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Prestige Class Preview: Dark Horsemen Elite
The Dark Horsemen elite
hail from all over the Accordlands, all races, all paths of life, and
have even attempted to recruit the rare dwarf exile. Indeed, many exiles
seek out the Dark Horsemen, hoping to trade their skills for a new life.
Unfortunately for many of the more desperate of these supplicants,
Kerebrus is accepting, not gullible. Those who have no skills or
loyalties to offer find themselves cast out and friendless. Those who
pass the trials, however, find a new family to match their new path.
The Dark Horsemen have
kept the secrets of their techniques to themselves, and even those who
have retired to other services and professions have not shared their
training regimen. The sole exception to this trend is the so-called
Fighters’ Guild. Founded by Duchess Brymin of Deverenia, the guild’s
overt purpose of expanding soldiers’ training gives Kerebrus pause,
since its methods of hiring out valued combatants mirror his own. Though
the guildmasters are former Horsemen, Kerebrus has ordered his men to
watch the guild closely. He believes it mere coincidence that some
fighters have crudely aped the Horsemen’s more basic stances.
The Dark Horsemen’s lives
revolve around war. Few major battles are entirely without their
presence, though they may not actually be directly involved. Former
Horsemen hold rank in many armies, while sergeants perch atop
battlements or hills to lecture their men on tactics, using nearby
battles rather than dry texts. Presently, the largest concentration of
Dark Horsemen camps just outside Baraxton.
Class Features
All of the following are class features of the Dark Horsemen elite
prestige class.
Weapon and Armor
Proficiency: Dark Horsemen elite gain no new proficiencies with
weapons, armor, or shields.
Cadence: Whether
through parade ground practice or simple repetition in actual battle,
the Dark Horsemen elite learn not only to follow the flow of a fight,
but also how to establish their own rhythm for others to follow. Though
this demands discipline from teammates, its effects can turn the tide of
any conflict.
A Dark Horsemen elite may,
as a standard action, increase the initiative of one of his teammates to
equal his own, or increase his to match a friendly character’s. The
Horseman’s ally must be within the Horseman’s threatened area, and the
Horseman cannot increase initiative scores beyond his class level (e.g.
General Lund, a level 5 Dark Horsemen elite, can only increase an
initiative score by +5; in combat, he rolls a 19 initiative while Tanner
Trollson has only a 13, so Tanner’s cadence is too far behind Lund’s to
catch up). The Horseman may not use this class feature if his ally is of
chaotic alignment, is in a barbarian rage, is suffering from a fear
effect, or is otherwise operating on an entirely emotional level (DM’s
discretion).
Commission: The
Dark Horsemen elite are the mercenary ideal, and command a higher price
than comparable soldiers. When hired for a task or mission, the elite
gains a competence bonus equal to his class level on all checks for
determining his salary. He may not use this class feature when working
for the Dark Horsemen or Fighters’ Guild themselves, however, as his
standing contract with his home organization forbids it.
Assess Foe: Through
their extensive experiences and training, the Dark Horsemen become
familiar with the practices of both allied and enemy troops. The elite
can recognize and anticipate the varied styles of other skilled forces.
Whenever another character
takes an action granted or enhanced by a class feature, a Dark Horsemen
elite of second or higher level can attempt to identify the precise
class (and associated level) involved. The elite Horseman spends the
next round fighting defensively as he studies the other character, and
at the end of that round makes a Sense Motive check (DC 10 + minimum
class level for the action + target’s character level + target’s Bluff
ranks). Thereafter, whenever the target takes the same action in combat
against the elite, the elite character may make another Sense Motive
check (with the same DC) to predict its use. If successful, the elite
Horseman’s initiative score increases to the target’s +1, but the elite
may not attack anyone else until after his target’s action.
Wear Him Down:
Though warriors and soldiers, the Dark Horsemen work to win battles,
rather than to kill their employers’ enemies. This is a subtle
difference, but the Horsemen are too few to throw headlong into battle,
particularly since most generals consider mercenaries to be expendable.
When an enemy has been
attacking a member of the Dark Horsemen elite for ten or more
consecutive rounds without inflicting hits, the enemy becomes fatigued
if his level or CR (whichever is higher) is below the Horseman’s. The
Dark Horsemen elite must be of a minimum of third level in this prestige
class, and must have fought defensively for each round. Creatures with
the Endurance or Great Fortitude feats are immune to this ability.
More
Unique Feature of the Dark Horsemen Elite are featured in the full
Accordlands RPG!

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