Wyvern Knights
Structure
Culture
History
Disbandment
Wyvern Knight (Archetype)
You have trained in Upriel, learning to ride a wyvern as a mount, and have been given a wyvern egg which serves as a companion and mount upon hatching.Wyvern Knight Dedication (Feat 2)
Rarity Uncommon
Traits Achetype, Dedication
Prerequisites trained in Nature; trained in martial weapons; member of the Wyvern Knights
Your wyvern egg has hatched and grown, and the wyvern has imprinted on you. You gain a wyvern animal companion.
SpecialYou can't select another dedication feat until you have gained two other feats from the wyvern knight archetype.
Mature Wyvern (Feat 4)
Rarity Uncommon
Traits Archetype
Prerequisites Wyvern Knight Dedication
Your wyvern companion grows up, becoming a mature animal companion and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your wyvern companion can still use 1 action on your turn to either Stride or Strike.
Quick Mount (Feat 4)
Traits Archetype
Prerequisites Wyvern Knight Dedication; expert in Nature
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice.
Defend Mount (Feat 6)
Traits Archetype
Prerequisites Wyvern Knight Dedication
Trigger An enemy makes an attack roll against your mount while you're riding it.
You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount.
Mounted Shield (Feat 6)
Traits Archetype
Prerequisites Wyvern Knight Dedication
You've trained with your shield to defend both yourself and your mount. When you Raise a Shield while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the Shield Block reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Incredible Wyvern (Feat 10)
Rarity Uncommon Traits Archetype Prerequisites Mature Wyvern Your wyvern companion continues to grow and develop. It becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion.
Trampling Charge (Feat 10)
Traits Archetype, Flourish
Prerequisites Wyvern Rider
Requirements You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes flat-footed until the end of your next turn. You can damage a given creature only once during this movement.
Specialized Wyvern (Feat 14)
Rarity Uncommon
Traits Archetype
Prerequisites Incredible Wyvern
Your Wyvern has trained to perform well in specific circumstances. Your wyvern companion gains a specialization of your choice, but does not increase its intelligence modifier as usual for a specialized animal companion.
Special You can select this feat more than once. Each time, add a different specialization to your wyvern companion. Your wyvern can't have more than three specializations.
Wyvern Rider (Feat 14)
Rarity Uncommon
Traits Archetype
Prerequisites Wyvern Knight Dedication
By training together, you and your wyvern have gained the ability to work as one. Your wyvern companion gains the mount special ability, allowing it to fly while you're riding it and bypassing the other restrictions of riding an animal companion.
Wyvern (Animal Companion)
Traits Uncommon
Your companion is a wyvern that imprinted on you after hatching. A wyvern has the dragon trait instead of the animal trait, but it otherwise functions normally as an animal companion.
Size Small
Melee claws, Damage 1d6 slashing
Melee fangs, Damage 1d8 piercing
Str +3, Dex +1, Con +2, Int -2, Wis +1, Cha +0
Hit Points 8
Skill Athletics
Senses darkvision
Speed 10 feet, fly 40 feet
Support Benefit Your wyvern tears at foes that you restrain. The first foe within your wyvern's reach that you successfully grab before the start of your next turn takes 1d8 piercing damage.
Advanced Maneuver Venom Sting
Venom Sting
The wyvern makes a strike with the following effects. The damage of the wyvern's stinger unarmed attack increases as normal for an animal companion's unarmed attacks.
Melee stinger (agile, reach 10 feet), Damage 1d12 piercing plus 1d6 poison
Medium
Scope and Influence
national (Upriel; strong)
Goals
watch over Upriel and its borders, strike important targets
297 B.C. - 1 B.C.
Straldeg Citadel
Allies
Uprielish government and people
Enemies
Cyrdian Empire and its forces, Uprielish government officials who want more direct control over the knights
Assets
high pay, influence in Upriel, wyvern eggs, weapons and armor
Membership Requirements
climb to Straldeg Citadel, earn the respect of a Wyvern Knight, prove oneself in combat
Values
combat prowess, scouting skill, loyalty
Anathema
Abandoning one's post, betraying the ruler of Upriel
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