Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
TOTAL
Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
2 SP 4 CP
Languages
Description
Sitting astride top-of-the-line barded Light War Horses, these mounted fighers provide quite the sight with their lances lowered in a full charge to plow through enemy positions allowing the unit's clerics to follow right behind granting all allies needed healing as well as combat buffs to keep them alive and fighting. Each fighter sports studded leather armor, a large wooden shield, lance, morning star, short bow, and various other items and weapons many of which are often hidden under their dark green cloaks. In times of travel, the fighters often have a pack horse in tow fully loaded with food supplies and a wide variety of equipment to help the alliance deal with "curve-balls" that arise both inside and outside of combat.
Personality
Various differing based on each person, however, all are highly devoted to their mission and loyalty to the alliance. Total Mounted Light Cavalry Warriors = 24
Character Traits
None
Character Flaws
None
Contacts / Friends
Unit LIGHT WAR HORSES BUDGET Light War Horse = 150 GP Barding (PC made) = 20 GP Bit & Bridle = 2 GP 4 Days Horse Feed = 2 SP Military Saddle = 20 GP Saddle Bags = 4 GP TOTAL: 196 GP 2 SP
Enemies
None PACK HORSES BUDGET x 10 1 Light Horses = 75 GP 1 Saddle Packs = 5 GP - (15 lbs.) 245 Extra Horse Rations = 12 GP 2 SP 5 CP - (2450 lbs.) 6 Extra Trail Rations = 3 Gp -(6 lbs.) 1 Waterskins = 1 GP – (4 lbs.) Block & Tackle = 5 GP – (5 lbs.) 2 Sledge = 2 GP – (20 lbs.) Iron Pot = 5 SP – (10 lbs.) 2 Hemp Ropes = 2 GP – (20 lbs.) Grappling Hook = 1 GP(4 lbs.) Soap = 5 SP - (1 lb.) 2 Tents = (Paid by Bard) – (40 lbs.) 4 Shovels = 8 GP – (32 lbs.) 6 Flint & Steel = 6 GP 2 Woodcutter’s Axes = (Paid by Bard) – (8 lbs.) 2 Hammers = 1 GP – (4 lbs.) 2 Files = 1 GP – (1 lb.) TOTAL COST: 944 GP 7 SP 5 CP TOTAL WEIGHT: 3000 lbs. Paid by 1st Level Followers Remaining GP = 946 GP Balance Remaining Returned to Followers = 125 CP (Used on Supplies)
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=191404][B][SIZE=+1]Mounted Fighter Template[/SIZE][/B][/URL] Male LG Human Fighter, [B]Level[/B] 1, [B]Init[/B] +2, [B]HP[/B] 18/18, [B]DR[/B] DR 1/-, [B]Speed[/B] 30'/40'/60' [B]AC[/B] 18, [B]Touch[/B] 13, [B]Flat-footed[/B] 16, [B]Fort[/B] +3, [B]Ref[/B] +2, [B]Will[/B] +1, [B]Base Attack Bonus[/B] 1, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B]Extra +2 hit & x2 dam. if charge -2 AC Lance (Extra +1 hit target on foot) (10 lbs.) [/B] +4 (1d8+2, x3) [B] Morning Star [/B] +3 (1d8+2, x2) [B] Short Bow (20 Arrows) [/B] +3 (1d6, x3) [B] Studded Leather[/B], [B] Large Wooden Shield[/B] (+3 Armor, +2 Shield, +2 Dex, +1 Misc) [B]Abilities[/B] Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10 [B]Condition[/B] Healthy.
Condition and Effects
Additional Information
Healthy.
MOUNTED COMBAT FEAT Prerequisite Ride 1 rank. Benefit Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Other Notes
[
Show Printable Version
]
I. LIGHT WAR HORSE: 25 HP, +1 Initiative, 60' per round (approx. 3 years old) AC: 14 + 2 = 16 (Touch = 14) (Flat-footed = 12) BAB/Grapple = +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Qualities: Low-Light Vision, Scent Saves: Fort +6; Ref +4; Will +2 Abilities: Str 16; Dex 13; Con 17; Int 2; Wis 13; Cha 6 Skills: Listen +4; Spot +4 Feats: Endurance; Run A Light War Horse can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride Check Loads: Light: up to 230 lbs.; Medium 231 - 460 lbs.; Heavy 461 - 690 lbs. A Light Warhorse can drag 3,450 lbs. Special Training: Combat Riding (Can carry rider and load). Known tricks related to training are attack, come, defend, down, guard and heel. Equipment on Light War Horse: Leather Barding (AC +2); Military Saddle (+2 circumstance bonus to Ride Checks related to staying in the saddle. If knocked unconscious while in the saddle you have 75% chance of staying in the saddle) ; Saddle Blanket; Bit and Bridle; 4 days of Grain Rations; Saddle Bags (weight of contents = Bedroll, Horse Brush, File, Extra Horseshoes, Nails, Tack Hammer, etc.); .Leather Lance Holster; and Lance. II. USING A WAR HORSE With a DC 5 Ride Check, can guide horse with knees so as to use both hands to attack or defend as a free action. When you attack a creature smaller than your mount that is on foot, you get +1 bonus on melee attacks for being on higher ground. If mount moves more than 5', you make a single melee attack. Even at full speed, no penalty on melee attacks. If your mount charges, you also take the AC penalty (-2) associated with a charge. If you make an attack at the end of the charge, you receive the bonus (+2) gained from the charge. When charging on horseback, you deal double damage with a Lance. Charging is a special full-round action that allows horse to move up to twice its speed and you to attack during the action. Horse must move before attack, not after. Must move at least 10 feet and directly toward opponent. You must have a clear path and nothing in terrain to hinder movement. Must also have a line of sight to opponent at the start of your turn or you can't charge. After charging, can only make a single melee attack with a +2 bonus on the attack roll. You also take a -2 penalty to your AC until the start of your next turn. Charging character gets a +2 bonus on Strength check to overrun an opponent. Overrun (Page 157 DMG). Charge and overrun does provoke an attack of opportunity. III. ATTACKING FROM HORSEBACK You can use ranged weapons while your mount is taking a doublemove, but at a -2 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -4 penalty. In either case, you must make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally, so that, for instance, you can load and fire a light crossbow in a round while your mount is moving. If your mount falls in battle, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 damage. If you are unconscious or cannot guide your mount, it will avoid combat. IV. MISCELLANEOUS SUPPLIES 2 extra days of horse grain and 2 extra days of soldier rations are stored on Pack Horses. The horse grain must be used in full rations during situations where the horses are being pushed to be very active and during the winter supplemented with hay. However, during spring, summer and fall the horses will only need 1/3 the grain if they are not being used a lot and are allowed to graze each day. Usually about a cupped handsful twice a day.