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Shoopuf Rider

“So, you want to learn to ride ze shoopuf, yes? Good, good, you come to right place.” The hypello have managed to tame these huge beasts of burden, riding them out to battle.

The shoopuf rider is an archetype of the chocobo knight class, available only to hypello chocobo knights.

Training of the Shoopuf

The shoopuff rider gains Knowledge (Nature) as a class skill.

Shoopuf Mount (Ex)

The shoopuf rider takes his mighty shoopuf mount into battle. These slow, lumbering hulks fare better in slower, more drawn out combats.



Size: Large; Speed: 40 ft.; AC: +4 natural armor; Attack: gore (1d8), slam (1d6); Ability Scores: Str 20, Dex 11, Con 16, Int 2, Wis 13, Cha 7; Special Abilities: low-light vision, scent.

At 8th level, the Shoopuf grows into a Mighty Shoopuf, and gains the following adjustment


Size: Large; AC: +3 natural armor; Attack: gore (2d6), slam (1d8); Ability Scores: +4 Str, –2 Dex, +4 Con; Special Abilities: trample (2d6).

At 15th level, the Mighty Shoopuf grows to become a Giga-Shoopuf and gains the following adjustment


Size: Huge; AC: +3 natural armor; Attack: gore (3d6), slam (2d8); Ability Scores: +8 Str, –2 Dex, +6 Con; Special Abilities: trample (3d6).

At 3rd and 15th levels, the Shoopuf does not gain Evasion or Improved Evasion. Instead, it gains a bonus feat.

At 15th level, the size increase is not mandatory, and is decided by the shoopuf rider. This cannot change once decided and is decided immediately upon level up. The shoopuf rider suffers no penalties for using a huge creature as a mount regarding Ride checks.

This ability replaces chocobo mount.

Shoopuf Trainer (Ex)

At 4th level, a shoopuf rider learns to train shoopufs with speed and unsurpassed expertise. The shoopuf rider receives a bonus equal to his chocobo knight level whenever he uses Handle Animal on a shoopuf 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 ability replaces expert trainer.

Steady Strides (Ex)

At 5th level, the shoopuf rider has trained his mighty steed to bear the greatest of armors. His mount gains proficiency in all armors. In addition, if the shoopuf is wearing medium or heavy armor, it is not slowed by its weight.

This ability replaces battlefield agility.

Shoopuf Siege Platform (Ex)

At 10th level, the shoopuf and the shoopuf rider have trained and configured a wooden platform upon the mount’s back that can bear the weight and recoil of a mounted weapon. The shoopuf rider may mount a Medium or smaller siege weapon to the shoopuf, and carry a crew for it without the shoopuf being slowed. The weapon takes the normal penalties for firing if the shoopuf moves. If the shoopuf increases to Huge at 15th level, it can carry a Large or smaller weapon.

This ability replaces burst of speed.

Bellow of the Mighty Shoopuf (Ex)

Starting at 7th level, the shoopuf rider’s mount gains Battle Cry feat as a bonus feat without needing to meet it’s prerequisites. In addition, the number of times a day the shoopuf can use Battle Cry is based off of the mount’s or the shoopuf rider’s Charisma modifier, whichever is higher.

This ability replaces improved chocobo mount.

Shoopuf Surge (Ex)

At 17th level, the shoopuf and the shoopuf rider can charge through thick, thin and everything in-between. As part of a charge action, they may make a bull rush combat maneuver, using the shoopuf mount’s stats, on every enemy between the shoopuf and the target of the charge. If they are successful, the target is thrown sideways, distance determined by normal bull rush rules, and they take 1d10 points of bludgeoning damage. If the shoopuf manages to push aside at least two creatures on a charge, it may make both it’s Gore and Slam attacks on the target of the charge.

This ability replaces erratic charge.

Shoopuf Rider