Representing the ultimate in mounted warfare, the chocobo knight is the quintessential knight in shining armor. The charge of the chocobo knight is among the most devastating offensive weapons any culture can hope to field. Combined with the ferociousness of his chocobo mount, the chocobo knight is a sight to be seen.
Role: Chocobo knights tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, chocobo knights can be found advancing their cause through diplomacy and, if needed, subterfuge. The chocobo knight is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The chocobo knight’s class skills (and the key ability for each skill are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier
Class Main Ability Scores:
The chocobo knight mainly focuses on STR for martial combat and STR and CHA for their class features.
Table: Chocobo Knight
Class Features
All of the following are class features of the chocobo knight.
Weapon and Armor Proficiency
Chocobo knights are proficient with all simple, martial weapons, and knight swords and with all armor (light, medium, and heavy) and shields (including tower shields).
Limit Breaks (Su)
At 1st level, the chocobo knight receives the Limit Breaks (Fight as One and Supreme Overrun).
Fight as One (Su): This Limit Break allows the chocobo knight and his mount to fight as if they were one mind and one body. They both receive a +2 morale bonus on Attack rolls, Saving Throws, and Skill checks + an additional +2 bonus per four chocobo knight levels after 1st. The mount can full-
Supreme Overrun (Su): This Limit Break allows the chocobo knight and his mount to charge 60 feet in a line, running over his enemies. Enemies within the area of effect take 1d6 points of damage per chocobo knight level, a Reflex save (DC 10 + half of the chocobo knight’s level + his Strength modifier) can half this damage.
Commander’s Aura (Ex)
At 1st level, a chocobo knight can project a commander’s aura as a move action, this aura extends 60 feet from the chocobo knight and can be ended as a free action. A chocobo knight can maintain his commander’s aura for a number of rounds each day equal to 4 + the chocobo knight’s Charisma modifier; this duration may be divided in whichever fashion the chocobo knight pleases. At each level after 1st, he can maintain his commander’s aura for an additional 2 round per day. Whenever a chocobo knight projects his commander’s aura, he can select one of the following aura abilities, providing bonuses to all allies inside the aura. A chocobo knight can spend a swift action to switch the bonus provided by this ability. At 7th level, he can instead use an immediate action to switch the bonus provided by this ability.
- Armored Adage: All allies gain DR 2/-. At 5th level and every four chocobo knight levels afterwards, this damage reduction increases by 2.
- Buffering Encouragement: All allies gain temporary hit points equal to the chocobo knight’s level + his Charisma modifier which last until the aura ends. These temporary hit points refresh at the beginning of each of the ally’s turns as long as this aura is maintained.
- Defensive Strategum: All allies gain a +1 morale bonus to their armor class. At 5th level and every four chocobo knight levels afterwards, this morale bonus to their armor class increases by +1.
- Destructive Counsel: All allies gain a +2 morale bonus to their weapon damage rolls. At 5th level and every four chocobo knight levels afterwards, this morale bonus to weapon damage rolls increases by +2.
- Healing Lesson: All allies gain fast healing 2. At 4th level and every three chocobo knight levels afterwards, this fast healing increases by 2.
- Resilient Recommendation: All allies gain 3 points of elemental resistance against one element type (earth, fire, ice, lightning, water, or wind) chosen when the commander’s aura is projected. At 4th level and every three chocobo knight levels afterwards, this elemental resistance is increased by 3.
- Tactical Advice: All allies gain a +1 morale bonus to all combat maneuver checks they make. At 5th level and every four chocobo knight levels afterwards, this morale bonus to combat maneuver checks increases by +1.
- Valiant March: All allies gain a +10 foot morale bonus to all movement speeds they possess. At 4th level and every three chocobo knight levels afterwards, this morale bonus to movement speed increases by +10 feet.
- Warding Warning: All allies gain a +1 morale bonus to all saving throws. At 5th level and every four chocobo knight levels thereafter, this morale bonus to saving throws increases by +1.
A commander’s aura is a verbal, visual, and mind-affecting morale effect; creatures which cannot see or hear the chocobo knight cannot benefit from it. At 5th level and every four chocobo knight levels afterwards, the area of the commander’s aura extends by 10 feet, to a maximum of 100 feet at 17th level.
Chocobo Mount (Ex)
A chocobo knight gains the service of a loyal and trusty yellow chocobo to carry him into battle. This chocobo functions as a beastmaster’s animal companion, using the chocobo knight’s level as his effective beastmaster level. A chocobo knight’s mount does not gain the shared saves special ability. Unlike normal chocobos of its kind, a chocobo’s Hit Dice, abilities, skills, and feats advance as the chocobo knight advances in level. If a character receives a companion from more than one source, his effective chocobo knight levels stack for the purposes of determining the statistics and abilities of the companion. Chocobos are relatively tame and docile for magical beasts, and are treated as animals for the purpose of Handle Animal checks.
Table: Chocobo Mount Base Statistics
Class Level | HD | BAB | Fort | Ref | Will | Skills | Feats | Natural Armor Bonus | Str/Dex Bonus | Bonus Tricks | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 1 | +1 | +2 | +2 | +0 | 1 | 1 | +0 | +0 | 1 | Link, Endurance |
2nd | 2 | +2 | +3 | +3 | +0 | 2 | 1 | +0 | +0 | 1 | — |
3rd | 3 | +3 | +3 | +3 | +1 | 3 | 2 | +2 | +1 | 2 | Evasion |
4th | 3 | +3 | +3 | +3 | +1 | 3 | 2 | +2 | +1 | 2 | Magic Attacks |
5th | 4 | +4 | +4 | +4 | +1 | 4 | 2 | +2 | +1 | 2 | Ability score increase |
6th | 5 | +5 | +4 | +4 | +1 | 5 | 3 | +4 | +2 | 3 | Devotion |
7th | 6 | +6 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | — |
8th | 6 | +6 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | Multiattack |
9th | 7 | +7 | +5 | +5 | +2 | 7 | 4 | +6 | +3 | 4 | — |
10th | 8 | +8 | +6 | +6 | +2 | 8 | 4 | +6 | +3 | 4 | Ability score increase |
11th | 9 | +9 | +6 | +6 | +3 | 9 | 5 | +6 | +3 | 4 | — |
12th | 9 | +9 | +6 | +6 | +3 | 9 | 5 | +8 | +4 | 5 | — |
13th | 10 | +11 | +7 | +7 | +3 | 10 | 5 | +8 | +4 | 5 | — |
14th | 11 | +11 | +7 | +7 | +3 | 11 | 6 | +8 | +4 | 5 | — |
15th | 12 | +12 | +8 | +8 | +4 | 12 | 6 | +10 | +5 | 6 | Ability score increase, Improved Evasion |
16th | 12 | +12 | +8 | +8 | +4 | 12 | 6 | +10 | +5 | 6 | — |
17th | 13 | +13 | +8 | +8 | +4 | 13 | 7 | +10 | +5 | 6 | — |
18th | 14 | +14 | +9 | +9 | +4 | 14 | 7 | +12 | +6 | 7 | Blood Bond |
19th | 15 | +15 | +9 | +9 | +5 | 15 | 8 | +12 | +6 | 7 | — |
20th | 15 | +15 | +9 | +9 | +5 | 15 | 8 | +12 | +6 | +7 | — |
Chocobo, Yellow
starting statistics
Size: Large; Speed: 60 ft.; AC: +4 natural armor; Attack: bite (1d8), talon (1d6); Ability Scores: Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6; Special Attacks: Critical Attack; Special Qualities: darkvision 60 ft., scent.
Critical Attack (Ex)
The yellow chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.
7TH-LEVEL ADVANCEMENT
AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2.
A chocobo knight does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A chocobo knight’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a chocobo knight’s mount die, the chocobo knight may find another chocobo to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, improved evasion, or blood bond special abilities until the next time the chocobo knight gains a level.
- Class Level: The character’s chocobo knight level. The chocobo knight’s class levels stack with levels of any other classes that are entitled to a companion for the purpose of determining the companion’s statistics.
- HD: This is the total number of ten-
sided (d10) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal. - BAB: This is the animal companion’s base attack bonus. Chocobos do not gain additional attacks using their natural weapons for a high base attack bonus.
- Fort/Ref/Will: These are the chocobo’s base saving throw bonuses. A chocobo has good Fortitude and Reflex saves.
- Skills: This lists the total skill ranks for the chocobo. Chocobos can assign skill ranks to any skill listed below. If a chocobo increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. A chocobo cannot have more ranks in a skill than it has Hit Dice.
- Chocobos can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for chocobos. Chocobos with an Intelligence of 3 or higher can put ranks into any skill.
- Feats: This is the total number of feats possessed by a chocobo. Chocobos should select their feats from those listed below. Chocobos can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency).
- Chocobos can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-
Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Chocobos with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
- Chocobos can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-
- Natural Armor Bonus: The number noted here is an improvement to the chocobo’s existing natural armor bonus.
- Str/Dex Bonus: Add this value to the chocobo’s Strength and Dexterity scores.
- Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the chocobo knight might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the chocobo. The chocobo knight selects these bonus tricks, and once selected, they can’t be changed.
Special: This includes a number of abilities gained by all chocobos as they increase in power. Each of these bonuses is described below.
- Link (Ex): A chocobo knight can handle his companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The chocobo knight gains a +4 competence bonus on all Handle Animal checks made regarding his chocobo.
- Magic Attacks (Su): The chocobo treats its natural attacks as if they were magic for the purposes of overcoming damage reduction. If the chocobo knight is 10th level or higher, all of the chocobo’s natural weapons are treated as the alignment of the chocobo knight for the purpose of overcoming damage reduction.
- Evasion (Ex): If the chocobo is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
- Devotion (Ex): The chocobo gains a +4 morale bonus on Will saves against enfeebling spells and effects.
- Ability Score Increase (Ex): The chocobo adds +1 to any one of its ability scores.
- Multiattack: The chocobo gains Multiattack as a bonus feat even though it does not have three or more natural attacks. The chocobo instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
- Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the chocobo takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
- Blood Bond (Ex): After a chocobo knight has achieved 18th level, the bond between him and his chocobo grows so strong that the chocobo gains a +2 bonus on all attack rolls, checks and saves if it witnesses the chocobo knight being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
Challenge (Ex)
Once per day, a chocobo knight can challenge a foe to combat. As a swift action, the chocobo knight chooses one target within sight to challenge. The chocobo knight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the chocobo knight’s level. The chocobo knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the chocobo knight’s concentration. The chocobo knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
In or Out of the Saddle (Ex)
At 1st level, a chocobo knight gains Mounted Combat as a bonus feat.
Steadfast Mount (Ex)
At 2nd level, after the chocobo knight has spent 1 hour practicing with his mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the chocobo knight is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd.
Banner (Ex)
At 2nd level, the chocobo knight’s banner becomes a symbol of inspiration to his allies and companions. The chocobo knight chooses one of the following banners to represent him. The banner must be at least Small or larger and must be carried or displayed by the chocobo knight or his mount to function. Unless otherwise stated, each banner affects all allies within a 60-ft.-radius and have a line of sight to the chocobo knight.
- Fleet Standard (Ex): An ally who benefits from this standard increases her land speed by 5 feet and gains a +1 dodge bonus to AC during any round in which she moved at least 10 feet. This increase to land speed is an enhancement bonus. At 7th level and every five chocobo knight levels thereafter, the bonus to speed increases by 5 feet. At 14th level, an ally benefiting from this banner also gains a +2 morale bonus on Reflex saving throws against effects that target an area, such as fireball or breath weapons. When the chocobo knight waves this standard as a standard action, each ally within 60 feet can move up to her speed as an immediate action.
- Inspiring Standard (Ex): As long as the chocobo knight’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear. For every five chocobo knight levels thereafter, this bonus increase by +1. At 14th level, an ally benefiting from this banner also gains a number of temporary hit points equal to the chocobo knight’s level + his Charisma modifier. When the chocobo knight waves this standard as a standard action, a number of allies equal to the chocobo knight’s Charisma modifier (minimum 1) within 60 feet can immediately make a new saving throw to end a status effect inflicting them.
- Jinx Standard (Ex): These grim fetishes are common among some chocobo knights. An ally who benefits from this standard gains a +1 bonus on caster level checks to bypass spell resistance and a +1 bonus to the DC of her hexes (or similar class features) and necromancy or enfeebling spell she casts. At 7th level and every five chocobo knight levels thereafter, the bonus on caster level checks increases by 1. At 14th level, an ally benefiting from the banner gains a +2 morale bonus on saving throws against spells or effects that deal hit point damage. When the chocobo knight waves this standard as a standard action, a number of allies equal to the chocobo knight’s Charisma modifier (minimum 1) within 60 feet can attempt an Intimidate check to demoralize a foe as an immediate action.
- Knave Standard (Ex): An ally who benefits from this standard gains a +2 dodge bonus to AC against attacks of opportunity provoked by movement and a +1 morale bonus on attack rolls that benefit from flanking. At 7th level and every five chocobo knight levels thereafter, the bonus to AC increases by 1. At 14th level, an ally benefiting from the banner gains sneak attack +1d6. When the chocobo knight waves this standard as a standard action, a number of allies equal to the chocobo knight’s Charisma modifier (minimum 1) within 60 feet can each attempt a feint against a foe she threatens as an immediate action.
- Stalwart Standard (Ex): An ally who benefits from this standard gains a +2 morale bonus to CMD and a +1 morale bonus on attack rolls to creatures threatening an ally. At 7th level and every five chocobo knight levels thereafter, the bonus to CMD increases by +1. At 14th level, an ally benefiting from the banner is treated as one size category larger for the purposes of determining which creatures can affect him with combat maneuvers. When the chocobo knight waves this standard as a standard action, each ally within 60 feet can move up to 10 feet without provoking attacks of opportunities and ignoring difficult terrain as an immediate action.
Mounted Talents (Ex)
As a talented chocobo knight gains experience, he learns a number of talents that expand his role as a mounted combatant. Starting at 2nd, a talented chocobo knight gains a mounted talent. He gains an additional mounted talent at 4th level and every two chocobo knight levels thereafter. A chocobo knight cannot select an individual talent more than once unless the talent specifies otherwise.
- A complete list of mounted talents can be found here: Mounted Talents
Knight’s Charge (Ex)
At 3rd level, a chocobo knight learns to make more accurate charge attacks while mounted. The chocobo knight receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the chocobo knight does not suffer any penalty to his AC after making a charge attack while mounted.
Commander’s Shout (Ex)
At 3rd level, a chocobo knight can let out a mighty shout, allowing an ally affected by his commander’s aura to take additional actions. As an immediate action, a chocobo knight can spend 4 rounds of his commander’s aura to grant an ally an additional move action on that ally’s turn. A creature can only benefit from this ability once per day even if a different chocobo knight uses it on them. A creature must be able to hear the chocobo knight to gain any benefit from this ability
Expert Trainer (Ex)
At 4th level, a chocobo knight learns to train chocobos with speed and unsurpassed expertise. The chocobo knight receives a bonus equal to his chocobo knight level whenever he uses Handle Animal on a chocobo that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Mounted Mettle (Ex)
At 5th level, a chocobo knight and his mount gain a +1 bonus on attack and damage rolls when he is mounted or adjacent to his mount. This bonus increases by +1 for every five levels after 5th.
Battlefield Agility (Ex)
Also at 5th level, a chocobo knight learns to be more aware of the threats that surround him in combat, and shares this awareness with his loyal steed. Both the chocobo knight and his mount gain Mobility as a bonus feat. If the chocobo knight already has this feat, he may pick another Combat feat for which he must meet the prerequisites for.
Master Feeder (Ex)
At 6th level, a chocobo knight trains his chocobo mount to eat chocobo food efficiently. The chocobo knight increases the duration of food buffs by 1 (minute/hour) + 1 for every six chocobo knight levels after 6th.
Improved Chocobo Mount (Ex)
At 7th level, a chocobo knight’s chocobo mount is trained extensively at charging into battle. When charging while carrying a rider, the chocobo mount receives a +4 bonus on melee attack rolls instead of the normal +2. In addition, the chocobo mount gains a number of temporary hit points equal to the chocobo knight’s level. These temporary hit points last for 1 minute.
Iron Chocobo (Ex)
At 7th level, as long as a chocobo knight is riding his mount, his mount gains DR 2/-. At 11th level and every four chocobo knight levels afterwards, this DR increases by 1. This damage reduction stacks with similar damage reduction.
Relentless Steed (Ex)
At 8th level, a chocobo knight’s mount does not reduce its speed when wearing medium or heavy barding or carrying a heavy load. The chocobo knight may also reroll a Ride skill check or a saving throw made by the mount once per day, but must use the second roll even if it is worse.
Chivalry’s Call (Ex)
At 8th level, a chocobo knight can appeal to the honor of his comrade, freeing them from outside control. As a swift action, a chocobo knight may expend 3 rounds of his Commander’s Aura to allow an ally within the range of his Aura to make another saving throw against a mind affecting effect, using the chocobo knight’s total bonus to Will saving throws or their own bonus, whichever is higher.
Mounted Expertise (Ex)
A chocobo knight of 9th level or higher is highly skilled at fighting while riding his mount. Before making any rolls when using the attack action or the full attack action while mounted on his mount in melee, a chocobo knight may shift points between his attack rolls and his Armor Class. A penalty subtracted from an attack roll applies as a dodge bonus to his AC; a penalty subtracted from Armor Class applies as a bonus on all attack rolls for that round. The points adjusted with the mounted expertise ability may not exceed the chocobo knight’s base attack bonus. All changes to attack rolls and AC persist until the chocobo knight’s next turn.
Rider’s Bond (Ex)
At 9th level, as long as the chocobo knight’s mount is above 0 hit points and the chocobo knight is within 60 feet of it, the chocobo knight gains the benefits of the Diehard and Deathless Initiate feats, regardless of if he qualifies for them.
At 17th level, whenever the chocobo knight would normally be dead due to hit point damage, as long as his mount is still alive and within 60 feet, the chocobo knight can act as though he was still alive, as well as being able to be healed. If the chocobo knight is healed above the threshold he would need to be alive before leaving the area of this ability, he continue to be alive, although if he is still below 0 hit points, he falls unconscious as normal.
Burst of Speed (Ex)
At 10th level and higher, a chocobo knight can urge his mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage.
Greater Charge (Ex)
At 11th level, a chocobo knight learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the chocobo knight can make a free bull rush, disarm, sunder, or trip attempt if his charge attack is successful. This does not provoke an attack of opportunity.
Dual Aura (Ex)
At 11th level, whenever a chocobo knight projects a commander’s aura, he can choose to provide two abilities with his aura without expending additional rounds, rather than just one.
Superior Mounted Combat (Ex)
After achieving 12th level, a chocobo knight may attempt a Ride check (as a reaction) twice per round to negate a successful hit on his mount. At 18th level, the chocobo knight may make these attempts three times per round.
Advanced Mounted Talents (Ex)
At 12th level and every two chocobo knight levels thereafter, a chocobo knight can choose one of the following advanced mounted talents in place of a mounted talent.
- A complete list of advanced mounted talents can be found here: Advanced Mounted Talents
Chocobo’s Parry (Ex)
At 13th level, a chocobo knight has mastered using his steed to deflect attacks. As an immediate action, a chocobo knight may expend 2 rounds of their commander’s aura to attempt a Ride check to turn his mount to absorb the blow for him. The DC of this check is equal to the result of the attack roll made against him. If successful, the attack hits the mount instead, dealing half of its normal damage. A chocobo knight must decide to use this ability after the attack has been rolled, but before the result has been revealed.
Defensive Charging (Ex)
At 14th level, whenever a mounted chocobo knight charges a foe, his movement does not provoke attacks of opportunity, for either him or his mount.
Protect the Meek (Ex)
At 15th level, the chocobo knight can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The chocobo knight must end his movement adjacent to an enemy. On his next turn, the chocobo knight is staggered and cannot use this ability again for 1 round.
Victor’s Rally (Ex)
At 15th level, the sight of chocobo knight’s triumph can inspire his allies to greatness. When a chocobo knight reduces a creature to 0 or fewer hit points, the chocobo knight can select an ally (other than themselves or his mount) within the radius of his commander’s aura, allowing that ally to either immediately make an attack with a weapon they’re wielding or move up to their movement speed (this movement does not provoke attacks of opportunity). Reducing a creature with fewer HD than half the chocobo knight’s level does not activate this effect, and an ally can only be affected by this class feature once every five minutes.
Superior Chocobo Mount (Ex)
Also at 15th level, a chocobo knight’s chocobo mount is even better trained as a charger than before. When charging while carrying a rider, the chocobo mount gains a +4 bonus to damage and does not provoke attacks of opportunity for moving. In addition, the chocobo mount gains a number of temporary hit points equal to the chocobo knight’s level. These temporary hit points stack with those from Improved Chocobo Mount and last for 1 minute.
Unavoidable Onslaught (Ex)
At 16th level, a chocobo knight’s mounted charge is not blocked by friendly creatures.
Erratic Charge (Ex)
At 17th level, a chocobo knight learns to ride through the thick of combat, striking and then moving away with blinding speed. Whenever the chocobo knight is mounted and takes the charge action, he can first move 10 feet and make a melee attack. This first attack is not a charge, but a regular melee attack, and the movement counts toward the total allowed movement for the round. After making this attack, the chocobo knight must still move in a straight line to reach the target of his charge, and he takes a –5 penalty on the attack roll for the attack at the end of his charge.
General’s Awe (Ex)
At 17th level, whenever a chocobo knight is riding his mount, he can spend 4 rounds of his commander’s aura as a free action while making an attack. If the attack is successful, the attacked creature must make a successful Will saving throw (DC 10 + half of the chocobo knight’s level + his Charisma modifier) or be stunned for 1 round.
In addition, for a number of rounds equal to the chocobo knight’s Charisma modifier, at the beginning of each of the creature’s turns, it must make an additional successful Will saving throw or be unable to make an attack targeting the chocobo knight or his mount. Once a creature has been affected by this ability, it cannot be affected by it again for 24 hours. This second effect is a mind-affecting effect.
Spiritual Bond (Su)
At 18th level, the chocobo knight can grant his mount temporary hit points equal to his chocobo knight level once per day. While these temporary hit points last, when his mount is within 30 feet of him, he can choose to take the damage taken by his mount. The chocobo knight cannot take damage using this feature, if under the secondary effect of Rider’s Bond.
Indomitable Steed (Ex)
At 19th level, a chocobo knight and his steed gain DR 5/— when mounted.
Supreme Charge (Ex)
At 20th level, whenever the chocobo knight makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the chocobo knight confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to dazed for 1d4 rounds. The DC is equal to 10 + the chocobo knight’s base attack bonus.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have chocobo knight as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Antica: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
- Dwarf: Add +1/2 to the chocobo knight’s bonus to damage against targets of his challenge.
- Forgiven: Add +1/4 to the chocobo knight’s bonus on damage against targets of his challenge.
- Elvaan: Add +1 hit point to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
- Galka: Add +1/2 Strength to chocobo knight’s mount. (+1 Strength every two times you select this option.) If you replace your mount, the new mount gains this bonus.
- Half-Breed: Add +1 foot to the chocobo knight’s mount’s base speed. This option has no effect unless the chocobo knight has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the chocobo knight ever replaces his mount, the new companion gains this base speed bonus.
- Hume: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
- Hypello: Add +1 hit point to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
- Immortal: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
- Kojin: Add a +1/2 bonus on Diplomacy and Ride checks.
- Mandragora: Add +1 foot to the chocobo knight’s mount’s base speed. This option has no effect unless the chocobo knight has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the chocobo knight ever replaces his mount, the new companion gains this base speed bonus.
- Mithra: Add 5 feet (up to 15 feet maximum) to the chocobo knight’s mount’s speed when it uses the charge or withdraw action.
- Moogle: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
- Moomba: Add +1 hit point to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
- Namazu: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
- Tarutaru: Add +1 hit point to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
Archetypes
- A complete list of chocobo knight archetypes can be found here: Chocobo Knight Archetypes