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.

Requirements

To qualify to become a Knight of the Flying Hunt, a character must fulfill all the following criteria:

Class Skills

The knight of the Flying Hunt's class skills are Diplomacy, Handle Animal, Intimidate, Jump, Ride, Search, Spot, and Swim.

Skill Points at Each Level: 2 + Int modifier.

Class Features

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 HuntHit Die: d10
CLBABFortRefWillSpecial
1st+1+2+0+2Armor proficiency, flying hunt armor, pegasus mount
2nd+2+3+0+3Armored ease (2)
3rd+3+3+1+4-
4th+4+4+1+4Bonus feat
5th+5+4+1+4Storm Armor
6th+6+5+2+5-
7th+7+5+2+5-
8th+8+6+2+6Bonus feat
9th+9+6+3+6-
10th+10+7+3+7Greater 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).

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.

Source: Champions of Valor


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