Campaign of the Month: April 2013
Myyth Realm: Legacy
Last Hill Outrider
Our strength lies in our clutch-brothers. Never forget that.
– Orinson Ryks, Last Hill Outrider
Halfling outriders are cunning survivors and fierce mounted warriors who use their woodland knowledge to protect their clan and endure the harsh northern elements.
Hit Die: d8.
To qualify to become a Last Hill Outrider, a character must fulfill all the following criteria.
Alignment: Any good.
Base Attack Bonus: +4
Skills: Ride 7 ranks, Handle Animal 7 ranks, Survival 7 ranks.
Feats: Animal Affinity, Mounted Combat, Track.
Special: Animal companion large enough to serve as a mount.
The Last Hill Outrider’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (geography, nature [Int]), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 6 + Int modifier.
All of the following are class features of the Last Hill Outrider prestige class.
Weapon & Armor Proficiency: Last Hill Outriders gain no proficiency with any weapon or armor.
Animal Companion: A Last Hill Outrider gains the service of a loyal animal companion, which must be either a riding dog or wolf. Treat the outrider as a druid whose level is equal to the Last Hill Outrider’s class level +3 (PHB p. 35).
As a Last Hill Outrider gains level, his animal companion gains Hit Dice and other special abilities as a druid’s animal companion does. Use the Last Hill Outrider’s class level +3 to determine the animal companion’s special abilities.
If the outrider already has an appropriate animal companion from another class, his Last Hill Outrider class levels stack with class levels from all other classes that grant an animal companion. For example, a 5th-level ranger/2nd-level Last Hill Outrider would be treated as a 7th-level druid for the purpose of improving the statistics of his animal companion.
Ride Bonus (Ex): A Last Hill Outrider gains a competence bonus equal to his class level on all Ride checks, as well as on Handle Animal checks made in conjunction with his animal companion mount.
Spells per Day/Spells Known: Beginning at 2nd level, and every other level after, a Last Hill Outrider gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class. If he had more than one divine spellcasting class before becoming an outrider, he must decide to which class to add each level for the purposes of determining spells per day and spells known.
Mounted Skirmish (Ex): A Last Hill Outrider relies on mobility while mounted to deal extra damage and improve defense. Starting at 2nd level, he deals an extra 1d6 points of damage on all attacks he makes while mounted on his animal companion during any round in which the mount moves at least 10 feet. The extra damage applies only to attacks taken during the outrider’s turn. This extra damage increases by 1d6 every four levels after 2nd (+2d6 at 6th and +3d6 at 10th).
The extra damage only applies against living creatures that have a discernible anatomy. Creatures immune to critical hits are not vulnerable to this additional damage. The Last Hill Outrider must be able to see the target well enough to pick out a vulnerable area and be able to reach it. Outriders can apply this extra damage to a single ranged attack (even during a full-attack action) made while skirmishing, but only if the target is within 30 feet.
At 4th level, a Last Hill Outrider, and his mount, gains a +1 competence bonus to Armor Class during any round in which they move at least 10 feet while mounted. This bonus applies as soon as the outrider has moved 10 feet and lasts until the start of his next turn. This Armor Class bonus improves by +1 at 8th level. An outrider loses this bonus if his mount is carrying a medium or heavy load.
Unbroken Stride (Ex): Starting at 3rd level, a Last Hill Outrider is able to guide his mount through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas which are enchanted or magically manipulated to impede motion still affect movement.
Mounted Archery: At 3rd level, an outrider gains Mounted Archery as a bonus feat.
Mounted Stalker (Ex): Starting at 5th level, a Last Hill Outrider knows how to guide a mount stealthily through nearly any terrain. His mount uses the outrider’s skill bonus, rather than its own, to make Move Silently and Hide checks. The mount, however, still uses its own size, Dexterity, armor check penalty, and other applicable modifiers when making such checks.
Spirited Charge: At 5th level, an outrider gains Spirited Charge as a bonus feat.
Swift Rider (Ex): A Last Hill Outrider knows how to draw every bit of speed possible from a mount. At 7th level and higher, a Last Hill Outrider (while mounted) increases his mount’s speed by 10 feet. This increase affects every mode of movement the mount naturally possesses, such as fly, climb, and swim.
Improved Mounted Archery (Ex): A Last Hill Outrider’s ability to fire ranged weapons from the back of a moving mount is unparalleled. Starting at 9th level, an outrider’s penalties for using a ranged weapon while mounted is reduced by 2 resulting in no penalty if the mount is taking a double move, and a -2 instead of -4 if the mount is running (see Mounted Combat, PHB p. 157).
Furious Charge (Ex): Starting at 10th level, a Last Hill Outrider can spur his mount into a reckless and deadly charge. He can use this ability twice per day. While mounted on his animal companion, and after making a successful Ride check (DC 30), the Last Hill Outrider may make a full-attack action with a melee weapon at the end of a charge. The charge must end with this attack and cannot be used in conjunction with Ride-by-Attack. If using a lance, the multiplied damage bonus will only apply to the first attack attempt (regardless of whether that attack is successful, the multiplier will not apply to any subsequent attacks). All attacks will be modified by the damage bonus gained from Mounted Skirmish. Due to the commitment of the charge, both rider and mount suffer a -4 Armor Class penalty until the beginning of their next turn.