Skyward Sword (3.5e Prestige Class)

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Date Created: 9_14_2013
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A fighter specializing in aerial mounted combat (with almost any type of flyer from a giant eagle to a golden dragon) who can also charge his sword with power. 13 6 Good

"Moderate" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Fortitude Save Progression" property.

Good

"Moderate" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.

Other Other


Skyward Sword[edit]

Float like a pegasus, sting like a wyvern.
—Grender, dwarf skyward sword, The Journals of Clan Northwood

Becoming a Skyward Sword[edit]

Brave fighters who have gained repute as mounted warriors often crave new challenges. They may look to the sky and yearn to break free from gravity's tether to the earth. With bloody sword in hand, they seek out a flying beast to tame. Once the animal has learned who its new master is, the rider takes on the mantle of the fearsome Skyward Sword.

Entry Requirements
Alignment: any.
Base Attack Bonus: +3.
Skills: Handle Animal 4 ranks, Knowledge (nature) 2 ranks, and Ride 4 ranks.
Feats: Mounted Combat and Combat Expertise.

Table: The Skyward Sword

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +1 Monster Empathy, Flying Mount (CR2-3), Eagle Eye
2nd +2 +1 +3 +1 Magic Sword
3rd +3 +1 +3 +1 Whirlwind Attack
4th +4 +2 +4 +2 Alternate Mount (CR4-5)
5th +5 +2 +4 +2 Charge Sword +1D12
6th +6 +2 +5 +2 Earthward Strike
7th +7 +3 +5 +3 Alternate Mount (CR6-7), Earthward Targeting +10ft
8th +8 +3 +6 +3 Improved Charge, Earthward Targeting +20ft
9th +9 +3 +6 +3 Charge Sword +2D8, Earthward Targeting +30ft
10th +10 +4 +7 +4 Alternate Mount (CR8-9), Earthward Targeting +40ft
11th +11 +4 +7 +4 Earthward Targeting +50ft
12th +12 +4 +8 +4 Charge Sword +2d10, Earthward Targeting +60ft
13th +13 +5 +8 +5 Alternate Mount (CR10-11), Earthward Targeting +70ft

Class Skills 3 + Int modifier per level.

Balance (Dex), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).


Class Features[edit]

All of the following are class features of the Skyward Sword.

Weapon and Armor Proficiency (Ex): All skyward swords are proficient with martial weapons of the "light melee" and "one-handed melee" subtype. However, If you're ever carrying more than a light load, your flying mount loses a degree of maneuverability while flying with you on it, as well as 10% of its speed (rounding to the nearest 5).

Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or pegasus. This ability functions like the druid's wild empathy class feature, except that it affects magical beasts regardless of their Intelligence score.
- You can also use this ability to influence an animal (such as a giant eagle) or an aberration that has an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
If you have the wild empathy ability from another class, add your levels in that class to your Skyward Sword level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.

Flying Mount (Ex): At level one, you gain the assistance of a large flying creature to be your stalwart mount. The list of available creatures can be found in the first section "CR2-3" of the table "Flying Mounts by Challenge Rating" below. All of these creatures are typical of those found in the Monster Manual.
- Each monster has an assigned alignment. You may not choose a monster with an alignment opposed to yours. For example, a lawful-good paladin may not choose a pegasus because a pegasus is chaotic. Neither may he choose a manticore because manticores are evil. A neutral character may only choose mounts that are in some aspect neutral (e.g., a giant owl, but not a pegasus).
- Your mount gets to level-up with you and gain bonus HD, bonus tricks, special feats, and adjustments to natural armor, strength, and constitution. For details, follow the table "Flying Mount Progression" below.

Flying Mounts by Challenge Rating (and alignment)

CR2-3 CR4-5 CR6-7 CR8-9 CR10-11
Dire Bat (N)
Giant Eagle (NG)
Hippogriff (N)
Giant Owl (NG)
Pegasus (CG)
Giant Wasp (N)
Griffon (N)
Manticore (LE)
Dragon (red, very young) (CE)
Hieracosphinx (CE)
Chimera (CE)
Wyvern (N)
Dragon (gold, very young) (LG)
Dragonne (N)
Criosphinx (N)
Lammasu (LG)
Gynosphinx (N)
Dragon (green, juvenile) (LE)
Androsphinx (CG)
Yrthak (N)
Arrowhawk (elder) (N)
Dragon (black, young adult) (CE)
Dragon (blue, juvenile) (LE)
Dragon (white, young adult) (CE)
Dragon (bronze, juvenile) (LG)
Roc (N)
Couatl (LG)
Infernal Couatl (LE)
Dragon (brass, young adult) (CG)
Dragon (copper, young adult) (CG)
Dragon (silver, juvenile) (LG)

Flying Mount Progression

Class
Level
Bonus
HD
Natural
Armor
Str/Con
Adj.
Bonus
Tricks
Special
1st +0 +0 +0 1 Link
2nd +1 +1 +1 1 -
3rd +2 +2 +2 2 Evasion
4th +3 +3 +3 2 -
5th +4 +3 +3 3 Devotion +4
6th +5 +4 +4 3 -
7th +6 +5 +5 4 Improved Evasion
8th +7 +6 +6 4 -
9th +8 +6 +6 5 Damage Reduction 3/-
10th +9 +7 +7 5 -
11th +10 +8 +8 6 Devotion +7
12th +11 +9 +9 6 -
13th +12 +9 +9 7 Damage Reduction 6/-

Eagle Eye (Ex): At first level, you gain a very keen power of sight. You get a +5 class bonus to your Search and Spot skills.

Magic Sword (Sp):
Basics: At level 2, you receive a magic sword. There are many magic swords like it, but this one is yours. It is given to all members of the few, the proud, the Skyward Swords. You may give it a bad-ass name, if you wish. It is a long sword, typical in most respects for a sword of its kind. The difference, however, is that this one allows you to channel your energy into it as a magic ability.
Charge Sword +1D8: As a standard action, you may charge your sword with 1D8 power by passing a Concentration check of DC 14. If within striking range of an opponent, this provokes an attack of opportunity. A sword may only be charged once at a time, but the charge remains until the next time the sword is used in combat or if you are somehow disarmed. Upon a successful strike, the charged sword deals additional damage according to the strength of charge put into it. After the attack, whether it was successful or not, the charge immediately dissipates and you must use another standard action to recharge it.
- For the purpose of magic effects, the energy of a charged sword is of the same alignment as you are. The sword also glows faintly with a color appropriate to such an alignment.
- The potential charge improves at levels 5, 9, and 12.
Shoot Sword: As an attack action, you may shoot the energy stored in your sword. This counts as a ranged attack with a range of 50ft + 5ft/class level. The damage done is equal to the charge put into it (but the weapon's normal damage is not added).

Whirlwind Attack (Ex): At 3rd level, you gain whirlwind attack as a bonus feat, even if you don't meet the prerequisites for it. If your sword is charged before the attack, the charge only affects the first opponent targeted.

Alternate Mount (CR4-5) (Ex): At level 4, you may choose to set your original flying mount free in exchange for a new mount of Challenge Rating 4-5. The new flying mount would begin progression at level one, according to the chart "Flying Mount Progression." The same restrictions on choosing your mount still apply.
- Since dragons tend to be fiercely independent, if you don't speak Draconic, you take a -4 penalty on all Ride, Handle Animal, and Monster Empathy checks if you choose a dragon for your new mount.

Charge Sword +1D12 (Ex): At 5th level, you attain the strength of will to charge your sword for the potential damage of 1D12 by passing a Concentration check of DC 16.

Earthward Strike (Ex): At 6th level, your astounding courage allows you to attempt a daring attack launched from high above an opponent's head as a full round action. This attack comes so fast, it does not provoke an attack of opportunity.
- Once you have made the plunge and called the earthward strike, you must roll percentage dice for a successfully targeted fall with a miss chance of 5%/10 feet above the target. If this fails, you take full falling damage.
- If targeting succeeds, roll one attack at your highest BAB. If this fails, you and your opponent both take 1/2 of your falling damage.
- If attacking succeeds, your opponent takes your full falling damage plus weapon damage plus the charge of your sword (if any). Then you must roll a Tumble check of DC 10 + 1/10 feet fallen. If your tumble fails, you still take 1/4 falling damage.
If you succeeded your tumble, you take no damage at all and come to rest on your feet 5 feet away from the target.

Alternate Mount (CR6-7) (Ex): At level 7, you may choose to set your last flying mount free in exchange for a new mount of Challenge Rating 6-7. The new flying mount would begin progression at level one, according to the chart "Flying Mount Progression." The same restrictions on choosing your mount still apply. The same penalties for a dragon mount also apply.

Earthward Targeting (Ex): Starting at level 7, when determining your miss chance for targeting in an Earthward Strike, you may ignore the first 10 feet of distance fallen. For example, if you're falling 70 feet above your opponent, consider your miss chance as if you were only falling 60 feet, giving you a 30% chance for missing the target. This improves by another 10 feet for every subsequent level in this class.

Improved Charge (Ex): At 8th level, the charge on your sword is more resilient and lasts for the duration of a full attack. Every strike made during this attack adds the damage of the charge. In a whirlwind attack, every opponent struck takes this additional damage.

Charge Sword +2D8 (Ex): At 9th level, you gain the mental capacity to charge your sword for the potential damage of 2D8 by passing a Concentration check of DC 18.

Alternate Mount (CR8-9) (Ex): At level 10, you may choose to set your last flying mount free in exchange for a new mount of Challenge Rating 8-9. The new flying mount would begin progression at level one, according to the chart "Flying Mount Progression." The same restrictions on choosing your mount still apply. The same penalties for a dragon mount also apply.

Charge Sword +2D10 (Ex): At 12th level, you have the power to charge your sword for the potential damage of 2D10 by passing a Concentration check of DC 20.

Alternate Mount (CR10-11) (Ex): At level 13, you may choose to set your last flying mount free in exchange for a new mount of Challenge Rating 10-11. The new flying mount would begin progression at level one, according to the chart "Flying Mount Progression." The same restrictions on choosing your mount still apply. The same penalties for a dragon mount also apply.

Flying Mount Special Features[edit]

Basics: The flying mount's level starts at 1 at the time the skyward sword first receives this mount. No matter what the creature's Intelligence score is according to the Monster Manual, all flying mounts in the service of a skyward sword have Intelligence of at least 3.

Bonus HD: Add these bonus hit dice to the serpent as indicated in the chart Flying Mount Progression. This increases the creature's hit points, but, despite this prodigious growth, flying mounts do not increase in size.

Strength/Constitution Adjustment: Add these bonuses to both the mount's Strength and Constitution as indicated by the chart above.

Natural Armor: Add this bonus just as you would all the other bonuses.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the creature knows in addition to any that the skyward sword might choose to teach it (see Handle Animal Skill for common tricks). 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 animal. The skyward sword selects these bonus tricks, and once selected, they can't be changed.

Link (Ex): You can handle your flying mount as a free action, or push it as a move action. You gain a +4 circumstance bonus on Monster Empathy checks and Handle Animal checks regarding a flying mount.

Evasion (Ex): Beginning at 3rd level, your flying mount gains Evasion.

Devotion (Ex): At fifth level, your flying mount's devotion to you is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects. This improves to +7 at level 11.

Improved Evasion (Ex): Beginning at 7th level, your flying mount gains Improved Evasion.

Damage Reduction (Ex): At level 9, your monstrous mount gains damage reduction of 3/-. This improves to 6/- at level 13.

Ex-Skyward Swords[edit]

All of your newly found abilities as well as your flying mount will carry over into any other subsequent class.
Even though you may be done gaining levels as a Skyward Sword, your faithful flying companion is not. No matter when you gained your most recent mount, it keeps gaining class features up through level 13, according to the chart "Flying Mount Progression." After that, it may keep gaining hit dice, natural armor, Strength, Constitution, and bonus tricks at the same rate as described above for every new character level you gain.

Playing a Skyward Sword[edit]

Combat: Typically, the Skyward Sword is used for aerial reconnaissance over an open-world environment, although their ability to use mounted combat makes them formidable stick-and-move fighters. In enclosed environments, their ability to psionically charge their sword with power makes them a dynamo in close-quarters combat.


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Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceModerate +
AuthorNolanf +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Identifier3.5e Prestige Class +
Length13 +
Minimum Level6 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Concentration +, Craft +, Handle Animal +, Heal +, Knowledge +, Profession +, Ride +, Search +, Spot +, Tumble + and Use Magic Device +
Skill Points3 +
SummaryA fighter specializing in aerial mounted combat (with almost any type of flyer from a giant eagle to a golden dragon) who can also charge his sword with power. +
TitleSkyward Sword +