Paragon Badger
2008-03-11, 12:20 AM
Nomad
While many say that the Barbarian is unparalled in melee combat, the Nomad is even more greatly feared. Small squads of Nomads have picked off heavily armored armies who outnumbered them ten to one. The Nomad represents the pinnacle of training with both the bow and horse, and few can ever match their prowress on an open field.
Hit Die: d10
Requirements
Alignment: Any non lawful.
Base Attack Bonus: +4
Skills: Ride 8 ranks.
Feats: Mounted Combat, Mounted Archery
Class Skills
The Nomad's class skills (and the key ability for each skill) are Balance (Dex), Handle Animal (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency
Nomads are proficient with all simple and martial weapons, Bolas, Nets, and light armor.
Ride Bonus
A Nomad gains a competence bonus equal to her class level on all Ride checks, as well as on Handle Animal checks made in conjunction with her animal companion mount or special mount.
Mounted Archery Mastery
Nomads suffer no penalties to their ride check for riding bare-back. A Nomad may reduce the ranged attack penalties while mounted by 2, to a minimum of 0. The DC for epic usages of the Ride skill are reduced by 10. These bonuses only apply when the mount is wearing no barding, and the Nomad is wearing light or no armor.
Mounted Skirmish (Ex)
The Nomad may use the Skirmish ability (See Complete Adventurer) while mounted, but Skirmish bonuses granted from other classes do not stack with the Nomad's Mounted Skirmish.
Animal Companion Mount
A Nomad's mount may be designated as an animal companion.
This ability functions like the druid ability of the same name, except that the nomad’s effective druid level is one-half his nomad level.
Fifth Gait
A Nomad knows how to draw every bit of speed possible from their animal companion/mount. At 2nd level and higher, a Nomad (while mounted) increases his mount’s base speed by 10 feet. This increase affects every movement mode the mount has, including fly, climb, and swim speeds.
Ignore Cover
The Nomad's ability to judge distance and trajectory culminates in the fearsome ability to completely ignore obstructions, including total cover. At 10 feet, a Nomad must be able to shoot an arrow 60 feet into the air between them in order to attack his enemy. Reduce the required vertical space by 5 feet for each 5 feet of distance the Nomad is away from their target (to a minimum of 15 feet)
When calculating if the Nomad has enough vertical space or not, use the halfway point between the Nomad and his target. Reduce the required vertical space by 5 feet for each 5 feet away from the center point. The arrow must pass through this trajectory untouched.
This ability does not work if the target has cover over their heads.
(Example: A Nomad attacks a tower-shield wielding target at a distance of 40 feet. The Nomad requires 30 feet of vertical distance at the halfway point in order to ignore the target's total cover.)
The Nomad
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Ride Bonus
2nd|
+2|
+3|
+3|
+0|Mounted Skirmish (+1d6)
3rd|
+3|
+3|
+3|
+1|Mounted Archery Mastery
4th|
+4|
+4|
+4|
+1|Mounted Skirmish (+1d6, +1 AC)
5th|
+5|
+4|
+4|
+1|Animal Companion Mount
6th|
+6/+1|
+5|
+5|
+2|Mounted Skirmish (+2d6, +1 AC)
7th|
+7/+2|
+5|
+5|
+2|Fifth Gait
8th|
+8/+3|
+6|
+6|
+2|Mounted Skirmish (+2d6, +2 AC)
9th|
+9/+4|
+6|
+6|
+3|Ignore Cover
10th|
+10/+5|
+7|
+7|
+3|Mounted Skirmish (+3d6, +2 AC)
While many say that the Barbarian is unparalled in melee combat, the Nomad is even more greatly feared. Small squads of Nomads have picked off heavily armored armies who outnumbered them ten to one. The Nomad represents the pinnacle of training with both the bow and horse, and few can ever match their prowress on an open field.
Hit Die: d10
Requirements
Alignment: Any non lawful.
Base Attack Bonus: +4
Skills: Ride 8 ranks.
Feats: Mounted Combat, Mounted Archery
Class Skills
The Nomad's class skills (and the key ability for each skill) are Balance (Dex), Handle Animal (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency
Nomads are proficient with all simple and martial weapons, Bolas, Nets, and light armor.
Ride Bonus
A Nomad gains a competence bonus equal to her class level on all Ride checks, as well as on Handle Animal checks made in conjunction with her animal companion mount or special mount.
Mounted Archery Mastery
Nomads suffer no penalties to their ride check for riding bare-back. A Nomad may reduce the ranged attack penalties while mounted by 2, to a minimum of 0. The DC for epic usages of the Ride skill are reduced by 10. These bonuses only apply when the mount is wearing no barding, and the Nomad is wearing light or no armor.
Mounted Skirmish (Ex)
The Nomad may use the Skirmish ability (See Complete Adventurer) while mounted, but Skirmish bonuses granted from other classes do not stack with the Nomad's Mounted Skirmish.
Animal Companion Mount
A Nomad's mount may be designated as an animal companion.
This ability functions like the druid ability of the same name, except that the nomad’s effective druid level is one-half his nomad level.
Fifth Gait
A Nomad knows how to draw every bit of speed possible from their animal companion/mount. At 2nd level and higher, a Nomad (while mounted) increases his mount’s base speed by 10 feet. This increase affects every movement mode the mount has, including fly, climb, and swim speeds.
Ignore Cover
The Nomad's ability to judge distance and trajectory culminates in the fearsome ability to completely ignore obstructions, including total cover. At 10 feet, a Nomad must be able to shoot an arrow 60 feet into the air between them in order to attack his enemy. Reduce the required vertical space by 5 feet for each 5 feet of distance the Nomad is away from their target (to a minimum of 15 feet)
When calculating if the Nomad has enough vertical space or not, use the halfway point between the Nomad and his target. Reduce the required vertical space by 5 feet for each 5 feet away from the center point. The arrow must pass through this trajectory untouched.
This ability does not work if the target has cover over their heads.
(Example: A Nomad attacks a tower-shield wielding target at a distance of 40 feet. The Nomad requires 30 feet of vertical distance at the halfway point in order to ignore the target's total cover.)
The Nomad
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Ride Bonus
2nd|
+2|
+3|
+3|
+0|Mounted Skirmish (+1d6)
3rd|
+3|
+3|
+3|
+1|Mounted Archery Mastery
4th|
+4|
+4|
+4|
+1|Mounted Skirmish (+1d6, +1 AC)
5th|
+5|
+4|
+4|
+1|Animal Companion Mount
6th|
+6/+1|
+5|
+5|
+2|Mounted Skirmish (+2d6, +1 AC)
7th|
+7/+2|
+5|
+5|
+2|Fifth Gait
8th|
+8/+3|
+6|
+6|
+2|Mounted Skirmish (+2d6, +2 AC)
9th|
+9/+4|
+6|
+6|
+3|Ignore Cover
10th|
+10/+5|
+7|
+7|
+3|Mounted Skirmish (+3d6, +2 AC)