With the lack of any love for Mounted archetypes, I thought I would try to put a few mounted ideas together since mounted cultures have a number of prominent places in various worlds.
Below are 2 Paragon Paths, 4 Feats and 1 new Weapon.
CAVALIER
“And how would you beat him?
With a stick. While he slept. But on a horse, with a weapon? That man is unbeatable.”
Prerequisites: Fighter or Paladin class, Mounted Combat
The cavalier is the quintessential knight I shining armor; the ultimate mounted warrior. The charge of the cavalier is amongst the most devastating weapons known. Cavaliers seek to bring victory and honor to their lord, order or cause. Off the battlefield, they are expected to be gentlemanly, a representative of the cause they are sworn to as cavaliers are most often either sworn to sovereign lord, or a member of a knightly order in the service of a deity or some other cause. Because of their intense training and responsibilities, a cavalier is an expert in horsemanship and mounted combat, being deadly on horseback, especially when charging the enemy. Their skills with horses and riding allow them to bring out the full potential of their mount in combat.
CAVALIER PATH FEATURES
Cavalier’s Reaction (11th level): When you or your mount are the target of an attack, as an immediate interrupt, you can redirect the target of the attack, switching the target from your mount to yourself or vice versa. In addition, whenever you spend an action point to take an extra action, you or your mount also gain a +4 bonus to all defenses until the start of your next turn.
Skilled Charger (11th level): You gain a +1 bonus to attack rolls with melee weapons when you are mounted. Additionally, when you charge while mounted and make a melee basic attack, you and your mount gain a +2 bonus to attack rolls instead of the normal +1.
Unified Attack (16th level): When you make a melee attack while mounted, your mount may make a melee basic attack as a free action against the same target.
CAVALIER PATH EXPLOITS
Rideby Attack -- Cavalier Attack 11
You ride by your foe, attacking swiftly and withdrawing from their reach before they can react.
Encounter ✦ Martial, Weapon
Standard Action -- Melee weapon
Special: You move up to your mount’s speed, making a melee attack at any point in the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Strength +2 vs. AC
---Weapon: If you are wielding a lance, you gain a bonus to the attack roll equal to your Dexterity modifier.
Hit: 2[W] + Strength modifier damage per attack.
--Weapon: if you are wielding a lance, you gain a bonus to the damage roll equal to your Dexterity modifier.
Steady Mount -- Cavalier Utility 12
You can aid your mount to keep its footing.
Encounter ✦ Martial
Immediate Interrupt -- Personal
Requirement: You must be mounted.
Trigger: Your mount is attack by an effect that forces it to move and/or knocks it prone.
Effect: Reduce any forced movement effect by 1 square. If an attack would knock your mount prone, it can roll an immediate saving throw to prevent it from falling prone.
Trampling Charge -- Cavalier Attack 20
You charge through your foes, trample them in a devastating attack.
Daily ✦ Martial, Weapon
Standard Action -- Melee weapon
Special: You must use the charge action.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a trample attack against the same target.
---Trample Attack: Mount’s Basic Attack +2 vs. AC
---Hit: Mount’s Basic Attack damage and the target is knocked prone.
---Effect: You can shift 5 squares and make a secondary attack.
------Secondary Target: One creature other than the primary target
------Secondary Attack: Strength vs. AC
------Hit: 1[W] + Strength modifier damage. Make a trample attack against the same target.
------Trample Attack: Mount’s Basic Attack +1 vs. AC
------Hit: Mount’s Basic Attack damage and the target is knocked prone.
------Effect: You can shift 5 squares and make a tertiary attack.
---------Tertiary Target: One creature other than the primary and secondary targets
---------Tertiary Attack: Strength vs. AC
---------Hit: 1[W] + Strength modifier damage against the same target.
---------Trample Attack: Mount’s Basic Attack vs. AC
---------Hit: Mount’s Basic Attack damage and the target is knocked prone.
OUTRIDER
“We must take action to protect ourselves from the darkness.”
Prerequisites: Ranger class, Archer fighting style
Darkness encroaches upon civilization and only vigilant awareness safeguard the light. The outriders are elite champions whose task it is to warn and defend their people of imminent danger. Outriders ranged vast territories on their mounts and are scouts and mounted archers of the finest order.
OUTRIDER PATH FEATURES
Outrider’s Reaction (11th level): When you or your mount are the target of an attack, as an immediate interrupt, you can redirect the target of the attack, switching the target from your mount to yourself or vice versa. In addition, whenever you spend an action point to take an extra action, you or your mount also gain a +4 bonus to all defenses until the start of your next turn.
Mounted Archer (11th level): You gain a +1 bonus to attack rolls with ranged weapons when you are mounted. Additionally, when you charge while mounted you may make a ranged basic attack instead of a melee basic attack.
Firing from on High (16th level): When you make a ranged attack while mounted, you do not provoke opportunity attacks.
OUTRIDER PATH EXPLOITS
Shot on the Run -- Outrider Attack 11
You ride by your foe, firing swiftly and withdrawing from their reach before they can react.
Encounter ✦ Martial, Weapon
Standard Action -- Ranged weapon
Special: You move up to your mount’s speed, making a ranged attack at any point in the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Dexterity +2 vs. AC
Hit: 3[W] + Dexterity modifier damage.
Expeditious Mount -- Outrider Utility 12
You can spur your mount to great feats of speed.
Encounter ✦ Martial
Minor Action -- Personal
Requirement: You must be mounted.
Effect: Until the end of your next turn, your mount’s speed increases by 5, and when your mount shifts, it can shift 1 additional square.
Outrider’s Charging Marks -- Outrider Attack 20
You charge through your foes, firing arrows and marking targets as foes for your allies.
Daily ✦ Martial, Weapon
Standard Action -- Ranged weapon
Special: You move up to your mount’s speed, making a ranged attack at any point in the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: The target is marked until the end of the encounter. Make a secondary attack.
---Secondary Target: One creature other than the primary target
---Secondary Attack: Dexterity vs. AC
---Hit: 2[W] + Dexterity modifier damage.
---Effect: The target is marked until the end of the encounter.
HEROIC FEATS
BOUND INTO THE SADDLE
--Prerequisite: Dex 13, Mounted combat
--Benefit: Mounting becomes a move action (not standard).
LEAP FROM THE SADDLE
--Prerequisite: Dex 13, Mounted combat
--Benefit: Dismount becomes a move action (not standard).
MOUNTED DEFENSE
--Prerequisite: Dex 13, Mounted combat
--Benefit: While you are mounted, you gain a +1 to all defenses.
DEADLY CHARGE
--Prerequisite: Mounted combat
--Benefit: When you charge while mounted, you gain a +5 bonus to the damage rolls of your melee basic attack.
SUPERIOR MELEE WEAPONS
One-Handed
Lance +2 / 1d12 / --- / 15gp / 15 lb. / Polearm, Spear / Reach
Thoughts, comments?
Below are 2 Paragon Paths, 4 Feats and 1 new Weapon.
CAVALIER
“And how would you beat him?
With a stick. While he slept. But on a horse, with a weapon? That man is unbeatable.”
Prerequisites: Fighter or Paladin class, Mounted Combat
The cavalier is the quintessential knight I shining armor; the ultimate mounted warrior. The charge of the cavalier is amongst the most devastating weapons known. Cavaliers seek to bring victory and honor to their lord, order or cause. Off the battlefield, they are expected to be gentlemanly, a representative of the cause they are sworn to as cavaliers are most often either sworn to sovereign lord, or a member of a knightly order in the service of a deity or some other cause. Because of their intense training and responsibilities, a cavalier is an expert in horsemanship and mounted combat, being deadly on horseback, especially when charging the enemy. Their skills with horses and riding allow them to bring out the full potential of their mount in combat.
CAVALIER PATH FEATURES
Cavalier’s Reaction (11th level): When you or your mount are the target of an attack, as an immediate interrupt, you can redirect the target of the attack, switching the target from your mount to yourself or vice versa. In addition, whenever you spend an action point to take an extra action, you or your mount also gain a +4 bonus to all defenses until the start of your next turn.
Skilled Charger (11th level): You gain a +1 bonus to attack rolls with melee weapons when you are mounted. Additionally, when you charge while mounted and make a melee basic attack, you and your mount gain a +2 bonus to attack rolls instead of the normal +1.
Unified Attack (16th level): When you make a melee attack while mounted, your mount may make a melee basic attack as a free action against the same target.
CAVALIER PATH EXPLOITS
Rideby Attack -- Cavalier Attack 11
You ride by your foe, attacking swiftly and withdrawing from their reach before they can react.
Encounter ✦ Martial, Weapon
Standard Action -- Melee weapon
Special: You move up to your mount’s speed, making a melee attack at any point in the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Strength +2 vs. AC
---Weapon: If you are wielding a lance, you gain a bonus to the attack roll equal to your Dexterity modifier.
Hit: 2[W] + Strength modifier damage per attack.
--Weapon: if you are wielding a lance, you gain a bonus to the damage roll equal to your Dexterity modifier.
Steady Mount -- Cavalier Utility 12
You can aid your mount to keep its footing.
Encounter ✦ Martial
Immediate Interrupt -- Personal
Requirement: You must be mounted.
Trigger: Your mount is attack by an effect that forces it to move and/or knocks it prone.
Effect: Reduce any forced movement effect by 1 square. If an attack would knock your mount prone, it can roll an immediate saving throw to prevent it from falling prone.
Trampling Charge -- Cavalier Attack 20
You charge through your foes, trample them in a devastating attack.
Daily ✦ Martial, Weapon
Standard Action -- Melee weapon
Special: You must use the charge action.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Make a trample attack against the same target.
---Trample Attack: Mount’s Basic Attack +2 vs. AC
---Hit: Mount’s Basic Attack damage and the target is knocked prone.
---Effect: You can shift 5 squares and make a secondary attack.
------Secondary Target: One creature other than the primary target
------Secondary Attack: Strength vs. AC
------Hit: 1[W] + Strength modifier damage. Make a trample attack against the same target.
------Trample Attack: Mount’s Basic Attack +1 vs. AC
------Hit: Mount’s Basic Attack damage and the target is knocked prone.
------Effect: You can shift 5 squares and make a tertiary attack.
---------Tertiary Target: One creature other than the primary and secondary targets
---------Tertiary Attack: Strength vs. AC
---------Hit: 1[W] + Strength modifier damage against the same target.
---------Trample Attack: Mount’s Basic Attack vs. AC
---------Hit: Mount’s Basic Attack damage and the target is knocked prone.
OUTRIDER
“We must take action to protect ourselves from the darkness.”
Prerequisites: Ranger class, Archer fighting style
Darkness encroaches upon civilization and only vigilant awareness safeguard the light. The outriders are elite champions whose task it is to warn and defend their people of imminent danger. Outriders ranged vast territories on their mounts and are scouts and mounted archers of the finest order.
OUTRIDER PATH FEATURES
Outrider’s Reaction (11th level): When you or your mount are the target of an attack, as an immediate interrupt, you can redirect the target of the attack, switching the target from your mount to yourself or vice versa. In addition, whenever you spend an action point to take an extra action, you or your mount also gain a +4 bonus to all defenses until the start of your next turn.
Mounted Archer (11th level): You gain a +1 bonus to attack rolls with ranged weapons when you are mounted. Additionally, when you charge while mounted you may make a ranged basic attack instead of a melee basic attack.
Firing from on High (16th level): When you make a ranged attack while mounted, you do not provoke opportunity attacks.
OUTRIDER PATH EXPLOITS
Shot on the Run -- Outrider Attack 11
You ride by your foe, firing swiftly and withdrawing from their reach before they can react.
Encounter ✦ Martial, Weapon
Standard Action -- Ranged weapon
Special: You move up to your mount’s speed, making a ranged attack at any point in the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Dexterity +2 vs. AC
Hit: 3[W] + Dexterity modifier damage.
Expeditious Mount -- Outrider Utility 12
You can spur your mount to great feats of speed.
Encounter ✦ Martial
Minor Action -- Personal
Requirement: You must be mounted.
Effect: Until the end of your next turn, your mount’s speed increases by 5, and when your mount shifts, it can shift 1 additional square.
Outrider’s Charging Marks -- Outrider Attack 20
You charge through your foes, firing arrows and marking targets as foes for your allies.
Daily ✦ Martial, Weapon
Standard Action -- Ranged weapon
Special: You move up to your mount’s speed, making a ranged attack at any point in the movement. This movement does not provoke opportunity attacks.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: The target is marked until the end of the encounter. Make a secondary attack.
---Secondary Target: One creature other than the primary target
---Secondary Attack: Dexterity vs. AC
---Hit: 2[W] + Dexterity modifier damage.
---Effect: The target is marked until the end of the encounter.
HEROIC FEATS
BOUND INTO THE SADDLE
--Prerequisite: Dex 13, Mounted combat
--Benefit: Mounting becomes a move action (not standard).
LEAP FROM THE SADDLE
--Prerequisite: Dex 13, Mounted combat
--Benefit: Dismount becomes a move action (not standard).
MOUNTED DEFENSE
--Prerequisite: Dex 13, Mounted combat
--Benefit: While you are mounted, you gain a +1 to all defenses.
DEADLY CHARGE
--Prerequisite: Mounted combat
--Benefit: When you charge while mounted, you gain a +5 bonus to the damage rolls of your melee basic attack.
SUPERIOR MELEE WEAPONS
One-Handed
Lance +2 / 1d12 / --- / 15gp / 15 lb. / Polearm, Spear / Reach
Thoughts, comments?