Horselord PrC -- too good, too weak, or just right?

CRGreathouse

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This is a prestige class I'm planning to offer to my players. In my campaign it's designed for Keldria, a grassland inhabited by slightly-less-than-civilized humans who prize horses, honor, and independance.

If someone wants to use this class in their own campaign, it could be a generic Knight prestige class (dropping Spot from the reqirements and class skills, and adding medium & heavy armor proficiency) easily enough.


Keldrian Horselord
Hit Die: d10.
Requirements
To qualify to become a Keldrian Horselord, a character must fulfill all the following criteria.
Skills: Ride 8 ranks, Handle Animal 4 ranks, Spot 4 ranks.
Feats: Mounted Archery, Mounted Combat, Ride-By Attack, and either Animal Affinity or Skill Focus (Ride).
Race: Human (Keldrian).

Class Skills
The Keldrian Horselord’s class skills (and the key ability for each skill) are Craft (leatherworking) (Int), Handle Animal (Cha), Heal (Wis), Perform (oratory) (Cha), Profession (any) (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Keldrian Horselord
1. Spear charge
2. Bonus feat
3. Improved Mounted Combat
4. Bonus feat
5. Greater Mounted Combat, skill mastery

Base attack: Good (as fighter)
Good saves: Fortitude (as fighter)

Class Features
All the following are Class Features of the Keldrian Horselord prestige class.
Weapon and Armor Proficiency: Keldrian horselords are proficient with all simple and martial weapons and with light armor and shields (except tower shields).
Spear Charge: When charging from horseback, you deal double damage with longspears.
Improved Mounted Combat: A Keldrian horselord may negate a second attack with a Ride check (as the Mounted Combat ability), but at a –5 penalty. This ability only functions when the Keldrian horselord is in light or no armor, and not carrying a medium or heavy load.
Bonus Feat: At 2nd and 4th level, a Keldrian horselord may select a bonus feat from the following list: Animal Affinity, Diehard, Endurance, Far Shot, Improved Critical (club, lance, longspear, shortbow, shortspear, or spear), Iron Will, Lightning Reflexes, Precise Shot, Skill Focus (Handle Animal or Ride), Spirited Charge, Trample, Weapon Focus (club, lance, longspear, shortbow, shortspear, or spear)
Greater Mounted Combat: A Keldrian horselord may negate a third attack with a Ride check (as the Mounted Combat ability), but at a –10 penalty. This ability only functions when the Keldrian horselord is in light or no armor, and not carrying a medium or heavy load.
Skill Mastery: When making a Handle Animal or Ride check, a Keldrian horselord may take 10 even if stress and distractions would normally prevent her from doing so. (You still can’t take 10 on opposed checks, like the Ride check to negate attacks on your mount.)

What do you think? Do I need to tone this down, or is it good as is? The class grants special abilities (though Spear Charge and Skill Mastery aren't powerful enough to affect anything, I think; lances are better mounted anyway) that the fighter doesn't get, and a better skill list, but has only 2 feats (instead of 2.5) which are drawn from a smaller list than the fighter's.
 
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Crothian said:
This looks pretty darn good.

I'm glad you like it. After killing off just about all of my epic-level (or near-epic, for some) PCs, we started a new campaign at level 1. Since they decided to start in Keldria, I thought I should make some region-specific prestige classes and the like...
 

It would be nice to have a bit greater variety of mount-related abilities rather than just more and better Mounted Combat checks. What about being able to coax greater performance from the horse (speed) without hurting it? Perhaps a chance to avoid weapons set versus charge?
 

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