Chapter 1 - Class - Character Kits - Warrior Kits
Beast-Rider
The Beast-Rider is a warrior in a tribe or clan (usually a barbarian tribe)
which has a strong affinity for one type of animal. The animal is the totem of the tribe,
and the Beast-Rider makes friends very easily with that type of animal and can train it
into a riding-beast. . . even if it's a type of animal not normally considered a riding-beast.
In a campaign, the Beast-Rider is an exotic warrior who is notable for his kinship
with his animal; like the Barbarian, he brings a wild, outsider's attitude into the
adventuring party. His animal also has abilities which can benefit the adventuring party.
However, the more unusual the animal is, the harder it is to accommodate in all
situations: It's no problem to stable a horse at the inn, but just try stabling a great white
wolf, a wild boar, or a dolphin!
To be a Beast-Rider, the character must have a Charisma of at least 13. (Naturally,
there are members of the Beast-Rider's tribe who are not themselves Beast-Riders; the
Beast-Riders are the tribe's elite warriors.)
Role: - As mentioned, in his own society, the Beast-Rider is the elite warrior, and he
commands a lot of respect among his own kind. Outside his tribal grounds, however, he's
very definitely an outsider. His barbarian mannerisms and his obvious and very unusualfriendship with his animal set him apart from most societies. Because of this, the BeastRider may become especially attached to the other player-characters (if they treat him as
an equal and not a freak), even if he'd never admit it to them.
The DM needs to reinforce this social role by having NPCs react to the Beast-Rider's
strangeness. For instance, NPCs will be leery of speaking to or negotiating with the
Beast-Rider if there's a more "civilized" character on hand to perform those functions.
The DM needs constantly to use the Beast-Rider's reaction modifiers, listed below under
"hindrances."
Secondary Skills: - If you're using the Secondary Skills rules, the character must take
the Groom (Animal Handling) secondary skill.
Weapon Proficiencies: - Required: None. Recommended: All the weapons commonly
associated with mounted warriors—Bow (composite short, and short), Horseman's flail,
Horseman's mace, Horseman's pick, Lance (any, according to the size of the animal),
Spear, Bastard Sword, Long Sword.
Nonweapon Proficiencies: - Bonus Proficiencies: Animal Training, Riding (Landbased). The character must declare which one sort of animal both these proficiencies
pertain to. Recommended: General—Animal Handling, Direction Sense, Fire-building,
(Priest) Healing (specifically veterinary), (Warrior) Animal Lore, Hunting,
Mountaineering, Set Snares, Survival, Tracking.
Equipment: - When he is first created, the Beast-Rider may only have Hide, Leather,
or Padded armor (plus shield and helm). Later in the campaign, he may switch to more
advanced forms of armor. . . as long as his mount can carry him and the armor both, of
course. When first created, he may have only weapons from the list above under "Weapon Proficiencies". (The DM may change or add to this list to reflect specific
cultural details of the Beast-Rider's tribe.)
Special Benefits: - The Beast-Rider has an amazing rapport with one type of animal.
The animal must be of a species normally strong enough to carry the Beast-Rider and act
as a mount. With the DM's permission, the Beast-Rider character gets to decide what sort
of animal this is; the DM is encouraged to disallow any sort of animal that will give the
Beast-Rider a great advantage in the campaign (for example, a pegasus or griffon).
The Beast-Rider gets a +5 positive reaction adjustment whenever dealing with these
animals. He finds it easy to make friends with them; on a die-roll result of 9 or less (on
the "Hostile" column of the Encounter Reactions Table, Dungeon Master's Guide page
103), he can even persuade attacking animals of this sort to leave him and his allies alone.
Additionally, the Beast-Rider begins play in the campaign with one of these animals
as his personal friend and mount. This animal is devoted to him and will risk (or even
sacrifice) its own life to save the character; and the character is expected to behave the
same way toward his mount. (If he doesn't role-play this attachment to his animal, the
DM should decide that the character has abandoned this Warrior Kit, as per the
guidelines given later in this chapter.)
The Beast-Rider has a telepathic rapport with his animal. When in contact or visual
line of sight with his animal, he can tell what the beast is feeling, even thinking if it has
some intelligence; he and the animal can communicate with one another without
appearing to. When the two are not within line of sight with one another, each will know
the other's emotional state and whether or not the other is hurt; each will know the
direction to travel to find his friend, and the approximate distance (a hundred yards, anhour's travel, several days' travel, for instance).
If the animal ever dies, the Beast-Rider can choose another animal of the same type as
his companion. However, the DM must include this situation as part of the campaign
story: The character must seek out another such animal, and may only be satisfied with
the healthiest, strongest, greatest examples of this animal (in other words, if the character
appears to be content to settle with less, the DM tells him, "You sense you won't be able
to bond with this animal . . . "); then there must be some sort of bonding ritual between
beast and man (for example, a physical combat where the human must be able to saddle
and ride the animal in spite of its spirited attempts to throw him). Only then can the
character have his new animal.
Following is a list of many animals which are appropriate mounts for the Beast-Rider.
Note that not all of them are included in the Monstrous Compendium® series; if a player
chooses one not included there, and the DM approves the choice, the DM will have to
work up the animal's abilities.
- Bat, Huge *+ (mobat) (gnomes and halflings only may ride)
- Bear
- Boar
- Buffalo
- Camel
- Dolphin &
- Dragon *+ (only allowable in very high-powered heroic campaigns)
- Elephant
- Griffon *
- Hippogriff *
- Horse
- Hyaenodon
- Lizard (Fire, Giant, or Minotaur)
- Lobster, Giant &
- Pegasus *
- Ray, Manta &
- Sea-Horse, Giant&
- Smilodon
- Tiger, Wild
- Unicorn (traditionally, only virgin lawful-good females may ride)
- Wolf, Dire (evil characters could bond with a Winter Wolf)
Special Hindrances: - As mentioned earlier, the Beast-Rider is out of place in most
societies. He takes a –3 negative reaction adjustment when meeting NPCs from any
culture but his own. (The player-characters do not have to be hostile to the Beast-Rider if
they do not wish, however.)
Also, should the Beast-Rider's animal ever die, whether it's in the Beast-Rider's
presence or far away, the Beast-Rider immediately takes 2d6 points of damage and must
make a saving throw vs. spells. If he fails the saving throw, he behaves as if he were a
magic-user hit with feeblemind for the next 2d6 hours. Even if he makes the saving
throw, the player should role-play the character's reactions—he's just felt, through their
telepathic link, the death of his beloved friend, after all.
Wealth Options: - The Beast-Rider gets the ordinary 5d4x10 gp for starting gold. Like
the Barbarian, however, he must spend it all (before starting play) except 3 gp or less.
Races: - This is a kit that is especially appropriate for demihuman characters. It's easy
to envision dwarves on boars, elves on dire wolves, sea-elves on giant sea-horses, and so
on.
Notes: It adds a lot of detail and color to a campaign if the DM does a certain amount
of work creating the society of each Beast-Rider tribe. The tribe's behavior and activities
would be dictated by the type of animal it was tied to: Horse-Riders would live on the
plains, riding far and wide, while Boar-Riders would live in forests and moist bottomland, few ever travelling more than five miles from their home village.