Rider 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 otherÆs location and general health. Perhaps the rider is an elf who was born in the deep wilderness and who rides into the campaignÆs city on a giant boar. Maybe the rider is a halfling lass whoùwith her giant lizard mountùleaves her village behind in pursuit of adventure.

Social Ranks: Riders can come from most walks of life. Roll 2d6 to determine the riderÆs social rank.

2d6 roll
Rank
2û4
Lower Class
5û10
Lower Middle Class
11û12
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), horsemanÆs flail, horsemanÆs mace, horsemanÆs 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 characterÆs homeland, where he acquired the mount; 2) the characterÆs 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 riderÆs mount is similar to a wizardÆs 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 1û3 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.

Hindrances: If a rider neglects or mistreats his mount, the DM might declare that the mount fleesùbolts 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 riderÆs 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 mountÆs death occurred as a result of the riderÆs 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.

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