Flamecrow Posted September 19, 2010 Report Share Posted September 19, 2010 Horselord The Horselord, an image of a valliant hero, a warrior and his mighty steed. The Horselord's training differs from the normal warriors as they train both body and mind. Through this the bond with their steeds intensifies, making for a stronger and more impressive combination. - Hit Die: d9 - Proficiencies: - - Skill Points: 4 + Int Modifier REQUIREMENTS: Feats: Mounted Combat Skills: 4 Ranks in Ride Other: Leveling only possible when activated by the Horselord DM. ABILITIES: Level 1: Horse Bond, Mounted Archery, Bonus Feat 2: Bonus Feat 3: Bonus Feat 4: Bonus Feat 5: Bonus Feat --EPIC-- 6: Bonus Feat 7: Bonus Feat 8: Bonus Feat 9: Bonus Feat 10: Bonus Feat Quote Link to post Share on other sites
Flamecrow Posted September 19, 2010 Author Report Share Posted September 19, 2010 Horse Bond Abilities All of the feats below are activated with the Horse Bond ability. Each feat can be taken up to 5 times. The first time it can be taken at Horselord level 1, then level 3, level 5, 6 and 7. When the character has the feat its effects will automatically be applied to the character when using he Horse Bond ability. They will last as long as the character remains mounted. Horse Bond Horselords have an extraordinary bond with their horse; often training together with the horse from childhood. Also, a Horselord spends a large part of his life living on horseback, both for travel and combat. The bond that the horselord has with his horse can benefit both the horse and the rider. Different feats will improve the stats of the horselord while mounted. These special horse bond effects are activated by using the Horse Bond feat that every horselord is given at level 1. Feats activated by Horse Bond: Draft Horse, Race Horse, Show Horse, Trample Horse, Trick Horse, Vaulting Horse, War Horse, Work Horse SADDLEBORN - Innate Horselord Ability Because of their bond with their horse horselords are more skilled at performing tasks which seem next to impossible for normal riders while mounted. Saddleborn is the innate ability which, when activating the Horse Bond ability, will lower the skill penalties from riding based on the level of the Horselord. For each level of the Horselord class the skill penalties are reduced by 20%. Riding induces skill penalties to the following skills: Disable Trap, Open Lock, Hide, Move Silently, Pick Pocket, Set Trap and Tumble. Draft Horse The horselord's bond with its horse allows him to benefit from the constitution of his horse, increasing his own. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Constitution Bonus + 1 2) Constitution Bonus + 2 3) Constitution Bonus + 4 4) Constitution Bonus + 6 5) Constitution Bonus + 8 Race Horse By taking this feat the horselord and its horse will use their bond to run faster. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Speed Bonus + 10% 2) Speed Bonus + 20% 3) Speed Bonus + 30% 4) Speed Bonus + 40% 5) Speed Bonus + 60% Show Horse The grace of the horselord and the horse combine to form one graceful unity, leading to increased charisma for the horselord. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Charisma Bonus + 1 2) Charisma Bonus + 2 3) Charisma Bonus + 4 4) Charisma Bonus + 6 5) Charisma Bonus + 8 Trample Horse The horselord has learned to work together with its horse when attacking enemies, leading to added damage on every hit to horselord does to his enemies. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Blunt Damage Bonus + 1 2) Blunt Damage Bonus + 2 3) Blunt Damage Bonus + 4 4) Blunt Damage Bonus + 6 5) Blunt Damage Bonus + 8 Trick Horse The horselord and the horse work together to gain increased dexterity through their intense bond. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Dexterity Bonus + 1 2) Dexterity Bonus + 2 3) Dexterity Bonus + 4 4) Dexterity Bonus + 6 5) Dexterity Bonus + 8 Vaulting Horse The horselord's horse is adapt at making jumps, making both horse and rider more difficult to hit in combat. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Armor Dodge Bonus + 1 2) Armor Dodge Bonus + 2 3) Armor Dodge Bonus + 4 4) Armor Dodge Bonus + 8 5) Armor Dodge Bonus + 8 War Horse The horselord and its horse have been in many battles together and know how to improve rather then hinder one another's attacks. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Attack Bonus + 1 2) Attack Bonus + 2 3) Attack Bonus + 4 4) Attack Bonus + 6 5) Attack Bonus + 8 Work Horse The horselord and its horse combine their power to strenghten one another. Must be mounted to use. Activated when using the Horse Bond ability. Effect by times that the feat was taken: 1) Strenght Bonus + 1 2) Strenght Bonus + 2 3) Strenght Bonus + 4 4) Strenght Bonus + 6 5) Strenght Bonus + 8 Quote Link to post Share on other sites
Flamecrow Posted September 19, 2010 Author Report Share Posted September 19, 2010 On-use Abilities The following abilities are all used on activation. The first time these feats can be taken at Horselord level 1, then level 4 and then level 7. Charming Prance By prancing around the horselord and its horse can charm their enemies. The graceful display will also inspire their allies in battle by increasing their attack rolls. Must be mounted to use. Uses: 3 uses/day Effect by times that the feat was taken: General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times. 1) Charm creatures near caster for 3 rounds + 1 per horselord level, increase attack bonus for 1 turn 2) Range increase, 5 extra uses/day 3) Increased saving throws for allies, 4 extra uses/day Frightful Rear The horselord's horse performs a rear that can strike fear into the heart of enemies; it will also decrease their attacks long after the initial fear has left them. Must be mounted to use. Uses: 3 uses/day Effect by times that the feat was taken: General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times. 1) Fear upon enemies near horselord for 3 rounds + 1 per horselord level, attack decrease to enemies near horselord for 1 turn. 2) Damage Decrease to enemies near horselord, range increase, 3 extra uses/day 3) Paralyzing fear, range increase, 6 extra uses/day Healing Nuzzle The horselord's horse emits a healing aura that heals all allies around the horselord. Must be mounted to use. Uses: 3 uses/day Effect by times that the feat was taken: General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times. 1) Heal Allies near caster 2) Increased range, 3 extra uses/day 3) Capability to heal up to 160 points above the maximum HP of the target, increased range Mud Rolling By rolling in the mud the horselord and its horse can camouflage themselves and those around them. Must be mounted to use. Uses: 3 uses/day Effect by times that the feat was taken: General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times. 1) Hide skill increase for 5 turns 2) Chance to blind enemies for 6 rounds + 1 per horselord level, range increase, 3 extra uses/day 3) Mud camouflaging (concealment), range increase, 3 extra use/day Stampede By causing a stampede the horselord and its horse rush over nearby enemies at lightning speed, causing both blunt and sonic damage. Must be mounted to use. Uses: 3 uses/day Effect by times that the feat was taken: General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times. 1) Deal damage to enemies 2) Mass Stampede 3) Wild Horses, 3 extra use/day Mass Stampede: This ability which is gained when taking the Stampede feat a second time allows mounted allies near the caster to assist in the stampede attack. Mounted allies add half the normal damage of the attack to the total damage of the stampede. Mounted horselords near the caster have a more powerful effect, adding the normal damage of the attack to the total damage of the stampede. The horselord level of the caster determines how many allies can join in the attack. For every two levels in the horselord class one ally can join in the attack. The larger the number of allies assisting in the stampede the greater the range of the attack will be, affecting more enemies. Wild Horses: This ability which is gained when taking the Stampede feat a third time allows the horselord's horse to call upon its wild cousins to aid in the stampede. Wild Horses will only appear in outside nature areas. Every wild horse joining the stampede will count as a standard ally for damage calculations. They will not count towards the maximum number of allies that can join the stampede. Takedown The horselord and its horse can perform an attack that can bring an enemy to its knees. This attack will knock an opponent down if the horselord succeeds a melee attack and the opponent fails a discipline skill check. The attack is carried out with a -4 penalty to the horselord's attack roll. Size: For every size category the opponent is larger then the horselord he will get a +4 bonus to save against the takedown attack. Vice versa, for each size category the horselord is larger then the opponent he will gain a +4 on the DC the opponent needs to save against to resist the takedown attack. Being mounted a horselord is considered to be one size category larger then normal. Must be mounted to use. Uses: Infinite Effect by times that the feat was taken: General: The Duration and Damage Class will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times. 1) Knockdown lasting 3 rounds + 1 per 3 levels in the horselord class 2) Save DC +5, Duration increase by 1 round per 2 levels in the horselord class, Attack penalty abolished 3) Movement speed of the target is halved on a successful hit, Save DC +5, Attack bonus +4 for the takedown attack Quote Link to post Share on other sites
Flamecrow Posted September 19, 2010 Author Report Share Posted September 19, 2010 Unique Abilities These abilities can only be taken at level 10 Horselord. This means that a character can only have one of these abilities. All of these abilities are used on activation. Blessing of the Harras The Blessing of the Harras restores most status afflictions on those near the horselord and heals them aswell. Must be mounted to use. REQUIRED: - Horselord level 10 - Healing Nuzzle 3 - Show Horse 5 or Charming Prance 3 Uses: 3 uses/day Effects: Heal 4d20 + 300 hit points of all allies near the caster and remove most negative effects. For Those Who Came Before By calling upon the power of the spirits of the horselords who have gone to the great beyond the horselord and his horse can unleash an attack that brings an enemy to its knees and crippling it for an extended period of time. On a critical hit the attack can even potentially kill it in one blow. Must be mounted to use. 15 uses per day. REQUIRED: - Horselord level 10 - Takeout 3 - War Horse 5 or Fighting Horse 5 or Stampede 3 Uses: 3 uses/day Effects: The target is affected by knockdown and has his movement speed halved (no save). Also there is a slim chance of the attack being a one hit kill. Duration: 5 rounds (knockdown) / 10 turns (movement speed) Memories of the Empty Fields Thinking back to the open fields the horselord and its horse inspire those around them to ride faster and get hit less often. Must be mounted to use. REQUIRED: - Horselord level 10 - Vaulting Horse 5 or Trick Horse 5 or Race Horse 5 Uses: 1 use/day Effects: Speed + 50% and 50% concealment bonus. Duration: 15 turns Might of the Harras The horselord draws upon the power of the Harras and by doing so increases the Damage, Armor and Attack Bonus of those around him. Must be mounted to use. REQUIRED: - Horselord level 10 - War Horse 5 - Fighting Horse 5 or Work Horse 5 or Frightful Rear 3 Uses: 1 use/day Effects: AC and attack rolls increased by 1d6+3 to all allies near the caster. Blunt damage bonus of 2d10 damage to all allies near caster. Duration: 15 turns The Never-Ending Journey At times, throughout the Never-Ending Journey the horselords need a bit of a boost. This ability gives a boost to Strenght, Dexterity and Constitution to all those around the Horselord and heals them aswell. Must be mounted to use. REQUIRED: - Horselord level 10 - Draft Horse 5 - Work Horse 5 or Mud Rolling 3 or Healing Nuzzle 3 Uses: 2 uses/day Effects: Allies near the horselord gain a 1d4+4 bonus to Constitution, Dexterity and Strenght. They are also healed for 6d20 points of damage. The Never-Ending Journey ability can heal up to 120 hit points above the maximum hp of the target as temporary hit points. Duration: 15 turns Unity of the Harras The Harras is a unity and as such it stands stronger when together. The more other horselords are near the more powerful this ability becomes, adding more points of damage reduction and more temporary hitpoints. Must be mounted to use. REQUIRED: - Horselord level 10 - Charming Prance 3 - Show Horse 5 or Stampede 3 Uses: 1 use/day Effects: Allies gain temporary hitpoints and 30/- damage reduction. The damage reduction lasts for 40 points per Horselord near, and everyone is also granted 40 temporary hitpoints per Horselord near the caster. Duration: 15 turns Quote Link to post Share on other sites