Difference between revisions of "Griffon Rider (3.5e Prestige Class)"
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− | '''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/ | + | '''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>, |
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{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]), | {{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]), | ||
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]), | {{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]), | ||
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{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]) | {{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]) | ||
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]), | {{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]), | ||
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{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]), | {{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]), | ||
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]), | {{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]), | ||
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), | {{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), | ||
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]), | {{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]), | ||
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{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]), | {{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]), | ||
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Contents
Griffin Rider
“ | In my day, I have seen many a battle and killed many men, but there is nothing as satisfying as watching your enemies splatter on the ground after dropping them from 100 feet in the air! | ” |
—Catharsus, Human Blackguard and Griffin Rider, Excerpt from a lecture on the most satisfying ways to kill someone |
<-fluff about this prestige class->
Becoming a Griffin Rider
Many characters seek to become a Griffin Rider for a wide variety of reasons, some seeking to use their aerial ability to escape from the law while others seeking to use the help of their Griffin to gain an advantage in battle or to adventure where no other man(or Griffin) has trod before. The main attributes for a Griffin Rider are Dexterity and Strength.
Alignment: | any. |
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Base Attack Bonus: | +10. |
Race: | None. |
Skills: | Ride 15, Handle Animal 20, diplomacy 10, Concentration 10. |
Feats: | Animal Affinity, Mounted Combat, Power Attack, Cleave. |
Spellcasting: | None. |
Patron: | none. |
Domains: | none. |
Special: | Must have acquired the Griffin and successfully won a battle while riding him. |
Level | Base Attack Bonus |
Saving Throws | Special | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Griffin Flyspeed 100ft(good), flyby attack | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Improved Pounce, Improved Evasion | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | improved flyby attack | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Aerial Combat, Aerial Sneak Attack (1d8+2), Silent Flight | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Momentous Cleave | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | Aerial Sneak Attack (2d8+4) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Deflect Arrows,Griffin Fly Speed 120ft(good), Improved Grapple | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Aerial Sneak attack (3d8+6), Hive Mind | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level.
Class FeaturesAll of the following are class features of the <-class name->. Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Manifesting: At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known. Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any). You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list: 0—<-this spell->, <-that spell->, <-and the other spell->. 1st—<-this spell->, <-that spell->, <-and the other spell->. 2nd—<-this spell->, <-that spell->, <-and the other spell->. 3rd—<-this spell->, <-that spell->, <-and the other spell->. 4th—<-this spell->, <-that spell->, <-and the other spell->. 5th—<-this spell->, <-that spell->, <-and the other spell->. 6th—<-this spell->, <-that spell->, <-and the other spell->. 7th—<-this spell->, <-that spell->, <-and the other spell->. 8th—<-this spell->, <-that spell->, <-and the other spell->. 9th—<-this spell->, <-that spell->, <-and the other spell->.
Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level. Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level. The total number of powers you can manifest in a day is limited only by your daily power points. You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points. The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier. Your powers known at each level do not increase automatically after 10th level. You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.): 1st—<-this power->, <-that power->, <-and the other power->. 2nd—<-this power->, <-that power->, <-and the other power->. 3rd—<-this power->, <-that power->, <-and the other power->. 4th—<-this power->, <-that power->, <-and the other power->. 5th—<-this power->, <-that power->, <-and the other power->. 6th—<-this power->, <-that power->, <-and the other power->. 7th—<-this power->, <-that power->, <-and the other power->. 8th—<-this power->, <-that power->, <-and the other power->. 9th—<-this power->, <-that power->, <-and the other power->. Maximum Power Level Known: This column determines the highest level power you can learn at this level. To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level. <span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels-> <span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels-> <span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels-> <span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels-> <span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels-> <span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->. <-Lather, rinse...-> <-... repeat as necessary.-> Bonus Feats: <- any bonus feats gained in pre-epic levels->. The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. Epic <-class name-> Bonus Feat List: <-list of bonus epic feats-> Ex-<-pluralized class name-><-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->
<nowiki> Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes |
Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | Moderate + |
Author | Vestrione Seshione + |
Base Attack Bonus Progression | Good + |
Class Ability | Martial Maneuvers + and Sneak Attack + |
Class Ability Progression | Other + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Prestige Class + |
Length | 10 + |
Minimum Level | 10 + |
Racial Restrictions | None + |
Rating | Unrated + |
Reflex Save Progression | Good + |
Skill | Concentration +, Diplomacy +, Handle Animal +, Heal +, Intimidate +, Jump +, Knowledge Nature +, Listen +, Move Silently +, Ride +, Search +, Sense Motive +, Spot + and Tumble + |
Skill Points | 4 + |
Summary | Throughout history, people have fought on top of their loyal steeds, however, there is that rare warrior who goes beyond the standard land- or sea- based steeds. Thus, we find the Griffin Riders! + |
Title | Griffon Rider + |
Will Save Progression | Poor + |