Post by The Ascendant on Mar 14, 2006 18:43:31 GMT -5
The Worg Rider
For generations, the goblins have bred worgs as both guardians and mounts. The Worg Rider represents the ultimate goblin mounted hero. He is feared among his kin and the subject of nightmares for frontier folk across the Realms. Because goblins traditionally live shorter lives, the Worg Rider is a more accessible prestige class for their ilk and represents the competitive evolution of the race and its warriors.
Requirements:
Base Attack Bonus: +3
Race- Goblinoid
Skills- Handle Animal 5
Ride 5
Tumble 3
Feats- Mounted Combat
Ride by Attack
Class Features:
Hit Dice- d10
Class skills- Balance (dex), Handle Animal (cha), Intimidate (cha), Listen (wis), Jump (str), Ride (dex), Spot (wis), Survival (wis), and Tumble (dex)
Skill ranks at each level- 4+ INT
Level BaB Fort Ref Will Special
1 +1 +2 +2 +0 Ride bonus +1, Brute Master
2 +2 +3 +3 +0 Urge for Overkill 1/day
3 +3 +3 +3 +1 Ride bonus +2
4 +4 +4 +4 +1 Special Mount
5 +5 +4 +4 +1 Ride bonus +3
6 +6/1 +5 +5 +2 Urge for Overkill 2/day
7 +7/2 +5 +5 +2 Ride bonus +4, Mount increase 1
8 +8/3 +6 +6 +2 One in Spirit, One in Blood
9 +9/4 +6 +6 +3 Ride bonus +5
10 +10/5 +7 +7 +3 Wrath of the Worg, Mount increase 2
Special abilities:
Ride bonus: this number represents a variable increment which the Worg Rider can apply to his or his mount’s attack bonus, damage, or AC for each specific round. The Ride must declare the use of this bonus and its placement before each round. It may be broken up into different placements as well.
Brute Master: the Rider substitutes all Handle Animal and Intimidate skill checks to be based off of the STR attribute rather than CHA.
Urge for overkill: the Worg is a fearsome creature capable of hurling itself and it’s master against superior numbers. This ability must be used as part of a Charge. The Rider and his mount are incredibly intimidating, any non-allied creature in a 10’ radius of the pair must make a successful WIL save vs. Fear (DC= level + Intimidation roll) or flee for 1d4+1 rounds.
Special Mount: while other goblins occasionally ride Worgs, the Riders are capable of bringing out more in their companions then other goblins can. The result of the increased training is that the Worg is simply more competent in combat. Initially, the Worg gains an additional 2 Hit Dice, advancing in BaB, feats, and Saving throws as a result, plus also gaining +4 to natural AC and increasing INT and STR by 2. The Worg and his Rider gain Improved Evasion, the ability to share spells and saving throws, and an empathic link that allows them to communicate. These powers are identical to the benefits of a Paladin’s mount.
Mount increase 1: the Worg gains 2 more HD, advancing in BaB, feats, and Saving throws as a result, plus gaining another 2 to natural AC, and increasing INT and STR each by 1.
Mount increase 2: the Worg gains 2 more HD, advancing in BaB, feats, and Saving throws as a result, plus gaining another 2 to natural AC, and increasing INT and STR by 1. Furthermore, the Worg is capable of communicating with and commanding (as per spell) all Wolves, Worgs, and hybrid off-shoots of either species even if those creatures are supernatural. A Saving throw is allowed.
One in Spirit, One in Blood: the Worg now benefits from its Rider’s training and empathic connection. The Worg is capable of using Spirited Charge, Ride by Attack, Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Mobility, and Spring Attack as long as their Rider possesses the feat as well.
Wrath of the Worg: the Worg and its Rider are both capable of making a Full Attack as part of a Charge action. The Worg and Rider do not lose 2 to AC for the Charge and do not provoke an Attack of Opportunity for the maneuver unless their movement passes through threatened squares or the reach of the opponent’s weapon would grant one.
For generations, the goblins have bred worgs as both guardians and mounts. The Worg Rider represents the ultimate goblin mounted hero. He is feared among his kin and the subject of nightmares for frontier folk across the Realms. Because goblins traditionally live shorter lives, the Worg Rider is a more accessible prestige class for their ilk and represents the competitive evolution of the race and its warriors.
Requirements:
Base Attack Bonus: +3
Race- Goblinoid
Skills- Handle Animal 5
Ride 5
Tumble 3
Feats- Mounted Combat
Ride by Attack
Class Features:
Hit Dice- d10
Class skills- Balance (dex), Handle Animal (cha), Intimidate (cha), Listen (wis), Jump (str), Ride (dex), Spot (wis), Survival (wis), and Tumble (dex)
Skill ranks at each level- 4+ INT
Level BaB Fort Ref Will Special
1 +1 +2 +2 +0 Ride bonus +1, Brute Master
2 +2 +3 +3 +0 Urge for Overkill 1/day
3 +3 +3 +3 +1 Ride bonus +2
4 +4 +4 +4 +1 Special Mount
5 +5 +4 +4 +1 Ride bonus +3
6 +6/1 +5 +5 +2 Urge for Overkill 2/day
7 +7/2 +5 +5 +2 Ride bonus +4, Mount increase 1
8 +8/3 +6 +6 +2 One in Spirit, One in Blood
9 +9/4 +6 +6 +3 Ride bonus +5
10 +10/5 +7 +7 +3 Wrath of the Worg, Mount increase 2
Special abilities:
Ride bonus: this number represents a variable increment which the Worg Rider can apply to his or his mount’s attack bonus, damage, or AC for each specific round. The Ride must declare the use of this bonus and its placement before each round. It may be broken up into different placements as well.
Brute Master: the Rider substitutes all Handle Animal and Intimidate skill checks to be based off of the STR attribute rather than CHA.
Urge for overkill: the Worg is a fearsome creature capable of hurling itself and it’s master against superior numbers. This ability must be used as part of a Charge. The Rider and his mount are incredibly intimidating, any non-allied creature in a 10’ radius of the pair must make a successful WIL save vs. Fear (DC= level + Intimidation roll) or flee for 1d4+1 rounds.
Special Mount: while other goblins occasionally ride Worgs, the Riders are capable of bringing out more in their companions then other goblins can. The result of the increased training is that the Worg is simply more competent in combat. Initially, the Worg gains an additional 2 Hit Dice, advancing in BaB, feats, and Saving throws as a result, plus also gaining +4 to natural AC and increasing INT and STR by 2. The Worg and his Rider gain Improved Evasion, the ability to share spells and saving throws, and an empathic link that allows them to communicate. These powers are identical to the benefits of a Paladin’s mount.
Mount increase 1: the Worg gains 2 more HD, advancing in BaB, feats, and Saving throws as a result, plus gaining another 2 to natural AC, and increasing INT and STR each by 1.
Mount increase 2: the Worg gains 2 more HD, advancing in BaB, feats, and Saving throws as a result, plus gaining another 2 to natural AC, and increasing INT and STR by 1. Furthermore, the Worg is capable of communicating with and commanding (as per spell) all Wolves, Worgs, and hybrid off-shoots of either species even if those creatures are supernatural. A Saving throw is allowed.
One in Spirit, One in Blood: the Worg now benefits from its Rider’s training and empathic connection. The Worg is capable of using Spirited Charge, Ride by Attack, Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Mobility, and Spring Attack as long as their Rider possesses the feat as well.
Wrath of the Worg: the Worg and its Rider are both capable of making a Full Attack as part of a Charge action. The Worg and Rider do not lose 2 to AC for the Charge and do not provoke an Attack of Opportunity for the maneuver unless their movement passes through threatened squares or the reach of the opponent’s weapon would grant one.