Winged CreaturePrerequisites:Any creature that has a CON Score. (There is an option for Constructs, as well as an option for Undead in wings of Fate.)
HD:d8
Level Bab Fort Ref Will Feature1 +0 +0 +2 +0 Wings of Fate, Aerial Grace +1
2 +1 +0 +3 +0 Aerial Grace +1, Made for the Sky
3 +2 +1 +3 +1 Aerial Grace +1, Winged Warrior
Skills: 2+Intelligence Balance,Hide, Knowledge (Nature), Listen, Move Silently, Spot, Survival
In addition a Winged Creature maintains all class skills from any class immediately preceding this one. (For instance if you were a Fighter first, you keep your Fighter Class Skills)
Proficiencies: The Winged Creature gains no new proficiencies. But is always considered proficient with any natural weapons it has.
Wings of Fate: At first level a Winged Creature chooses the types wings they receive. Once made this cannot be changed. In addition to each type of wings abilities you can also glide.
Gliding: A Winged Creature can use their wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Winged Creatures glide at a speed of 30 feet with average maneuverability.A Winged Creature can’t glide while carrying a medium or heavy load. If a Winged Creature becomes unconscious or helpless while in midair, their wings naturally unfurl, and powerful ligaments stiffen them. The Winged Creature descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Wings of Fate:
Draconic Wings: You gain a set of draconic wings (Your choosing) in addition to letting you glide, you start with the ability to make wing attacks with them, these wing attacks deal 1d4+str mod damage, you also gain spell resistance equal to your 5+HD, at 2nd level your wings have developed enough to give you flight, however it's only half movement speed with Clumsy maneuverability, the damage of your wings deals 1d6+Str damage. At 3rd level, your flight speed improves to your base movement speed, and your maneuverability is determined by your dexterity, however your Dex counts at 4 lower for this. Your spell resistance is now 8+HD, in addition as an immediate action once every 1d4 rounds, you may shield yourself from any ray, line or cone effect, including from spells.
Elemental Wings: Choose an elemental subtype, Fire, Earth, Air, Cold (Corresponding energy is Fire, Acid, Electricity Cold). You sprout wings made of that substance, in addition to providing the normal benefit of wings this also imparts partial resistance to the corresponding energy of your subtype equal to half your HD, at 2nd level your wings can be used with enough force to deal damage, however instead of dealing the normal damage, their damage is of the same type as the energy resistance they provide. (For instance if you have wings of fire, they deal fire damage.) They deal 1d4+Str mod. At 3rd level your wings have fully developed, you gain a flight speed equal to your base move speed, your maneuverability is based on an ability determined by your subtype. Fire and Cold use Str, Earth uses Con, Air uses Dex, your energy resistance is now equal to your HD. In addition as an immediate action once every 1d4 rounds, you may shield yourself and all adjacent allies from an attack of the same energy type (Or a spell of the same Energy Descriptor) as your subtype's energy damage, fully negating the damage. (For instance if you have wings of fire, you can as an immediate action negate the damage a fireball would do.)
Avian Wings: You gain wings that are like a bird's (Your choosing) at first level these only let you glide. At 2nd level your wings have developed enough to make two wing attacks dealing 1d3+str mod. In addition you gain flight equal to your base land speed, your maneuverability is determined by your dexterity. At 3rd level you gain the Fly-By Attack feat for free even if you do not meet the pre-reqs, your flight speed is now twice your base land speed, and you treat your dex as 4 higher for determining your maneuverability. In addition as an immediate action once every 1d4 rounds, they may make a reflex save, and substitute it in place of their AC if it is higher. So long as they are actively flying or air-born, they are considered to have Uncanny Dodge, and Evasion (If they already have Uncanny Dodge and Evasion, they become Improved Uncanny Dodge and Improved Evasion so long as the winged creature is in the air.)
Leather Wings: You gain wings that are like a bat's (Your choosing) in addition to letting you glide, you start with the ability to make wing attacks with them, these wing attacks deal 1d4+Str mod damage each for a medium creature. They also allow you to fly at 20 feet with clumsy maneuverability. At 2nd level this improves to twice your base land speed, and your maneuverability is tied to Str or Dex (Chosen when you take this level, it cannot be changed later.). At 3rd level as an immediate action once every 1d4 rounds, you may flourish your wings in a terrifying manner, this causes a fear effect in all creatures within 30 feet, at 3HD this causes Shaken, at 7HD it causes Frightened, and at 13HD it causes Panicked all these effects last for 1d4 rounds. A successful Will save (DC 10+1/2HD+Maneuverability mod.) stops the effect.
Insect Wings: You gain wings that are like an insect's (Your choosing) In addition to letting you glide you start with the ability to make wing attacks with them, these wing attacks deal 1d4+Str mod damage each for a medium creature. They also give you a fly speed of 5 feet with perfect maneuverability. At 2nd level this flight improves to 15 feet. At 3rd level your flight improves to 30 feet (For any ability that requires it, your maneuverability mod is tied to your highest physical attribute, however you always have perfect maneuverability.), whenever you have flown at least half your total flight speed in a single round, all enemies within 30 feet take a penalty on all skill checks equal to -1 per 3 HD the winged creature has. At 10 HD half of this penalty applies to any attack rolls the enemy makes as well. In addition whenever you are flying, you get a racial bonus to Move Silently checks equal to your HD.
Crystalline: You gain wings that look as though they are made of crystal (Or glass, or gems your choosing.) in addition to letting you glide, you start with the ability to make wing attacks with them, these wing attacks deal 1d6+str mod damage each for a medium creature. At 2nd level they give you a fly speed equal to your base land speed. Your maneuverability is tied to Dex. At 3rd level as an immediate action once every 1d4 rounds, you capture any surrounding light and release it in a brilliant blinding light, all creatures within 60 feet who can see you must make a Fortitude save (DC 10+1/2HD+Maneuverability Mod) or be Dazzled for 1d4 rounds, at 10HD this improves to Blinded. This ability does not work if the Winged creature is in an area of total darkness. In addition the winged creature can bend light around their wings to help them blend in, they gain a racial bonus to Hide Checks equal to half their HD.
Metal Wings: You gain a pair of metallic wings (They look however you want them to past that.) in addition to letting you glide, you start with the ability to make wing attacks with them, these wing attacks deal 1d8+str mod damage each for a medium creature. At 2nd level you gain a fly speed equal to your base land speed you maneuverability is determined by your Str score, your wings now deal 1d10+str mod damage each for a medium creature. At 3rd level your wings deal 1d12+str mod damage each for a medium creature, you gain the Hover feat as a free feat even if you do not meet the pre-reqs and whenever you are subject to a special combat maneuver (Bull rush, Disarm, Grapple etc) you may as an attack of opportunity (Even if the attacking creature has an ability that makes them not take AoOs using those abilities.) attack with one of your wing attacks, if you hit, subtract the total damage from their dice roll for that combat maneuver. This ability only functions while you are in flight.
Mechanical Wings: You gain a set of wings that are made of sprockets and gears and zipper doos. (The exacts are up to you.) In addition to letting you glide, you start with the ability to make wing attacks with them, these wing attacks deal 1d3+Str mod damage (for a medium creature.) But have a critical threat range of 19-20. At 2nd level your wings deal 1d3 19-20 x3, in addition they count as Masterwork (+2) tools for any profession, perform or craft check. At third level, you gain a flight speed equal to your base land speed, your Maneuverability is based on your Intelligence Modifier (Unlike other wings, you cannot change this with the feat listed below.) , you wings now deal 1d3+ str mod damage threat range of 18-20, with a x4 crit multiplier, in addition they count as Masterwork tools for any profession, perform or craft check, in addition to a single skill of your choosing. The bonus now scales, for +2 for every 5 HD. (For instance a level 5 character who has all three levels of Winged creature and Mechanical Wings, gains a +4 bonus to all associated checks.) (Constructs may take Mechanical Wings, however they cannot take any other wings. If this template is added to a Non-Intelligent Construct, that Construct uses the better of it's Charisma Score, or Strength Score to determine it's Maneuverability, and that Attribute becomes it's Maneuverability modifier.)
Energy Wings: You have tendrils of energy streaming from your back ( the exact are left up to you) in addition to letting you glide, you start with the ability to make two wing attacks these deal 1d4 force damage for a medium creature, however unlike normal wings you do not get your STR to damage and they target touch A.C.. At second level your wings natural reach is considered to be twice your reach ( so 10 feet for a medium creature) in addition you now have a fly speed equal to your base land speed, your maneuverability is tied to your Charisma modifier. At third level you may now add half your Charisma modifier to the damage you deal with your wings and use the better of STR DEX or CHA for your attack rolls., in addition once every 1d4+1 rounds, as a full round action, you can make an attack against each creature within the reach of your wings at your full attack bonus. These attacks must be made with your wings. (Undead may take this set of Wings, but only this set of wings.
Aerial Grace: The winged creature gains +1 Wisdom every level, you also gain +1 to whatever Attribute determines your Maneuverability each level. For a total of +3 Wisdom and +3 to your Maneuverability stat at level 3. In addition while in Flight a Winged Creature can elect to use their Maneuverability stat as their Attack and Damage modifier while using any wing attacks they possess. To determine what your Maneuverability stat will be for the purpose of this increase, read Wings of Fate and make your decision.
Maneuverability: Attribute:
Perfect 17
Good 14
Average 11
Poor 7
Clumsy 6 Or Lower
Made for the Sky: While in flight, and having moved at least half of your fly speed in the current or previous round, you may add +1 per 3 HD to all attacks rolls and DCs of your abilities. At 10 HD you also add this bonus to all damage rolls, saving throws and physical skill checks you make so long as you fly half your speed in a straight line in the current or previous round. You must be at least 20 feet off the ground to use this.
Winged Warrior: A Winged creature learns new ways to fight in battle, the wings on their back unlock unnatural powers. It learns two of the following options that it may use as an immediate action unless otherwise noticed. After being used it must wait 2 turns before being able to use it again, but can use other option while waiting. Whenever the Winged creature gains a level it may trade one of those abilities for another. They all count as Ex abilities and can only be used while you’re flying and against opponents at the same height or lower than you.
Acrobatics-Your next wing attack deals +50% damage (if any, does not stack with other damage multipliers, cannot score a critical) and DC increases by 2 (if any) if the victim is not equiped with any item. You need at least 8 HD to learn this.
Aerial Ace-Your next wing attack gains +10 to hit and ignores all miss chances. You need at least 4 HD to learn this.
Aeroblast- The next time you make a Wing attack, it projects a blast of wind that deals 1d8 slashing damage per HD to one target whitin 120 feet, Reflex save with DC 10+1/2 HD+Maneuverability mod for half damage. You need at least 15 HD to learn this
Air Cutter- The next time you make a Wing attack, it projects wind that deals 1d4 slashing damage per HD to all target whitin 30 feet from yourself, Reflex save with DC 10+1/2 HD+Maneuverability mod for half damage.
Air Slash-The next time you make a Wing attack, it projects wind that deals 1d6 damage per HD to one target whitin 40 feet and Dazes them for 1 round, Reflex save with DC 10+1/2 HD+Maneuverability mod halves the damage and negates the Daze. You need at least 9 HD to learn this.
Bounce-If you make a charge attack against an opponent under you, if you hit your first attack deals +50% damage and forces the target to make a Fort save with DC 10+1/2 HD+Maneuverability mod or be permanently paralyzed, and even creatures normally immune may be affected, but such targets gain a +5 bonus to their save against this. You need at least 16 HD to learn this.
Brave Beat-If you make a charge attack against a target under you, if you hit your first attack deals +1d12 damage per HD but you also take this extra damage. You need at least 10 HD to learn this.
Defog-The next time you make a Wing attack, you reproduce a Gust of Wind as the spell effect with DC 10+1/2 HD+Maneuverability mod that automatically dispels any area effects in the same area. Creatures in the area also have their AC and Reflex saves reduced by 2 miss chances halved, Improved Evasion reduced to Evasion and Evasion nullified for 1 round. You need at least 6 HD to learn this.
Deadly Ascent-The next attack you make against an opponent under you deals double damage (does not stack with any other multipliers, cannot crit) and has its DC increased by 4 (if any), but you take a -4 penalty to AC and saves for 1d12 round. You need at least 17 HD to learn this.
Fly Away-For 2 rounds your flying movement speed increases by 10 miles but you can only fly in a straight line. You need at least 11 HD to learn this. In addition whenever you move more than twice your base flight speed with this ability, you are Exhausted until you rest, and cannot use this ability while Exhausted. (This affects creatures normally immune to Exhaustion.)
Gust- The next time you make a Wing attack, you reproduce a Gust of Wind effect as the spell with DC 10+1/2 HD+Maneuverability mod that deals Wing damage to all inside. You need at least 3 HD to learn this.
Hurricane-The next time you make a Wing attack, you replicate a Whirlwind Effect as the spell, DC 10+1/2 HD+Maneuverability mod and CL=HD. You need at least 18 HD to learn this.
Oblivion Wing-Your next Wing Attack deals +1d12 damage per 3 HD, ignores all DR, hardness and regeneration plus any other abilities that would reduce/convert/redirect/similar damage, no immediate nor free actions may be taken against it, contigencies don’t trigger, and you heal HP equal to half the damage it dealt. This extra damage cannot crit. You need at least 7 HD to learn this.
Sky Drop-You can grab one adjacent creature and for 2 rounds when you move upwards, they go along too. You may let them go as a free action at any point. You need at least 13 HD to learn this. Reflex Save DC 10+1/2HD+Maneuverability Mod to avoid being grabbed for a hostile creature.
Tailwind-For 4 rounds increase your flying maneuverability and that of your allies whitin 30 feet by one step plus you all gain a bonus to your flying speeds of 5 feet per 2 HD. You need at least 10 HD to learn this.
Wing Attack-For 1 round you can attack with both your wings as a standard action with no penalty.
Adaptive Maneuverability[Racial]
Benefit: Whenever an ability or class feature from Winged Creature calls for a Maneuverability Attribute, you may replace it with your highest Physical Attribute score (Str, Dex, Con) this also changes the Maneuverability of your Flight based on the new score. (For instance a Dragon's Maneuverability is normally determined by Dex -4, by taking this feat you could instead swap it to Con -4 or Str -4.) This affects all DCs of your Winged Creature abilities, as well.
Rapid Flourish[Racial]
Benefit: Whenever an ability gained from Wings of Fate has a Cooldown, you may lower it by one round, to a minimum of one round. eg: Crystalline Wings, allows you to attempt a dazzle effect against all creatures within 60 feet every 1d4 rounds, this would change this to 1d4-1 (minimum 1) rounds.
For what it's worth, as a DM I am usually ok with fluff being entirely mutable in nature. That is, if you want your "Earth Wings" to be a giant slab of earth that forms under your feet and you surf on it Silver Surfer style sure. If you want your dragon wings to be bright pink and have tassles on the end, you do you friend, their general look has to match what Wings of Fate says, and mechanically they cannot do anything different, which means if someone has an attack that targets wings and grounds you, it still works for your Silver Surfing self.
Comments:
Ok so, the original as Oslecamo pointed out was much more bird oriented and not really wing oriented, I am dreadfully sorry it took me so long to actually re-visit this but life has not been kind. I hope that this does the template better justice, I realize Flight is supposed to be held off until 4HD, but the entire point of this template is to get flight and wings, hopefully this is good. Let me know please!
Concerning Flourishes, further in the thread Oslecamo and I had a discussion on the balance and reasoning between a per encounter limit, and a round based cool down. It is ultimately up to your DM, however changing the 1d4 round cooldown to a once per encounter per 4 HD mechanic instead is how it was originally made. Again, run it by your DM, the standard "RAW" way is a round cool down limit as listed under each wing.
Edit: Changed some things around in light of what others have put forth.
Pathfinder:
Add Fly to the list of class skills, in addition you may use your Maneuverability attribute in place of Dexterity to make Fly checks.