eyes, he pulled on his studded leather flying jerkin, checking the straps and pocket as he looped a white silk scarf around his neck . He ran out the door, snagging his lance and bow as he jogged towards the stables through the confusion of scrambling crossbow men and mages.
The slipstream whipped his scarf around as Grannach searched the air around him, Nimbus, his Pegasus mount whinnied and Grannach looked below, seeing the three blue dots flying in a roughly triangular formation 600 feet below. “I see them, girl, lets go get them.” Nimbus folded her wings and plunged as Grannach couched his lance. The first member of the Azure Brotherhood didn’t even notice as a 10 foot lance drove through his back between his shoulder blades. He broken body drifted downwards on the few remaining seconds of his fly spell as Grannach looped up, trading speed for altitude. The second member of the brotherhood turned and stood his grounds, launching a barrage of magic missiles at Grannach. His booch of shielding burned coldly against his chest as he lowered his lance and charged again. At the last moment the wizard realized his mistake and turned to evade, but it was too late. 1,500 pounds of Pegasus slammed into him, killing him just a surely as Grannach’s lance. The third member of the brotherhood had turned and was running for home, but he was slower than Nimbus, and the Pegasus approached the final mage as Grannach drew he bow and fired a ranging shot. The wizard dropped altitude, reaching for the safety of the forest below, but he too was doomed. Grannach, closed to within 30 feet and fired, the arrow of dispelling taking the wizard in the small of the back. The wizard screamed the scream of a dying coward as Grannach looped around, and charged again with his lance against the almost stationary target. The last of his enemies defeated, he turned towards the castle, he was going to speak to Lord Corbray about his fee.
Knight of the Sky
The skies are full of dangers, air elementals, dragons, wizards, and other things too unpleasant to name, but few have devoted their lives to airborne combat as the Knight of the Sky. While few are actually true knights, all are highly skilled and dedicated to their mount. In battle they serve as scouts and fighters, collecting information through illusions and abjurations and giving air cover to troops below. When not in the service of some military force, they use their superior mobility to raid and loot faraway places in search of treasure and fame.
Requirements:
BAB +6
Skills: Handle Animal: 7 ranks; Ride (Flying): 10 ranks; Spot 10 ranks, Concentration 5 ranks.
Feats: Mounted Combat, Mounted Archery, Ride by Attack, Alertness
Other: Must own a trained flying mount, usually a Griffon, Hippogriff or Pegasus, although occasionally a Spider Eater or even Dragon.
Abilities:
HD: d10
BAB: +1/level, as fighter.
Saves: Fortitude poor, Reflex good, Will poor (As Rogue).
Skill Points: 2+int/level.
Class Skills: Climb, Craft, Handle Animal, Jump, Profession, Ride and Swim.
Other
1) She’s My Bird
2) Dogfight (1/Day)
3)
4) Out of the Sun
5) Dogfight (2/day)
6) Air Mastery
7) On a Wing and a Prayer
8) Dogfight (3/day)
9)
10) Greater Air Mastery
Acrobatics Known
1 2 3 4
1 1
2 1
3 2 1
4 2 1
5 3 1
6 3 2 1
7 4 2 1
8 4 2 1
9 4 3 2
10 4 3 2 1
She’s My Bird
The Knight’s mount is stronger than an ordinary, and gains several special abilities according to the Knight’s level. If the mount is already a Paladin’s mount, than it gains the speed increases but otherwise continues on the Paladin table.
Bonus HD Natural Armor Str Adj. Int Speed bonus Special
1-2: +2 4 +1 6 +10 Improved evasion
3-5: +4 6 +2 7 +20 Share saving throws
6-8: +6 8 +3 8 +30
9-10: +8 10 +4 9 +40 Empathetic Link
Speed: A Knight’s mount is faster than other animals of its kind, it gains the listed bonus to it fly speed.
Everything else is as the Paladin’s Mount table in the PHB. This is a bonus to it’s maximum speed, and the point at which it risks falling out of the sky are still based on its original speed.
Dogfight: In times of need, the Knight can urge his mount to fly faster and quicker, so as to keep them both safe. As a free action, he can improve the maneuverability of his mount one step up, and increase her speed by 20 ft. This effect lasts for a number of rounds equal to 3+the mount’s constitution modifier. He can do this once a day at 2nd level, twice a day at 5th, and 3 time a day at 8th
Out of the Sun: After many deadly encounters in the sky, the Knight has learned how to position himself against the sun and clouds so as to be able to hide in the sky, despite the lack of cover there.
Air Mastery: The Knight of the Sky has spent so much time in his favored element that all airborne creature suffer a -1 penalty to attack and damage against him and his mount.
On a Wing and a Prayer: Stories tell of Knight’s who mounts, half dead from wounds, somehow managed to guide their steeds towards the ground and land safely. If a Knight’s steed is reduced to below zero hitpoints, than the Knight can make a ride check (DC 25) to keep the mount in the air. However the mount still loses 1 hitpoint a round and if it is reduced to -10, than it begins to fall immediately.
Greater Air Mastery: The Knight of the Sky is the true master of his environment, all airborne creature suffer a -3 penalty to attack and damage against him and his mount.
Acrobatics
The Knight can push his mount through incredible maneuvers that defy human understanding. A Knight can attempt one of these a number of time per day equal to his class level + his wisdom modifier. Note that since these require a concentration check to activate, DC 10+Acrobatic level if just flying or DC 15+Acrobatics level if in combat or otherwise undertaking dangerous maneuvers. These usually a standard action, although some are a full round action. All of these are at least a move-equivalent action for the mount.
1st level: Loop, Barrel Roll, Jink, Leading Turn.
2nd level: Immelmann, S-Splits, Dive Bomb
3rd level: Cobra Turn, After Burners
4th level: Death Star Run
After Burners. 3rd, Standard Action
Urging his mount into high gear, the Knight leaps across space. His mount’s speed is double for one round. At the end of that round, the mount must make a fortitude save, (DC 20) or be fatigued (-2 to str and dex) and unable to run or charge for the duration of the encounter.
Barrel Roll. 1st, Standard Action.
The Knight and mount do a quick spin through the air. By traveling an indirect route, they move only half the distance they would have normally moved, yet keep their speed.
Cobra Turn 3rd, Standard Action
Flipping his mount straight up into the air, the Knight flies up about 50 feet and comes back down facing what ever direction he wants. In game terms, as a standard action the Knight spins in the air and faces any direction he wants.
Death Star Run. 4th, Full Round Action.
Focusing all their attention on dangers ahead, the Steed and Mount dive into a surreal world of slow motion time and total concentration, allowing them to fly with incredible accuracy through places where an ordinary flying mount would be ripped to shreds. By taking a full round action, the rider grants himself and his mount a +5 dodge bonus to AC, a +5 resistance bonus to reflex saves, and the ability to avoid any stationary object. If at the end of the round he is still in a hazardous place and fails to continue his Death Star Run, than he takes 1d6 points of damage for every 10 ft of speed he moved last round.
Dive Bomb. 2nd, Standard Action.
By diving at least 100 ft, the Knight gains a +2 circumstance bonus to attacks and +1 to damage on all ground targets in the next rounds. If he does this too close to the ground and crashes, than he takes an appropriate amount of falling damage.
Immelmann. 2nd, Standard Action.
The Knight pulls his mount into a steep half loop ending a in roll, that leaves the Knight moving at half speed, 50-100 feet above his previous altitude, and facing any way he likes.
Jink. 1st, Standard Action
Through sharp and unpredictable maneuvers, the Knight and his mount gain a +2 dodge bonus to AC and a +1 resistance bonus on reflex saves.
Leading Turn. 1st, Standard Action
Carefully tracking an airborne target, the Knight gets a +1 circumstance bonus to attacks for the however many rounds he does nothing but move or attack the target.
Loop. 1st, Full Round Action.
Looping sharply up and over, the Knight effectively end his turn in the same place as he started it without losing any speed. A loop can be any size from about 50 ft in diameter to 200 ft in diameter.
S-Splits. 1st, Standard Action
Pushing down, the Knight dives towards the ground, rolls, and pulls back up facing any direction he wants. This maneuver takes anywhere from 75 to 400 feet and ends with him moving at double speed. It is advisable to do this with sufficient altitude or risk crashing into the ground. At the end is of this maneuver, the knight is moving at full speed.
Grannach groaned and sat up, he pushed the squire away and shading his eyes from the harsh light coming in through the door. “Tell Lord Corbray I will de the in the air in 3 minutes. Go.” Rubbing sleep out of his eyes, he pulled on his studded leather flying jerkin, checking the straps and pocket as he looped a white silk scarf around his neck . He ran out the door, snagging his lance and bow as he jogged towards the stables through the confusion of scrambling crossbow men and mages.
The slipstream whipped his scarf around as Grannach searched the air around him, Nimbus, his Pegasus mount whinnied and Grannach looked below, seeing the three blue dots flying in a roughly triangular formation 600 feet below. “I see them, girl, lets go get them.” Nimbus folded her wings and plunged as Grannach couched his lance. The first member of the Azure Brotherhood didn’t even notice as a 10 foot lance drove through his back between his shoulder blades. He broken body drifted downwards on the few remaining seconds of his fly spell as Grannach looped up, trading speed for altitude. The second member of the brotherhood turned and stood his grounds, launching a barrage of magic missiles at Grannach. His booch of shielding burned coldly against his chest as he lowered his lance and charged again. At the last moment the wizard realized his mistake and turned to evade, but it was too late. 1,500 pounds of Pegasus slammed into him, killing him just a surely as Grannach’s lance. The third member of the brotherhood had turned and was running for home, but he was slower than Nimbus, and the Pegasus approached the final mage as Grannach drew he bow and fired a ranging shot. The wizard dropped altitude, reaching for the safety of the forest below, but he too was doomed. Grannach, closed to within 30 feet and fired, the arrow of dispelling taking the wizard in the small of the back. The wizard screamed the scream of a dying coward as Grannach looped around, and charged again with his lance against the almost stationary target. The last of his enemies defeated, he turned towards the castle, he was going to speak to Lord Corbray about his fee.
Knight of the Sky
The skies are full of dangers, air elementals, dragons, wizards, and other things too unpleasant to name, but few have devoted their lives to airborne combat as the Knight of the Sky. While few are actually true knights, all are highly skilled and dedicated to their mount. In battle they serve as scouts and fighters, collecting information through illusions and abjurations and giving air cover to troops below. When not in the service of some military force, they use their superior mobility to raid and loot faraway places in search of treasure and fame.
Requirements:
BAB +6
Skills: Handle Animal: 7 ranks; Ride (Flying): 10 ranks; Spot 10 ranks, Concentration 5 ranks.
Feats: Mounted Combat, Mounted Archery, Ride by Attack, Alertness
Other: Must own a trained flying mount, usually a Griffon, Hippogriff or Pegasus, although occasionally a Spider Eater or even Dragon.
Abilities:
HD: d10
BAB: +1/level, as fighter.
Saves: Fortitude poor, Reflex good, Will poor (As Rogue).
Skill Points: 2+int/level.
Class Skills: Climb, Craft, Handle Animal, Jump, Profession, Ride and Swim.
Other
1) She’s My Bird
2) Dogfight (1/Day)
3)
4) Out of the Sun
5) Dogfight (2/day)
6) Air Mastery
7) On a Wing and a Prayer
8) Dogfight (3/day)
9)
10) Greater Air Mastery
Acrobatics Known
1 2 3 4
1 1
2 1
3 2 1
4 2 1
5 3 1
6 3 2 1
7 4 2 1
8 4 2 1
9 4 3 2
10 4 3 2 1
She’s My Bird
The Knight’s mount is stronger than an ordinary, and gains several special abilities according to the Knight’s level. If the mount is already a Paladin’s mount, than it gains the speed increases but otherwise continues on the Paladin table.
Bonus HD Natural Armor Str Adj. Int Speed bonus Special
1-2: +2 4 +1 6 +10 Improved evasion
3-5: +4 6 +2 7 +20 Share saving throws
6-8: +6 8 +3 8 +30
9-10: +8 10 +4 9 +40 Empathetic Link
Speed: A Knight’s mount is faster than other animals of its kind, it gains the listed bonus to it fly speed.
Everything else is as the Paladin’s Mount table in the PHB. This is a bonus to it’s maximum speed, and the point at which it risks falling out of the sky are still based on its original speed.
Dogfight: In times of need, the Knight can urge his mount to fly faster and quicker, so as to keep them both safe. As a free action, he can improve the maneuverability of his mount one step up, and increase her speed by 20 ft. This effect lasts for a number of rounds equal to 3+the mount’s constitution modifier. He can do this once a day at 2nd level, twice a day at 5th, and 3 time a day at 8th
Out of the Sun: After many deadly encounters in the sky, the Knight has learned how to position himself against the sun and clouds so as to be able to hide in the sky, despite the lack of cover there.
Air Mastery: The Knight of the Sky has spent so much time in his favored element that all airborne creature suffer a -1 penalty to attack and damage against him and his mount.
On a Wing and a Prayer: Stories tell of Knight’s who mounts, half dead from wounds, somehow managed to guide their steeds towards the ground and land safely. If a Knight’s steed is reduced to below zero hitpoints, than the Knight can make a ride check (DC 25) to keep the mount in the air. However the mount still loses 1 hitpoint a round and if it is reduced to -10, than it begins to fall immediately.
Greater Air Mastery: The Knight of the Sky is the true master of his environment, all airborne creature suffer a -3 penalty to attack and damage against him and his mount.
Acrobatics
The Knight can push his mount through incredible maneuvers that defy human understanding. A Knight can attempt one of these a number of time per day equal to his class level + his wisdom modifier. Note that since these require a concentration check to activate, DC 10+Acrobatic level if just flying or DC 15+Acrobatics level if in combat or otherwise undertaking dangerous maneuvers. These usually a standard action, although some are a full round action. All of these are at least a move-equivalent action for the mount.
1st level: Loop, Barrel Roll, Jink, Leading Turn.
2nd level: Immelmann, S-Splits, Dive Bomb
3rd level: Cobra Turn, After Burners
4th level: Death Star Run
After Burners. 3rd, Standard Action
Urging his mount into high gear, the Knight leaps across space. His mount’s speed is double for one round. At the end of that round, the mount must make a fortitude save, (DC 20) or be fatigued (-2 to str and dex) and unable to run or charge for the duration of the encounter.
Barrel Roll. 1st, Standard Action.
The Knight and mount do a quick spin through the air. By traveling an indirect route, they move only half the distance they would have normally moved, yet keep their speed.
Cobra Turn 3rd, Standard Action
Flipping his mount straight up into the air, the Knight flies up about 50 feet and comes back down facing what ever direction he wants. In game terms, as a standard action the Knight spins in the air and faces any direction he wants.
Death Star Run. 4th, Full Round Action.
Focusing all their attention on dangers ahead, the Steed and Mount dive into a surreal world of slow motion time and total concentration, allowing them to fly with incredible accuracy through places where an ordinary flying mount would be ripped to shreds. By taking a full round action, the rider grants himself and his mount a +5 dodge bonus to AC, a +5 resistance bonus to reflex saves, and the ability to avoid any stationary object. If at the end of the round he is still in a hazardous place and fails to continue his Death Star Run, than he takes 1d6 points of damage for every 10 ft of speed he moved last round.
Dive Bomb. 2nd, Standard Action.
By diving at least 100 ft, the Knight gains a +2 circumstance bonus to attacks and +1 to damage on all ground targets in the next rounds. If he does this too close to the ground and crashes, than he takes an appropriate amount of falling damage.
Immelmann. 2nd, Standard Action.
The Knight pulls his mount into a steep half loop ending a in roll, that leaves the Knight moving at half speed, 50-100 feet above his previous altitude, and facing any way he likes.
Jink. 1st, Standard Action
Through sharp and unpredictable maneuvers, the Knight and his mount gain a +2 dodge bonus to AC and a +1 resistance bonus on reflex saves.
Leading Turn. 1st, Standard Action
Carefully tracking an airborne target, the Knight gets a +1 circumstance bonus to attacks for the however many rounds he does nothing but move or attack the target.
Loop. 1st, Full Round Action.
Looping sharply up and over, the Knight effectively end his turn in the same place as he started it without losing any speed. A loop can be any size from about 50 ft in diameter to 200 ft in diameter.
S-Splits. 1st, Standard Action
Pushing down, the Knight dives towards the ground, rolls, and pulls back up facing any direction he wants. This maneuver takes anywhere from 75 to 400 feet and ends with him moving at double speed. It is advisable to do this with sufficient altitude or risk crashing into the ground. At the end is of this maneuver, the knight is moving at full speed.