Main / RiderSP

Chapter 1 - Class - Character Kits - Other Kits

Rider

Note: This kit is taken from the book Skills and Powers.

Another Beast-Rider kit is available from the Complete Fighter's Handbook.
The Dwarf class has a variant called Rapid Response Rider
The Elf class has a variant called Windrider
The Barbarian class has a variant called Plainsrider
The Paladin class has a variant called Skyrider

A rider is a character who has developed a bond with his mount. When the character was younger, he became friends with this animal, and the rider and his mount grew up together and grew close. They are now all but inseparable. In fact, they share such a bond they can sense each other’s location and general health. Perhaps the rider is an elf who was born in the deep wilderness and who rides into the campaign’s city on a giant boar. Maybe the rider is a halfling lass who—with her giant lizard mount—leaves her village behind in pursuit of adventure.

Social Ranks: Riders can come from most walks of life. Roll 2d6 to determine the rider’s social rank.
2d6 roll Rank
2–4 Lower Class
5–10 Lower Middle Class
11–12 Upper Middle Class

Requirements: Riders must have a minimum Charisma/Leadership of 13. This kit is open to the standard player character races, and to flinds, githzerai, goblins, kobolds, orcs, and swanmays. The kit is open to all classes.

Weapon proficiencies: Riders can select any weapons that fit with their adventuring professions. Weapons designed to be used while mounted are ideal. These include: lances, bow (any), horseman’s flail, horseman’s mace, horseman’s pick, spear, bastard sword, long sword, scimitar, morning star.

Recommended nonweapon proficiencies: Animal lore, animal training, animal handling, riding (any), rope use, charioteering, heraldry, bowyer/fletcher.

Equipment: Riders can select any weapons, armor, and other equipment that fits their adventuring class.

Recommended traits: Animal empathy, empathy, alertness, keen hearing.

Benefits: When this kit is chosen, the player and DM must determine a suitable mount for the character. There are several factors to consider:

1) the climate and terrain of the character’s homeland, where he acquired the mount;
2) the character’s race (halflings would have a difficult time riding elephants, while half-ogres would be too big for a pony) and;
3) the availability of the mount.
A rider’s mount is similar to a wizard’s familiar in that the pair have a bond. Each will know the general state of health of the

other, the direction the other is in, and the distance by which they are separated.

Depending on its degree of intelligence, the mount might be able to understand if its friend is in danger. Many a rider has escaped certain death on the back of a mount that risked its own life to save him.

After making a list of possible mounts, the player should select one. DMs might prefer the mount to be selected randomly. If this is the case, use the following method.
Roll 1d6. A result of 1–3 indicates the player should roll on the natural creatures table; 4, flying creatures; 5, giant land creatures, and; 6, underwater creatures. Then roll 1d8 on the appropriate mount table.

Natural Creatures  Flying Creatures 
1Horse/pony 1Griffon
2Bull 2Huge raven
3Camel 3Hippogriff
4Buffalo 4Huge bat
5Mule 5Giant owl
6Cave bear 6Pegasus
7Stag 7Giant wasp
8Elephant 8Giant eagle



Giant Land Creatures  Underwater Creatures 
1Giant beetle 1Hippocampus
2Giant lizard 2Giant crab
3Giant boar 3Sea horse
4Giant weasel 4Dolphin
5Giant frog 5Killer whale
6Giant badger 6Sea lion
7Giant goat 7Giant otter
8Giant skunk 8Giant ray



Hindrances: If a rider neglects or mistreats his mount, the DM might declare that the mount flees—bolts during the night, kicks its way out of a stable, flies away, etc. If this occurs, the rider can never again experience an empathic rapport with a animal. Further, when the rider’s mount dies, the rider immediately suffers 2d6 points of damage, due to the emotional loss resulting from the death of a close friend. This damage can be healed.

However, if the mount’s death occurred as a result of the rider’s negligence, aside from suffering the physical damage, the rider must attempt a saving throw vs. spells. Failure means the rider operates as if he were under a feeblemind spell for the next 2d6 hours.

Wealth: A rider begins with the amount of money allowed his adventuring class. He must purchase tack and animal feed with this before using what is left to purchase weapons, armor, and equipment.