The Dragonlance Nexus

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Pinion

D&D 3e (3.0/3.5) Rules

by Clive Squire


Pinions are part of the elite forces deployed by the Blooded Pinions. They are the mainstay forces, swooping in and attacking in lightning raids, before carrying off whatever they can, back to the Aerie.
Hit Die: d8.

Requirements

To qualify to become a pinion, a character must fulfil all of the following criteria.

Base Attack Bonus: +6.
Alignment: Any non-evil and non-lawful.
Base Saves: Will +4.
Skills: Knowledge (any single) 4 ranks, any two of the following - Balance, Climb, Hide, Spot, Survival, Tumble - 4 ranks.
Special: You must have been freed and accepted into the Blooded Pinions.

Class Skills

The Pinion's class skills (and the key ability for each skill) are as follows: Balance (Dex), Climb (Str), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken separately) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Intelligence modifier.

Class Features

All of the following are class features for the Pinion prestige class.

Weapon and Armour Proficiency: Pinions gain proficiency with all bows (except crossbows) and all simple and martial thrown weapons (dagger, club, shortspear, spear, dart, javelin, sling, throwing axe, light hammer). Pinions gain no proficiency with any type of armour of shield.

Gift of Flight (Sp): At 1 level, Pinions gain the spell-like ability to use the fly spell for 1 round per character level per day. The ability to fly must be used in one continuous duration. Using this ability is a full round action, to land safely, the you should use a full round action. If you choose you can end this effect as a move action by making a Reflex saving throw (DC 15), if you succeed, you land safely; if you fail, you fall prone.

Combat Focus (Ex): At 1 level, Pinions are trained to be aware and focused in combat. After the second round of combat and for the remainder of combat, Pinions gain a +1 insight bonus to all Spot and Listen skill checks made to be aware of what his allies and opponents are doing and a +1 insight bonus to Reflex saving throws.

Aerial Grace (Ex): By 2nd level, the Pinion has grasps the nuances of aerial fighting. While moving using their fly speed, Pinions gain the advantages of the Evasion ability. If the Pinion already possesses the Evasion ability from another source, such as levels in rogue, he gains the Improved Evasion ability.

Pinion Strike (Ex): While attacking with a ranged melee weapon and moving using their fly speed, a 3rd level Pinion can uses a full attack action to reduce their attack bonus and increase the damage from the ranged melee weapon. The Pinion must be within the normal range for the ranged melee weapon and flying to use this ability. The Pinion can penalise his base attack using the ranged melee weapon to add an equal amount as a bonus to the ranged melee weapon's damage. You can only subtract an amount no greater than your base attack bonus in this manner. Characters with the Power Attack feat may subtract an amount from their base attack and add that value +2 to the damage. You cannot use this ability and the Power Attack feat in the same round.

Fly-by-Attack (Ex): At 4th level, Pinions are adept at making attacks while flying, they gain the Fly-By Attack as a bonus feat, even if they do not meet the prerequisites for the feat.

Greater Gift (Sp): At 5th level, the magical flying ability the Pinion can gain increases in power. He can use the effects of the fly spell exactly as described on p. 232 of the Player's Handbook. He can also now pause the duration and restart his flight as a move action.

Diving Charge (Ex): While moving using their fly speed and making a charge action moving at least 30 ft. forward and 10 ft. downward, a 6th level Pinion can make a divine charge at a single opponent. If your charge attack succeeds, you deal an extra 1d6 points of damage on your weapon damage rolls.

Greater Fly-by-Attack (Ex): By 7th level, your grace and ability in aerial combat is superb, you gain the Greater Fly-by-Attack as a bonus feat, even if you do not meet the prerequisites for the feat.

Power Dive (Ex): By 8th level, the Pinion's diving attacks become more powerful. You increase the bonus damage from your Diving Charge from 1d6 to 1d8.

Gift of Wings (Sp): A Pinion achieves the understanding of flight by 9th level. He gains a fly speed equal to his land speed with a manoeuvrability of average. He can start or pause flight as a free action.

Improved Fly-by-Attack (Ex): By 10th level, the Pinion is a consummate aerial combatant, he gains the Improved Fly-by-Attack feat, even if he does not meet the prerequisites for the feat.

The Pinion
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Gift of flight, combat focus
2nd +1 +3 +3 +0 Aerial grace
3rd +2 +3 +3 +1 Pinion strike
4th +3 +4 +4 +1 Fly-by Attack
5th +3 +4 +4 +1 Greater gift
6th +4 +5 +5 +2 Diving charge
7th +5 +5 +5 +2 Greater Fly-by Attack
8th +6 +6 +6 +2 Power dive
9th +6 +6 +6 +3 Gift of wings
10th +7 +7 +7 +3 Improved Fly-by Attack

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