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View Full Version : Halfling Cavalier, hopefully an OK mounted class! (PEACH, please)



Trodon
2013-07-04, 05:35 PM
Okay, so I've made this class for my setting (along with just about all of my other homebrew) and I'm here for a PEACH-ing!

Halfling Cavalier

Prerequisites:
Race: Halfling
Base Attack Bonus: +5.
Skills: Handle Animal 8 ranks, Ride 8 ranks, Listen 4 ranks, Spot 4 ranks.
Feats: Mounted Combat, and Mounted Archery OR Ride-By Attack.
Special: Must be in good standing with at least one of the 13 halfling tribes native to the Great Plains.

Class Skills: The Halfling Cavalier’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Survival (Wis).

Skill Points At Each Level: 6+ Int modifier.

Hit Dice: D8.

Halfling Cavalier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+1|
+2|
+2|
+0|Tribal Mount, AC Bonus, Combat Training|+1 level of existing divine spellcasting class

2nd|
+2|
+3|
+3|
+0|Uncanny Dodge, Bonus Feat|

3rd|
+3|
+3|
+3|
+1|Trained Mount|+1 level of existing divine spellcasting class

4th|
+4|
+4|
+4|
+1|Mounted Offensive, Bonus Feat|

5th|
+5|
+4|
+4|
+1|War Mount|+1 level of existing divine spellcasting class[/table]

Class Features:
Weapon and Armor Proficiencies: The Halfling Cavalier gains no proficiency with any weapons or armors.

Tribal Mount (Ex): A halfling cavalier gains a mount appropriate to the resources of her halfling tribe (see Tribes, below).

A halfling cavalier may, of course, choose to find and train or purchase a more exotic mount. Standard tack and harness is also provided, though, again, the character may wish to purchase masterwork or magic gear.

Halfling cavalier class levels stack with paladin, druid, and ranger levels for determining the characteristics of a paladin's mount or an animal companion.

AC Bonus (Ex): A halfling cavalier gain a dodge bonus to her armor class equal to her class level while she is mounted. This bonus is lost whenever in any situation where the character would lose her dexterity bonus to armor class.

Combat Training (Ex): A halfling cavalier gains a bonus to all ride checks equal to her class level; and she gains a +2 bonus on reflex saves while mounted. A halfling cavalier may now wield a longbow while mounted.

Uncanny Dodge (Ex): At 2nd level a halfling cavalier can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a halfling cavalier already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Bonus Feat: At 2nd and 4th level the halfling cavalier gains a bonus combat oriented feat chosen from the list below, the halfling cavalier must meet any prerequisites for the selected feat.

Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Natural Bond (Comp. Adventurer pg.111), or Mounted Companion.

Trained Mount (Ex): At 3rd level the halfling cavalier’s effective druid level counts as 3 higher in relation to her tribal mount, if she did not have an effective druid level (or her tribal mount wasn’t her animal companion) then her mount gains the benefits of an animal companion with an effective druid level of 3.

In addition, her mount gains the Multiattack feat as a bonus feat, if the mount would later gain Multiattack (for instance, from being an animal companion) it instead gains Improved Multiattack.

If your mount does not have three or more natural attacks, it instead gains the Improved Natural Attack feat for its primary natural attack, stacking with itself only if the mount already possessed the feat.

Mounted Offensive (Ex): At 4th level the halfling cavalier may now make a full attack as long as her mount only makes a single move action.

War Mount (Ex): At 5th level the halfling cavalier’s mount gains the Warbeast template (MM2 pg.219).



Tribes
There are 13 halfling tribes in the Great Plains, listed below is a short description of each along with a standard mount gained with this class.

Swiftclaw: The Swiftclaw tribe is the largest and most powerful in the Great Plains; their main rivals are the Goretusk tribe and the Blackpaw tribe. The standard mount for the Swiftclaw tribe’s cavalry is a fleshraker dinosaur (MM3 pg.40).

Goretusk: The Goretusk tribe is a close second in size and military strength (on-par with the Blackpaw and Whitefang tribes), and most often meets the Swiftclaw tribe in battle. The standard mount for the Goretusk cavalry is a boar (MM pg.270).

Blackpaw: The Blackpaw tribe wars with the Goretusk and Swiftclaw most frequently, though they tend to get into small skirmishes with the Safewing Tribe. The standard mount for the Blackpaw cavalry is a panther (use the leopard monster entry MM pg.274).

Whitefang: The Whitefang tribe, though on-par with the Goretusk tribe, does not enter into skirmishes as often as most other tribes, preferring instead to raid caravans along the main roads and escape before a battle breaks out. The standard mount for the Whitefang tribe is a wolf (MM pg.283).

Safewing: The Safewing tribe is rather small, but rarely loses too many soldiers in combat as they pelt their enemies with arrows from above. The standard mount for the Safewing tribe is a riding bat (see below).

Sharptalon: The Sharptalon tribe dive-bombs their enemies as one giant horde, quickly impaling their enemies to death. The standard mount for the Sharptalon tribe is a riding hawk (see below).

Strongtail: The Strongtail tribe lives in underground caverns connected to the rivers and ponds that their lizards live in. The standard mount for the Strongtail tribe is a monitor lizard (MM pg.274).

Longhoof: The Longhoof tribe’s cavalry is the most mundane, but they are organized and well-trained. The standard mount for the Longhoof tribe is a war pony (MM pg.277).

Venomtail: The Venomtail tribe lives on the southern edge of the Great Plains, near the desert of souls. The standard mount for the Venomtail tribe is a medium monstrous scorpion (MM pg.287).

Swarmthorn: The Swarmthorn tribe has some of the most difficult mounts, but when trained they can be deadly. The standard mount for the Swarmthorn tribe is a giant wasp (MM pg. 285).

Furtooth: The Furtooth tribe is one of the smallest, and as such doesn’t enter battle unless they really need to. The standard mount for the Furtooth tribe is a black bear (MM pg.269).

Rageclaw: The Rageclaw tribe is best known for their raging troops and mounts. The standard mount for the Rageclaw tribe is a wolverine (MM pg.283).

Drakescale: The Drakescale tribe is the smallest tribe, but their mounts are potentially the toughest mounts. The standard mount for the Drakescale tribe is the combat drake (see below).


New Monsters
Riding Bat
Medium Animal
Hit Dice: 3d8+9 (21)
Initiative: +6
Speed: 20ft, fly 40ft (good)
Armor Class: 18 (+6 Dex, +2 natural) touch 16, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Face/Reach: 5ft./5ft.
Special Attacks: Screech
Special Qualities: Blindsense 40ft, low-light vision
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 16, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Listen +7*, Spot +8*
Feats: Hover, Weapon Finesse
Environment: Temperate plains, temperate jungles
Organization: Solitary, mount (1 riding bat plus 1 halfling cavalier), colony (5-8)
Challenge Rating: 2?
Treasure: None
Alignment: Always neutral
Advancement: 4-8 HD (medium), 8-15 HD (large)

COMBAT
Riding bats swoop down upon unsuspecting prey from above.

Blindsense (Ex): A riding bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills: Riding bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Screech (Ex): Once per day the riding bat may let out a loud screech, creatures in a 20ft cone must succeed a DC: 14 fortitude save or be dazed for 1d4+1 rounds, this save is constitution based.

Riding Hawk
Medium Animal
Hit Dice: 3d8+6 (19)
Initiative: +4
Speed: 10ft, fly 60ft (average)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Talons +6 melee (1d8+2)
Full Attack: Talons +6 melee (1d8+2)
Face/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 15, Dex 18, Con 15, Int 2, Wis 14, Cha 6
Skills: Spot +15*, Listen +4
Feats: Weapon Finesse, Alertness
Environment: Temperate plains and mountains
Organization: Solitary, mount (1 riding hawk plus 1 halfling cavalier), pair
Challenge Rating: 2?
Treasure: None
Alignment: Always neutral
Advancement: 4-8 HD (medium), 8-15 HD (large)

COMBAT
Hawks combine both talons into a single attack.

Skills: Hawks have a +8 racial bonus on Spot checks.


Riding Drake
Medium Dragon
Hit Dice: 3d12+9 (28)
Initiative: +5
Speed: 30ft, climb 30ft
Armor Class: 20 (+1Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4), and 2 claws +5 melee (1d6+2)
Face/Reach: 5ft./5ft.
Special Attacks: Breath weapon
Special Qualities: Dragon traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 14, Cha 8
Skills: Climb +12*, Spot +5
Feats: Improved Initiative, Multiattack
Environment: Any
Organization: Solitary, mount (1 riding drake plus 1 halfling cavalier)
Challenge Rating: 3?
Treasure: None
Alignment: Always neutral
Advancement: 4-8 HD (medium), 8-15 HD (large)

Combat
Riding drakes have been bred to be deal and take a lot of punishment.

Breath Weapon (Ex): Riding drakes can breathe out a 20ft cone of fire (1d6 damage/two hit dice) reflex DC: 14 for half, this save is constitution based. Riding drakes can’t use its breath weapon for 1d4 rounds each time it uses it.




New Feat
Mounted Companion
You learn to more effectively ride and train your companion for a mount.
Prerequisite: Animal Companion, Wild Cohort or Special Mount, Tribal Mount (Riding Bat, Riding Hawk, War Pony, Medium Monstrous Scorpion, Giant Wasp, or Combat Drake).
Benefit: You may treat your tribal mount as your animal companion, wild cohort, or special mount. Refer to the table below for effective levels.

{table=head]Tribal Mount|Effective Druid Level/Effective Paladin Level

Riding Bat|
-3/-1|
Riding Hawk|
-3/-1|
War Pony|
-0/-0|
Medium Monstrous Scorpion|
-0/-0|
Giant Wasp|
-3/-1|
Riding Drake|
-3/-1|[/table]

Stake A Vamp
2013-07-06, 11:56 AM
I quite like it.

Trodon
2013-07-06, 12:14 PM
I quite like it.

Thank you! :smallbiggrin: I'm fairly happy with it as-is, although a couple of more feats in teh bonus feats section would be nice. Oh, and I have no idea if the effective paladin level for Mounted Companion is correct. I guell It'll be figured out one way or another.