Post by Iron Bonny Shades on May 8, 2006 15:14:01 GMT -5
The Wild West Rider
These folks just plain well know how to ride. Having masterful control over their four-legged friends, they can often do things on horse back that is just plain amazing. These trick riders are taming the west using their very "practical" skills of riding their horses long and hard.
Characteristics
In spite of the arrival of infernal machines, good horsemanship is still in high demand of the west. If you need somebody to go from Point A to Point B without too many complications, these boys and gals are your people. While most ride horses, it is rumored that their are a few that ride more exotic critters in the west.
Background:
People who ride come from all sorts of varied backgrounds. Both sides in the war use Cavalry to try to outflank infantry and get the drop on artillery, but the south seems much better at it. The humble cowboy is also well known as a master on horseback with their cattle range drives. However, one of the most famous is that of the pony express riders. These often orphaned young men are legendary for traveling quickly on horseback for delivering the mail. This class can also be used to simulate the legendary North West Mounted Police of our neighbors up north and even to simulate some native tribes and their ability to raid and ride horses.
Abbreviation: Wwr
Abilities: The ability to ride and perform on horseback requires a high Dexterity.
Special: Must put at least one point into the ride skill.
Alignment: Any
Hit Dice: d8
Class Skills
The key skills (and the key ability for each skill) are animal empathy (Cha), Balance (Dex), Gunplay (Dex), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Ridicule (Int), Speed Load (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions.
Skill points at 1st level (4+ int modifier) x4
Skill Points at Each Level: 4+Int modifier
Weapon and Armor Proficiency: All Riders are proficient with simple weapons, Simple Firearms and light armor. Plus you can Select one from the following list:
Cavalry Saber
Bolas
Lasso
Light Lance
Class Features:
Mounted Feat: The Wild West Rider gets the Mounted Combat Feat for free at 1st level.
Bonus Feats: The Wild West Rider gets a free feat at levels 2, 6, 10, 14 and 18. It must be selected from the following list. Automatic Weapons Proficiency, Combat Reflexes, Expertise (Improved disarm), Exotic Weapon (any on the above list), Improved Critical, Improved iniative, Mobility, Mounted Archery, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull's rush, Sunder, Great Cleave), Quick Draw, Ride-by attack, Spirited Charge, Track, Trample, Two Weapon Fighting (Improved Two-Weapon Fighting), Weapon Focus and Weapon Specialization. Note that The Wild West Rider still needs to qualify for the feat in order to take it and must take the prerequisites.
Special Abilities: Can Select one of the following at levels 4, 8, 12, 16, and 20.
Horse Shield: The Wild West Rider can hang off one side of the horse and use it as a shield from enemy fire. This gives a +4 to Armor Class and a +2 to AC while doing so and can use this while charging in combat. However, Once the character actually takes his combat action, he has considered himself to have righted himself in the saddle and no longer gains the cover bonus to his AC.
Vault: The character mount or dismount from his horse as a swift action.
Wonder Horse: His Horse gains all the abilities of an animal Companion, as per the ranger class in Core Rulebook 1.
Blazing Saddle: The Wild West Rider can make his horse to go a little bit faster. He gains an additional 10 per four levels to the speed of the horse for one round. This can be done as many times a day as point's of the horse's constitution.
Sneaky Rider: Can use the move silently skill from horseback, but all other restrictions apply.
Effortless Control: By taking this ability, The Wild West Rider can control his mount in combat as a free action, instead of a move action.
Cavalry charge: When using a charge on horseback, The Wild West Rider can use his mount's strength bonus, instead of his own, for the purposes of damage.
Protect your Flanks: The Wild West Rider can outmaneuver most on the battlefield with comparative ease. As a result, with this ability, The Wild West Rider cannot be flanked by unmounted opponents.
Flanking Attack: Cavalry is often used to strike at the flank of infantry. When attack from horseback and attacking a target that is denied his dexterity bonus, one does an additional +3d6 damage. This includes ranged weapons, but only within thirty feet.
These folks just plain well know how to ride. Having masterful control over their four-legged friends, they can often do things on horse back that is just plain amazing. These trick riders are taming the west using their very "practical" skills of riding their horses long and hard.
Characteristics
In spite of the arrival of infernal machines, good horsemanship is still in high demand of the west. If you need somebody to go from Point A to Point B without too many complications, these boys and gals are your people. While most ride horses, it is rumored that their are a few that ride more exotic critters in the west.
Background:
People who ride come from all sorts of varied backgrounds. Both sides in the war use Cavalry to try to outflank infantry and get the drop on artillery, but the south seems much better at it. The humble cowboy is also well known as a master on horseback with their cattle range drives. However, one of the most famous is that of the pony express riders. These often orphaned young men are legendary for traveling quickly on horseback for delivering the mail. This class can also be used to simulate the legendary North West Mounted Police of our neighbors up north and even to simulate some native tribes and their ability to raid and ride horses.
Abbreviation: Wwr
Level BAB Fort Ref Will Special
1 +1 +1 +2 +0 Mounted Combat Feat
2 +2 +1 +3 +1 Bonus Feat
3 +3 +2 +3 +1
4 +4 +2 +4 +1 Special Ability
5 +5 +3 +4 +2
6 +6/+1 +3 +5 +2 Bonus Feat
7 +6/+2 +3 +5 +2
8 +7/+2 +4 +6 +3 Special Ability
9 +7/+3 +4 +6 +3
10 +8/+3 +4 +7 +3 Bonus Feat
11 +8/+4 +5 +7 +4
12 +9/+4 +5 +8 +4 Special Ability
13 +9/+5 +5 +8 +4
14 +10/+5/+1 +6 +9 +5 Bonus Feat
15 +10/+6/+1 +6 +9 +5
16 +11/+6/+2 +6 +10 +5 Special Ability
17 +11/+7/+2 +7 +10 +6
18 +12/+7/+3 +7 +11 +6 Bonus Feat
19 +12/+8/+3 +7 +11 +6
20 +13/+8/+4 +8 +12 +7 Special Ability
Abilities: The ability to ride and perform on horseback requires a high Dexterity.
Special: Must put at least one point into the ride skill.
Alignment: Any
Hit Dice: d8
Class Skills
The key skills (and the key ability for each skill) are animal empathy (Cha), Balance (Dex), Gunplay (Dex), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Ridicule (Int), Speed Load (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions.
Skill points at 1st level (4+ int modifier) x4
Skill Points at Each Level: 4+Int modifier
Weapon and Armor Proficiency: All Riders are proficient with simple weapons, Simple Firearms and light armor. Plus you can Select one from the following list:
Cavalry Saber
Bolas
Lasso
Light Lance
Class Features:
Mounted Feat: The Wild West Rider gets the Mounted Combat Feat for free at 1st level.
Bonus Feats: The Wild West Rider gets a free feat at levels 2, 6, 10, 14 and 18. It must be selected from the following list. Automatic Weapons Proficiency, Combat Reflexes, Expertise (Improved disarm), Exotic Weapon (any on the above list), Improved Critical, Improved iniative, Mobility, Mounted Archery, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull's rush, Sunder, Great Cleave), Quick Draw, Ride-by attack, Spirited Charge, Track, Trample, Two Weapon Fighting (Improved Two-Weapon Fighting), Weapon Focus and Weapon Specialization. Note that The Wild West Rider still needs to qualify for the feat in order to take it and must take the prerequisites.
Special Abilities: Can Select one of the following at levels 4, 8, 12, 16, and 20.
Horse Shield: The Wild West Rider can hang off one side of the horse and use it as a shield from enemy fire. This gives a +4 to Armor Class and a +2 to AC while doing so and can use this while charging in combat. However, Once the character actually takes his combat action, he has considered himself to have righted himself in the saddle and no longer gains the cover bonus to his AC.
Vault: The character mount or dismount from his horse as a swift action.
Wonder Horse: His Horse gains all the abilities of an animal Companion, as per the ranger class in Core Rulebook 1.
Blazing Saddle: The Wild West Rider can make his horse to go a little bit faster. He gains an additional 10 per four levels to the speed of the horse for one round. This can be done as many times a day as point's of the horse's constitution.
Sneaky Rider: Can use the move silently skill from horseback, but all other restrictions apply.
Effortless Control: By taking this ability, The Wild West Rider can control his mount in combat as a free action, instead of a move action.
Cavalry charge: When using a charge on horseback, The Wild West Rider can use his mount's strength bonus, instead of his own, for the purposes of damage.
Protect your Flanks: The Wild West Rider can outmaneuver most on the battlefield with comparative ease. As a result, with this ability, The Wild West Rider cannot be flanked by unmounted opponents.
Flanking Attack: Cavalry is often used to strike at the flank of infantry. When attack from horseback and attacking a target that is denied his dexterity bonus, one does an additional +3d6 damage. This includes ranged weapons, but only within thirty feet.