Aerial Fighter (3.5e Class)

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Aerial Fighter

All manner of races have their classes and elite ranks of warriors and fighters, but few can match the maneuvers and agility of those trained to move through a three dimensional environment, much less comprehend how to use these movements to strengthen their attacks with astounding force and accuracy, all the while still being able to put up a bulwark of steel.

Making an Aerial Fighter

Fitting into the same role as fighters, Aerial Fighters can play melee or ranged offense and defense.


Abilities: Primary: Strength or Dexterity, and Constitution.

Races: Any.

Alignment: Any.

Starting Gold: 6d4x10 GP

Starting Age: As Fighter

Table: The Aerial Fighter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+0 Bonus Feat
2nd+2+3+0+0 Bonus Feat
3rd+3+3+1+1 Armor Training
4th+4+4+1+1
5th+5+4+1+1 Aerobatics
6th+6/+1+5+2+2
7th+7/+2+5+2+2 Armor Training, Bonus Feat
8th+8/+3+6+2+2
9th+9/+4+6+3+3 Flying Dodger
10th+10/+5+7+3+3
11th+11/+6/+1+7+3+3 Armor Training, Flying Dodger, Bonus Feat
12th+12/+7/+2+8+4+4
13th+13/+8/+3+8+4+4 Plummeting Charge
14th+14/+9/+4+9+4+4
15th+15/+10/+5+9+5+5 Armor Training, Bonus Feat
16th+16/+11/+6/+1+10+5+5
17th+17/+12/+7/+2+10+5+5 Flying Dodger, Plummeting Charge
18th+18/+13/+8/+3+11+6+6
19th+19/+14/+9/+4+11+6+6 Heavy Flight
20th+20/+15/+10/+5+12+6+6 Bonus Feat

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Class Features

All of the following are class features of the Aerial Fighter.

Weapon and Armor Proficiency: An Aerial Fighter is proficient with all simple and martial weapons, light armor only, and all shields (except tower shields).

Bonus Feats: At 1st level, and at different levels thereafter, an Aerial Fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Being a creature with a fly speed, the Aerial Fighter may also use this to take the feats Flyby Attack, Hover, and Wingover. Being a fighter, the Aerial Fighter may also use his class level to qualify for normal fighter specific feats such as weapon specializations and mastery.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. An Aerial Fighter is not limited to the list of fighter bonus feats when choosing these feats. An Aerial Fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Armor Training (Ex): Starting at 3rd level, an Aerial Fighter learns to adjust and move, over all becoming more manueverable while wearing armor. Whenever he is wearing armor he is proficient with, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction to armor check penalties and a +4 increase of the maximum dexterity bonus allowed.

In addition, if proficient with medium armor the Aerial Fighter is no longer slowed by it. What's more is you are now able to carry up to your maximum medium load in weight before not being able to fly.

Aerobatics (Ex): At 5th level, an Aerial Fighter may make a Fly check instead of a Tumble check to move through a threatened area or an enemy's space.

Flying Dodger (Ex): At 9th level when an Aerial Fighter flies at least half its fly speed on its turn, gains a +1 dodge bonus to AC for 1 round. This bonus increases to +2 at 11th, and +4 at 17th.

Plummeting Charge (Ex): At 13th level, if an Aerial Fighter flies at least half its fly speed as part of a charge, it gains a +2 racial bonus on the attack roll (in addition to the normal charge bonus) and a +4 bonus on its critical confirmation roll. These bonuses improve to +4 and +6 at 17th level.

Heavy flight (Ex): At 19th level, an Aerial Fighter learns how to carry a heavy load while flying

Playing a Aerial Fighter

Religion: No particular religion is ever made with Aerial Fighters, though gods of war, weather, and elements similar to their lifestyle are not uncommon.

Other Classes: Most other classes act with this as they would a standard fighter.

Combat: Damage and support are often the biggest roles, but tanks are fairly common, taking the enemy's attention with intimidate checks and keeping it focused on them.

Advancement: Typically once this physical class is mastered good options would be paladin or monk so as to gain magical benefits to help protect themselves or perform extra abilities.

Aerial Fighters in the World

Even up here, high in the sky, no one may escape my fury!
—Mathias, Aasimar Aerial Fighter

Aerial Fighters in the Game

Adaptation: A variant concept available would be to supplement the flight requirements and abilities, as well as benefits and make them into aquatic equivelents, providing a "Deep Fighter" class.



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