Falcon (3.5e Prestige Class)

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—Captain Falcon, Human Falcon

Falcons fight for justice, in some way or form. Well known Falcons, like Captain Falcon, are Lawful Good. Evil Falcons are rare, but they do exist. Falcons gain powerful abilities, mixing a monk's flurry of blows with intense elemental strikes. Captain Falcon used mainly fire, but Falcons can deal different kinds of elemental damage. A Falcon gains a flurry of blows, just as a monk. However a Falcon favors the chance to score a lucky hit (critical) over accuracy and damage, and as such the flurry of blows offer more strikes with a higher penalty.

Becoming a Falcon[edit]

Falcons are melee fighters, so Strength and Dexterity are important. Their elemental abilities are drawn from within, and are based on Constitution, while their Ac Bonus is based off of Wisdom.

Entry Requirements
Alignment: Always lawful.
Base Attack Bonus: +5
Feats: Improved Unarmed Strike, Weapon Focus (Unarmed Strike), Power Attack, Improved Bull Rush

Table: The Falcon

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage Ac Bonus Fast Movement Flurry of Blows
Fort Ref Will
1st +1 +2 +2 +2 Unarmed Damage, Ac bonus, Fast Movement, Flurry of Blows 1d4 +0 +0ft -1/-1/-1
2nd +2 +3 +3 +3 Raptor Boost 1d4 +1 +0ft +0/+0/+0
3rd +3 +3 +3 +3 Falcon Kick 1d4 +1 +0ft +1/+1/+1
4th +4 +4 +4 +4 Falcon Dive 1d4 +2 +10ft +2/+2/+2
5th +5 +4 +4 +4 1d6 +2 +10ft +3/+3/+3/+0
6th +6/+1 +5 +5 +5 Falcon Rush 1d6 +3 +10ft +5/+5/+5/+2
7th +7/+2 +5 +5 +5 1d6 +3 +20ft +6/+6/+6/+3/+0
8th +8/+3 +6 +6 +6 Falcon Punch 1d6 +4 +20ft +7/+7/+7/+4/+1
9th +9/+4 +6 +6 +6 1d8 +4 +20ft +8/+8/+8/+5/+2
10th +10/+5 +7 +7 +7 Knee Of Justice 1d8 +5 +30ft +9/+9/+9/+6/+3/+0

Class Skills ( + Int modifier per level)
Balance, Climb, Jump, Tumble, Swim.

Class Features[edit]

Unarmed Damage: A Falcon does more damage with his unarmed attacks then the normal person. The amount of damage he deals increases as he levels. A Falcon can choose to deal nonlethal or lethal damage with his strikes. When a Falcon begins gaining his elemental abilities, instead of dealing bludgeoning damage with his strikes he may deal damage of the same element as any of his abilities, but this is always lethal damage.

Ac Bonus: When a Falcon is wearing light or no armor, he gains an insight bonus to Ac, equal to the bonus plus his Wisdom modifier. This bonus applies even when the Falcon is caught flat-footed.

Fast Movement: When wearing light or no armor, a Falcon can move faster, and gains a bonus to all his base speeds.

Flurry of Blows: A Falcon's flurry is different from a monk's. A Falcon can only use his Flurry of Blows with an unarmed strike, but in exchange he has less penalties. The Falcon gets three attacks at his highest base attack bonus, with a -2 penalty that lasts one round. This penalty decreases to -1 at level 6. When a Falcon uses his Flurry of Blows the normal -5 penalty after each BAB doesn't apply. After the first three strikes, the Falcon's takes a -3 penalty each additional attack, and may attack till his BAB equals 0. Meaning a level 5 Fighter/level 10 Falcon with a BAB of 15, would have a Flurry of Blows of +14/+14/+14/+11/+8/+5/+2.

Raptor Boost: The earliest of a Falcon's elemental abilities. At level 2 a Falcon learns Raptor Boost. As a standard action the Falcon charges up to 15ft forward and uppercuts an adjacent foe with an unarmed strike. This attack deals damage equal to 1d4 elemental damage every two levels and elemental damage equal to the Falcon's strength modifier. If the attack hits, the Falcon and the target roll opposed bull rush checks. If the Falcon wins the target is thrown half the normal distance upwards, and then lands prone, possibly taking falling damage. The Falcon can also choose to use this attack if he is in aerial combat (Over 10ft off the ground) with the target. The target is instead bull rushed downward for twice the normal distance, and takes twice as much falling damage. The Falcon must choose what type of elemental damage this attack does when he levels, and it cannot be changed later.

Falcon Kick: At level 3 the Falcon masters Falcon Kick. As a standard action the Falcon launches himself up to 20ft towards the target, foot first. This elemental attack does the same type of elemental damage as the Falcon's Raptor Boost, and deals 1d4 elemental damage plus the falcon's Strength modifier in elemental damage. It may be used in aerial combat, but only at a 45 degree angle downward.

Falcon Dive: At level 4 the Falcon learns Falcon Dive. As a standard action the Falcon may dash and latch on to an adjacent foe without a grapple check. The foe may be up to 15ft in the air, as long as he is still with 5ft horizontally of the Falcon. The Falcon then bursts off of the target with an explosion of elemental power, the damage is the same as the Falcon's Raptor Boost. It deals damage equal to 1d6 elemental damage every two levels.

Falcon Rush: At level 6 a Falcon learns to channel his strength in his attacks. After a Full Round Attack, even a flurry of blows, the Falcon may bull rush the target as a free action. This bull rush takes a -8 penalty, but if successful it throws the target twice the normal distance. The Falcon may not follow the target after the bull rush.

Falcon Punch: The most well known Falcon attack. The Falcon Punch is a 5ft cone of elemental power that propels its victims outward. The Falcon Punch is a Full Round Attack that provokes an attack of opportunity. If any attacks land on the Falcon he must make a concentration check, DC 15+damage inflicted, for each attack to continue the Falcon Punch. If the Falcon succeeds his fist explodes and bull rushes the targets in a single direction. The Falcon Punch deals 1d8 damage per level of Falcon, this damage deals the same elemental damage as Raptor Boost. The Falcon Punch has a bull rush affect, which gives a bonus equal to the amount of damage inflicted with the Falcon Punch. Targets hit by this attack fall prone.

Knee of Justice: The Knee of Justice is the ultimate falcon move. It deals elemental damage, which can be the same as Raptor Boost or deal a new elemental type. First, the Falcon must succeed a jump check equal to the target's Ac. A 15ft running start bestows a +4 bonus to the jump check. If the Falcon fails he lands prone in front of the target. If he succeeds the Falcon rolls percentile dice. There is 70% chance that the Knee of Justice deals normal, unarmed strike damage. If the Falcon rolls over 70% then the Falcon knees the target directly in the face, and sends them flying a massive distance. This attack deals 1d12 elemental damage per Falcon level, plus the Falcon's str modifier. The target is bull rushed by the Falcon, with a bonus equal to the damage inflicted, and the target flies twice the normal distance. This attack deals double damage to creatures chaotically aligned.


Campaign Information[edit]

Playing a Falcon[edit]




Falcons in the World[edit]

NPC Reactions:

Falcon Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Falcons in the Game[edit]


Sample Encounter:

EL whatever:

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