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Cavalryman

Cavalrymen are fierce, mounted warriors. They train with their mounts and form an empathic bond with them. A Cavalryman often respects his mount more than other characters or people, excepting other Cavalrymen. This Discipline emphasizes motion and empathy for the characters’ mounts.  

Allowed Classes ranger, fighter, barbarian

Discipline Main Statistic Wisdom

Racial Restrictions Obsidiman

Saves: All saves made by his Mount. It does not have to be a special mount, the bonus may apply to any creature that willing lets the Cavalryman ride it.

Talents

Animal bond (5th level)1 Karma per day for a month and a day. The cavalryman must have spent a full month and a day training an animal or beast that is of a friendly disposition to the him. At the end of this time the animal or beast is treated as if it was a paladins special mount. The Cavalryman may only have one such mount at any one time.

Wheeling Defense 1 Karma adds 1 to the Mounts AC bonus for one combat each additional Karma adds 1 to AC Bonus. This is considered a deflection bonus. The Cavalryman must be in contact with his mount to use this talent

Blood Share-1 Karma the Cavalryman transfers all hit point damage from himself to his mount or from his mount to himself.  Each extra karma spent reduces the damage taken by 1d6. All excess damage must be healed by magic or naturally. Damage may not be shifted more that once. This ability can be used on willing namegivers. Note: See Earthdawn for information on blood betrayers.

Example- Chacka the Tojan takes 27 points of damage Joshka uses blood share to take all of the damage himself. With a DMSB of 4 he uses all 4 Karma and rolls 4d6 getting a total of 14 and so only takes 13 points of damage. Those 13 points may not be targeted by another use of the Blood Share talent he must heal them naturally or by magical curing.

Empathic Command –1 Karma the Cavalryman may issue simple mental commands (Find me, Come, Stay, Attack, Defend yourself, Escape…you get the point) Range is 25 feet x DMSB. Extra Karma can add to the range 1 extra 100 feet X DMSB 2 Extra 1000 feet X DMSB 3 Extra 2 Miles X DMSB 4 Extra 20 Miles X DMSB 5 = 200 6=2000 7= Anywhere if on same plane 10= May cross planer boundaries. The command does not have to be obeyed, proving that it pays to be nice to your mount.

Spirit Mount -As per the spell Phantom Steed. Caster Level is equal to DMSB + Karma spent. This talent is a full round action.

Dominate Beast 1 Karma beast and animal types must make a will save or remain still and docile for as long as the Cavalryman concentrates. Each extra karma either adds an extra creature or to the DC of the save at the Cavalryman’s discretion. Range=DMSB x 25 feet. The effects are broken if the creatures are attacked

Sure Mount 1 Karma will add +2 to any one of the mounts skill checks. Each additional Karma is an additional +2 bonus for one skill check. The Cavalryman must be in contact with his mount to use this talent.