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Entry Requirements
Feats: Alertness.
Skills: Bluff 5 ranks, Diplomacy 5 ranks, Innuendo 8 ranks, Sense Motive 8 ranks.
Special: Any falconer who betrays a charge will be thrown out of the guild and may not advance in the falconer class unless he can make reparations.

Table: The Falconer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Evasion 0 - - -
2nd +1 +0 +3 +3 Sneak attack +1d6 1 - - -
3rd +2 +1 +3 +3 Fast Movement (+10 ft.) 1 0 - -
4th +3 +1 +4 +4 1 1 - -
5th +3 +1 +4 +4 Improved Evasion 1 1 0 -
6th +4 +2 +5 +5 Sneak Attack +2d6 1 1 1 -
7th +5 +2 +5 +5 2 1 1 0
8th +6 +2 +6 +6 Fast Movement (+20 ft.) 2 1 1 1
9th +6 +3 +6 +6 2 2 1 1
10th +7 +3 +7 +7 Sneak Attack +3d6 2 2 2 1

Class Skills (6 + Int modifier per level)
Animal Empathy (Cha, exclusive skill), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Read Lips (Int, exclusive skill), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), Use Rope (Dex), and Wilderness Lore (Wis).

Class Features[edit]

Weapon and Armor Proficiency: Falconers are pro- ficient with all simple and martial weapons, and light and medium armor. Falconers are not proficient with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment, or loot carried.

Evasion (Ex): Falconers gain the extraordinary ability of evasion. If subjected to an attack that allows a Reflex save for half damage, the character takes no damage on a successful saving throw. A falconer may only use this ability when wearing light or no armor and unencumbered.

Fast Movement: Falconers learn to move faster than normal for their race. At 3rd level, the falconer’s speed is increased by +10 feet when carrying a light load or less and wearing light or no armor. At 8th level, the falconer’s speed improves by another +10 feet. For example, an 8th-level human falconer in leather armor has a speed of 50 feet.

Improved Evasion (Ex): This ability works like evasion, except that while the character still takes no damage on a successful save against appropriate effects that allow Reflex saving throws, such as breath weapons or fire-ball spells, the falconer now takes only half damage even on a failed saving throw.

Sneak Attack: Any time the falconer’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the falconer flanks the target, the falconer’s attack deals extra damage. The extra damage is +1d6 at 2nd level and an additional 1d6 every four levels thereafter. Should the falconer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can only count as sneak attacks if the target is within 30 feet. The falconer can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, the falconer can make a sneak attack that deals subdual damage instead of normal damage. The falconer cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, even with the usual –4 penalty.

A falconer can only sneak attack a living creature with a discernible anatomy. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The falconer must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The falconer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. If a falconer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Spells: Beginning at 1st level, a falconer gains the ability to cast a small number of arcane spells. To cast a spell, the falconer must have an Intelligence of at least 10 + the spell’s level, so a falconer with an Intelligence of 10 or lower cannot cast these spells. Falconer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the falconer’s Intelligence modifier (if any). When the falconer gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the falconer gets only bonus spells. A falconer without a bonus spell for that level cannot yet cast a spell of that level. The falconer’s spell list appears below. A falconer prepares and casts spells just as a wizard does.

Spell List[edit]

1st level—animal friendship, change self, expeditious retreat, message, pass without trace, sanctuary.

2nd level—alter self, animal messenger, cure light wounds, invisibility, speak with animals, whispering wind.

3rd level—haste, illusory script, nondetection, phantom steed, secret page, tongues.

4th level—cure moderate wounds, detect scrying, dimension door, freedom of movement, polymorph self.

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