View Full Version : Mounted Combat (Variants and new feats)

2007-03-26, 01:25 AM
Basically a selection of new feats designed to make charges and overruns a bit more functional (for mounted and unmounted combatants alike) and some revisions to mounted combat feats to make them a bit more about mobility and plowing through enemy ranks and less about...well...slaughtering all and sundry.

Weapons: Under the revised rules, no weapon deals additional damage due to charges, whether charging or receiving a charge. All weapons that would ordinarily do so have their damage die increased by one step to maintain their relative value.

Overruns: Using this variant, you may overrun as part of a charge or run action. In this case, the overrun is not a standard action and can be performed multiple times during the round. You receive a +2 bonus on the Strength check to overrun the opponent. However, you take a -4 penalty on any Strength checks to avoid being knocked prone by a foe who successfully blocks you. When overrunning multiple opponents, roll a single Strength check, opposed individually by the Strength checks of each opponent.

Revised Feats:

Mounted Combat [Fighter]:
You are skilled at defending your mount from harm.

Prerequisites: Ride 1 rank.

Benefit: You add your ranks in Ride as a dodge bonus to your mount’s AC and a circumstance bonus to its Reflex saves. This cannot bring the mount’s total Reflex save modifier or AC above your own.

Ride By Attack [Fighter]:
You can attack effectively on the move.

Prerequisites: Mounted Combat, Ride 1 rank.

Benefit: You may make a full attack action regardless of your mount’s movement, even when it is charging. When attacking while mounted, either normally or as a full attack, you may attack at any point during the mount’s movement. However, your mount must move at least ten feet between each of your attacks.

Your mount receives a circumstance bonus to its AC equal to your Ride rank against any attacks of opportunity from foes that you hit as part of your ride-by attack.

Spirited Charge [Fighter]:
You can plow with impunity through enemy ranks.

Prerequisites: Mounted Combat, Ride By Attack, Ride 1 rank.

Benefit: When you execute a mounted overrun attempt during a charge or run action, you may make a free attack against each opponent who chooses to block you. If this attack hits, the opponent takes a -4 penalty on its Strength or Dexterity check to avoid being knocked prone.

Improved Overrun [Fighter]:
You are skilled at overrunning opponents.

Prerequisites: Power Attack, Str 13+.

Benefit: When you execute an overrun, if your opponent chooses to avoid you, it must move into another square (it may do so as an immediate action). If it wishes to avoid you, it foregoes its attack of opportunity for your movement. You also gain a +4 bonus on your Strength check to knock the opponent down or avoid being knocked down.

You may perform an overrun as part of a run or charge action; in this case, it is not a standard action to do so, and you may attempt multiple overruns per round (however, if you are blocked as part of an overrun your movement ends). You roll a single Strength check for the overrun, which each blocking foe opposes with its own individual check. You gain a +2 bonus on your strength check when running or charging.

Trample [Fighter]:
You can plow with impunity through enemy ranks.

Prerequisites: Mounted Combat, Ride By Attack, Ride 1 rank or Power Attack, Improved Overrun, Str 13+.

Benefit: Whenever you knock an opponent down in an overrun, that opponent takes automatic unarmed strike damage from you. If you have natural weapons, the opponent takes damage appropriate to your feet (typically claw, hoof, slam, or the like).

If you are mounted, use the appropriate natural attack of your mount to determine damage; a knight on a horse, for example, would deal hoof damage.

Extra damage from power attack does not apply to a trample.

New Feats:

Intimidating Overrun [Fighter]:
You make your foes want to get out of your way.

Prerequisites: Power Attack, Str 13+, Improved Overrun, Intimidate 4 Ranks.

Benefit: When you execute an overrun, roll an Intimidate check opposed by the target’s modified level check. If you succeed, the opponent must avoid you. If avoiding you is impossible, the opponent takes a -4 penalty on its check to block you, and on its attack of opportunity against you.

Power Joust [Fighter]:
You can deal devastating damage when jousting.

Prerequisites: Mounted Combat, Ride By Attack, Spirited Charge, Power Attack, Ride 1 rank, Base Attack +4.

Benefit: When you wield a lance one-handed during a mounted charge, it functions for all intents and purposes as if it were being wielded in two hands. This benefit only applies if you are wielding a single lance.

Defensive Joust [Fighter]:
You know how to set your shield in preparation for a mounted charge.

Prerequisites: Mounted Combat, Ride By Attack, Ride 1 rank.

Benefit: When you execute a mounted charge while using a shield, you do not suffer the usual -2 penalty to AC from the charge.

Adept Infantry [Fighter]:
You are skilled at dealing with mounted foes.

Prerequisites: Combat Reflexes.

Benefit: Whenever a foe’s mount takes an action that provokes an attack of opportunity, you can instead take your attack of opportunity against the rider (if you can reach it with your weapon).

Improved Charge [Fighter]:
You are skilled at controlling your charging momentum.

Prerequisites: Power Attack, Str 13+.

Benefit: You may take a charge action even if you do not begin your turn with line of sight to your foe. You may move normally before taking a charge action (this movement is part of the full-round action; each square you move normally costs two squares of your allowed charging movement, and normal movement does not count for the 10’ required for a charge). You may charge through a square occupied by a creature if the creature allows you to pass. You do not need to enter the closest square to the opponent to charge; you may enter any square to which you can complete your straight-line charge and still execute the attack. Finally, if you are able to jump over difficult terrain (with a successful Jump check) that terrain does not impact your charge.

2007-03-26, 07:34 AM
I love these. I'll have to steal them for my Cavalier.