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Lighthorseman
The fastest
cavalry in the world reside in the kingdom of Yellowia. They come from all
classes and for elite units or act as unmatched messengers. Virtually all
Lighthorsemen are trained in the military. Many partake in a series of races
held throughout the kingdom to crown the King’s Wreath.
The
majority of Lighthorsemen have some Ranger training, if not trained
exclusively as a Ranger. However, virtually every other class, usually
in combination with Ranger, can be found among the ranks of the
Lighthorsemen. Rogues and fighters are the most common. Among
races, humans, elves, and half-elves are the most common. None of the
short or heavier races become Lighthorsemen.
Requirements
Alignment:
any
Base Attack Bonus: +4
Feats:
Mounted
Combat, Mounted Archery, Born in the Saddle OR Skill Focus (Riding)
Balance: 6 ranks
Handle Animal: 7
ranks
Ride: 10 ranks
Tumble: 8 ranks
Other: Must own a horse. May not be overweight.
Hit Dice:
d10
Class Skills:
Skill points at each level: 4+ Intelligence modifier
Balance (Dex), Craft (Int); Handle Animal
(Cha); Heal (Wis); Intimidate (Cha); Jump (Str); Knowledge (Creaturelore);
Ride (Dex); Spot (Wis); Survival (Wis); Tumble (Dex)
The Pathfinder
|
Lvl |
BAB |
FrtSv |
RfxSv |
WllSv |
Special
|
|
1st |
+1 |
+2 |
+2 |
+0 |
Master Horseman; Fastest Animal on Hooves |
|
2nd |
+2 |
+3 |
+3 |
+0 |
Signature Mount |
|
3rd |
+3 |
+3 |
+3 |
+1 |
Riding Expertise; Throwing Expert |
|
4th |
+4 |
+4 |
+4 |
+1 |
Fastest Animal on Hooves |
|
5th |
+5 |
+4 |
+4 |
+1 |
Master Horseman 2 |
|
6th |
+6 |
+5 |
+5 |
+2 |
Dismount Charge |
|
7th |
+7 |
+5 |
+5 |
+2 |
Fastest Animal on Hooves |
|
8th |
+8 |
+6 |
+6 |
+2 |
Riding Mastery; Throwing Master |
|
9th |
+9 |
+6 |
+6 |
+3 |
Devastating Charge |
|
10th |
+10 |
+7 |
+7 |
+3 |
Fastest Animal on Hooves; Furious Ride |
Class
Features
 | Weapon and Armor Proficiencies: The
Lighthorseman gains proficiency in all martial and simple weapons. He
may not wear heavy armor or use a shield. |
 | Master Horseman: The Lighthorseman gains a
+4 competency bonus to all ride skill checks. He receives a +2 synergy
bonus to all physical skill checks while riding a horse (such as:
Balance, Tumble, etc.) |
 | Fastest Animal on Hooves: The Lighthorseman
increases the speed of his horse by 10 feet. Every time this ability is
gained, another 10 feet are added to the speed. |
 | Signature Mount: The Lighthorseman trains
and treats his horse as well as any man can. For every year a
particular horse spends as the Lighthorseman’s primary mount, it gains
one hit die. |
 | Riding Expertise: The Lighthorseman is so
comfortable with the riding tricks he performs on a daily basis that he
may take 10 whenever he attempts a riding trick. The trick still
requires the standard amount of time to perform. This is an
extraordinary ability. |
 | Throwing Expert: When the Lighthorseman makes a charge attack
as a full action, he may make on attack with a thrown ranged weapon as
he charges. All normal penalties apply to the attack. The Lighthorseman
must have one hand free to use this ability. This is an extraordinary
ability. |
 | Master Horseman 2:
The Lighthorseman may apply the effects of any of his feats,
such as Dodge, to his horse. |
 | Dismount Charge: When charging, the
Lighthorseman can attempt to attack his opponent by leaping from his
horse. To succeed at this, the Lighthorseman must make a tumble, jump,
or balance skill check, whichever is deemed appropriate by the DM, of DC
20. The DC of this check is increased by 5 for each speed category
above normal at which the horse is moving. If unsuccessful, the
Lighthorseman receives no attacks. If the check is successful, he
receives his full complement of attacks, and receives the normal charge
bonuses. |
 | Riding Mastery: The Lighthorseman is near
flawless when performing riding. He may take 20 whenever he attempts a
riding trick. The trick still requires the standard amount of time to
perform. This is an extraordinary ability. |
 | Throwing Master: While riding at normal or twice speed; the
Lighthorseman’s attacks made with thrown ranged weapons deal double
damage. This cannot be used in conjunction with the Throwing Expert
feat, it only applies when all of the Lighthorseman’s attacks in a round
are made with thrown weapons. This is an extraordinary ability. |
 | Devastating Charge: When the Lighthorseman
charges while mounted, he deals double damage. If he already deals
double damage, it is tripled. If he already deals triple damage, he now
deals quadruple. |
 | Furious Ride: Once per week, the Lighthorseman and his mount
can work themselves into a state and supreme speed. For one minute per
point of constitution, the Lighthorseman and his horse are affected as
if by a Haste spell. If either the Lighthorseman or his horses are
killed, the spell ends. If knocked from his horse, the Lighthorseman
must make every effort to remount until the Haste ends. This is an
extraordinary ability. It cannot be dispelled. |
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