The ______'s class skills (and the key ability for each skill) are:
Acrobatics (Str/Dex), Climb (Str), Chakra Control (Wis), Diplomacy (Cha), Handle Animal (Cha),Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Stealth (Dex), Swim (Str), Taijutsu (Str), Treat Injury (Wis).
1: Starting Abilities
2: Chocobo Charge
3:Prioritize Target I
4: Greater Mounted Tactician
5: Bonus Feat
6: Mighty Charge
7: Prioritize Target II
8: Master Mounted Tactician
9: Prioritize Target III
10: Supreme Charge
A Chocobo Knight gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a Moujuu Aishou, The creature must be one that he is capable of riding and is suitable as a mount. The GM might approve other animals as suitable mounts, Class and Archtype names change based on the name of the mount. a Chocobo Rider using the Horse lord Archtype would be a Chocobo Lord.
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 Light Armor Proficiency as a bonus feat. A Chocobo Knight's mount does not gain the Growth special ability.
A Chocobo Knight's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a mount die, the Chocobo KNight may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Draconic Soul Link (Ex)
When selecting a mount, a Dragon Rider must select a Dragon. Otherwise, this functions as the Chocobo Knight's mount class feature. A dragonrider has a mystic bond with a youthful true dragon, a bond that guarantees the dragons loyalty to the rider (as long as it is treated with Extreme respect), and allows the dragonrider to tap into some of the bonded Dragon’s Natural power. A dragonrider and his bonded dragon steed always know the direction to each other, and are aware of any conditions the other is suffering.
Draconic Energy Sharing (Ex)
Starting at 1st level, the dragonrider may cast a spell with a target of “You” on his dragon steed (as a spell with a range of touch) instead of on himself. A dragonrider may cast spells on his dragon steed even if the spells normally do not affect creatures of the steed’s type (dragon), The Mount and rider can also initiate touch contact to transfer HP or Chakra between each other this transfer occurs at a rate of Nei Reservoir stat + Dragon Rider class levels for HP x2 and x5 for chakra.
If a Dragonrider has Nei Reservoir Charisma of 18, then it would be 4 HP + Dragon Rider class levels x2for HP and If a Dragonrider has Nei Reservoir Charisma of 18, then it would be 4 Chakra + Dragon Rider class levels x5 for Chakra. Run formulas in reverse if the dragon is transferring Chakra to the rider, if the dragon does not have Nei Reservoir it defaults to Intelligence.
This ability replaces tactician.
Resist Draconic Energy (Su)
Beginning at 2nd level, a dragonrider gains a natural resistance to damage of the same energy type as the damage of his bonded dragon steed’s breath weapon as long as the damage source is a breath weapon.
This begins at Dragon energy resistance 4, and increase by 2 every level, to a maximum of Dragon energy resistance 20 at 10th level. Against regular attacks of that type half the Reduction.
The energy resistance is tied to the dragonrider’s current steed—should he change bonded dragons steed to one with a new type of breath weapon damage, his resistance also changes to the new type.
This ability replaces Chocobo charge.
Draconic Augmented Senses (Ex)
As the bond between dragonrider and dragon strengthens, it eventually grants the dragonrider some of his steeds amazing senses.
At 5th level, the dragonrider gains low-light vision.
If the dragonrider already has natural low-light vision, the range of his low-light vision is doubled
At 7th level, the senses of the dragonrider are again enhanced by his link to his dragon steed, granting him darkvision to a range of 60 feet. If the dragonrider already has natural darkvision, the range of that vision is increased by 60 feet.
At 9th level, the senses of the dragonrider are again enhanced by his link to his dragon steed, granting him the scent ability.
At 10th level, the senses of the dragonrider are again enhanced by his link to his dragon steed, granting him blindsense to a range of 15 feet. If the dragonrider already has natural blindsense, the range of this ability is increased by 15 feet.
This replaces the bonus feat gained at 5th level.
Dragonform (Sp)
At 10th level the bond between a dragonrider and his dragon is so strong, the dragonrider can actually take the form of his dragon. This ability can be used once per day and acts as the spell form of the dragon III, but the dragonrider may only take the form of the race of dragon that matches his bonded dragon steed.
This ability replaces master tactician
Moujuu Aishou (Ex)
When selecting a mount, a Griffin Knight must select a Griffin or a Chocobo capable of flying as her mount. At the GM's discretion, other mounts can be selected but require advanced flight, this includes dragons. Otherwise, this functions as the Chocobo Knight's Moujuu Aishou mount class feature.
Flyby Attack:
While an Griffin Knight is on her bonded mount, both she and her griffin have access to the Flyby Attack feat described in the Monster Manual.
This ability replaces tactician.
Aerial Evasion (Ex):
Beginning at 2nd level, when an Griffin Knight is airborne on her bonded mount, both she and her mount gain the benefit of evasion. If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage, the character and her mount may attempt a single saving throw at the better of their two Reflex saving throw bonuses. If successful, both the Griffin Knight and her mount take no damage. Aerial evasion can't be used if the griffin is carrying a medium load.
At 8th level, the griffin Knight and her mount gain superior aerial evasion. This works like aerial evasion, except they take only half damage on a failed saving throw.
This ability replaces Chocobo charge.
Hover (Ex):
Starting at 4th level, when a Griffin Knight is on her bonded mount, her mount gains the ability to hover much as some dragons do. When flying, the griffin can halt its forward motion and hover in place, fly straight down, or fly straight up, regardless of its maneuverability. While hovering, the griffin can perform a full attack action but cannot rake.
This ability replaces greater tactician.
Power Dive (Ex):
At 5th level, an Griffin Knight gains the ability to direct her bonded mount to perform a power dive attack while she is riding it. The griffin must begin its move at least 50 feet above its target, and it uses the charge action to attack with both foreclaws simultaneously, making a single attack that deals 2d4 + (Strength bonus × 1 1/2) points of damage. The griffin may fly past the target and alter course after it makes its attack.
This replaces the bonus feat gained at 5th level.
Fell Swoop (Ex):
When a Griffin Knight reaches 8th level, her mount deals double damage in a power dive attack, as if it knew the Spirited Charge feat.
This ability replaces master tactician.
Moujuu Aishou (Ex)
When selecting a mount, a horselord must select a horse or pony as her mount. At the GM's discretion, other mounts can be selected [like chocobos and dragons native to desert regions]. Otherwise, this functions as the Chocobo Knight's Moujuu Aishou mount class feature.
Desert Wind (Ex)
At 1st level, the horselord's mount's land speed increases by 5 feet. This speed increases by an additional 10 feet at 5th level and an additional 10 feet at 10th level for desert Terrain, on other terrains it would be 5 feet and an additional 5 feet at 5th and 10th.
Desert bonus maximum: +25 FT / Other Terrain: +15 FT
This ability replaces tactician.
Desert Mastery (Ex)
At 2nd level, a horselord gains favored terrain (desert) as the ranger ability of the same name. At 4th level and for every 2 levels thereafter, the horselord's bonus on skill checks and initiative increases by 2 in Desert, but the horselord never selects additional favored terrains. Additionally, the horselord's mount gains all the benefits of her favored terrain ability.
This ability replaces Chocobo charge.
As One (Ex)
At 4th level, a horselord gains the benefits of the Spring Attack feat so long as she remains mounted. The horselord uses her mount's movement for this action and neither the horselord nor her mount provoke attacks of opportunity from the target. When making a single attack with a one-handed slashing weapon while using the Spring Attack feat, the horselord treats her mount as charging. This ability can be used to qualify for other feats that treat Spring Attack as a prerequisite; however, the Horse Lord can benefit from those feats only while mounted.
This ability replaces greater tactician.
Sand Storm (Ex)
At 5th level, a horselord gains the benefits of the Mobility feat so long as she is mounted. Additionally, the horselord deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance.
This replaces the bonus feat gained at 5th level.
Sand Scourge (Ex)
At 8th level, the horselord and her mount can as a full-round action make a tactical rush through enemy ranks. The horselord's mount can move up to twice its normal speed in a straight line. The horselord can make a single attack against each creature she threatens during her mount's movement, up to her normal number of attacks per round. These attacks are made using her full base attack bonus and take a –2 penalty; this is not a charge, and these attacks deal normal damage. The horselord provokes attacks of opportunity during this movement but her mount does not.
This ability replaces master tactician.
At 1st level, a Chocobo knight receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat.
As a standard action, the Chocobo knight can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every level the Chocobo knight possesses of the Chocobo Knight class. Allies do not need to meet the prerequisites of these bonus feats. The Chocobo knight can use this ability once per day at 1st level, plus one additional time per day at 3rd level, 5th level, 7th level and at 9th level.
At 2nd 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 Defense after making a charge attack while mounted.
Once per day, a Chocobo Knight can Designate a foe in combat as a Priority threat. As a swift action, the Chocobo Knight chooses one target within sight to Prioritize.
The Chocobo Knights melee attacks deal extra damage whenever the attacks are made against the target of his ability.
This extra damage is equal to the Chocobo Knight's level x2. The Chocobo Knight can use this ability once per day at 1st level, plus one additional time per day at 7th and again at 9th level. Prioritizing a Target requires much of the Chocobo Knight's concentration. The Chocobo Knight takes a –2 penalty to his Defense, except against attacks made by the Priority Target. This Ability remains in effect until the target is dead or unconscious or until the combat ends
At 4th level, the Chocobo knight receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat.
The Chocobo knight can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
At 6th 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 combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
At 8th level, the Chocobo knight receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The Chocobo knight can grant this feat to his allies using the tactician ability. Whenever the Chocobo knight uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
At 10th 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 cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the Chocobo Knight's base attack bonus.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv