Sky Knight

Long ago the major empires learned that the sky was a place whime wars could be won or lost. Dragons of great power, magical beats, giant birds, and awesome spells brought warfare to the skies, and the rulers decided to establish a special force of the greatest of their holy knights to watch the sky against dangerous invaders. Thus the Sky Knights, appointed dragon slayers and aerial combatants, were formed. As part of their duties, the Sky Knights were stationed to watch the skies against magical or draconian attack.

 

Step 1: Attributes
Roll attributes as normal but due to his hardy training he receives +3 STR, +2 DEX and +3 CON. To qualify as a Knight he must have a minimum STR of at least 15, DEX 14, and CON 14. If he wants to use magic also at least INT 12 and WIS 11 is necessary. Hit points = CON +12, +12 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Heraldry
Knowledge Magic
Knowledge Religion
Ride Air Animal
Choose 1 Weapon Specialization
Weather Sense
Step 3: Abilities

Knights gain the following ability free;

Mount - At first level, the knight can designate a single animal of monster which can fly which he has personally trained to bear him in combat as his bonded companion. This is a process which takes 8 hours of interaction with it. The process can also replace a bonded companion that has perished or been released from service. Upon completion he becomes permanently psionically linked with his mount. At any point he may see through its, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact. Examples of mounts include giant birds, hippogriffs, dragons.

Knights start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Aerial Manoeuvres 5 The Sky Knight can move his mount in complex aerial patterns to make him harder to hit. If he makes a successful evade roll against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used even if the Sky Knight is wearing medium or heavy armour. A helpless Sky Knight does not gain the benefit of evasion. He gets a +1 Dodge bonus per 5 DEX to his AC when doing this. He can also withstand the sudden high-G forces of extreme acceleration for short periods, +1 per 5 CON on any roll to avoid the effects. The character is also immune to wind shear.
Divine Judgment 5 This power comes from within and releases a burst of holy light within a INT x1 metre radius affecting all within it in the following way;
1) Others are revealed as they truly are regardless of any form of concealment, disguise or illusion. 
2) Spirits are banished unless spell save.
3) Undead are destroyed unless they spell save.
It can be used once per day per 5 WIS. See the table below.
Divine Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise,  illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful).
Fearless 5 The knight has no fear of heights no matter how far up. +3 with balance save, and +2 to willpower save.
Keen Eye 5 Normal penalties for small targets don't apply, tiny targets are only -2, large are +5 and giant are +8. Also there is no penalty for shooting at or from moving animals so long as the character performs no other actions that melee.
Patriot 5 All supplied weapons and equipment are replaced for free if the Knight visits a city which is a part of or friendly to his Lord's Empire.
Reduce Fall 5 This allows him to fall a large distance without suffering harm. The Sky Knight suffers damage from any fall as though it were 10 metres less. At each subsequent level, this ability increases so that the Sky Knight ignores 5 more metres when determining falling damage.
Spellcast 10 A Knight who can cast spells is automatically  bestowed all the spells within the Divine sphere and cannot ever learn spells from any other sphere. Further if they are dismissed from their religion for some heinous act they will lose this ability.

Knights can tap into the world’s natural mana at a rate of INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Strafe 5 Each time bought the character can hit one additional foe in range if using a ranged weapon.
Undead Enemy 10 Choose 1 specific undead enemy; +4 to all combat rolls against this type of undead (Thaco and AC). This increases by +1 per level.
Step 4: Careers
Thime is only one career, you work directly for your religion.
Step 5: Disadvantages
As a Knight you answer to your deity and order and must obey all of its rules or face exceedingly harsh penalties. You are a part of a organization and must answer to it. Gain the disadvantage of Watched and Code of Honour (mentioned above) at +20 points each.

 

Ancient Classes