TEXT: Pale Rider
  Cavalier/Cleric
  Hybrid
  #73
  
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  Player Paraphernalia #73 The Pale Rider (Hybrid Class) ©2016, The Knotty-Works; Author: John 
  Buckley
  Some Artwork by Stock Art: Camel Rider ©2013, Purple Duck Games ; Artist Gary Dupuis
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #73
  By The Knotty-Works
  Welcome to issue seventy-three of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).  This 
  issue introduces the Pale Rider, a cavalier/cleric 
  hybrid that focuses on the special connection 
  between the character and her mount.
  The Pale Rider
  The bond between a rider and her mount 
  is a sacred thing, something that a few 
  of the most devout learn to cultivate and 
  focus as part of their divinely inspired 
  journey.  The pale rider sees her mount 
  as more than just a conveyance of 
  transportation, but as in integral part of 
  her very being and a means of conveying 
  her beliefs to others.  While some rely on 
  trinkets to relay their faith, the pale rider 
  believes her faith comes from the bond 
  between herself and her mount.  But this 
  connection is much stronger than a simple 
  means of spreading the word of her deity, 
  for the two are a force to be reckoned on 
  the battlefield.
  Role  The pale rider is a deadly combatant 
  on the battlefield, especially when she is 
  astride her mount.  Her divine connections 
  also grant her the ability to provide 
  restorative properties to her allies as well 
  as spurring allies to victory in battle.  As 
  the pale rider progresses over time, she is 
  granted special abilities that she shares 
  with her mount that astound both friend 
  and foe, and legends grow of those pale 
  riders and their mounts that become 
  potent symbols of their faith.
  Alignment:  The pale rider may be of any 
  alignment.
  Hit Die: d10
  Starting Gold:  4d6 X 10 gp (average 140 
  gp) and one outfit worth 10 gp or less.
  Parent Classes:  Cavalier and Cleric
  Class Skills
  Bluff (Cha), Craft (Int), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (planes) (Int), Knowledge 
  (religion) (Int), Profession (Wis), Ride (Dex), 
  Sense Motive (Wis), and Spellcraft (Int)
  Skills per Level:  4 + Int modifier.
  Class Features
  Weapon and Armor Proficiencies:  The 
  pale rider is proficient with simple and 
  martial weapons.  She is proficient with 
  light and medium armor and shields 
  (except the tower shield).
  Aura (Ex):  The pale rider’s aura of chaos, 
  evil, good, or law is particularly powerful, 
  based on her Deity’s alignment.  The pale 
  rider’s aura strength is based on her class 
  level (see the Detect Evil spell).
  Domain Focus:  The pale rider  may 
  choose one domain belonging to her 
  chosen deity or mythos at 1st level.  The 
  domains she may select are limited to 
  the following (associated subdomains 
  are inclusive to this list): Air, Animal, 
  Community, Darkness, Death, Earth, Fire, 
  Plant, Sun, Travel, Trickery, Void, Water, 
  and Weather.  If the druidic animal and 
  terrain domains are available, she may 
  
  2
  also choose from one of these instead.  
  The pale rider gains no bonus spells 
  from the domain, but she does gain any 
  associated domain powers.  She treats 
  her class level as her effective cleric level 
  in regards to the abilities granted by the 
  domain power.
  Once chosen, the pale rider may not 
  change her domain focus.  Domain 
  powers that modify the cleric’s channel 
  energy ability do not grant the pale 
  rider the ability to channel energy.  If the 
  channel related power that would have 
  been granted to the cleric at 1st level, the 
  pale rider gains a bonus 1st level spell per 
  day instead.  If the channel related power 
  is granted to a higher level cleric, the pale 
  rider gains a bonus 3rd level spell per day 
  instead.
  Mount (Ex):  At 1st level, the pale rider 
  bonds herself with a natural riding animal.  
  This mount may be any normal animal that 
  is typically used as a mount and at least 
  one size category larger than the pale 
  rider.  Typically, this bond occurs between 
  a pale rider and a horse (or pony with a 
  small pale rider), but other animals have 
  been bonded as well (with GM approval).  
  This bond is treated as the druid’s animal 
  companion class feature, treating the 
  pale rider’s class level as the effective 
  druid level.
  At 3rd level, the pale rider may apply either 
  the celestial or fiendish simple template 
  to her mount as well, based on her 
  alignment. Good pale riders may apply 
  the celestial template while evil pale riders 
  may apply the fiendish template.  Neutral 
  Pale Rider Progression Table
  Level
  Base Attack 
  Bonus
  Fort
  Ref
  Will
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +1
  +2
  +0
  +0
  Aura, domain focus, 
  mount, orisons
  3
  1
  —
  —
  —
  —
  —
  2
  +2
  +3
  +0
  +0
  Ghost dance (1)
  4
  2
  —
  —
  —
  —
  —
  3
  +3
  +3
  +1
  +1
  War paint I
  4
  3
  —
  —
  —
  —
  —
  4
  +4
  +4
  +1
  +1
  Rider’s blessing, spirit 
  whisperer
  4
  3
  1
  —
  —
  —
  —
  5
  +5
  +4
  +1
  +1
  Ghost dance (2)
  4
  4
  2
  —
  —
  —
  —
  6
  +6/+1
  +5
  +2
  +2
  War Chant I
  4
  4
  3
  —
  —
  —
  —
  7
  +7/+2
  +5
  +2
  +2
  Rider’s blessing
  4
  4
  3
  1
  —
  —
  —
  8
  +8/+3
  +6
  +2
  +2
  Ghost dance (3)
  4
  4
  4
  2
  —
  —
  —
  9
  +9/+4
  +6
  +3
  +3
  War paint II
  4
  5
  4
  3
  —
  —
  —
  10
  +10/+5
  +7
  +3
  +3
  Rider’s blessing
  4
  5
  4
  3
  1
  —
  —
  11
  +11/+6/+1
  +7
  +3
  +3
  Ghost dance (4)
  4
  5
  4
  4
  2
  —
  —
  12
  +12/+7/+2
  +8
  +4
  +4
  War Chant II
  4
  5
  5
  4
  3
  —
  —
  13
  +13/+8/+3
  +8
  +4
  +4
  Rider’s blessing
  4
  5
  5
  4
  3
  1
  —
  14
  +14/+9/+4
  +9
  +4
  +4
  Ghost Dance (5)
  4
  5
  5
  4
  4
  2
  —
  15
  +15/+10/+5
  +9
  +5
  +5
  War paint III
  4
  5
  5
  5
  4
  3
  —
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Rider’s blessing
  4
  5
  5
  5
  4
  3
  1
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Ghost Dance (6)
  4
  5
  5
  5
  4
  4
  2
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  War Chant III
  4
  5
  5
  5
  5
  4
  3
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  Rider’s blessing
  4
  5
  5
  5
  5
  5
  4
  20
  +20/+15/+10/+5
  +12
  +6
  +6
  Spirit Warrior
  4
  5
  5
  5
  5
  5
  5
  
  3
  pale riders may choose either template, 
  but once chosen, it cannot be changed.
  The pale rider does not suffer any armor 
  check penalties on Ride skill checks 
  while astride her mount.  The mount 
  automatically gains all tricks associated 
  with Combat Training and gains Light 
  Armor Proficiency as a bonus feat.  The 
  pale rider does gain the Share Spells 
  special ability for any spells granted by her 
  pale rider class, but not with spells from 
  other classes she may possess, unless that 
  class also grants the pale rider an animal 
  companion.
  If the pale rider’s mount should be 
  permanently lost (including death), the 
  pale rider may find another animal to 
  serve as her mount after a week of her 
  previous companion.  The new mount 
  does not gain any of the special abilities 
  attributed to the animal companion until 
  the pale rider achieves a new level.
  Spells (Sp):  The pale rider gains the ability 
  to cast spells from the Cleric/Oracle 
  Spell List beginning at 1st level.  The pale 
  rider must prepare her spells each day 
  through an hour of shared bonding and 
  contemplation with her mount.  If the 
  pale rider loses her mount, she loses the 
  connection to her spells until the mount is 
  replaced with another.
  The pale rider must have a Wisdom of 10 
  + the spell level being cast in order to be 
  able to prepare the spell.  The Difficulty 
  Class for any spells cast by the pale rider 
  is equal to 10 + the spell level + the pale 
  rider’s Wisdom modifier.  The total number 
  of spells per day that the pale rider 
  may prepare is listed on the Pale Rider 
  Progression Table.  The pale rider does 
  receive bonus spells per day if she has a 
  high Wisdom score (see Table 1-3: Ability 
  Modifiers and Bonus Spells in the Pathfinder 
  Core Rule Book
  TM).
  The pale rider may not cast spells with 
  an alignment descriptor in the title or 
  description that is the opposite of her own 
  alignment or her deity’s alignment.
  Orisons:  The pale rider does gain access 
  to 3 0-level spells at 1st level.  She may 
  prepare a number of orisons (0-level 
  spells) per day as listed on the Pale Rider 
  Progression Table.  When she casts a 
  0-level spell, she does not consume the 
  spell, and may cast it as desired.
  Ghost Dance (Sp): At 2nd level, the pale 
  rider may perform a ghost dance.  She 
  may sacrifice a 1st level spell slot while 
  performing the dance, requiring a full 
  round action.  Upon completion, the pale 
  rider generates a blast of either positive or 
  negative energy (based on her alignment) 
  that affects everyone within 30 feet of the 
  pale rider for 1d8 points.  If the pale rider 
  has a good alignment, she generates 
  positive energy.  If the pale rider has an 
  evil alignment, she generates negative 
  energy.  A neutral pale rider may choose 
  which type of energy she wishes to 
  generate, but once the selection is made 
  it cannot be changed.
  Those within range of the effect of the 
  ghost dance are affected based on 
  the type of energy.  Living creatures are 
  healed by positive energy and damaged 
  by negative energy.  Undead creatures 
  are healed by negative energy and 
  damaged by positive energy.  The ghost 
  dance is not the same effect as a cleric’s 
  channel energy, the pale rider does 
  not choose the effect of the energy 
  produced.  The energy effects everyone 
  within range based on their living or 
  undead status.  Constructs are unaffected 
  by the energy of the ghost dance.
  At 5th level and every three levels 
  thereafter, the pale rider may sacrifice a 
  higher level spell slot to heal or damage 
  opponents for 1d8 points per spell level 
  sacrificed (with a maximum of 6d8 possible 
  at 17th level).  However, it takes additional 
  time to perform the dance, requiring one 
  round per spell level sacrificed.  The pale 
  rider initiates the dance as a full round 
  action then continues it each round 
  thereafter as a move action until the 
  
  4
  number of required rounds has 
  been performed.
  Performing the ghost dance does 
  provoke attacks of opportunity.  
  If the pale rider is subject to 
  damage or other violent effects, 
  she must make a concentration 
  check to maintain the ghost 
  dance.  If she fails, the effect of 
  the ghost dance is lost and spell 
  slot sacrificed is wasted.
  War Paint (Su): Beginning at 3rd 
  level, the pale rider may spend 
  time inscribing sacred symbols 
  on her mount while she prepares 
  her daily spells.  Once done, 
  the mount gains a +1 sacred (or 
  profane for an evil pale rider) 
  bonus to its attack rolls until the 
  mount rests or is killed.
  At 9th level,  the pale rider may 
  grant  a +2 sacred (or profane) 
  bonus to the mount’s attack rolls 
  or saving throws for the same 
  duration.
  At 15th level, the pale rider may grant a +3 
  sacred (or profane) bonus to the  mount’s 
  attack rolls, saving throws, or armor class 
  for the same duration.
  Spirit Whisperer (Ex): Beginning at 4th level, 
  the pale rider learns to connect with 
  domesticated animals preternaturally.  
  As a result, she gains a bonus to any 
  Handle Animal skill checks equal to ½ 
  her class level when dealing with animals 
  used as mounts.  While training mounted 
  animals, she can reduce the amount of 
  time required to 1 day per week while 
  increasing the DC by +5.  The pale rider 
  may train multiple animals at one time, 
  adding +2 to the DC for each animal after 
  the first being trained.
  Rider’s Blessing: At 4th level, the pale rider 
  may select a rider’s blessing.  This blessing 
  typically allows the pale rider to gain a 
  feat related to effectively use her mount 
  during combat or to actually grant the 
  mount an extraordinary or special ability.
  At 7th level and every three levels 
  thereafter, the pale rider may choose 
  another rider’s blessing from those 
  provided.  Unless otherwise noted, a single 
  rider’s blessing may only be chosen once.  
  The pale rider may have to meet some 
  minimal requirements before she may 
  choose certain blessings.  Once chosen, a 
  rider’s blessing may not be changed.
  Called Home (Sp):  The pale rider 
  designate a location she considers 
  home as her sanctuary.  While astride or 
  adjacent to her mount, the pale rider may 
  instantly transport the mount and herself to 
  the sanctuary as the Word of Recall spell 
  as a swift action.  If she is adjacent to her 
  mount, she may send only the mount if 
  desired.  
  The sanctuary must be on the same 
  plane of existence or this blessing will 
  not function.  The pale rider may spend 
  24 hours in a special ceremony with her 
  mount to designate a new sanctuary.  The 
  By Gary Dupuis
  
  5
  pale rider may only use this blessing once 
  per day, and she must be at least 19th 
  level before she may choose this rider’s 
  blessing.
  Enhanced Ride Skill (Ex):  The pale rider 
  may take 10 for all Ride checks while on 
  her mount, regardless of whether or not 
  the pale rider is distracted or in immediate 
  danger.
  When spurring the mount to a faster 
  speed, the pale rider may choose one 
  of two actions.  If the pale rider spurs 
  her mount to move an extra 10 feet, the 
  mount takes no damage  and does not 
  become fatigued until the pale rider 
  consecutively continues to spur the mount 
  equal to twice its Constitution score.  
  The second option increases the mount’s 
  speed 10 feet for every factor of 5 on 
  the roll over the required DC of 15 for the 
  skill check.  The mount suffers 1d3 points 
  of damage for every additional 10 feet 
  it moves beyond the first 10 bonus feet 
  and it must make a Fortitude save (with a 
  DC equal to 10 + 1 per additional 10 feet 
  moved) or immediately become fatigued 
  for 1d4 rounds after its movement that 
  round.  If the mount successfully makes the 
  saving throw, the total amount of time the 
  horse may maintain the extended speed 
  is reduced by a number of rounds equal 
  to each additional 10 bonus feet moved 
  beyond the first 10 feet of bonus speed.
  Nimble Charge (Ex):  The pale rider 
  grants her mount the ability to ignore any 
  movement penalties while moving through 
  non-magical difficult or hazardous terrain 
  while performing a charge or moving at 
  least twice it’s normal movement rate.  
  If the terrain causes damage to those 
  moving over it, the mount suffers damage 
  appropriately.
  If the mount enters or is entrapped by 
  spells that ensnare (such as Entangle or 
  Web), it may add ½ the pale rider’s class 
  level to any saving throws or ability or skill 
  checks to avoid becoming entrapped.  
  Movement through magically enhanced 
  terrain still applies.
  The pale rider must be at least 7th level 
  before she may choose this rider’s 
  blessing.
  Spirit Blanket (Su):  The pale rider’s mount 
  gains a bonus to its natural armor class 
  equal to ¼ the pale rider’s class level.  This 
  natural armor bonus applies against both 
  corporeal and incorporeal attacks.
  Spirit Blessing (Su):  If the pale rider’s 
  mount is within range of a successful ghost 
  dance, the mount heals the maximum 
  damage possible from the ghost dance 
  based on the type of energy generated 
  and the mount’s type.  Living mounts 
  will only be healed by positive energy 
  while undead or evil outsiders (including 
  creatures with the fiendish template) will 
  be healed by negative energy.
  Spirit Sense (Ex):  As long as the pale rider 
  is astride or adjacent to her mount, neither 
  she or her mount may be flanked by 
  opponents.
  Spirit Strike (Su):  The pale rider treats 
  her mount’s natural attacks as silver for 
  the purpose of overcoming damage 
  reduction.
  At 7th level, the pale rider treats her 
  mount’s natural attacks as magic for 
  the purpose of overcoming damage 
  reduction.
  At 10th level, the pale rider may choose 
  one aspect of her alignment, the mount’s 
  natural attacks are treated as aligned for 
  that aspect for the purpose of overcoming 
  damage reduction.
  At 13th level, the pale rider treats her 
  mount’s natural attacks as cold iron for 
  the purpose of overcoming damage 
  reduction.
  At 16th level, the pale rider treats her 
  mount’s natural attacks as adamantine for 
  the purpose of overcoming both damage 
  reduction and hardness.
  
  6
  Spirit Swap (Su):  As long as the pale rider 
  is within 100 feet + 10 feet per class level 
  of her mount, she may spend a move 
  action to swap physical locations with 
  her mount.  The mount must be able to fit 
  within the location occupied by the pale 
  rider or the swapping action will fail.  The 
  pale rider may use this blessing a number 
  of times per day equal to 3 + her Charisma 
  modifier.  The pale rider must be at least 
  7th level before she may choose this rider’s 
  blessing.
  Spirit Wings (Su):  The pale rider’s mount 
  may manifest a luminescent set of 
  feathered wings that grants it a fly speed 
  equal to 1½ its base land speed with good 
  maneuverability.  The mount may manifest 
  the wings as a move action and may 
  dismiss them as a free action.  It has no 
  limitation on the duration it may manifest 
  the wings.  If the mount becomes helpless 
  or unconscious, the wings immediately 
  disperse and the mount plummets to the 
  ground if air borne when the wings are 
  lost.
  The wings produce the same amount 
  of illuminations as a torch, though the 
  mount may dim them to that of a candle 
  if desired.  The pale rider must be at least 
  16th level before she may choose this 
  rider’s blessing.
  Steps of Grace, Major (Sp):  The pale 
  rider’s mount gains the special ability 
  to tread on air as if walking on solid 
  ground, with the ability to ascend or 
  descend up to a 45° angle at half it’s 
  normal movement rate.  The effect is 
  identical to the Air Walk spell, including 
  any environmental effects that may slow 
  the mount down.  The mount may use this 
  ability at will, initiating it as an immediate 
  action.  If the mount becomes helpless or 
  unconscious, it will begin falling slowly as 
  the spell for 1d6 rounds before the effect 
  completely wears off.  In which case, the 
  mount then plummets to the ground.
  The pale rider must be at least 13th 
  level before she may choose this rider’s 
  blessing.
  Steps of Grace, Minor (Sp):  The pale 
  rider’s mount gains the special ability 
  to tread on any liquid as if it were solid 
  ground, as the Water Walk spell.  The 
  mount may use this ability at will as an 
  immediate action, but it is still subject to 
  any elemental and environmental effects 
  of the liquid it is traversing.  Stormy or 
  rough seas may be treated as difficult 
  terrain, crossing over lava or other 
  hazardous materials will cause normal 
  damage from the crossing.  If the mount 
  becomes helpless or unconscious, this 
  effect immediately ends and the mount 
  may be subject to drowning within the 
  liquid.
  The pale rider must be at least 10th level 
  before she may take this rider’s blessing.
  Summon Mount, Greater (Su):  The pale 
  rider may spend a standard action 
  to cause her mount to appear in an 
  adjacent space.  The mount must be 
  on the same plane of existence and not 
  magically bound to its current location 
  (such as the Magic Circle against spells).  
  If there is insufficient space for the mount 
  to appear, this calling will fail.  The pale 
  rider must be at least 10th level before she 
  may choose this rider’s blessing.  This is a 
  conjuration (teleportation) effect and the 
  pale rider may use this blessing a number 
  of times per day equal to 3 + her Charisma 
  modifier.
  Summon Mount, Minor (Su):  The pale 
  rider may spend a move action and 
  instantly cause her mount to appear 
  within an adjacent space.  The mount 
  must be within 60 feet + 10 feet per class 
  level of the pale rider and not magically 
  bound to its current location (such as the 
  Magic Circle against spells)  If there is not 
  sufficient space for the mount to appear, 
  this calling will fail.  This is a conjuration 
  (teleportation) effect and the pale 
  rider may use this blessing a number of 
  
  7
  times per day equal to 3 + her Charisma 
  modifier.
  Trained for Battle (Ex):  The pale rider may 
  choose from the following feats:  Mounted 
  Combat, Mounted Archery, Ride-By 
  Attack, Spirited Charge, Trample, Trick 
  Riding, and Mounted Skirmisher.  She must 
  meet any prerequisites for the feat chosen 
  before she may take it.  The pale rider 
  may choose this blessing multiple times, 
  choosing a different feat each time.
  War Chant (Ex): At 6th level, the pale rider 
  begin a war chant as a move action.  
  Allies within 30 feet gain a +2 morale 
  bonus to saving throws versus fear effects 
  and a +1 morale bonus on attack rolls.  
  Once started, the pale rider may maintain 
  the chant as a swift action at the 
  beginning of his turn.  She may use her war 
  chant a total number of rounds per day 
  equal to her class level, though they do 
  not have to be consecutive.
  At 12th level, the pale rider’s war chant 
  grants a +3 morale bonus to saving throws 
  versus fear and charm based effects and 
  a +2 morale bonus to attack rolls for allies 
  within 30 feet.
  At 18th level, the pal rider’s war chant 
  grants a +4 moral bonus to saving throws 
  versus fear, charm, and compulsion based 
  effects and a +3 morale bonus to attack 
  rolls for allies within 30 feet.
  This effect is a sonic based effect, if the 
  pale rider cannot vocalize her chant 
  or if her allies cannot hear it, it has no 
  effect.  This effect does not stack with 
  the chants of other pale riders or bardic 
  performances that grant morale bonuses 
  for the same effects.
  Spirit Warrior (Su): At 20th level,  the pale 
  rider and mount’s attacks are treated as 
  having the Ghost Touch special ability 
  while attacking incorporeal creatures or 
  objects.  The pale rider must be astride or 
  adjacent to her mount to gain this benefit.
  Once per day, the pale rider may 
  transform both herself and her mount into 
  an ethereal state of existence as a move 
  action.  She must be astride or adjacent 
  to the mount and the effect is identical 
  to the Ethereal Jaunt spell, lasting up to 1 
  round per class level of the pale rider.  The 
  pale rider may not take others (except for 
  her mount) while using this ability. 
  Ex-Pale Riders
  A pale rider that violates the maxims of 
  her deity or mythos loses access to all 
  of her spells, the ability to ghost dance, 
  any rider’s blessings she has chosen, the 
  war paint and war chant class features, 
  and the spirit warrior class feature.  She 
  does retain her mount unless she does 
  something to purposely endanger it, in 
  which case the mount will attempt to flee 
  from the pale rider.  She may not progress 
  any further as a pale rider until she atones 
  for her violations (see the Atonement 
  spell).
  New Feats
  The following feats are unique to the pale 
  rider.
  Extra Rider’s Blessing
  You have unlocked another spiritual 
  blessing granted by your deity or mythos.
  Prerequisites:  Rider’s Blessing class feature.
  Benefits:  You may choose an additional 
  rider’s blessing.  You must meet any 
  requirements for the blessing before you 
  may choose it.
  Special:  You may take this feat multiple 
  times, choosing a different blessing each 
  time.
  
  8
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  Each of the Spell Works Compendiums offer 
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  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 73 - Pale Rider (Cavalier-Cleric Hybrid).pdf