Steppe Rider (Cavalier)
Not every cavalier lives for the thrill of the charge and the impact of the enemy on their lance. Some prefer to use their mount’s speed to keep out of reach and strike like lightning.
Modified version: Modified by Roberto Sanches.
Swift as the Wind (Ex)
A steppe rider’s mount only gains the benefit of of noble steed when it moves its full base movement speed. Additionally, the steppe rider’s mount has its base land speed increased by 5 feet, plus 5 feet at 5th level and every 4 levels after, to a maximum bonus of 25 feet at 17th level. This ability alters noble steed.Zephyr Arrows (Ex)
At 3rd level a steppe rider can weave their volleys through sudden winds. Arrows and bolts passing through a wind wall or other effect that would deflect the attack instead have a 30% miss chance. This ability replaces cavalier’s charge.Leaping Stride (Ex)
At 4th level a steppe rider has learned to vault over obstacles, rather than let them be an impediment. As long as the steppe rider’s mount takes at least a double move action and does not move through a threatened square as part of this movement, it ignores difficult terrain. At 10th level, the mount only needs to take a single move action to ignore difficult terrain. This ability replaces measured gait.Gaze of the Hawk (Ex)
At 5th level, the steppe rider gains the skill unlock for Perception. This ability replaces talented orator.Limping Shot (Ex)
At 7th level a steppe rider gains the ability to hamper enemy movement by shooting legs or wings. As a full round action, the steppe rider makes a single attack at a -2 penalty. If the attack hits it deals damage as normal and the target’s base land speed or fly speed (steepe rider’s choice) is reduced by 10 feet for a number of rounds equal to the steppe rider’s Charisma modifier; multiple limping shots increase this penalty by an additional 10 feet, although this ability can never reduce a creature’s movement speed below 10 feet. The target can pull all arrows or bolts from their body as a standard action that provokes an attack of opportunity, ending this effect. This ability replaces risky lunge.Missile Interception (Ex)
At 9th level a steppe rider has honed their reflexes fast enough to shoot other arrows down. They can spend an attack of opportunity as a free action which can be taken during anyone’s turn to attempt to intercept an arrow, bolt, or other physical projectile of similar size. The target of the triggering attack must be within the range of the steppe rider’s commander’s aura. The steppe rider rolls an attack, treating the AC of the projectile as the result of the triggering attack. If successful, the projectile is deflected harmlessly. The steppe rider must choose to use this ability after the triggering attack is made but before the results are revealed. A steppe rider may only use this ability once per round, regardless of how many attacks of opportunity they possess. At 17th level, a steppe rider may use this ability against magical ranged attacks, such as scorching ray, though they may only deflect one ray if multiple ones are fired. This ability replaces rider’s bond.Gale Arrows (Ex)
At 11th level a steppe rider’s ranged attacks ignore the effects of any weather condition other than a windstorm. During a windstorm, a steppe rider can make ranged attacks at a -4 penalty rather than having them be impossible. Additionally, the steppe rider’s limping shot now reduces the target’s movement speed by 20 ft. This ability replaces mighty charge.Tornado Fletching (Su)
At 13th level, a steppe rider’s arrows and bolts deal damage as if they were one size category greater. This effect does not stack with gravity bowAPG or any other effects that would increase the size of the steppe rider’s ranged attacks. This ability replaces powerful steed.Chieftain’s Awe (Ex)
At 18th level, when a steppe rider is riding their mount, they can spend 3 rounds of their commander’s aura to as a free action while making a ranged attack. If the attack is successful, the attacked creature must make a successful Will saving throw (DC 10 + 1/2 the steppe rider’s class level + their Charisma modifier) or be stunned for 1 round. In addition, for a number of rounds equal to the steppe rider’s Charisma modifier, at the beginning of each of the creature’s turns, it must make an additional Will saving throw or take a -4 against any ranged attacks from the steppe rider until the start of its next turn. Once a creature has been affected by this ability, it cannot be affected by it again for 24 hours. This second effect is a mind-affecting ability. This ability replaces general’s awe.Severing Arrow (Ex)
At 19th level, when a steppe ride hits a target with their limping shot the target must make a Fortitude saving throw (DC 10 + 1/2 steppe rider’s class level + steppe rider’s Dexterity modifier) or have a limb severed (steppe rider’s choice). This replaces supreme charge.Section 15: Copyright Notice
Original verison: Legendary Cavaliers. Copyright 2018, Legendary Games; Authors: N. Jolly, Hal Kennette, Dave Nelson, Jason Nelson, and Blake Morton.Modified version: Modified by Roberto Sanches.
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