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Prestige Classes

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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

bulletWeapon and Armor Proficiencies: The Lighthorseman gains proficiency in all martial and simple weapons.  He may not wear heavy armor or use a shield.
bulletMaster 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.)
bulletFastest 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.
bulletSignature 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.
bulletRiding 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.
bulletThrowing 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.
bulletMaster Horseman 2: The Lighthorseman may apply the effects of any of his feats, such as Dodge, to his horse.
bulletDismount 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.
bulletRiding 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.
bulletThrowing 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.
bulletDevastating 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.
bulletFurious 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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