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    Jormengand's Avatar

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    Oct 2012
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    In the Playground, duh.

    Default The Outrider (Class in 30 minutes, PEACH)

    Level BAB Fort Ref Will Special
    1st +1 +2 +2 +0 Bonus Feats, Mounted Skirmisher 1d6
    2nd +2 +3 +3 +0 Endless Overrun
    3rd +3 +3 +3 +1 Mounted Skirmisher 2d6
    4th +4 +4 +4 +1 Outlast
    5th +5 +4 +4 +1 Mounted Skirmisher 3d6
    6th +6/+1 +5 +5 +2 Special Mount
    7th +7/+2 +5 +5 +2 Mounted Skirmisher 4d6
    8th +8/+3 +6 +6 +2 Turning Charge
    9th +9/+4 +6 +6 +3 Mounted Skirmisher 5d6
    10th +10/+5 +7 +7 +3 Trample Through
    11th +11/+6/+1 +7 +7 +3 Mounted Skirmisher 6d6
    12th +12/+7/+2 +8 +8 +4 Freedom Stride
    13th +13/+8/+3 +8 +8 +4 Mounted Skirmisher 7d6
    14th +14/+9/+4 +9 +9 +4 Drag-down attack
    15th +15/+10/+5 +9 +9 +5 Mounted Skirmisher 8d6
    16th +16/+11/+6/+1 +10 +10 +5 Flinging Strike
    17th +17/+12/+7/+2 +10 +10 +5 Mounted Skirmisher 9d6
    18th +18/+13/+8/+3 +11 +11 +6 Unhindered Passage
    19th +19/+14/+9/+4 +11 +11 +6 Mounted Skirmisher 10d6
    20th +20/+15/+10/+5 +12 +12 +6 Ultimate Charge
    Alignment: Any
    Hit Die: 1d10

    Class Skills:
    The class skills of the outrider (and the key ability for each skill) are Climb (Str), Craft (Int) Handle Animal (Cha), Jump (Str), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex) and Use Rope (Dex).
    Skill Points at 1st Level: (4 + Int modifier) 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    The outrider is proficient with all simple and martial weapons and with all types of armour and shields (except tower shields).

    Bonus Feats
    At first level, the outrider gets Mounted Combat, Trample, and any one of Spirited Charge, Ride-by Attack or Mounted Archery as bonus feats.

    Mounted Skirmisher (Ex)
    Any of the outrider's attacks deals 1d6 points of precision damage, plus 1d6 per 2 levels after first, so long as the outrider moved at least 30 feet on a mount in the same round. This is only effective up to 30 feet away from the target.

    Endless Overrun (Ex)
    From 2nd level, in any round in which the outrider tramples a foe, he can keep making additional tramples as a free action each time.

    Outlast (Ex)
    From 4th level, the outrider's mount gets a +8 bonus on constitution checks to keep running. Additionally, the outrider's mount's speed is increased by 10 feet.

    Special Mount (Ex)
    From 6th level, the outrider gets a special mount much like the Paladin's, except that it has no Empathic Link, Share Spells or Command ability, and is still an animal (just an unusually intelligent one). It doesn't reside in the celestial realm, so it only heals at the normal rate.

    Turning Charge (Ex)
    From 8th level, the outrider no longer needs to run or charge in a straight line while mounted.

    Trample Through (Ex)
    From 10th level, the outrider can attack creatures as he rushes them down. He gets a free attack on each creature he knocks down by trampling it as soon as he does so.

    Freedom Stride (Ex)
    From 12th level, the outrider and his mount are constantly subject to an extraordinary freedom of movement effect.

    Drag-down attack (Ex)
    From 14th level, if the outrider can secure a grappling hook on a creature and makes a successful ranged touch attack, he and his mount can make an opposed combined strength check against that creature and its own mount, if any. Success indicates that the creature is dragged down, knocking it prone and dealing it 2d6 points of falling damage, plus another 2d6 for each size category it is above medium. This must be done as a standard action during his mount's movement, after which the mount continues to drag the fallen creature behind it if it succeeds.

    Flinging Strike (Ex)
    From 16th level, as a standard action for both mount and outrider, the outrider can have his mount rise up and kick a creature in the face hard enough to fling that creature backwards. The creature can take a fortitude save (DC 10+half the outrider's level+the mount's strength modifier) to avoid this fate, although they still take hoof damage if the attack hits. A creature struck, even against their touch AC, who fails this save is flung back 5 feet for each point by which they failed, and takes 1d6 points of damage for each 5 feet moved in this way.

    Unhindered Passage (Ex)
    From 18th level, the outrider's mount gets a +10 bonus on all rolls made to pass obstructions, including jump checks, strength checks and rolls made to trample.

    Ultimate Charge (Ex)
    From 20th level, an outrider may make a flinging strike at the end of a charge.
    Last edited by Jormengand; 2016-01-29 at 04:52 PM.

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