Halfling Outrider

Halfling Outrider

The semi-nomadic culture of the halfling race often results in encounters with peril. To safeguard themselves, many halfling communities turn to their outriders, an elite elite champion whose task it is to warn fellows of, and protect them from danger. The outrider is naturally skilled in the arts of riding and scouting.

Most halfling outriders are fighters, rangers, druids and rogues. All classes, however, can benefit from AC bonus and defensive riding capabilities of the class.

NPC halfling outriders are usually found performing their duties in the field, or relaxing in their off duty hours. The presence of an outrider whether afield or at rest indicates that a halfling community cannot be far away.

However, some outriders feel the pull of adventure more strongly. These leave behind their hearths and homes for a life of excitement on the road.

Hit Die: d10.

Requirements

To qualify to become halfling outrider, a character must fulfill all the following criteria.

Base Attack Bonus: +5

Race: Halfling

Listen: 4 ranks

Ride: 6 ranks

Spot: 4 ranks

Feats: Mounted Combat, Mounted Archery

Class Skills

The halfling outrider's class skills (And the key ability for each skill) are Animal Empathy (Wis), Handle Animal (Cha), Listen (Wis), Ride (Dex), Search (Int), and Spot (Wis).

Skill Points at Each Level: 2 +Int modifier

Class Features

Weapon and Armor Proficiency: The halfling outrider is proficient with all simple and martial weapons, light armor, and shields.

Mount: Halfling outriders gain a mount appropriate to the resources of their halfling community at 1st level. Most halfling communities attempt to provide their outriders with warponies, though some have been known to make do with lesser steeds, and a few boast more exotic animals. The outrider is not required to pay for the mount, nor its tack, harness and accoutrements.

Alertness: The halfling outrider gains +2 bonus on all listen and spot checks.

Ride Bonus: The halfling outrider gains a +2 competence bonus on all Ride checks.

Defensive Ride: The nature of the halfling outrider's responsibilities has taught him the tricks of defensive riding, provided that he does nothing else (he cannot attack when riding defensively). He gains +2 Dexterity and a +4 AC dodge bonus. In addition, his mount gains: X2 speed, a +2 bonus on all Will saves, and a +4 AC dodge bonus. A defensive ride lasts for 3 rounds, plus the character's (newly improved) Dexterity modifier. The outrider may end the defensive ride voluntarily. At the end of the ride, both the outrider and his mount are winded and suffer -2 strength penalty until they are able to rest for at a minimum of 10 minutes. The outrider can only embark on a defensive ride a certain number of times per day (determined by level). Beginning the ride is a free action, but the outrider can only do so on his action.

Deflect Attack: Beginning at 3rd level, the outrider can attempt to parry a melee attack against his mount. He must beholding a melee weapon or shield to deflect the attack. Once per round when your mount would normally be hit with you a melee weapon, you may make a reflex saving throw against DC 20. (If the melee weapon has a magical bonus to attack, the DC increases by that amount.) You gain a competence bonus to your reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.

Leap from the Saddle: When your mount is moving faster than twice its Speed, you can dismount with a successful Handle Animal check (DC 20) and land adjacent to your mount as a free action. If an opponent is in an area you threaten (after you dismount), you can make a charge attack against that opponent. This requires the full attack action.