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.
Hit Die: d12
Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
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), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier
Table: Chocobo Knight
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.
Chocobo Mount (Ex)
A chocobo knight gains the service of a loyal and trusty yellow chocobo to carry him into battle. This chocobo is a loyal companion that accompanies the chocobo knight on his adventures.
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.
Table: Chocobo Mount Base Statistics
|Class Level||HD||BAB||Fort||Ref||Will||Skills||Feats||Natural Armor Bonus||Str/Dex Bonus||Bonus Tricks||Special|
|4th||4||+4||+4||+4||+1||4||2||+2||+1||2||Ability score increase|
|8th||7||+7||+5||+5||+2||7||4||+4||+2||3||Ability score increase|
|12th||10||+10||+7||+7||+3||10||5||+8||+4||5||Ability score increase|
|16th||13||+13||+8||+8||+4||13||7||+10||+5||6||Ability score increase|
|20th||16||+16||+10||+10||+5||16||8||+12||+6||+7||Ability score increase|
Size: Large; Speed: 60 ft.; AC: +2 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6; Special Qualities: darkvision 60′, scent, Choco Cure.
At 4th level, the yellow chocobo advances into a green chocobo.
Size: Large; Speed: 60 ft., Climb 20 ft.; AC: +2 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6; Special Qualities: darkvision 60′, scent, camouflage, stealth, Choco Cure, Choco Esuna
At 8th level, the green chocobo advances into a blue chocobo.
Size: Large; Speed: 60 ft., Swim 40 ft.; AC: +2 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6; Special Attacks: Choco Water; Special Qualities: darkvision 60′, scent, swimming, water walking, Choco Cure
At 12th level, the blue chocobo advances into a black or white chocobo.
Size: Large; Speed: 70 ft., Fly 150 ft. (average), Swim 40 ft.; AC: +8 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 22, Dex 20, Con 22, Int 10, Wis 16, Cha 12; Special Attacks: Choco Meteor; Special Qualities: darkvision 60′, scent, camouflage, stealth, swimming, water walking, Choco Cure
Size: Large; Speed: 70 ft., Climb 20 ft., Swim 40 ft.; AC: +7 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 22, Dex 18, Con 22, Int 10, Wis 18, Cha 12; Special Qualities: darkvision 60′, scent, acrobatics, climbing, swimming, water walking, Choco Cure, Choco Life, Choco Recharge
At 16th level, the black or white chocobo advances into a gold chocobo.
Size: Large; Speed: 80 ft., Climb 20 ft. Swim 40 ft., Fly 150 ft. (average); AC: +9 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 24, Dex 20, Con 24, Int 10, Wis 18, Cha 12; Special Attacks: Choco Meteor; Special Qualities: darkvision 60′, scent, acrobatics, camouflage, climbing, stealth, swimming, water walking, Choco Cure, Choco Halo
At 20th level, the gold chocobo advances into a rainbow chocobo.
Size: Large; Speed: 90 ft., Climb 20 ft., Fly 160 ft. (average), Swim 40 ft.; AC: +11 natural armor; Attack: bite (2d6); claw (1d6); Ability Scores: Str 26, Dex 22, Con 24, Int 10, Wis 20, Cha 12; Special Attacks: Choco Meteor, Choco Trishot; Special Qualities: darkvision 60′, scent, acrobatics, camouflage, climbing, sandwalking, snow move, stealth, swimming, water walking, Choco Cure, Choco Halo
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-
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-
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.
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.
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.
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)
At 6th 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.
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.
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 action.
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.
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
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.
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.
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.
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.
- 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.
- 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.
- Kojin: Add a +1/2 bonus on Diplomacy and Ride checks.
- 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.
- 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.
- A complete list of chocobo knight archetypes can be found here: Chocobo Knight Archetypes