Faerûnian Prestige Class : Knight of the Flying Hunt
"Yes, the glass armor and the pegasus are impressive; but it's what I do with them that keeps Nimbral safe from the likes of you." -Baltir Merivoist, Knight Commander
Fireside tales of noble knights astride graceful winged horses, wearing armor of glass, have enchanted listeners across Faerûn for years. All who hear of such breathtaking imagery are fascinated with thoughts of donning their own suit of magic armor, climbing atop a snowy white pegasus, and taking to the skies in defense of goodness. The stories are a pale imitation of the true glory of the Knights of the Flying Hunt. Defenders of Nimbral, protectors of the island realm's quiet, simple folk; noble soldiers answering to the powerful but mysterious Nimbral Lords - the Knights of the Flying Hunt - epitomize valor and grace in word, deed, and bearing.
Most characters become a Knight of the Flying Hunt after taking at least seven levels in fighter or ranger. A few clerics or paladins manage to master the prerequisites necessary to join the ranks, but they are rare because of their religious affiliations, something that the folk of Nimbral frown upon. Few other core classes obtain the military training necessary to qualify.
To qualify to become a Knight of the Flying Hunt, a character must fulfill all the following criteria:
- Race: Human or half-moon elf
- Alignment: Lawful good, neutral good, or lawful neutral
- Skills: Handle Animal 8 ranks, Ride 8 ranks.
- Feats: Favored In Guild (Knights of the Flying Hunt), Mounted Combat, Weapon Focus (lance),
- Base Attack Bonus: +2
- Special: Native or permanent resident of Nimbral
Membership in the Knights of the Flying Hunt.
Skill Points at Each Level: 2 + Int modifier.
As a Knight of the Flying Hunt, you become an expert at mounted combat, utilizing a host of skills and maneuvers to defeat your enemies, while at the same time gaining more powerful enhancements to your special glass armor.
Armor Proficiency: You gain proficiency in light, medium, and heavy armor.
Flying Hunt Armor: At 1st level, you are considered a novice, and you receive a suit of flying hunt armor (see page 65) from the Nimbral Lords. This armor is attuned to you and can never be used by another. If this suit of armor is lost or destroyed, the Nimbral Lords will replace it, though you must pay the gp cost norm ally required to create the armor.
Pegasus Mount: At 1st level, you receive a trained pegasus to serve you in your defense of Nimbral. The mount remains with you until it is slain or dismissed. It requires food and rest, and you are responsible for tending to its needs. When riding this mount, you gain a competence bonus on Ride checks equal to your class level.
If the mount dies, yon can have it raised from the dead (at the normal cost) or obtain another mount. You can only obtain a replacement after living and meditating among the trained pegasi of the Knights for one week.
Armored Ease (Ex): You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you can lessen the armor check penalty of any armor with which you are proficient by 2 (minimum 0). At 7th level, this reduction improves to 4 (minimum 0).
Bonus Feat: At 4th level, and again at 8th level, you gain a bonus feat, which must be selected from the following list: Animal Affinity, Greater Weapon Focus (lance), Greater Weapon Specialization (lance), Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Specialization (lance). You must meet the normal prerequisites in order to select any of these feats.
Storm Armor: At 5th level, you are considered a full Knight and your flying hunt armor is further enhanced by the Nimbral Lords to become storm armor. This armor is attuned to you and can never be used by another. If this suit of armor is lost or destroyed, the Nimbral Lords will replace it, though you must pay the gp cost normally required to create the, armor.
Greater Storm Armor: At 10th level, you are recognized by the Knights as an excellent and experienced leader. For your loyal service and outstanding performance, the Nimbral Lords bestow another enhancement upon your storm armor, making it greater storm armor. You can choose any one of the following effects and add it to your armor at no charge: arrow deflection (as the shield special ability); fortification (light); magic missile (3/day, CL 7th); mirror image (1/day; CL 10th); spell resistance 13; or water walk (as a ring of water walking).
Alternatively, you can choose a different armor special ability (with a price of up to 30,000 gp or a base price modifier of up to +3 bonus) and add it to your armor at only 75% of the normal market price.
Either way, this addition requires the normal amount of time required to improve the item, which likely means that you must turn over your storm armor to the Nimbral Lords for a number of days or weeks. If this suit of armor is lost or destroyed, the Lords will replace it, though you must pay the gp cost normally required to create the armor.
|Knight of the Flying Hunt||Hit Die: d10|
|1st||+1||+2||+0||+2||Armor proficiency, flying hunt armor, pegasus mount|
|2nd||+2||+3||+0||+3||Armored ease (2)|
|10th||+10||+7||+3||+7||Greater storm armor|
Knights of the Flying Hunt Lore
On mainland Faerûn, characters with Gather Information or Knowledge (nobility and royalty) can research the Knights of the Flying Hunt to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs (some of which is presented as false rumors initially and disproved later).
- DC 10: The Knights of the Flying Hunt are pegasus-riding, glass-armor wearing offspring of fell women and hags who dwell on a misty isle far beyond the jungles of Chult.
- DC 15: The Knights of the Flying Hunt are noble lords who defend their island realm of Nimbral from all comers; they answer in turn to the strange and mysterious Nimbral Lords, powerful but insane wizards constantly under the sway of illusions.
- DC 20: The Knights of the Flying Hunt are actually a peaceful group that protects the folk of Nimbral from pirates and slavers. Folk are welcome to visit Nimbral so long as they are willing to obey the laws of the land. The Nimbrese are descendants of Halruaans who left that country many years ago on skyships.
- DC 30: The Knights of the Flying Hunt, led by a fierce and proud Commander named Baltir Merivolst, attacked and destroyed numerous slaving and pirate ships in the Nelanther isles several years ago in retaliation for incursions into Nimbral's waters.
On Nimbral itself, characters with Gather Information or Knowledge (local) can research the Knights of the Flying Hunt to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
- DC 10: The Knights of the Flying Hunt are all wealthy landowners who serve the Nimbral Lords in exchange for their magical armor and weapons.
- DC 15: The Knights operate in regular patrols and work with the Nimbral Heralds to keep the peace and enforce the laws.
- DC 20: The Knights and Heralds can communicate mentally with the Nimbral Lords, who guide them to trouble spots quickly and accurately.
- DC 30: The armor the Knights wear is crafted specifically for each member; no one else can wear it.
Source: Champions of Valor