Highwind Knight (3.5e Class)
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|“||"Apart we are fearsome. Together we are Unstoppable.||”|
|—Kain Highwind, First Highwind Knight and creator of the Order of Highwind about his mount, Boco.|
Highwind Knights are steadfast and heavily armored knights who wield Lances. Highwind Knights charge valiantly into battle while riding on the top of their also heavily armored Axe Beak companions. Highwind Knights
Making a Highwind Knight
Highwind Knights are highly effective in mounted combat and combat against other mounted units.
Abilities: <-description of most important attributes for this class->.
Races: Any. Highwind Knights
Alignment: Any. Highwind Knights can be of any alignment though they are often of the Lawful subtype as the bond between the rider and mount requires long hours of structured training and working in tandem. The Order of Highwind is in fact entirely neutral and seeks only to maintain peace in the land, though it is not unheard of for Highwind Knights to follow a higher calling and begin to follow a diety of either Good or Evil.
Starting Gold: 5d6×10 gp (175 average).
|1st||+1||+2||+0||+0||Mount, Skilled Rider|
The Highwind Knight's class features are all related to improving his riding ability and bond with his Axe Beak or improving his prowess with the spear. All of the following are class features of the Highwind Knight.
Weapon and Armor Proficiency: Highwind Knights are proficient with all martial weapons and armor with the exception of the Tower Shield
Mount (EX): At 1st level, A Highwind Knight gains the service of a loyal and trusty Axe Beak to carry him into battle. This Axe Beak functions as an animal companion, using the Highwind Knight's level as his effective druid level. A Highwind Knight does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.
Skilled Rider (EX): At 1st level, a Highwind Knight gains both the Mounted Combat and Skill Focus (Ride) feats as bonus feats.
Armored Charger (EX): At 3rd level, a roughrider no longer suffers armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
Spear Training (EX): At 5th Level the Highwind Knight gains extensive training with spears, because of this he receives a +1 bonus on attack and damage rolls when using a weapon from this group. The Highwind Knight's weapon training bonus with spears improves by +1 on attack rolls and +2 on damage rolls for every four levels beyond 5th (to a maximum of +4 on attack rolls and +8 on damage rolls at 17th level).
Lance Spin (EX): At 7th level, a Highwind Knight may alternate attacks with the piercing head of his lance with reach, or with the butt end (treat as a club) against adjacent targets. Unlike a double weapon, the masterwork quality and magical special abilities apply to both ends of the lance, except for those weapon special abilities that apply only to edged weapons.
Banner (EX): At 9th level, a Highwind Knight may attach a banner to his lance. As long as his banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. feature. The bonuses provided by his banner increase by +1 for every five levels beyond 9th (to a maximum of +3 at 19th level). The banner must be displayed by the Highwind Knight to function.
Relentless Steed (EX): At 11th level, a Highwind Knight's mount does not reduce its speed when wearing heavy barding or carrying a heavy load. The Highwind Knight may also reroll a Ride skill check or a saving throw made by the mount once per day, but must use the second roll even if it is worse. This ability may be used one additional time per day for every four levels beyond 11th to a Maximum of 3 at Level 19.
Piercing Lance (EX): At 13th level, as a standard action or as part of a charge, a Highwind Knight attacking a mounted opponent can make two attacks, one against the mount and the other against the rider, using his highest base attack bonus. Furthermore, if the mount is hit and its rider attempts to negate the hit with the Mounted Combat feat, the dragoon’s attack roll is considered 4 higher when calculating the DC of the Ride check to negate the hit.
Leaping Lance (EX): At 15th level, a Highwind Knight and his mount suffer no armor check penalty on Acrobatics checks while mounted. When charging, a dragoon may jump from his mount toward his target. If he jumps 10 feet, his charge modifiers on attack rolls and to AC are doubled and he is still considered mounted for lance damage, Mounted Combat feats, and so on.
Evasive Charge (EX): At 18th level, a Highwind Knight mounted charge is not blocked by friendly creatures or difficult terrain.
Spear Mastery (EX): At 20th level, any attacks made with a weapon of the spear family automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.