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Al-Qadim: Land of Fate (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6812553" data-attributes="member: 20323"><p>Here's my first stab at a Desert Rider fighter sub-class...</p><p></p><p><img src="http://digital-art-gallery.com/oid/49/1000x643_9513_Saracene_charge_2d_illustration_sword_medieval_attack_rider_warriors_horses_charge_desert_warriors_pict.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="font-size: 18px"><strong>Desert Rider</strong></span></p><p>Romantic heroes of the al-Badia, desert riders emerge from a sandstorm to rescue endangered travelers and swoop down from the dunes to raid caravans. They are praised in one breath and cursed in the next. The freedom of the desert astride a loyal steed is the only true freedom, according to desert riders. In their eyes the city-dwellers suffer a soul sickness tying them to land and property. But the only possessions that matter to these heroes are their steeds, whether high-spirited mare or curmudgeonly camel.</p><p></p><p><span style="font-size: 15px"><span style="color: #FF8C00">Bonded Steed</span></span></p><p>Starting at 3rd level, you and a steed you have trained for one week develop a spiritual bond with one another, conferring these benefits:</p><p></p><p><strong>Empathy.</strong> While within 100 feet of one another, you and your steed intuitively sense each others’ feelings and state of health, and you can telepathically issue commands. You are no longer limited to only issuing commands to Dash, Disengage, or Dodge. In addition, you may issue commands to Attack, Hide, or Help.</p><p></p><p><strong>Improved Quality.</strong> Add your proficiency bonus to your steed’s AC, as well as to any saving throws and skills it is proficient in. Add 5 times your proficiency bonus to your steed’s speed. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.</p><p></p><p><strong>Sensory Link.</strong> While your steed is within 100 feet, as an action you can see thru your steed’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the animal has. During this time, you are deaf and blind with regard to your own senses. At the start of your turn you may elect to spend an action to maintain the sensory link. Maintaining this link requires concentration.</p><p></p><p>You may only have one bonded steed at a time.</p><p></p><p><span style="font-size: 15px"><span style="color: #FF8C00">Saddle-born</span></span></p><p>Starting at 3rd level, mounting or dismounting costs you no extra movement, you don’t suffer damage for falling from a mount, and your checks to stay mounted are advantaged regardless of whether you are riding bareback or with a saddle. Moreover, you are an expert at identifying the quality of a horse or camel, and training steeds.</p><p></p><p><span style="font-size: 15px"><span style="color: #FF8C00">Strider</span></span></p><p>At 7th level, when you roll initiative, are aware of a threat and are not surprised, you gain a special turn that takes place before other creatures can act. On this turn, either you or your Bonded Steed can take the Dash, Disengage, or Dodge action.</p><p></p><p><span style="font-size: 15px"><span style="color: #FF8C00">Spirited Charge</span></span></p><p>At 11th level, when you move at least 20 feet before an attack, you deal an extra die of damage corresponding to the type of weapon you wield. In addition, when moving away from an enemy you hit after such a charge, opportunity attacks made against you (or your Bonded Steed) are disadvantaged.</p><p></p><p><span style="font-size: 15px"><span style="color: #FF8C00">Freedom of the Zephyr</span></span></p><p>At 15th level, you and your Bonded Steed both gain the benefit of a permanent <em>freedom of movement</em> spell, though it cannot be dispelled or detected in any way.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6812553, member: 20323"] Here's my first stab at a Desert Rider fighter sub-class... [img]http://digital-art-gallery.com/oid/49/1000x643_9513_Saracene_charge_2d_illustration_sword_medieval_attack_rider_warriors_horses_charge_desert_warriors_pict.jpg[/img] [size=5][b]Desert Rider[/b][/size] Romantic heroes of the al-Badia, desert riders emerge from a sandstorm to rescue endangered travelers and swoop down from the dunes to raid caravans. They are praised in one breath and cursed in the next. The freedom of the desert astride a loyal steed is the only true freedom, according to desert riders. In their eyes the city-dwellers suffer a soul sickness tying them to land and property. But the only possessions that matter to these heroes are their steeds, whether high-spirited mare or curmudgeonly camel. [SIZE=4][COLOR="#FF8C00"]Bonded Steed[/COLOR][/SIZE] Starting at 3rd level, you and a steed you have trained for one week develop a spiritual bond with one another, conferring these benefits: [B]Empathy.[/B] While within 100 feet of one another, you and your steed intuitively sense each others’ feelings and state of health, and you can telepathically issue commands. You are no longer limited to only issuing commands to Dash, Disengage, or Dodge. In addition, you may issue commands to Attack, Hide, or Help. [B]Improved Quality.[/B] Add your proficiency bonus to your steed’s AC, as well as to any saving throws and skills it is proficient in. Add 5 times your proficiency bonus to your steed’s speed. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. [B]Sensory Link.[/B] While your steed is within 100 feet, as an action you can see thru your steed’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the animal has. During this time, you are deaf and blind with regard to your own senses. At the start of your turn you may elect to spend an action to maintain the sensory link. Maintaining this link requires concentration. You may only have one bonded steed at a time. [SIZE=4][COLOR="#FF8C00"]Saddle-born[/COLOR][/SIZE] Starting at 3rd level, mounting or dismounting costs you no extra movement, you don’t suffer damage for falling from a mount, and your checks to stay mounted are advantaged regardless of whether you are riding bareback or with a saddle. Moreover, you are an expert at identifying the quality of a horse or camel, and training steeds. [SIZE=4][COLOR="#FF8C00"]Strider[/COLOR][/SIZE] At 7th level, when you roll initiative, are aware of a threat and are not surprised, you gain a special turn that takes place before other creatures can act. On this turn, either you or your Bonded Steed can take the Dash, Disengage, or Dodge action. [SIZE=4][COLOR="#FF8C00"]Spirited Charge[/COLOR][/SIZE] At 11th level, when you move at least 20 feet before an attack, you deal an extra die of damage corresponding to the type of weapon you wield. In addition, when moving away from an enemy you hit after such a charge, opportunity attacks made against you (or your Bonded Steed) are disadvantaged. [SIZE=4][COLOR="#FF8C00"]Freedom of the Zephyr[/COLOR][/SIZE] At 15th level, you and your Bonded Steed both gain the benefit of a permanent [I]freedom of movement[/I] spell, though it cannot be dispelled or detected in any way. [/QUOTE]
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