Prestige Classes

HALFLING OUTRIDER

The semi-nomadic culture of the halfling race often results in sudden encounters with peril. To safeguard themselves, many halfling communities turn to their outriders, elite champions whose task it is to warn their fellows of, and protect them from, danger. The halfling outrider is naturally skilled in the arts of riding and scouting.

Most halfling outriders are fighters, rangers, druids, or rogues. All classes, however, can benefit from the Armor Class bonus and defensive riding capabilities of the class.

NPC halfling outriders are usually found performing their duties in the field, or relaxing in their off-duty hours. The presence of an outrider whether afield or at rest usually indicates that a halfling community cannot be far away.

However, some outriders feel the pull of adventure more strongly. These individuals leave behind their hearths and homes for a life of excitement on the road.

Hit Die: d8.

Requirements

To qualify to become a halfling outrider, a character must fulfill all of the following criteria.

Race: Halfling.

Base Attack Bonus: +5.

Skills: Listen: 3 ranks, Ride 6 ranks, Spot 3 ranks.

Feats: Mounted Combat, Mounted Archery.

Class Skills

The halfling outrider's class skills (and the key ability for each skill) are Handle Animal (Cha), Listen (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).

Skill Points at Each Additional Level: 4 + Int modifier.


Table: The Halfling Outrider

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
AC
Bonus
Special
1st +1 +0 +2 +0 +1 Mount, Alertness, Ride bonus
2nd +2 +0 +3 +0 +1 Defensive riding
3rd +3 +1 +3 +1 +2 Unbroken charge
4th +4 +1 +4 +1 +2 Stand on mount
5th +5 +1 +4 +1 +3 Leap from the saddle
6th +6 +2 +5 +2 +3 -
7th +7 +2 +5 +2 +4 Evasion
8th +8 +2 +6 +2 +4 Full mounted attack
9th +9 +3 +6 +3 +5 -
10th +10 +3 +7 +3 +5 Quick turn
Class Features

All of the following are class features of the halfling outrider prestige class.

Weapon and Armor Proficiency: Halfling outriders gain no proficiency with any weapon or armor.

AC Bonus: A halfling outrider gains a dodge bonus to the character’s Armor Class when she is mounted. This benefit is lost in any situation in which the character would lose her Dexterity bonus to Armor Class.

Mount: A halfling outrider gains a mount appropriate to the resources of her halfling community. Most halfling communities attempt to provide an out rider with a riding dog or a warpony. A halfling outrider may, of course, choose to find and train or purchase a more exotic mount. Standard tack and harness is also provided, though, again, the character may wish to purchase masterwork or magic gear.

Halfling outrider class levels stack with paladin, druid, and ranger levels for determining the characteristics of a paladin’s mount or an animal companion.

Alertness: A halfling outrider gains Alertness as a bonus feat.

Ride Bonus: A halfling outrider gains a competence bonus equal to her class level on all Ride checks.

Defensive Riding (Ex): A halfling outrider of 2nd level or higher knows the tricks of defensive riding. If she does nothing else while mounted (she cannot attack when riding defensively), she gains a +2 bonus on Reflex saves and a +4 dodge bonus to Armor Class. In addition, her mount gains a +20 ft. bonus to its speed, a +2 bonus on all Will saves, and a +4 dodge bonus to its Armor Class.

Unbroken Charge (Ex): At 3rd level and higher, a mounted halfling outrider can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check.

Stand on Mount (Ex): At 4th level, a mounted halfling outrider becomes able to stand on her mount’s back even during movement or combat, taking no penalties to actions while doing so, by making a DC 20 Ride check. While standing on her mount’s back, a halfling outrider does not take any penalty for using a ranged weapon while her mount is taking a double move or running (see the Mounted Archery feat description, page 98 of the Player’s Handbook).

Leap from the Saddle (Ex): A halfling outrider of 5th level or higher can dismount and land adjacent to her mount as a free action by making a DC 20 Ride check. If an opponent is in a square she threatens (after dismounting), she can make a melee attack against that opponent, taking a +2 bonus on the attack roll and a –2 penalty to Armor Class (just as if the character were making a charge). This ability is usable only if the mount is moving no faster than twice its speed.

Evasion (Ex): At 7th level, a halfling outrider gains the evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the halfling outrider is wearing light armor or no armor. A helpless halfling outrider (such as one who is unconscious or paralyzed) does not gain the benefit of the ability.

While the halfling outrider is mounted, she confers this ability to her mount as well, and the mount is able to use the halfling outrider’s Reflex save bonus or its own, whichever is higher.

If the character already has the evasion ability, she gains improved evasion instead, and her mount still receives the benefit of evasion as described above. Improved evasion works like evasion, except that while the character still takes no damage on a successful Reflex saving throw, she takes only half damage on a failed save.

Full Mounted Attack (Ex): At 8th level and higher, a halfling outrider may make a full attack when her mount moves more than 5 feet but no more than a single move action. The character cannot combine this full attack with a charge action.

Quick Turn (Ex): A 10th-level halfling outrider can make a DC 25 Ride check as a free action to force her mount to execute one change of direction during while running or charging (though the mount must still move at least 10 feet in a straight line after the turn to execute a charge). The turn may be up to 90 degrees, and the mount may make only one such turn per round. If the Ride check fails, the mount moves an extra 10 feet in a straight line and then loses the rest of its actions on this turn.