Stylish Mounted Combat

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This feat redesigns Mounted Combat to be a Style Feat for D20 Rebirth, providing support for mounted characters using various combat styles. This feat incorporates elements from the entire 3.5 Mounted Combat tree, including Mounted Combat, Mounted Archery, Ride-by Attack, Spirited Charge, and Trample, and is intended to be a replacement for them.

Mounted Combat [Style]

You can handle a mount in battle with exceptional skill and grace.

Prerequisites: Trained in Ride

Benefit: The Mounted Combat feat allows the following options for a character riding a mount with enough prowess expenditure.

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Maintain Focus (3 Prowess): For each ability you have from this feat, reduce the penalty you take for using ranged attacks on a moving mount by 1, and you gain +2 to all Concentration checks caused by your mount's vigorous motion. (You normally take -4 on ranged attacks during a double move and -8 during a quadruple speed run. Concentrating on a spell while your mount is double moving requires DC 10 + spell level while running at quadruple speed requires DC 15 + spell level.)

In addition, while mounted, you gain an insight bonus to Awareness checks equal to half your mount's ranks in Awareness.

Evade Blow (3 Prowess): Whenever your mount is hit by a melee attack, you may attempt to negate it by rolling a Ride check. If your Ride check result is greater than the attacker's attack roll, the attack is negated entirely.

You may use this ability once per round, plus an additional time per round for every two abilities you purchased from this feat. (So having two abilities including Evade Blow lets you use it twice per round, while four abilities allow three times per round.)

One Body (3 Prowess): Whenever your mount rolls a Reflex save against a hostile spell or ability, you may roll a Reflex save alongside it against the same DC. If either you or your mount succeeds at this save, the mount is treated as successfully making its save. However, if both of you fail that save, both of you will suffer the negative effects of the spell or ability.

In addition, as long as you remain mounted, if either you or your mount has Evasion, the other gains Evasion as well.

Urge Swiftness (3 Prowess): As a swift action, you can urge your mount to move faster, granting it a +30 ft morale bonus to speed and a +5 morale bonus to Athletics for 1 round.

Any charge attacks your mount makes while this is in effect grants you and your mount a +2 circumstance bonus to attack and damage for that charge (in addition to the normal +2 attack from charging).

Once you use Urge Swiftness, you may not use it again for 10 rounds. For every two abilities you possess from this feat, reduce this wait time by 1 round. (So if you have 6 abilities from this feat, you must wait 7 rounds before using Urge Swiftness again.)

Trajectory Shot (4 Prowess): Whenever you fire a ranged or ranged touch attack at a creature while your mount is double moving or running in a direction away from that creature, you may try to fire it at an angle to trick the opponent. Make a Ride check opposed by that creature's Awareness check. If you succeed, that creature is flat-footed to this attack and takes a penalty to AC against the shot equal to the amount that your Ride check exceeded its Perception check. A creature that has been the target of this ability may not be targeted by Trajectory Shot again for the remainder of the encounter.

Sidestep Shot (4 Prowess): Whenever your mount is hit by a ranged attack (including spells that require attack rolls), you may attempt to negate it by rolling a Ride check. If that result is greater than the attacker's attack roll, you may have your mount take a 5 ft step. If this puts your out of the line of fire, the attack instead misses your mount and continues along that line, attempting to hit the first creature or object within its path using the same attack roll. (Determine line of fire by drawing a straight line from the origin of the attack to the nearest edge of your mount's square. The projectile continues until it hits something or reaches the end of its range. If the ranged attack has a range increment, decrease the attack roll by the normal amount if it travels that far before hitting a target.)

Using this ability qualifies as a use of your Evade Blow ability, and you may not use Sidestep Shot unless you have at least one use of Evade Blow remaining for the round.

If you have at least six abilities from Mounted Combat, whenever you succeed on a Ride check against a ranged attack with this ability, you may make two 5 ft steps to avoid it rather than just one. Doing so depletes two uses of Evade Blow for the round, and you cannot take two 5 ft steps this way unless you have two or more Evade Blow uses remaining.

One Mind (4 Prowess): Whenever your mount rolls a Will save against a hostile spell or ability, you may roll a Will save alongside it against the same save DC, causing both of you to gain a +3 morale bonus to the save. If either you or your mount succeeds at this save, the mount is treated as successfully making its save. However, if both of you fail that save, both of you will suffer the negative effects of the spell or ability.

In addition, as long as you remain mounted, if either you or your mount has Mettle, the other gains the ability as well.

Ride-By Attack (4 Prowess): As a standard action for you and a full-round action for your mount, you may have your mount move and attack as if with a normal charge, then move again afterward, all in the same round. The second movement must be in roughly the same direction as the original line of charge, varying up to a maximum of 45 degrees from that original line. Both you and your mount may make a single attack against the opponent that you charge, and along with the standard bonuses and penalties for charging, both of you gain a bonus to this attack and damage equal to a quarter of your ranks in Ride. Your total movement for the round can't exceed twice your mounted speed, and neither you nor your mount provoke an attack of opportunity from the opponent that you attack.

If you have the Maintain Focus ability, you may cast a touch spell and attempt to release the spell on the opponent that you charge all as part of this Ride-By Attack. Doing so does not provoke an attack of opportunity for casting a spell, and you still gain the bonuses to attack from charging and from Ride-By Attack (though you do not gain the bonus to damage unless you attempt to release the spell via unarmed stike).

If you have the Full Mounted Assault ability, both you and your mount may make two attacks against the opponent that you charge with Ride-By Attack instead of only one.

Crushing Hooves (4 Prowess): While your mount is running or charging in a straight line, you may have it attempt to overrun any creature in its path. Neither you nor your mount provoke attacks of opportunities for these overrun attempts, the opponent may not choose to avoid your mount, and your mount gets a +4 bonus to the overrun. If your mount successfully knocks down a creature this way, it may make a natural weapon attack against the creature, gaining a bonus to damage equal to 2d6 + 1d6 per 2 abilities gained from this feat. (It also gets the standard +4 attack bonus against prone enemies. If you are charging, it gets all subsequent bonuses related to that as well.)

If you have Urge Swiftness active while attempting an overrun using Crush of Hooves, your mount gains an additional +2 circumstance bonus to the overrun and deals an additional 3d6 damage if the overrun succeeds. (If you are charging, this is in addition to the bonuses that Urge Swiftness gives for charge attacks.)

Momentum Shot (5 Prowess): While your mount is double moving or running straight towards a creature, you may spend a standard action to fire a single ranged weapon attack against that creature, putting the speed and force of your charge into the shot. This shot has double its normal critical threat range (this does not stack with other such effects like Keen or Improved Critical). A hit results in 2d6 points of damage plus an addition 1d6 extra damage for each ability you have from this feat, while a critical hit instead results in 2d6 plus 2d6 for each ability you have from this feat.

If you have Urge Swiftness active while firing the Momentum Shot, you can make a free bull rush attempt against the struck creature, using your Ride check in place of a Strength check (ignore all penalties and bonuses you have to bull rush attempts, including size bonuses, and just use your Ride result). You don't provoke attacks of opportunities for this bull rush, and you don't move along with the defender; instead, the creature is knocked back as far as possible based on the check results. If the creature is knocked back 10 ft or more, it falls prone.

Escape from Peril (5 Prowess): Whenever your mount is hit by a hostile spell or ability with an area of effect, you may attempt to negate it by rolling a Ride check. If that result is greater than 10 + the caster level of the originator (if this is caused by a spell, spell-like ability, or magic item) or greater than 10 + the hit die of the originator (if this is caused by an extraordinary or supernatural ability), you may immediately have your mount move in any direction for a total distance of up to a quarter its movement speed. If this causes your mount to completely leave the area of the spell or ability, then it escapes those effects.

Using this ability requires an immediate action, and expends a use of your Evade Blow ability for the round. You may not use Escape from Peril unless you've one or more uses of Evade Blow remaining this round.

In addition, as long as you remain mounted, you may add your mount's Dexterity modifier to your initiative.

Full Mounted Assault (5 Prowess): You can make a full attack even if your mount moves more than 5 ft that turn, as long as it does not move more than it can travel in a single move action. You cannot combine a full attack with a charge this way.

Rush the Stampede (5 Prowess): As a standard action for you and a full-round action for your mount, you may urge your mount to charge head on towards a single enemy, moving so swiftly that neither of you provoke attacks of opportunities for movement. At the end of the charge, both of you gain +5 to attack rather than the usual +2, with only the usual -2 penalty to AC. You and your mount each may make a single attack at the target, and each deals double damage with that attack if it hits (this counts as +100% damage if another multiplier like a critical hit is applied).

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