Genie Rider (Apath)

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Unofficial rules compendium

A genie rider bonds with a mount blessed by the genies. It is said that one who dares the desert alone is tested by the genies, and those who pass are blessed with a steed of elemental prowess.

The fighting style of genie riders originated among the XXX tribespeople. Most cities have have only a single genie rider, who leads infantry in defending the hold and distracting invaders while the tribe’s light cavalry sweep around behind invading forces. A nomad tribe of the high plains often has many genie riders, making them justly feared.

An genie rider’s bond with her genie-blessed mount is even closer than the partnership nomads share with their horses, and her human compatriots fight with extra ferocity, knowing that they have a tireless protector.

Genie riders sometimes leave their tribe to become mercenaries or adventurers, and it is from such genie riders that the techniques of this prestige archetype are usually spread to those outside of XX (much to traditionalists’ chagrin).

As members of the devout tribes of XX, genie riders tend toward nonevil alignments. Genie riders outside the region exhibit a wide range of alignments. Given the importance of family and tribal affiliations to XX identity, genie riders who are exiled from their tribes might slide into evil alignments out of despondence or resentment.

Class Information

This is a prestige archetype built on the genie rider and cavalier.

Hit Die: d10.

Class Skills

The genie rider’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

The following are class features of the genie rider.

Weapon and Armor Proficiency

An genie rider is proficient with simple weapons, martial weapons, and all forms of armor and shields (except tower shields).

Camaraderie (Ex)

An genie rider is skilled at forging those who battle by her side into a loyal and well-coordinated team and exhorting them to fight bravely. The genie rider can use the assist other action to help any ally within 30 feet and the bonus she gives (normally +2) increases by 1. At 7th level, the bonus instead increases by 2, and at 14th level, it instead increases by 3. This is a sonic, language-dependent effect. These bonuses do not stack with other abilities that enhance the aid another action.

Challenge (Ex)

Once per day, a cavalier can challenge a foe to combat. As a swift action, the genie rider chooses one target within sight to challenge. The genie rider’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the genie rider’s level. The genie rider can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Equine Bond (Ex)

An genie rider gains a horse as a loyal steed. This works as the cavalier's mount ability, except that the companion must be a horse or pony, though the GM might approve other equine animals as suitable mounts (especially in the case of unusually large or small genie riders). Her mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. This modifies mount.

Flank Breaker (Ex)

At 3rd level, if an genie rider successfully damages a foe, she can attempt a special combat maneuver check against the target’s CMD as a swift action. If she succeeds, that foe is unable to flank with any creature for 1 round. This does not provoke an attack of opportunity.

Controlled Charge (Ex)

At 4th level, an genie rider learns to attack with greater accuracy from the back of a charging mount. She and her mount gains a +4 bonus on melee attacks on a charge while mounted (instead of the normal +2) and does not take a penalty to their AC after making a charge attack while mounted.

Djinni’s Blessing (Su)

When an genie rider reaches 4th level, her mount receives the blessing of the djinn, making it swift and tireless. The mount’s speed increases by 10 feet. When the genie rider reaches 9th level and every 5 levels thereafter, her mount’s speed increases by an additional 10 feet.

Thunderous Charge (Su)

At 5th level, a number of times per day equal to half her class level, an genie rider and her mount can make a charge that causes the ground to shake. This is a full-round action and works as a normal charge, except the genie rider’s mount can move only up to its move speed (not double its move speed, as in a normal charge). Creatures within a 5-foot radius of the charge’s ending point must succeed at a Reflex save (DC = 10 + half the genie rider’s class level + the mount’s Strength modifier) or fall prone. For every genie rider level above 2nd the character has, she can exclude one creature from the effects of her thunderous charge (one creature at 3rd level, up to a maximum of eight creatures at 10th level). The genie rider can resolve her attack at the end of her charge either before or after determining which creatures fall prone. At 11th level, the radius of thunderous charge increases to 10 feet, and at 17th level it increases to 20 feet.

Aura of Courage (Su)

At 6th level, an genie rider gains an aura of courage like that of a 3rd-level paladin.

Shaitan’s Blessing (Su)

When an genie rider reaches 8th level, her mount receives the blessing of the shaitans. It doesn’t take movement penalties from wearing barding and gains proficiency with medium armor. It also receives a +2 racial bonus on saving throws against all mind-affecting and fear effects. When the genie rider reaches 9th level, this bonus increases to +4.

Trampling Gallop (Ex)

At 10th level, an genie rider’s mount gains the trample universal monster ability, but only when commanded—this is a full-round action for the genie rider. Damage dealt by the trample is equal to that of the horse’s hoof attack plus 1-1/2 times its Strength modifier.

Marid’s Blessing (Su)

At 12th level, an genie rider’s mount receives the blessing of the marids, making it an agile partner with a flowing pace. It and can carry a second rider without penalties. Anyone riding the mount does not need to attempt concentration checks normally required because of the mount’s movement. The mount gains a +2 racial bonus on Reflex saves.

Inspiring Leader (Su)

At 13th level, an genie rider can call out encouragement to her allies as a move action, bolstering their courage. Until the end of the genie rider's next turn allies within 60 feet receive a morale bonus equal to the genie rider’s Charisma bonus on attack and damage rolls with weapons for 1 round. An genie rider can use this ability three times per day. This is a sonic, mind-affecting, language-dependent effect.

Trampling Gallop (Ex)

At 6th level, an genie rider’s mount gains the trample universal monster ability, but only when commanded by the genie rider as a full-round action. Damage dealt by the trample is equal to that of the horse’s hoof attack plus 1-1/2 times its Strength modifier.

All Eyes on Me (Su)

At 7th level, three times per day as a swift action, an genie rider can call attention to herself. Each opponent within 30 feet must succeed at a Will save (DC = 10 + half the genie rider’s Hit Dice + the genie rider’s Charisma bonus) or be distracted by the display until the beginning of the genie rider’s next turn. Any creature that fails is considered to be flat-footed (unless they have uncanny dodge) and take a –2 penalty to AC against attacks from the genie rider’s allies. This is a mind-affecting, visual effect.

Demanding Challenge (Ex)

At 12th level, whenever a genie rider declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the genie rider, it takes a –2 penalty to its AC from attacks made by anyone other than the genie rider.

Efreeti’s Blessing (Su)

When an genie rider reaches 16th level, her mount receives the blessing of the efreet, gaining fire resistance 10 and proficiency with heavy armor. It also deals an additional 1d6 points of fire damage with each of its natural attacks.

Trampling Trot (Ex)

At 19th level, an genie rider’s mount always has the trample universal monster ability. Damage dealt by the trample is equal to twice the horse’s hoof attack plus 1-1/2 times its Strength modifier.

Janni’s Blessing (Su)

At 20th level, when an genie rider fails a d20 to resolve an attack, saving throw, or skill check, she can roll again and choose the better result. The genie rider can use this ability once per day for herself and once per day for her mount. Both the genie rider and her mount gain a +1 bonus on all saving throws.

Table: Genie Rider

Summary of Changed Class Features

These features are lost or modified in this archetype:

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