|Level||Special||Focus||Energy||Max Grade||Schools||Maneuvers Known|
- "Let me introduce you to my little friend."
Not all warriors were meant for the front-lines, or even to necessarily train themselves in weaponry. For as long as most can remember, the various humanoid races have trained animals for a variety of purposes: pack animals, work animals, and hunting animals. Of these, those of the last category are the most readily adapted to combat, a notion that some take to with gusto.
Typically using light armor and relatively simple weapons, the falconer focuses her martial training not just on herself, but also on her companion. While the profession began with falcons - hence the name - not all falconers use birds of prey; others use wolves, bears, or even more exotic animals. Regardless, falconers often raise their animal companion from birth, strengthening the connection between trainer and animal, giving them incredible knowledge of their animal's behaviors and allowing them to push them far beyond the limits of what is normal for their kind.
Such training, however, takes time, and the falconer trades her own expertise in combat in exchange for improving that of her companion. While she does not ignore her own prowess entirely, it does leave her at a disadvantage compared to other warriors. On the other hand, falconers bring not just themselves, but their companion to the fray, allowing them to effectively function in two places at once.
Unlike trainers, falconers use no Force to compel their companion to obey, nor do they take advantage of outside means to train and improve their companion's abilities. Falconers rely instead entirely on their own skill and the skills of their companions, learning to work in tandem with their companion on a level that seems instinctual.
Game Rule Information
Falconers have the following game statistics.
Force Alignment: None.
Force Resistances: None.
Abilities: Dexterity is among the most important abilities for a falconer, though Intelligence can also be an asset.
Hit Points at 1st Level: 10 + Con score.
Hit Points at Each Additional Level: 7 + Con modifier.
Healing Surges: 8 + Con modifier.
Defenses: Fort +0, Ref +4, Will +0, Det +4.
Starting Age: Simple.
All of the following are class features of the falconer.
Weapons: Any two ranged, any two.
Falconers are warriors, and as such make use of maneuvers, specific attacks or other abilities attained through rigorous training.
To use maneuvers, falconers must make focus checks to keep in rhythm with their companion. Poor focus check results in both you and your companion losing energy with wasted movements, and when it is spent you and your companion can fight no longer.
|Guarding||Con||You have trained your companion as a guard beast, alert and ready to take down threats.|
|Herding||Int||You have trained your companion as a herd beast, able to force other creatures to move or act.|
|Hunting||Per||You have trained your companion as a hunting beast, focused on the thrill of the chase.|
Maneuvers are almost universally completely physical in nature and have no Force components; they are expressions of the mortal body pushed to its limits. Maneuvers are divided into schools, which represent particular thoughts and approaches to combat, training, and martial abilities. The minimum primary ability needed to use a maneuver is indicated on the table to the right.
Maneuver Stats by Grade
|Grade||Minimum Primary Ability|
When you use a maneuver, you must also make a focus check, which is d20 + the key ability modifier for the maneuver's school. Consult the table below; if you roll sufficiently low enough, you lose the listed amount of energy. When you have lost any amount of energy, you suffer a penalty to all d20 rolls equal to the amount of energy you have lost, including focus checks.
When you use a maneuver, you can choose to either use it yourself, or have your companion use it. In maneuver descriptions, the term partner means your companion if you are using the maneuver, or you if your companion is using it.
Your energy cannot drop below 0. If it reaches 0, you and your companion have exhausted yourselves: you can no longer use maneuvers, and your companion becomes unwilling to fight or otherwise follow your commands.
Your energy refills completely after a short rest.
The falconer begins with four known maneuvers. She gains knowledge of additional maneuvers each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two maneuvers for new maneuvers from any school she can access, of any grade she can access.
Focus and Energy Loss
If you would gain access to a school, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a school and already have access to three schools, you gain a bonus feat instead.
The falconer's key ability for her physical attacks is dependent upon the weapon she wields; when using a maneuver, if her primary ability score for the maneuver's school is greater than the ability score she would use for her weapon, she can use that instead.
The following is the falconer maneuver list.
1st-Level Falconer Maneuvers
|Assist||Swift||Boost||When you use Aid Another for your partner, increase the bonus by +2.|
|Bear Hug||Standard||Strike||Melee attack, as though you had improved grab.|
|Distraction||Swift||Boost||Target of your next attack provokes an opportunity attack from your partner.|
|Encouragement, Minor||Swift||Boost||You can heal your partner for 1d6+1/level (max +5) damage.|
|Primal Strike||Standard||Strike||Attack deals +4 damage with weapon, or +6 if two-handed.|
|Shared Defense||Swift||Stance||You and your partner use each other for cover.|
|Team Feint||Swift||Boost||Your next attack makes the target flat-footed for your partner.|
|Voracious Drive||Full||Strike||Charge attack deals +1d6 damage, suffer no attacks of opportunity or penalty to AC.|
2nd-Level Falconer Maneuvers
|Defensive Partnership||Reaction||Counter||Your partner attacks a creature that just attacked you.|
|Dual Movement||Move||Rush||Swap places with your partner.|
|Improved Flanking||Swift||Stance||When flanking with your partner, gain an extra +2 on attacks and deal +1d6 damage.|
|Lend Strength||Swift||Boost||Your partner is treated as one size larger.|
|Momentum Crash||Swift||Boost||Add an additional 10 points of damage to a successful charge attack.|
|Pounce||Full||Strike||Charge and make a full attack on the target.|
|Setup Strike||Standard||Strike||Melee attack, your partner's next attack against that creature ignores DR, Hardness, and protect.|
|Shared Expertise||Reaction||Counter||If your partner fails to hit a creature, can reroll with your bonus.|
|Shared Will||Reaction||Counter||If your partner fails a Will save, can reroll with your bonus.|
|Tempo Strike||Swift||Boost||If you attack the same target as your partner, deal +2d6 damage.|
3rd-Level Falconer Maneuvers
|Gecko Run||Move||Rush||Move as if you had spider climb.|
|Encouragement, Lesser||Swift||Boost||You can heal your partner for 2d6+1/level (max +10) damage.|
|Lessening Strike||Standard||Strike||Melee attack, deals +3d6 damage, creature is treated as one size category smaller.|
|Listen to the Earth||Swift||Stance||Gain tremorsense.|
|One Heart for Another||Reaction||Counter||An attack or effect at your partner is redirected to you, if possible.|
|Regroup||Swift||Boost||Move towards your partner.|
|Savage Drive||Full||Strike||Charge attack deals +4d6 damage, suffer no attacks of opportunity or penalty to AC.|
|Shared Reflexes||Reaction||Counter||If your partner fails a Reflex save, can reroll with your bonus.|
|Strength of Two||Swift||Stance||While sharing a space, you and your partner act as though one size larger.|
|Take the Opening||Reaction||Counter||When you successfully hit a creature, your partner may make an attack against the same target.|
4th-Level Falconer Maneuvers
|Bestial Wrath||Swift||Boost||Your partner enters a rage.|
|Blood Frenzy||Swift||Stance||You and your partner deal increased damage to bloodied and critical targets.|
|Go for the Throat||Reaction||Counter||When you score a critical hit, your partner's next attack is an automatic critical.|
|Primal Smash||Standard||Strike||Attack suffers a -4 penalty to attack rolls, +20 to damage, or +35 if two-handed.|
|Ricochet||Swift||Boost||You can redirect your partner's attacks.|
|Shared Fortitude||Reaction||Counter||If your partner fails a Fortitude save, can reroll with your bonus.|
|Wild Reposition||Swift||Boost||Your partner moves up to its speed.|
|Wolfpack Harry||Standard||Strike||Both you and your partner make a single attack.|
5th-Level Falconer Maneuvers
|Dancing Blade Form||Swift||Stance||Increase your threatening reach by +5 feet during your turn.|
|Defensive Partnership, Greater||Reaction||Counter||Your partner attacks an opponent who is about to strike you, may interrupt attack.|
|Encouragement, Moderate||Swift||Boost||You can heal your partner for 3d6+1/level (max +15) damage.|
|Kill Shot||Standard||Strike||Attack deals +3d6 damage, automatic critical if target is bloodied.|
|Lend Might||Swift||Boost||Your partner is treated as two size categories larger.|
|Meteoric Collision||Full||Strike||Perform a bull rush with a +4 bonus, deal +7d6 damage in addition to bull rush effects.|
|Steel Fang||Standard||Strike||Attack deals +5d6 damage, ignores DR and Hardness, chance to daze.|
|Withdrawl||Swift||Boost||You and your partner move toward each other, don't provoke opportunity attacks.|
6th-Level Falconer Maneuvers
|Abyssal Drive||Full||Strike||Charge attack deals +8d6 damage, sickens target for 1d4 rounds.|
|Diminishing Strike||Standard||Strike||Melee attack, deals +4d6 damage, creature is treated as two size categories smaller.|
|Fastball Special||Standard||Strike||Hurl your partner at a creature.|
|Master's Call||Swift||Boost||Cleanse your partner of all status ailments that prevent or slow movement.|
|Wild Assault||Swift||Boost||Partner can move and attack.|
7th-Level Falconer Maneuvers
|Disengage||Swift||Boost||You and your partner move towards a position you designate, don't provoke opportunity attacks.|
|Encouragement, Greater||Swift||Boost||You can heal your partner for 4d6+1/level (max +20) damage.|
|Impromptu Partner||Swift||Boost||You can designate another creature treated as a partner.|
|Twin Strike||Standard||Strike||You and your partner perform a combined attack against a creature, deals +6d6 damage.|
|Wild Cavalry||Swift||Boost||Your partner makes a charge attack, deals +4d6 damage.|
8th-Level Falconer Maneuvers
|Adamantine Fang||Standard||Strike||Attack deals +12d6 damage, ignores DR and Hardness, can paralyze.|
|Meteoric Crash||Full||Strike||Make a bull rush with a +4 bonus as a charge; deal +10d6 damage in addition to bull rush effects; knock target prone if moved more than 10 feet, and make a followup attack.|
|Situational Awareness||Swift||Stance||Become aware of all living things within 60 feet, can find the path to locations.|
|Wolfpack Unison||Full||Strike||You and your partner each make a full attack, deal +2d6 damage.|
9th-Level Falconer Maneuvers
|Encouragement, Supreme||Swift||Boost||You can heal your partner for 50 points of damage.|
|Sublime Unison||Standard||Strike||You and your partner each simultaneously use a strike maneuver, each deals +2d6 damage.|