Fioréan Sky Knights Prestige Class

Fioré, the fabled Iron Kingdom. A land at war with the forces of the Beneath and the evils of the Tleyzu. Armsmen shield those who toil the land from the travails of the dark and the Children of Madragat, the Mother of Monsters. A land of knights and chivalry, lords and peasants, wealth and danger. Rich in metals lacking in the older Shards, Fioré supports a powerful warrior culture of armored combatants.

Fioré’s Sky Knights are among the most famous of warrior brotherhoods in this fabled kingdom. Stories of their bravery are a national source of pride, and young children play backyard games reenacting legendary battles won by the might of the Order. They ride upon glorious Pegasi found in the highlands of Fioré, and form a tight flying wedge in battle, crushing aerial threats and swooping down to administer death to the enemies of Fioré alike. When not warring, they hone their skills in famous Aerial Tourneys of the Joust, facing each other and outside challengers alike in marvelously daring lack of concern for personal danger.

The Order is a relatively small one, but their glory and spectacle has one them an importance and consideration far in excess than the organizations size would suggest. Sky Knights are hugely respected, and due to the expenses involved in maintaining sufficient mounts and battle kit, most are personally wealthy as well. They are welcome in any King's court, and rub elbows with the cream of Fioréan society. However, their's is a dangerous life and few live to old age; those that do usually discover that once their youth and vigor have passed so to does their welcome in the hearts of their countrymen. The most successful career path for a Sky Knight is an early marriage to a wealthy dame or a noble's daughter and retirement from the order. Such retirees are given a metal pin to indicate their prior membership and departure under honorable circumstances; unlike those cast out they are still welcome in Orderhausen and at Sky Knight events as honored alumni.

The Order is open only to those who bear a personal coat of arms registered and in good standing by the Fioréan Royal Office of Heraldry and Honors. The would-be Sky Knight must inherit, be awarded, or purchase a personal coat of arms from the Fioréan Royal Office of Heraldry and Honors prior to being considered for acceptance into the Order. Such coats of arms are often awarded by the Overking and the lesser Kings of Fioré for demonstrated personal bravery, skill at arms, and acts of heroism; coats of arms awarded by a King must include a special device called the Marke Royale, which is essentially an Iron Cross. The color of the Iron Cross is Purpure (Purple) if awarded by the Overking himself, otherwise it is Gules (Red). Multiple royal favors result in additional Iron Crosses allowed. As mentioned previously, a personal coat of arms is purchasable from the Royal Office of Heraldry, for a lordly sum, typically around 2500-10000 gold depending on the current strength of the economy {and the economics of individual DM's}. A person bearing a coat of arms is considered to be a member of the gentry and warrants the title of ‘Sir’, but is expected to adhere to traditional protocols of behavior. A personal coat of arms may bear any elements of classical heraldry and additional elements with special permission, save certain elements reserved for the various noble and royal Houses such as the Royal Black Stag, and are pendent upon the approval of the Office of Heraldry and Honors.

A personal coat of arms may be abated (marked with a dishonorable sign) or stricken by any King of Fioré for conduct unbecoming a bearer of a coat of arms. Any member of the Sky Knights suffering such ignominy is automatically ejected from the Order, regardless of circumstance.

Prerequisites

Base Attack Bonus

+5

Feats

Mounted Combat, Ride-By Attack, Skill Focus: Ride, Weapon Focus: Light or Heavy Lance

Skills

Handle Animal: 3 ranks, Ride (highland pegasi): 10 ranks

Alignment

Non-Chaotic

Weapon Proficiency

Light Lance, Heavy Lance

Armor Proficiency

Light and Medium Armor, Shields

Honorable Conduct

Sky Knights are a chivalrous order and must uphold the laws of the land and maintain honorable conduct. Sky Knights violating such strictures will be cast out by their peers and may not participate in Sky Knight formations, jousting events, or progress further in the prestige class. There is no atonement or service extant to regain entrance to the order; all ejections are final.

 

Level

Attack

Fortitude

Reflex

Will

Abilities

1

+1

+2

+2

+0

Egregious Might

2

+2

+3

+3

+0

Glorious Spectacle, Shielded Benefice

3

+3

+3

+3

+1

Relentless Momentum

4

+4

+4

+4

+1

Improved Glorious Spectacle, Lancer

5

+5

+4

+4

+1

Unavoidable Doom

Hit Die: d8
Skill Points: Int bonus + 2 per level
Skills: Balance, Diplomacy, Handle Animal, Knowledge (nobility and royalty), Ride, Spellcraft, Spot

Weapon and Armor Proficiencies: No weapon or armor proficiencies are granted by this prestige class.


Egregious Might: At 1st level the Sky Knight has begun to master the mounted charge. Once per day per class level, while mounted on a Pegasus and making a Charge attack with a light or heavy lance, the Sky Knight may add a competence bonus to hit and damage equal to his class level. This bonus damage is applied to the total damage inflicted before any critical multiplier is applied. This is an extraordinary ability.

Glorious Spectacle: At 2nd level the Sky Knight has learned how to rally allies with his personal glory. Once per day as a full round action a Sky Knight may brandish a weapon, shout a stirring phrase, wave a banner, gesture heroically, or something similar in an effort to inspire allies to bravery. Up to 10 allies per class level looking upon the Sky Knight gain a +1 morale bonus to all of their saves, a +2 morale bonus to all saves versus charm and fear effects for a number of minutes equal to his class level. This is an extraordinary ability.

Shielded Benefice: At 2nd level the Sky Knight has learned how to properly deflect an incoming lance with his shield. When jousting or charged by a mounted opponent bearing a lance, if the Sky Knight is mounted on a Pegasus, is not flat footed, and has a shield readied he gains a Dodge bonus to AC that round equal to his class level versus a single opponents attack with a lance . This is an extraordinary ability.

Relentless Momentum: At 3rd level the Sky Knight has learned how to drive his steed to greater efforts. When mounted on a Pegasus that is not encumbered, a Sky Knight may exhort his mount to greater speed as a move-equivalent action. By making a Ride check versus DC 15 the Sky Knight may increase his mounts speed by +10' for that round, but the mount takes 1d4 subdual damage. By making a Ride check versus DC 20, the Sky Knight may increase his mounts speed by +20' for that round, but the mount takes 2d4 subdual damage. Every increment of 5 over 20 results in another 10' of movement and another 1d4 of subdual damage to the mount up to DC 40/+60'/6d4 subdual. This is an extraordinary ability.

Improved Glorious Spectacle: At 4th level the Sky Knight is so glorious he may dismay enemies as readily as inspire allies. Usable once per day exactly as Glorious Spectacle, and additionally up to 10 non-allies per class level looking upon the Sky Knight must pass a Will Save vs a DC equal to 10 + Cha modifier + class level or suffer a -1 morale penalty to all saves and a -2 morale penalty to saves vs charm and fear effects for a number of minutes equal to the Sky Knights class level. This ability supercedes Glorious Spectacle. This is an extraordinary ability.

Lancer: At 4th level the Sky Knight has mastered incredible accuracy with the lance. The Sky Knight gains the benefit of Improved Critical when wielding either a light or heavy lance while mounted upon a Pegasus. This is an extraordinary ability.

Unavoidable Doom: At 5th level the Sky Knight has mastered the art of the mounted charge. The Sky Knight gains Spirited Charge as a bonus feat. If the Sky Knight already has Spirited Charge or later gains Spirited Charge the damage increment is increased one additional increment (normal weapons triple, lance quadruple). This is an extraordinary ability.