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Class record

Sky Knight

Striker / Utility

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role
Utility

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Cavalier mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Animal Husbandry, Riding, Flight, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power
  8. Level 8Ultimate ability

Identity & lore

Class overview

As was common with most innovations that made radical leaps, the history of the Sky Knights was steeped in warfare. Like the development of the Cavalier, learning to take to the sky on the backs of winged mounts stemmed from a need to counter a threat. Aerial Mages from Sorthen had long since, and in some cases continue, dominated the skies as scouts, couriers, and as untouchable bombardment specialists. With no modern airships to deter them and no Aeromancers to threaten them, both Northi and Westria searched for a solution. Nearly simultaneously, the two countries developed their own methods.

From the mountains and hills near Mount Merlin, Northi tamed the wild pegasi. Harpy hunters were the first to capture and tame the wild flying horses and harpy run ranches continue to produce the highest quality mounts with specialized breeds tailored for various tasks. A pegasus’s agility and speed in the air let the chimeran knights of Northi put up a challenge to Sorthen aerial units in terms of scouting, but their limited endurance and fragile wings made them less suited as couriers and frontline combatants. 

Westria took a nuisance that plagued their southeastern border along the mountains near Jav and turned it into a solution. Wyverns roosting in the mountains and forests were regularly dealt with by adventurers and knights but some enterprising (and foolhardy) beast tamers decided to attempt to tame newly hatched wyverns as companions. With some false starts, they succeeded and it wasn’t long before an interest in training them as mounts emerged. Slower and less nimble in the air than their pegasi counterparts, a wyvern’s thick scales and devastating Reginleiv made them much more suitable as flying heavy cavalry.

To this day, there is little overlap in the Sky Knight forces of Northi and Westria. While each side failed to deploy units that could directly counter Aerial Mages, their arrival on the battlefield removed Sorthen’s complete dominance of the air. Modern Sky Knight adventurers utilize whatever type of mount that suits their style (or that they can afford) and continue to fill their historical roles as scouts, couriers, and aerial cavalry.

Tactical guidance

Playing Sky Knight

The sky knight is a class that focuses on flying mounts. It is vulnerable to ranged attacks, but it has excellent target access. Despite being a tier 2 class, it may not be accessible for everyone due to the high cost of pegasi and wyverns. A pegasus is faster, but wyverns are a lot more durable and with some offensive power.

Air Stability helps manage the durability issues of the pegasus, allowing you to re-direct attacks like normal. The flight rules of you losing altitude still apply though. Aerial Loop can also help with this. It can be used if either you or your mount become the target and it affects both of you, useful for avoiding AoE attacks.

Aerial Crashdown is your main tool of attacking the backline, moving you to the target and allowing your mount to make a heavy attack for just 2 AP. Be careful of getting stuck on the ground against melee enemies however, as you can't canter of your mounts attack.

If you don't want to commit to an engagement, you can use Flyby attack. This, like Aerial Crashdown, also works with Trample, though getting trample value is harder with a flying mount.

Your Secret Art: Mythical Awakening varies based on the type of flying mount you use. The pegasus one can be used both offensively to just deal damage, but also defensively if you're scared of being forced to the ground by arrows. You can just bellorophon to attack and move low enough that you won't get shot down. The wyvern's reginliev is best used on the same elevation as the enemy, as it will be hard to hit many targets with the line attack otherwise.

Sky Knight

Class features

Abilities unlocked

Complete rules for every ability granted by Sky Knight.

Key ability

Air Stability

Class feature

Benefit 1

The cavalier’s Rider & Mount As One ability applies even while flying. Any damage you take while flying on a flying mount will cause you to lose altitude as if your mount took damage.

2 AP
Range
60ft

You and your mount crash down on the target. You move towards the target and your mount makes a Heavy attack against it. On damage, the target is knocked prone.

Requirements

You are mounted on a flying mount and the target is at least 20ft below you.

1 RP1 MP
Range
Self or Mount

You and your mount take the Dodge action and gain a +5 bonus to evasion against the attack.

Requirements

You are mounted on a flying mount and you or your mount are the target of a ranged attack

1 AP1 MP
Range
Self
Keywords
Sidestep

You sidestep up to your speed. At any point during this movement, you may spend 1 AP to make a Light attack with a weapon or spend 2 AP to make a Heavy attack with a weapon. After this attack, you may change the direction in which you spend the rest of your movement.

Requirements

Must be mounted on a flying mount.

No listed cost
Range
Self
Keywords
Secret Art

You channel your power into your mount, allowing it to unleash a devastating attack based on what type of mount it is.

Pegasus: Bellerophon: You Sidestep towards a target within 60ft and make a Heavy attack against it. This attack has Lock-on and costs 1 RP and 2 Mana

Wyvern: Reginliev: You make a Heavy attack against all enemies in a 5ft wide line up to a point within 60ft. You also make a Heavy attack against all enemies within 10ft of the selected point, though enemies can also take an attack from this ability once. This attack costs 2 AP and 2 Mana.

Dragonfly: Darting Mirage: You move at incredible speed and create several illusionary afterimages in your wake. Until the start of your next turn, every attack against you or your mount that is not a critical hit or does not have the Sure Hit keyword  automatically misses. This is an Illusion effect. This ability costs 0 AP and 4 Mana.

All these attacks are made with your mount’s stats instead of your own.

Requirements

Must be mounted on a mount mentioned in the description.