| zergtitan |
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Just purchased Amazing Races: Dhampir! From Abandoned Arts and looked at the pale rider archetype.........It is fantastic!
For those who don't have the pdf.
A dhampir walks a lonely road, enduring the fear and prejudice their heritage inspires in others as they trod the forlorn path laid out before them by their long lifespans. Wearied by the journey, some dhampir choose not to walk, but to ride.
A pale rider has the following class features.
Class Skills: Pale riders add Sense Motive and Stealth to their list of class skills.
Weapon and Armor Proficiency: The pale rider is proficient with all simple and martial weapons, all firearms, and with the lasso (see the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™). The pale rider is not proficient with armor.
Grit (Ex): Instead of using his Wisdom modifier to determine the number of grit points he gains at the start of each day, the pale rider uses his Charisma modifier. This ability works in all other ways like the gunslinger’s grit class feature.
Ghostly Grace (Ex): At 2nd level, a pale rider gains twice the dodge bonus listed by his nimble class feature as long as he is not wearing armor, and gains no benefit from the nimble class feature while wearing armor. At 12th level, the pale rider gains Wind Stance as a bonus feat, even if he doesn’t meet the prerequisites. At 16th level, the pale rider gains Lightning Stance as a bonus feat, even if he doesn’t meet the prerequisites. The benefits of these feats only apply when the pale rider wears no armor. This ability replaces the bonus feats gained at 12th and 16th levels, and alters the nimble class feature.
Shrouded (Ex): At 2nd level, as long as the pale rider is wearing a robe or poncho, a broad cloak, a long coat, or some similarly voluminous article of clothing, he gains a +2 circumstance bonus on Sleight of Hand and Stealth skill checks.
Phantom Steed (Sp): At 4th level, a pale rider gains the supernatural ability to call upon a lonesome equine spirit. Just as many vampires feel a kinship with bats, rats, and wolves, the pale rider shares a bond with this forlorn steed. The gunslinger gains the Mounted Combat feat as a bonus feat and can use phantom steed as a spell-like ability with a caster level equal to the pale rider’s class level. The gunslinger may use this ability at will, but he may never conjure more than one steed at a time. The phantom steed is an eerily steady mount whose hooves never quite touch the ground. A rider takes only a -2 penalty on ranged attack rolls when the phantom steed takes a double move. At 8th level, the penalty is negated entirely. This ability replaces the bonus feats gained at 4th and 8th levels.
Startling Spook Deed (Ex): At 7th level, a mounted pale rider with at least 1 grit point can cause his phantom steed to buck and rear, spooking foes. Medium and smaller opponents adjacent to the phantom steed must succeed on a Will saving throw with a DC equal to 10 + the gunslinger’s class level + his Charisma modifier or become flat-footed until the start of their next turn. This is a mind-affecting fear effect. This ability replaces the startling shot deed.
Lonesome Heart (Ex): At 20th level, the pale rider becomes immune to spells and effects with the emotion descriptor. This ability replaces the bonus feat gained at 20th level.
It is awesome! I don't know how many times I can say it. I would like to shake the hand of the guys from Abandonded Arts for this great piece of work. Well worth the price. And it also gives us a mounted version of the gunslinger that is great to play.