Advanced Dungeons & Dragons 2nd Edition Wiki
Advertisement

Desert Rider[]

Desert riders represent the classic Arabian warriors: well-trained, mounted fighters sweeping out of the barren wastes. They are the romantic heroes of a nomadic people, living their lives and fighting their battles from the saddle. Desert riders are primarily horsemen, but some are more adept at riding camels.

Requirements: Males and females alike are allowed to be desert riders. However, only humans, elves, and human-elf crossbreeds may assume this role.

Role: Opinions on the nature of desert riders vary according to whom you ask. To the nomadic tribes, desert riders are heroes, exemplifying the traditions of the desert: bravery, honesty, and freedom. To the small towns that are sometimes targets of raids, the riders are little more than wandering thieves and haughty looters, who sweep into civilized lands for raids, then "turn tail" and disappear into the desert to avoid pursuit. Both opinions are partly right. There are indeed good and lawful desert riders who exemplify the positive values of the desert. And there are evil men and women who live up to the villainy portrayed by the townsfolk. But the true nature of the group lies somewhere between those two poles.

In turn, desert riders tend to view city-dwellers as impoverished cousins, unaware that the greatest riches are those of the soul, not knowing that such rewards can only be found in the freedom of the desert. Desert riders of good alignment tend to demonstrate the inherent superiority of their life (which accounts for the haughty attitude perceived by the townsfolk). Evil desert riders see the towns and villages as mere supply houses for needed material.

The desert riders are not bound to land and property, save for their most important possessions, their mounts. A desert rider only grudgingly parts with his or her steed, and then only if it is left with others who might appreciate its quality—that is, other desert riders, or individuals who both appreciate the value of the steed and who can be trusted to take care of it until the owner returns. Desert riders do sell their mounts on occasion, especially horses that have grown old. Even then, buyers are often chosen carefully.

Weapon Proficiencies: Two of the desert rider's initial four weapon proficiency slots must be spent on the long sword and light horse lance.

Nonweapon Proficiencies:

  • Bonus Proficiencies: Riding, horse specialization (alternately, camel specialization, but not both); survival (desert).
  • Recommended, General: Animal handling, animal training, direction sense, riding (land- based for other mounts).
  • Recommended, Warrior: Awareness, animal lore, endurance, hunting.
  • Recommended, Priest: None.
  • Recommended, Wizard: None.
  • Recommended, Rogue: None.
  • Forbidden: Seamanship, swimming, charioteering. (These proficiencies may not be gained initially, but may be learned by desert riders in the course of the campaign, should the opportunity arise.)

Equipment: Desert riders may wear any type of armor, but the restrictions of their native terrain usually forbid them to wear anything heavier than chain mail (AC 5). A shield is also allowed (AC 4 when combined with chain mail).

Each desert rider begins the campaign already owning a light war horse or camel. Provided a rider can pay the difference in price, he or she may "trade up" to a medium war horse. Desert riders may not purchase a draft, riding, or heavy war horse initially.

Special Benefits: Desert riders are excellent judges of horseflesh (or camel flesh, as the case may be), and they are capable of bringing the best out of a mount. Members of this kit always judge the quality of a mount correctly; no proficiency check is required. Further, under a desert rider's expert care, a mount improves one level in quality—in just two weeks following the purchase. (See Chapter 6 in the DMG for definitions of quality. A nag becomes broken-down; a broken-down horse, average; an average mount, high-spirited; and a high-spirited mount, a charger.) This benefit lasts only as long as the horse remains in the desert rider's care. Thus, a desert rider may sell an "average" horse, which in a week reverts to its original broken-down stage in the hands of others. Such occurrences contribute to the belief that desert riders are unscrupulous.

No mount can be improved more than one level above its original quality. Hence, if a desert rider purchases a mount directly from another desert rider, this benefit does not apply.

Special Hindrances: Desert riders are uncomfortable outside their desert home. When not in a desert or desertlike area, they make all proficiency checks at -1. Combat rolls are not affected, however.

Wealth Options: All desert riders receive a broken- down mount at the start of play. After two weeks in a desert rider's care, however, the horse (or camel) becomes an average mount. In addition, desert riders receive only 3d4 x 10 gp, from which they must purchase the rest of their equipment.

Races: Desert riders are humans, elves, and half- elves. In fact, entire tribes of desert warriors are elves or half-elves. Halflings, gnomes, and dwarves are not desert riders; as a rule, they do not adjust well to life in the saddle.

Advertisement