A Paladin's Mounted Prestige Class

Artoomis

First Post
This class was discussed on the old boards, but that's gone now. I'd like comments on it again, as someone else is looking for a good paladin's prestige class that focuses on mounted combat while advancing the special mount.

I think you can take this class at 8th level at the earliest. 10 ranks in Ride is the true limiting factor for earliest level to take it.

The balancing factors are intended to be:

1. Total reliance on the Special Mount.
2. No further spell progression. (no Holy Sword spell, ever)
3. No further Turn undead progression.
4. No further Remove Disease progression.


Rider of Arvoreen

A Rider of Arvoreen is a cross between a paladin and a cavalier, a specialist in mounted combat. Where a cavalier is a mounted champion representing a noble house, the Rider of Arvoreen is a mounted champion of the church. This class is a natural transition for paladins looking to improve their mounted combat proficiency, but the sacrifice is great. Spells cease to increase by level, turning abilities do not increase, and the ability to remove diseases does not increase. This class may be adapted for any deity.

Hit Die: D10

Requirements:
Feats: Weapon Focus (sword or lance), Ride-by Attack
Abilities: Special Mount (as paladin)
Knowledge (Religion): 4 ranks
Ride: 10 ranks
Equipment: Masterwork heavy armor, masterwork sword

Class Skills

Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Int), Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will
1st +1 +2 +0 +2
2nd +2 +3 +0 +3
3rd +3 +3 +1 +3
4th +4 +4 +1 +4
5th +5 +4 +1 +4
6th +6 +5 +2 +5
7th +7 +5 +2 +5
8th +8 +6 +2 +6
9th +9 +6 +3 +6
10th +10 +7 +3 +7


Abilities: With the exception of Divine Blessing, all the Rider's abilities apply only when mounted on his special mount, as they rely upon the bond between him and his mount.

Level 1 Abilities: Divine Blessing, Tall in the saddle +1, Mounted weapon bonus (choose sword or lance - same as weapon focus) +1.

Level 2 Abilities: Divine Speed, Flexible Charge 1

Level 3 Abilities: Mounted Weapon Bonus sword/lance +2, Tall in the saddle +2.

Level 4 Abilities: Divine Charge 1/day, Flexible Charge 2

Level 5 Abilities: Mounted Weapon Bonus sword/lance +3, Tall in the saddle +3.

Level 6 Abilities: Divine Charge 2/day, Full Mounted Attack.

Level 7 Abilities: Mounted Weapon Bonus sword/lance +4, Ride Bonus +5.

Level 8 Abilities: Divine Charge 3/day, Flexible Charge 3.

Level 9 Abilities: Mounted Weapon Bonus sword/lance +5, Ride bonus +6.

Level 10 Abilities: Divine Wrath, Flexible Charge 4.

Class Features:

Weapon and Armor Proficiency: The Rider of Arvoreen is proficient with all simple and martial weapons, all types of armor, and all shields.

Divine Blessing: Paladins can freely multiclass with the Rider of Arvoreen, and his mount continues to improve based on the combined paladin/Rider of Arvoreen level. The paladin's smite evil and lay on hands ability also continue to improve with each level of this class.

Tall in the Saddle (ex): The Rider of Arvoreen gains a bonus to his ride skill check whenever he uses the mounted combat feat to negate a hit his mount takes in combat. This bonus also applies to checks to stay mounted in the case of an opponent’s attempts to force the Rider out of his saddle. This bonus is a circumstance bonus, the "circumstance" being the riding of a "Special Mount."

Mounted Weapon Bonus(ex): The Rider of Arvoreen gains a bonus to his attack roll when using a sword or lance while mounted. The bonus is to either a sword or lance, depending upon which was chosen at first level, and this weapon must be the same one for which the Rider has Weapon Focus.

Divine Speed(ex): The Rider of Arvoreen can urge his mount to a bonus speed of +10 to its normal movement rate with a successful ride check vs. DC 20. This bonus lasts only one round, but there is no limit as to how many times it can be done. This is a combat maneuver only and cannot be used to speed overland travel.

Flexible Charge(ex): With the help of his extraordinary mount, the Rider of Arvoreen may make one or more changes of direction while charging - after the attack only. The number next to ability above indicates how many turns he can make. Each turn can be no more that 45 degrees (60 degrees if you use figures and hexes). Further, each turn must be separated by at least 5 feet, so that you may not make two turns one right after the other.

Divine Charge(su): Divine inspiration allow you to, when mounted and using the charge action, deal triple damage with a melee weapon, up to the number of times per day indicated. The ability supercedes the spirited charge feat (which allows you to deal double damage). The result of combining this with a lance would be quadruple damage because of the lance's double damage when charging.

Full Mounted Attack(ex): At 6th level, the Rider of Arvoreen may take a Full Attack when his mount moves more than 5 feet rather than being limited to one attack. These attacks may be taken against multiple opponents during the move, but the Rider will draw Attacks of Opportunity as usual. This ability does not apply when charging.

Divine Wrath(su): The Rider of Arvoreen channels a portion of his patron's power into wrath, giving him a +3 sacred bonus on attack rolls, damage, and saving throws for a number of rounds equal to his Charisma bonus. During this time, the Rider of Arvoreen also has damage reduction 5/-. This ability can be used once per day and is invoked as a free action.

This class must choose either sword or lance to specialize, and must, of course, have weapon focus in the weapon chosen. This choice affects all special abilities - they are EITHER for sword or lance, not for both.
 
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Nice, Artoomis. ok, here are some thoughts:

Divine charge, does it stack with the normal lance doubling? So that when you charge with a lance it does quadruple? If it doesn't, you're removing the whole benefit of using a lance.

Divine Perserverence - I dunno, I just don't like this ability. It doesnt' really fit with the theme in my opinion.

Tall in the Saddle and Ride bonus - do we really need both? Seems like just one or the other is fine.

Just trying to trim back a few places, since this PrC looks pretty powerful right now.

-The Souljourner
 

8th level instead of 5th level entrance, 9th level for paladins that are halflings, is a nice requirement.

Cavaliers have both bonus's to ride so I don't have a problem with that but because this class also gets the full mounted attack, I might say they are getting all the plus's of the cavalier (that matter) and more besides. I'd say nix one or two of the abilities lifted from the cavalier and keep the divine ones to distinguish it more from the Sword & Fist prestige class.
 

Jeremy, you have a good point. I think perhaps the mounted weapon ability has to go. It's really good, and not really necessary. I mean, you already get specialization, divine charge, and all the continuing paladin abilities.

Of course, then things are looking just a little barren. I'd move divine charge down a few levels - make it available at 1st level and once more every odd level. It's powerful, but once a day abilities should be pretty good.

-The Souljourner

[edit] Maybe something like this:

Code:
[color=burlywood]
Lvl  BAB  Fort  Ref  Will  Special
 1    +1   +2    +0   +2   Divine Blessing, Divine Charge 1/day, Ride Bonus +2
 2    +2   +3    +0   +3   Lean in to it, Divine Speed
 3    +3   +3    +1   +3   Divine Charge 2/day, 
 4    +4   +4    +1   +4   Ride Bonus +4
 5    +5   +4    +1   +4   Divine Charge 3/day
 6    +6   +5    +2   +5   Full Mounted Attack
 7    +7   +5    +2   +5   Divine Charge 4/day, 
 8    +8   +6    +2   +6   Ride Bonus +6
 9    +9   +6    +3   +6   Divine Charge 5/day
10   +10   +7    +3   +7   Divine Wrath, Ride Bonus +8
[/color]

[edit the second] Why is divine charge supernatural? Seems like it ought to be extraordinary. There's nothing really magical about it per se. *shrug*
 
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I am really not a fan of expending a PrC's few abilities in skill bonuses, from a min/max point of view.
When you've got first level spells that grant +30 to skill checks, it really breaks my thinking that THIS PrC is going to be the "best" at performing a particular skill.

Let's face it ; with the magic system of 3E, it doesn't matter HOW GOOD you are at something, a low level mage can make you better than the best in the world. :(

So I'd say dump the skill bonuses, concentrate on the unique maneuvers that make this PrC good at riding, in your eyes.

As far as prereqs:
Would a Holy Liberator's Celestial Mount count for entrance?
If so, I'd think of going Bbn1/Fighter4/Holy Liberator5 into the Rider PrC.
 

and Divine Speed is, of course, trumped by the cheap horseshoes of speed. :(

And Lean into It is very strange, in my eyes.
It doesn't stack with Weapon Specialization?
Is there any bonus to damage in the game that doesn't stack with Weapon Specialization?
And if it doesn't, you should just grant them Weapon Specialization and be done with it.
 

Updated.

Gone is Divine Perserverence and Lean into It.

The Ride Bonus and Tall in the Saddle have been spread out more equally though all 10 levels.
 


Okay, this is a good idea for a Prestige class. I have a few suggestions:

Prerequistes seem rather light. This class is pretty strong. I'd add in Animal Handling 5 ranks and also make that a class skill.

Flexible charge 4 times in a charge seem to much. I'd max it out at twice. It's hard to turn and keep momentum up.

Full mounted attack is very powerful. You might limit that to just 2 or 3 attacks. Imagine what a 2WF could do.

Divine Wrath I'd allow to be shared with the Mount.
 

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