Falcon (3.5e Asylon Supplement)

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Falcon

Danger waits in the canopy. Danger for those who disturb the peace of Virrah.
—Dro'Zhirr, Ra'Virr Falcon

Honored guardians and hunters of the jungles of Virrah, come join our ranks!

Falcons are typically Ra'Virr warriors devoted to the spear. Like their namesake, they nimbly descend upon their foes, striking with devastating attacks from above.

Most Falcons come from the ranks of Ra'Virr Scouts. The merits of melee versus ranged combat should not be taken for granted Ra'Virr Falcons uniformly use the "Talon", a polearm developed especially for use by Falcons generations ago. Other races can also become Falcons, but it is difficult.

Curiously, most Falcons that hail from the jungles of Virrah are female, though there is no restriction on male Falcons.

Becoming a Falcon

A Falcon Initiate must perform a dangerous mission to gain favor with the Falcon Hierarchy. Barbarians are the most obvious choice because of the fast movement requirement, however, other classes can also become Falcons.

Entry Requirements
Skills: Jump 10 ranks, Hide 5 ranks, Tumble 5 ranks, Balance 5 ranks
Feats: Dodge, Mobility, Power Attack.
Special: Fast Movement special ability. Must perform a dangerous mission at the behest of the Falcons.
Table: The Falcon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+0+2+0 Spring Attack, Falcon's Flight
2nd+2+0+3+0 Great Leap, Leap of the Heavens
3rd+3+1+3+1 Ignore Height (20 ft.)
4th+4+1+4+1 Improved Falcon's Flight
5th+5+2+4+2 Ignore Height (30 ft.)
6th+6+2+5+2 Raptor School
7th+7+3+5+3 Ignore Height (40 ft.), Greater Falcon's Flight
8th+8+3+6+3 Greater Leap
9th+9+4+6+4 Ignore Height (50 ft.)
10th+10+4+7+4 Supreme Falcon's Flight

Class Skills (6 + Int modifier per level)
Balance (Dex), Climb (Str), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).


Class Features

All of the following are class features of the Falcon.

Weapon and Armor Proficiency: Falcons gain no proficiency with any kind of armor, but do gain proficiency in the Talon, an exotic polearm unique to the Ra'Virr. A Talon resembles a glaive with a three-and-a-half foot long shaft, and is a two-handed melee weapon (without reach), dealing 1d8 damage, with a critical range of 19-20/x2. It has a range increment of 30 ft., and can deal either piercing or slashing damage.

Spring Attack: At 1st level, Falcons gain the Spring Attack feat as a bonus feat.

Falcon's Flight: At 1st level, Falcons begin to learn their signature move: the Falcon's Flight. To execute this maneuver, a Falcon must charge her opponent, making a high jump check. The Falcon must fall from at least 5 feet above their target, otherwise the maneuver fails. If successful, the Falcon receives a +2 bonus on attack and damage, and disregards the usual -2 AC for charging. At 4th level, the attack and damage bonuses improve to +4. At 7th level this ability increases again, for attack and damage bonuses of +6, and the Falcon no longer needs to charge, although she still has to make a jump check and she can still make only one attack as per the standard charging rules. This ability may be used once every 1d4+1 rounds.

Great Leap: Beginning at 2nd level, a Falcon may add half of her class level to all jump checks, and tumble checks to avoid falling damage. At 8th level, the Falcon adds her full class level to all jump checks and tumble checks to avoid falling damage. Also at 8th level, she no longer doubles the DC for a high jump.

Leap of the Heavens: At 2nd level, a Falcon gains Leap of the Heavens as a bonus feat, even if she doesn't meet the requirements. Leap of the Heavens may be found in the Player's Handbook II, page 80.

Ignore Height: Beginning at level 3rd level, a Falcon has become more comfortable falling from heights, and may negate some of the damage from particularly high falls. At 3rd level the Falcon may ignore damage from the first 20 feet of a fall; this ability increases by increments of 10 feet every two levels, i.e. the Falcon may ignore 30 feet of falling damage at level 5, 40 feet at level 7, and 50 feet at level 9. This ability stacks with a successful tumble check to avoid falling damage.

Raptor School: At 6th level, a Falcon gains the Raptor School tactical feat featured in Complete Warrior, page 111, even if she doesn't meet the requirements.

Supreme Falcon's Flight: At 10th level, a Falcon has mastered her Flight ability. In addition to receiving a +6 bonus to her attack and damage on a successful jumping charge, the Falcon also adds 1d6 damage for each 10 feet she falls toward her target (the target's height is rounded to the nearest 5-foot increment). For instance, if a Falcon succeeds on a DC 25 check to leap 25 feet into the air, and attacks a creature that is 6'3" tall, the creature's height is rounded down to 5 feet, and the Falcon deals an extra 2d6 damage. Once again, this ability may be used once every 1d4+1 rounds.

Ex-Falcon


Playing a Falcon

Combat:

Advancement:

Resources:

Falcons in the World


NPC Reactions:

Falcon Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
11.
16.
21.
26.

Falcons in the Game


Adaptation:

Sample Encounter:

EL whatever:


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gollark: Hmm, what was in the kinetic augment before it was jump boost?
gollark: What multiplier did you get up to, anyway?
gollark: What's wrong with it?
gollark: Didn't tmpim use it some servers ago?
gollark: What's wrong with mekanism?
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