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Halfling Outrider

(Sword and Fist: A Guidebook to Monks and Fighters variant, p. 22)

Halfling outriders are elite champions whose task is to warn their fellows of, and protect them from, danger.

Requirements

Base Attack Bonus: +5

Race: Halfling

Skills: Listen 4 ranks , Ride 6 ranks , Spot 4 ranks

Feats: Mounted Archery , Mounted Combat


Hit die

d10

Skill points

2 + Int

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 a +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: ×2 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 a —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 be holding a melee weapon or shield to deflect the attack. Once per round when your mount would normally be hit with 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 no 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.

Advancement

Level AC Bonus Fort Ref Will Special
1st +1 +0 +2 +0 Alertness, Ride bonus
2nd +1 +0 +3 +0 Defensive ride 1/day
3rd +2 +1 +3 +1 Deflect attack +1
4th +2 +1 +4 +1 Defensive ride 2/day
5th +3 +1 +4 +1 Leap from the saddle
6th +3 +2 +5 +2 Defensive ride 3/day
7th +4 +2 +5 +2 Deflect attack +2
8th +4 +2 +6 +2 Defensive ride 4/day
9th +5 +3 +6 +3 Deflect attack +3
10th +5 +3 +7 +3 Defensive ride 5/day
AC Bonus: This is a nonmagical deflection bonus applied to the character's Armor Class regardless of armor worn only when mounted.

Class skills

Skill name Key ability Trained only Armor check penalty
Animal Empathy Cha yes no
Handle Animal CHA yes no
Listen WIS no no
Ride DEX no no
Search INT no no
Spot WIS no no

Also appears in

  1. Complete Warrior

Spells for Halfling Outrider