Cowboy

Cowboys are masters of animals who have forged close bonds with a team of trusted mounts. They focus their tactics on fighting alongside their companion animals as a formidable team of two. Cowboys are experts in the fields of survival and trapping, and can handle themselves in a number of tight situations.

Role: Cowboys can adapt their tactics to many kinds of opponents, and cherish their highly trained mounts. As a team, the cowboy and his companion can react to danger with incredible speed, making them excellent scouts, explorers, and saboteurs. Their ability to swap out mounts from their string can give them a great deal of flexibility in how they approach problems, as well as providing backups should the worst happen.

Alignment: Any neutral.

Starting HP: 8

HP Roll: d4+2

Starting Wealth: 4d6 × 10 sy (average 140 sy.) In addition, each character begins play with an outfit worth 20 sy or less.

Class Skills

The cowboy’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature)(Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Primary Attributes: Dex, Wis

Image result for cowboy with horse deviantart

A cowboy chasing down a bovine. Note how he has directed his mount to kick the cow, in an effort to slow it down.

Class Features

The following are the class features of the cowboy.

Weapon and Armor Proficiency

A cowboy is proficient with all simple weapons, bowies, and lassos, and with light armor. They gain Improved Unarmed Strike as a bonus feat at 1st level.

Mounts (Ex)

A cowboy gains the service of a string of loyal and trusty steeds to carry him into battle. He may have string containing a maximum number of creatures equal to 1+1 per 3 cowboy levels past 1st (at 4th, 7th,etc). The first one is free, but any others must be purchased, captured, stolen, or otherwise acquired. At the start of each day, the cowboy selects one creature from his string to act as a mount for the next 24 hours. The mount functions as a druid’s animal companion, using the cowboy’s level as his effective druid level. The creatures must be ones that he is capable of riding and is suitable as a mount. A Medium cowboy can select a horse, axe beak, or bull (Auroch). A Small cowboy can select a pony, or a boar or dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

All mounts in a cowboy's string are always considered combat trained. It takes 4 weeks to train a new mount in a string before it can be selected as the cowboy's designated mount. If the designated mount dies, the cowboy may immediately designate another mount in his string as his mount for the day.

A cowboy's mounts qualify for all animal companion archetypes; however, he may only have one mount in his string of any specific archetype at a time; the strength of a cowboy's string is in its versatility. The cowboy may spend 2 weeks training a mount to change or remove its archetype. Note that the charger archetype will use the cowboy's favored enemy bonus in place of a cavalier challenge bonus.

Lasso Aptitude (Ex)

A cowboy adds 1/4 his cowboy level (minimum 1) to all attack rolls made to lasso a creature, CMB checks using a lasso, and the DC to escape his lasso. A cowboy treats lassos as light melee weapons with a 20-foot reach, and does not need a free hand to reset the lasso. A cowboy can initiate a Grapple combat maneuver against a creature within reach of his lasso, and only needs one hand to maintain the grapple. Alternatively, he can fasten it to his mount as a move action, and the mount may maintain the grapple.

At 3rd level, he can reset his lasso as a move action. At 7th level, it becomes a swift action.

Wild Empathy (Ex)

A cowboy can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The cowboy rolls 1d20 and adds his cowboy level and his Wisdom modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the cowboy and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The cowboy can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Bonus Feat

At 1st level and every 4 levels thereafter, the cowboy gains a bonus feat in addition to those gained from normal advancement. The cowboy must meet the prerequisites of the selected bonus feat. The feat must be a Combat, Teamwork, or Grit feat.

Favored Terrain (Ex)

At 2nd level, a cowboy may select a type of terrain from Table: Ranger Favored Terrains from the Pathfinder Ranger. The cowboy gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A cowboy traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At every four levels thereafter, the cowboy may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the cowboy's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)

At 2nd level, a cowboy adds 1/2 his level to Survival skill checks made to follow tracks.

Tricks of the Trade

At 2nd level, a cowboy learns the use of tricks, which typically grant a boon or bonus to the cowboy or a nearby ally. At 2nd level, the cowboy learns two tricks, selected from the list below. Every two levels thereafter, he learns another trick. A cowboy can use these tricks a total number of times per day equal to 1/2 cowboy level + Wis modifier. Once a trick is chosen, it can’t be retrained by any means. A cowboy cannot select an individual trick more than once.

The following is a list of cowboy tricks and their effects.

Aiding Attack (Ex): The cowboy can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the cowboy’s next turn gains a +2 circumstance bonus on that attack roll.

Bolster Mount (Ex): The cowboy can use this trick as an immediate action when his mount is hit with an attack or a combat maneuver. The mount's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the mount only takes half damage (if any). The mount must be able to see and hear the cowboy to benefit from this trick.

Catfall (Ex): The cowboy can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the cowboy takes no damage from the fall, he does not fall prone.

Chameleon Step (Ex): The cowboy can move up to twice his speed as a move action. The cowboy does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Coot’s Counsel (Ex): As a swift action, the cowboy can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The cowboy must have at least one rank in the chosen skill. This bonus lasts for 1 round per cowboy level.

Cougar’s Leap (Ex): When the cowboy attempts a jump, he can use this trick of the trade as a free action. The jump counts as having a running start.

Cunning Pantomime (Ex): As a standard action, the cowboy can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the cowboy suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Defensive Stance (Ex): The cowboy can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The cowboy can spend a swift action to stand up without provoking attacks of opportunity. This ability does not consume a daily use of Tricks of the Trade, and functions as long as the cowboy still has uses left.

Distracting Attack (Ex): The cowboy can use this trick once per round as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Dodge Roll (Ex): As a move action, the cowboy can move up to half his speed, not provoking attacks of opportunity. This ability cannot be used while mounted.

Hateful Attack (Ex): The cowboy can use this trick as a free action when he makes an attack against one of his favored enemies. The cowboy doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

Heel (Ex): The cowboy can use this trick as an immediate action when his mount moves. When the mount moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The mount must end this movement in a square adjacent to the cowboy. The mount must be able to see and hear the cowboy to take this movement.

Hobbling Attack (Ex): The cowboy can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds. This ability doesn't stack with itself.

Lazy Eye (Ex): As a swift action, the cowboy can evaluate one creature he can see that is not on his Favored Enemy list. Until the end of his turn, he gains a bonus to attack and damage rolls against that target equal to half of his highest Favored Enemy bonus.

Quick Climb (Ex): The cowboy can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the cowboy can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the cowboy can administer a potion to or use a first aid kit on an unconscious character as a move action.

Quick Swim (Ex): The cowboy can swim at his full speed as a move action without penalty.

Rattling Strike (Ex): The cowboy can use this trick once per round as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. This ability does not stack to cause more severe forms of fear.

Second Chance Strike (Ex): When he misses with a melee attack, the cowboy may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Sic ‘Em (Ex): The cowboy can use this trick as a swift action. His mount makes one melee attack against an adjacent creature. The mount must be able to see and hear the cowboy to make this attack. This doesn't count against the mount's own attacks.

Surprise Shift (Ex): The cowboy can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step (i.e. it doesn't trigger abilities such as Step Up that trigger on a 5-foot step, nor does it preclude other movement in the turn).

Shot from Above (Ex): A cowboy with this trick of the trade does not provoke attacks of opportunity for making ranged attacks in melee while mounted.

Tangling Attack (Ex): The cowboy can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the cowboy can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the cowboy gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The cowboy can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The cowboy can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The cowboy can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Wily Codger (Ex): As a free action, the cowboy can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Gunhand (Ex)

At 2nd level, a cowboy gains the Amateur Gunslinger feat, with the modification that he starts with grit points equal to half his Wis mod (min 1) every day. At 6th level, and every four levels thereafter, the cowboy can either take a grit feat or learn one gunslinger deed lower than his level.

Favored Enemy (Ex)

At 3rd level, a cowboy selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A cowboy may make Knowledge skill checks untrained when attempting to identify these creatures.

At every four levels thereafter, the cowboy may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the cowboy chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the ranger table. (Note that there are other types of humanoid to choose from—those called out specifically on the table are merely the most common.) If a specific creature falls into more than one category of favored enemy, the cowboy’s bonuses do not stack; he simply uses whichever bonus is higher.

Canny Tactics (Ex)

At 3rd level, the cowboy automatically grants any known teamwork feats to his designated mount. The mount doesn’t need to meet the prerequisites of these teamwork feats. It does need to be a teamwork feat the mount could reasonably use.

Wilderness Stride (Ex)

At 5th level, a cowboy and his mounts may move through any sort of natural difficult terrain (such as natural thorns, briars, ice, mud pits, or similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Areas that are enchanted or magically manipulated to impede motion will still affect the cowboy and his mounts.

Swift Tracker (Ex)

At 8th level, a cowboy can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Speak with Master (Ex)

At 11th level, a cowboy and the mounts in his string can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Lasso Mastery (Ex)

At 20th level, a cowboy becomes a true expert at subduing creatures with his lasso. When the cowboy makes a grapple attempt against a target using a lasso, the target is Entangled for 1 round regardless of whether the grapple attempt succeeds. If the attempt does succeed, then the cowboy may, as an immediate action, attempt another grapple check to pin the subject.

Archetypes

A cowboy may choose to take an archetype from the list below. These archetypes replace or modify various cowboy abilities, allowing you to focus the character into a unique discipline.