Moonsea Skysentinel
(Champions of Valor variant, p. 117)
Moonsea skysentinels are the eyes in the sky for the Knights of the North, scouting the landscape, looking for evidence of Zhentarim activity. They employ trained dire hawks as swift aerial mounts and a variety of combat tactics that allow them to swoop in, strike enemies quickly, and race away again before reinforcements can arrive. Whether spying on a caravan flying the banner of the Black Network, delivering battle orders to a Knight raiding party, or hunting and dueling one of the hated Zhentarim skymages, a Moonsea skysentinel is the light cavalry of the Knights' forces.
Requirements
Base Attack Bonus: +5
Skills: Handle Animal 8 ranks , Ride 8 ranks
Feats: Mounted Combat
Special: Membership in the Knights of the North
Hit die
d8
Skill points
2 + Int
Class Features
Dire Hawk Steed: As a Moonsea skysentinel, you gain a trained dire hawk of Large size as your personal mount. The dire hawk serves you loyally, carrying you into combat or fighting at your side. The dire hawk has maximum hit points but is otherwise a normal specimen of its size. See page 122 for this creature's statistics block.
Your dire hawk steed gains 1 HD for every three class levels you gain beyond 1st (increasing to 10 HD at 4th, to 11 HD at 7th, and to 12 HD at 10th). Each time it gains a Hit Die, its natural armor bonus and Strength score each improve by 2 (in addition to the normal improvements gained with added Hit Dice, such as skill points, feats, and ability score improvements).
A dire hawk steed can't be used as an animal companion.
Magical Defense (Ex): Your training in resisting the deadly spells cast by Zhentarim skymages manifests as a bonus on saving throws against spells and spell-like abilities for both you and your mount. This bonus is +1 starting at 1st level, and it increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level. The ability only functions while you are mounted on your dire hawk steed.
Shield (Sp): Upon reaching 2nd level, you gain an innate ability to withstand incoming attacks from your enemies. Once per day you can use a shield effect. Your caster level is equal to your class level. If you are mounted on your dire hawk, the spell affects both you and your mount, but if you dismount your dire hawk loses the benefit.
You can use this ability one additional time per day for every three levels gained above 2nd.
Spell Turning (Sp): Starting at 3rd level, you can use a spell turning effect as an immediate action; the duration is 1 round or until expended. If you are mounted on your dire hawk, the spell affects both you and your mount (and you share a common pool of spell levels affected), but if you dismount your dire hawk loses the benefit.
You can use this ability once per day at 3rd level, and one additional time per day for every three levels gained above 3rd.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Dire hawk steed, magical defense +1 |
2nd | +2 | +3 | +0 | +0 | Shield 1/day |
3rd | +3 | +3 | +1 | +1 | Spell turning 1/day |
4th | +4 | +4 | +1 | +1 | Magical defense +2 |
5th | +5 | +4 | +1 | +1 | Shield 2/day |
6th | +6 | +5 | +2 | +2 | Spell turning 2/day |
7th | +7 | +5 | +2 | +2 | Magical defense +3 |
8th | +8 | +6 | +2 | +2 | Shield 3/day |
9th | +9 | +6 | +3 | +3 | Spell turning 3/day |
10th | +10 | +7 | +3 | +3 | Magical defense +4 |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Climb | STR | ||
Craft | INT | ||
Handle Animal | CHA | ||
Intimidate | CHA | ||
Jump | STR | ||
Knowledge (geography) | INT | ||
Ride | DEX | ||
Spot | WIS |