Riders of the great bipedal birds known as Chocobos, the Chocobo Knight combine mounted prowess and the martial power of a fighter.
This is an archetype of Beastmaster
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 rage special ability. If a chocobo knight enhances his chocobo mount with chocobo food, all permanent food buffs carry over in advancements. But if the chocobo knight’s chocobo mount dies, all permanent food buffs are lost if he summons a new one.
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.
| Level | HD | Base Attack Bonus | Fort Save | Reflex Save | Will save | Skills | Feats | Natural Armor Bonus | Str/Dex Bonus | Bonus Tricks | Special |
| 1 | 2 | +1 | +3 | +3 | +0 | 2 | 1 | +0 | +0 | 1 | Link |
| 2 | 3 | +2 | +3 | +3 | +1 | 3 | 2 | +0 | +0 | 1 | - |
| 3 | 3 | +2 | +3 | +3 | +1 | 3 | 2 | +2 | +1 | 2 | Evasion |
| 4 | 4 | +3 | +4 | +4 | +1 | 4 | 2 | +2 | +1 | 2 | Ability Score Increase |
| 5 | 5 | +3 | +4 | +4 | +1 | 5 | 3 | +2 | +1 | 2 | - |
| 6 | 6 | +4 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | Devotion |
| 7 | 6 | +4 | +5 | +5 | +2 | 6 | 3 | +4 | +2 | 3 | - |
| 8 | 7 | +5 | +5 | +5 | +2 | 7 | 4 | +4 | +2 | 3 | Multiattack |
| 9 | 8 | +6 | +6 | +6 | +2 | 8 | 4 | +6 | +3 | 4 | Ability Score Increase |
| 10 | 9 | +6 | +6 | +6 | +2 | 9 | 5 | +6 | +3 | 4 | - |
| 11 | 9 | +6 | +6 | +6 | +2 | 9 | 5 | +6 | +3 | 4 | - |
| 12 | 10 | +7 | +7 | +7 | +3 | 10 | 5 | +8 | +4 | 5 | - |
| 13 | 11 | +8 | +7 | +7 | +3 | 11 | 6 | +8 | +4 | 5 | - |
| 14 | 12 | +9 | +8 | +8 | +4 | 12 | 6 | +8 | +4 | 5 | Ability Score Increase |
| 15 | 12 | +9 | +8 | +8 | +4 | 12 | 6 | +10 | +5 | 6 | Improved Evasion |
| 16 | 13 | +9 | +8 | +8 | +4 | 13 | 7 | +10 | +5 | 6 | - |
| 17 | 14 | +10 | +9 | +9 | +4 | 14 | 7 | +10 | +5 | 6 | - |
| 18 | 15 | +11 | +9 | +9 | +5 | 15 | 8 | +12 | +6 | 7 | Blood Bond |
| 19 | 15 | +11 | +9 | +9 | +5 | 15 | 8 | +12 | +6 | 7 | - |
| 20 | 16 | +12 | +10 | +10 | +5 | 16 | 8 | +12 | +6 | 7 | Ability Score Increase |
STARTING STATISTICS
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d6), 2 talons* (1d4); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities choco strength, low-light vision, scent, combat trained.
- This is a secondary natural attack, see Combat for more information on how secondary attacks work.
4TH-LEVEL ADVANCEMENT
Ability Scores Str +2, Con +2; Special Qualities Talons become primary attacks
8TH-LEVEL ADVANCEMENT
AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2.
12TH-LEVEL ADVANCEMENT
Ability Scores Str +2, Dex +2, Con +2, Wis +2.
16TH-LEVEL ADVANCEMENT
AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2.
20TH-LEVEL ADVANCEMENT
Ability Scores Str +2, Dex +2, Con +2, Wis +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 toughness 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 beastmaster 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.
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.
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.
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.
Chocobo Mount replaces Animal Companion. Features that apply to the Menagerie, such as Pack Tactics and Training Regimes, apply to the Chocobo Mount.
Challenge (Ex)
Once per encounter, 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 encounter at 1st level, plus one additional time per day at 5th, 10th, 15th and 20th level, for a total of 5 times per day. 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.
This replaces Menagerie
In or Out of the Saddle (Ex)
At 1st level, a chocobo knight gains Mounted Combat as a bonus feat.
This replaces Wild Empathy
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.
This replaces Go Fetch
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.
This replaces Emulate
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.
This replaces Call
Unavoidable Onslaught (Ex)
At 16th level, a chocobo knight’s mounted charge is not blocked by friendly creatures.
This replaces Menagerie Mastery
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.
This replaces Lord Of The Wild





