Chocobo Knight/Outrider

Hailing from the wild plainslands, these nomadic peoples ride mighty, bred for speed chocobos and hunt prey using bows, supported by their mounts.

Outrider is an archetype for Chocobo Knight, created by Kazu.

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## Weapon and Armour Proficiencies

Outriders are proficient in all Simple and Martial weapons, as well as the Hornbow. They are also proficient in Light and Medium Armour.

This modifies Weapon and Armour Proficiencies.

## Chocobo Mounts

Whenever an Outrider’s mount would gain a bonus to natural armour class, they instead gain a 5 foot speed increase for each point of natural armour they would otherwise gain. Outrider Chocobo Mounts cannot become proficient in Heavy Armour.  This functions the same as Chocobo Mount in all other ways. This only removes the increase in natural armour gained from the Chocobo Mounts feature, not from any other sources, including the chocobo’s base armour

This modifies Chocobo Mount.

## Declare Target (EX)

This functions as and otherwise is treated as Challenge, except it only works on the Outrider’s ranged attacks, rather than melee attacks. In addition, the Outrider gains Precise Shot as a bonus feat without meeting it’s prerequisites.

This replaces Challenge, but feats and talents that require Challenge function as though Declare Target were Challenge.

## Outrider Talents

Outriders may choose to take an Archer talent instead of a Mounted Talent whenever he gains a Mounted Talent. They use their Outrider level as their Archer level for meeting Archer Talent requirements.

This modifies Mounted Talent.

## Archer On The Run

At 3rd level, Outriders gain Mounted Archery as a bonus feat. If he already has the feat, he may pick a different combat feat he meets the prerequisites for.

This replaces Knight’s Charge.

## Safe Shot

At 5th level, an Outrider no longer provokes when making ranged attacks while mounted.

This replaces Battlefield Agility.

## Strafing Run

At 9th level, an Outrider who moves and uses a ranged attack treats a run as a double move, and a double move as a move action for the purposes of determining penalties to his ranged attack.

This replaces Mounted Expertise.

## Open Fire

At 10th level, an Outrider may make two ranged attacks in one normal attack action while their mount is performing a Move, double move or run action, with -2 to each attack for doing so, once a day. Each additional use of the ability in a single day requires the rider to make a DC 20 Ride check immediately after the conclusion of the attack; failure results in the mount taking 2d6 points of damage.

This replaces  Burst of Speed.

## Superior Mounted Archery

At 11th level, whenever the mount performs a Move action, but not a double move or run, the Outrider reduces the penalties from range increments by one stage (So shooting at 2 range increments has no negatives, 3 range increments is -2 and so on).

This replaces Greater Charge.

## Penetrating Shot (Ex)

At 15th level, when an Outrider confirms a critical hit with a ranged weapon,  the projectile pierces the target and can strike another creature in line behind it. The archer must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the arrow projectile can continue to hit another target, but the penalties stack.

This replaces Protect The Meek.

## Stable Fire

At 16th level, an Outrider suffers no negatives due to his mount’s movement to any attacks made with ranged weapons while mounted.

This replaces Unavoidable Onslaught.

## Ricochet Shooter

At 17th level, an Outrider can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the effects of concealment. The outrider may do this a number of times per day equal to his dexterity modifier. The Outrider still uses their original position for calculating penalties related to range increments

This replaces Erratic Charge.

## Master Outrider (Ex)

At 20th level, an Outrider’s skill with ranged weapons from Chocobo-back becomes legendary. Any attacks made with any ranged weapon that the outrider wields while mounted automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding any ranged weapon

This replaces Supreme Charge.