The zephyrus is almost mystical in their movements on the battlefield; many have confused them with battle mages because of their incredible abilities. In reality they have been through rigorous training to be able to move swiftly in any battlefield. They learn martial abilities far from the norm; they can jump over obstacles, allies and enemies alike to find their mark. Few can survive a zephyrus’ leaping charge ability, and as they develop their combat ability, they even learn how to survive falls that would kill lesser warriors.
Role: The zephyrus excels in mobile combat, moving from enemy to enemy dealing grievous wounds with his leaping charge ability.
Hit Die: d10
Starting Wealth: 5d6 x 10 (175gp)
A zephyrus’ class skills are: Acrobatics (Dex), Climb (Dex), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (Geography), Knowledge (Nobility), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Ranks Per Level: 4 + Intelligence modifier
|Level||Base Attack bonus||Fort Save||Ref Save||Will Save||Special||Leaping Charge||Leap Attack||Fast Charge|
|1st||+1||+2||+2||+0||High Jump, Lancet, Leaping Charge||1d8||–||–|
|2nd||+2||+3||+3||+0||Lancet Feat, Tactical Charge: Allies Squares||1d8||–||–|
|3rd||+3||+3||+3||+1||Armor Training 1, Leap Attack||2d8||1d8||–|
|4th||+4||+4||+4||+1||Fast Charge, Zephiric Fall 20ft||2d8||1d8||+10 ft.|
|5th||+5||+4||+4||+1||Tactical Charge: Turn 90o once||3d8||1d8||+10 ft.|
|6th||+6/+1||+5||+5||+2||Zephiric Fall 30ft||3d8||2d8||+15 ft.|
|7th||+7/+2||+5||+5||+2||Armor Training 2||4d8||2d8||+15 ft.|
|8th||+8/+3||+6||+6||+2||Lancet Ability, Zephiric Fall 40ft||4d8||2d8||+20 ft.|
|9th||+9/+4||+6||+6||+3||Tactical Charge: Difficult Terrain||5d8||2d8||+20 ft.|
|10th||+10/+5||+7||+7||+3||Lancet Feat, Zephiric Fall 50ft||5d8||3d8||+25 ft.|
|11th||+11/+6/+1||+7||+7||+3||Armor Training 3||6d8||3d8||+25 ft.|
|12th||+12/+7/+2||+8||+8||+4||Zephiric Fall 60ft||6d8||3d8||+30 ft.|
|13th||+13/+8/+3||+8||+8||+4||Tactical Charge: Enemies’ Squares||7d8||3d8||+30 ft.|
|14th||+14/+9/+4||+9||+9||+4||Zephiric Fall 70ft||7d8||4d8||+35 ft.|
|15th||+15/+10/+5||+9||+9||+5||Armor Training 4, Lancet Ability||8d8||4d8||+35 ft.|
|16th||+16/+11/+6/+1||+10||+10||+5||Zephiric Fall 80ft||8d8||4d8||+40 ft.|
|17th||+17/+12/+7/+2||+10||+10||+5||Tactical Charge: Disengage from first square||9d8||4d8||+40 ft.|
|18th||+18/+13/+8/+3||+11||+11||+6||Zephiric Fall 90ft||9d8||5d8||+45 ft.|
|19th||+19/+14/+9/+4||+11||+11||+6||Zephiric Armor Mastery||10d8||5d8||+45 ft.|
|20th||+20/+15/+10/+5||+12||+12||+6||Death From Above, Zephiric Fall 100ft||10d8||5d8||+50 ft.|
Weapon and armor proficiencies: Zephyrus’ are proficient with all simple weapons, all the weapons from the polearms and spears weapon groups, and both the smallbow, the longbow and their composite versions; they are proficient with all armor and shields (except tower shields).
Leaping Charge (Ex): A sephyru’s knows how to put more force behind his charge by leaping at the moment of impact. At 1st level, as a full-round action the zephyrus can do a special charge called a leaping charge, the leaping charge deals an additional +1d8 points of damage on a successful attack roll. This damage increases by 1d8 every two levels after 1st level. This additional damage is not multiplied on a critical hit.
High Jump (Ex): Zephyrus’ are capable of amazing acrobatic feats. Zephyrus’ add their class level to all Acrobatic checks made to jump. In addition, he always counts as having a running start when making jump checks using Acrobatics.
Lancet (Ex): At 1st level, a zephyrus must choose a lancet. A lancet is a style of combat that grants the zephyrus various abilities, some of which modify the zephyrus’ leaping charge. In addition lancet grants the zephyrus a number of bonus feats. If a zephyrus already possesses a feat granted by his lancet, he gains a bonus combat feat instead (he must meet all prerequisites for the combat feat gained in this way). Once chosen the zephyrus’ lancet cannot be changed.
Tactical Charge (Ex): Zephyrus’ are masters of mobile combat, charging to one foe, disengaging and jumping over a line of enemies to land an attack on another. Starting at 2nd level, when a zephyrus’ uses the charge action he may charge through his ally’s spaces. At 5th level, he may make one 90 degree turn during a charge. At 9th level, he ignores all difficult terrain when charging. At 13th level, he may charge through his opponent’s spaces (this movement provokes attacks of opportunity as normal). At 17th level, the zephyrus’ does not provoke attacks of opportunity from the square from where he begins his charge.
Armor Training (Ex): The zephyrus’ condition their bodies to be able to move freely while wearing armor. Starting at 3rd level, whenever the zephyrus is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter, these bonuses increase by +1, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a zephyrus can also move at his normal speed while wearing medium armor. At 7th level, a zephyrus can move at his normal speed while wearing heavy armor.
Leap Attack (Ex): So skilled in charging, the zephyrus has developed an attack that allows them to jump high in the air and crash on their foes. Starting at 3rd level, as a standard action a zephyrus can attack a foe he threatens dealing an additional +1d8 points of damage. At 6th level and every four levels thereafter, this damage increases by an additional +1d8. This additional damage is not multiplied on a critical hit.
Fast Charge (Ex): The zephyrus conditions his body to run even faster than normal. At 4th level, when the zephyrus takes the charge or run action he increases his speed by +10ft. until the end of the turn. His speed increases by an additional +5ft. every two levels after 4th, to a maximum of +50ft. at 20th level.
Zephiric Fall (Ex): The zephyrus is able to survive almost any fall. Starting at 4th level, when calculating falling damage the zephyrus ignores the first 20ft fallen. As he increases in level, the zephyrus learns to survive even greater falls; at 6th level and every two levels thereafter he may ignore an additional 10 ft. when he falls, to a maximum of 100 ft. at 20th level.
Zephiric Armor Mastery (Ex): To the zephyrus armor is like a second skin, no matter how heavy the armor might be. At 19th level, the zephyrus reduces the armor check penalty of any armor he uses to 0, and he may use his full Dexterity bonus no matter what type of armor he wears. In addition, is the zephyrus is wearing light armor or no armor he gains improved evasion (as the rogue ability); if the zephyrus is wearing medium or heavy armor he gains evasion.
Death From Above (Ex): At 20th level, the zephyrus can instantly slay a foe with his leaping charge. Each time the zephyrus hits a creature with his leaping charge ability he may force the creature to do a Fortitude save (DC equals 10 + half the zephyrus’ level + the zephyrus’ Strength modifier), on a successful save the creature still takes 20d8 points of damage. Once a creature has been the target of this ability, that creature is immune to that zephyrus’ death from above for 24 hours. Creature’s immune to precision based damage are also immune to this ability. This is a death effect.
The following lancets represent the most common chosen by zephyrus. All lancets are passed on from one zephyrus to the next.
Broken Horn Lancet
Not content with only turning the charge into a deadly attack, the broken horn zephyrus turned the attack charge into an art form. They can control the battlefield performing various combat maneuvers with ease, even at the end of a charge.
Charging Maneuver (Ex): After a successful leaping charge, the zephyrus can perform a free bull rush, dirty trick or trip attempt against the target of his charge. The zephyrus takes a -2 penalty to his combat maneuver bonus for performing the combat maneuver in this fashion. The combat maneuver provokes an attack of opportunity as normal, unless the zephyrus possesses the appropriate feat.
Lancet Skill (Ex): A broken horn zephyrus adds half his class elvel to all survival checks, in addition, the zephyrus can track a creature at his full speed without penalty.
Lancet Feats: At 2nd level, a broken horn zephyrus gains either improved bull rush, improved dirty trick or improved trip as a bonus feat. At 10th level, they can choose another one of those feats as a bonus feat. He gains these feats even if he does not meet all the prerequisites.
Maneuver Focus: At 8th level, when the zephyrus uses a combat maneuver after a successful leaping charge, he no longer takes a -2 penalty to his combat maneuver bonus.
Leaping Maneuver (Ex): At 15th level, after a successful leap attack the zephyrus can perform a free bulrush, dirty trick or trip combat maneuver against the target of his leap attack. The combat maneuver provokes an attack of opportunity as normal, unless the zephyrus possesses the appropriate feat.
Crescent Moon Lancet
Zephyrus’ with this lancet prefer to jump into a horde of enemies where their abilities shine the most. Not only are their charge attacks more accurate, but they specialize themselves in attacking more than one opponent at a time, striking death all around them.
Precise Charge (Ex): Whenever the zephyrus uses leaping charge, he gains a +4 bonus on the attack roll, instead of the regular +2.
Lancet Skill (Ex): A crescent moon zephyrus adds half his class level on all his swim checks. In addition, he never takes any penalty to his attack rolls when attacking while partially submerged in water.
Lancet Feats: At 2nd level, a crescent moon zephyrus gains cleave as a bonus feat. At 10th level, they gain whirlwind attack as a bonus feat. He gains these feats even if he does not meet all the prerequisites.
Charging Cleave (Ex): At 8th level, when the zephyrus uses leaping charge and successfully hits an opponent he gains an additional attack at his highest base attack bonus against any other opponent adjacent to him (this additional attack does not deal the additional damage from leaping charge). After using charging cleave the zephyrus takes an additional -2 penalty to his AC until his next turn (this is in addition to the -2 penalty to AC from performing a charge).
Jumping Cleave (Ex): At 15th level, when the zephyrus uses leap attack and successfully hits an opponent he gains an additional attack at his highest base attack bonus against any other opponent adjacent to him (this additional attack does not deal the additional damage from leap attack). After using this ability, the zephyrus takes a -2 penalty to his AC until his next turn.
Dragon Fang Lancet
Often considered savages and berserkers, the dragon fang zephyrus are brutal and merciless in the battlefield. They have honed their abilities to a single purpose, to hit hard and harder. The best defense is a brutal offense.
Brutal Charge (Ex): Whenever the zephyrus uses leaping charge, he gains a +2 bonus to his damage roll instead of the regular +2 bonus to attack rolls. In addition, the AC penalty for charging increases to -3, instead of the regular -2.
Lancet Skill (Ex): A dragon fang zephyrus adds half his class levels to all intimidate checks. In addition, whenever the zephyrus successfully uses his leaping charge ability he can, as a swift action, attempt to demoralize the target of his attack with a successful intimidate check.
Lancet Feats: At 2nd level, a dragon fang zephyrus gains power attack as a bonus feat. At 10th level, they gain intimidating prowess as a bonus feat. He gains these feats even if he does not meet all the prerequisites.
Devastating Charge (Ex): At 8th level, whenever a dragon fang zephyrus uses power attack in combination with his leaping charge ability, the bonus damage granted by power attack is increased by half (50%) if the zephyrus is using a one handed weapon. If the zephyrus is using a two-handed weapon the bonus granted by power attack is doubled. If the zephyrus is using a light weapon then power attack deals its full bonus, instead of half.
Devastating Leap (Ex): At 15ht level, whenever a dragon fang zephyrus uses power attack in combination with his leap attack ability, he gains the same bonuses stated on devastating charge.
High Wind Lancet
Perhaps the most common lancet, high wind zephyrus’ specialize on maneuvering across the battlefield. The high wind zephyrus can charge, attack and jump out to another area near their opponents, opening the way for their ally’s attacks.
Repositioning Charge (Ex): Whenever a high wind zephyrus uses leaping charge, he can, as a swift action, perform a acrobatics check to move through his opponent’s threatened squares, to any other square adjacent to the target of his leaping charge.
Lancet Skill (Ex): A high wind zephyrus adds half his class levels to all acrobatics checks when moving through an opponent’s square or threatened squares.
Lancet Feats: At 2nd level, a high wind zephyrus gains run as a bonus feat (at 7th level, when the zephyrus could move normally while wearing heavy armor, he can move five times his speed). At 10th level, they gain wind stance as a bonus feat. He gains these feats even if he does not meet all the prerequisites.
Super Jump (Ex): At 8th level, a high wind zephyrus can always take 10 on acrobatic checks made to jump, even in situations where he could normally not. In addition, he can take 20 on acrobatic checks made to jump 3 times per day.
Repositioning Leap: At 15th level, whenever a high wind zephyrus uses the leap attack ability, he can, as a swift action perform an acrobatics check to move through his opponent’s threatened squares, to any other square adjacent to the target of his leaping charge.
Staunch Ward Lancet
Charging is indeed a dangerous maneuver, but the staunch ward zephyrus’ have learned how to never leave any openings for their opponents to exploit. Further on, they even learn how to defend themselves even better after a charge.
Leave no Opening (Ex): Whenever a staunch ward zephyrus uses leaping charge, he does not take the normal -2 penalty to AC granted after performing a charge.
Lancet Skill (Ex): A staunch ward zephyrus adds half his class levels to all escape artist checks. In addition, he never takes a penalty to Dexterity while in a grapple.
Lancet Feats: At 2nd level, a staunch ward zephyrus gains mobility as a bonus feat. At 10th level, they gain combat expertise as a bonus feat. He gains these feats even if he does not meet all the prerequisites.
Warding Charge (Ex): At 8th level, whenever a staunch ward zephyrus uses leaping charge, he gains a +2 dodge bonus to AC. This bonus lasts until the start of the zephyrus’ next turn.
Warding Leap (Ex): At 15th level, whenever a staunch ward zephyrus uses leap attack, he gains a +2 dodge bonus to AC. This bonus lasts until the start of the zephyrus’ next turn.
- 3/1/15: Removed the agility ability, zephiric charge and added the lancet abilities. Also, edited the class’ name from Sephyrus to Zephyrus.
- 3/2/15: Reduced leap attack to a standard action.
Art by: Shalia-Windterra
Special Thanks: Nathen Goff for all your support and amazing ideas
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