The Steppe Warrior is a hardy nomad
from one of the tribes that range across the steppes from the taiga
in the north to the deserts and mountains of the south, they are the
bane of more settled, civilized lands when they are united and a
scourge to each other when they are not. They live by following their
herds, hunting wild game, gathering wild fruits and vegetables and by
raiding their neighbors. I introduce this class as the warrior elite
of their society. I might have picked the Scythians, the Turks, or
the Huns as my model, and there are a great many similarities among
steppe peoples, but I chose the Mongols, because it's Mongol Month.
Feel free to give me feedback and/or use this class as you will- I
present it as a gift to the OSR community in baroque AD&D 1st
edition format; absolutely unplaytested because I have been beating
my head against a brick wall with this class for the better part of a
month.
Enjoy!
The Steppe Warrior is a sub-class of
Fighter. Steppe Warriors have no Prime Requisite and therefore
receive no bonuses for high Ability Scores. In order to become a
Steppe Warrior a character must have 12 Strength, 12 Wisdom, 15
Dexterity and 14 Constitution. Steppe Warriors are born horsemen, as
such they receive no penalties for shooting from horseback and have a
number of advantages to being mounted as they level up. They may be
of any Alignment, but only Humans, Half-Elves and Half-Orcs may
become Steppe Warriors. Half-Elves are limited to 8th level as a
Steppe Warrior, Half-Orcs are limited to level 10. The Steppe Warrior
receives 1d10 per level gained for hit points plus 2 hit points for
every point of Constitution they have above 14. Steppe Warriors make
Saving Throws as a Fighter of the same level.
A single classed Steppe Warrior may
Specialize in one of the following weapons-
Composite Short Bow
Scimitar
Horseman's Mace
Light Lance
Experience Level Hit Dice Title
|
0-3000 1 1 Khazak
|
3001-6000 2 2 Nokhor
|
6001-12000 3 3 Ba'atur
|
12001- 20000 4 4 Noyen
|
20001-40000 5 5 Orlok
|
40001-80000 6 6 Darugha
|
80001-145000 7 7 Taishi
|
145001-225000 8 8 Gurkhan
|
225001-310000 9 9 Khan
|
310001-625000 10 9+3 Khan (10th Level)
|
625001-950000 11 9+6 Khan (11th Level)
|
950001-1250000 12 9+9 Khan (12th Level)
|
All Steppe Warriors are virtually born
in the saddle; riding and mounted combat are their birthright, as
such attacks made from the saddle are made as though they were one
level higher. They are unlikely to ever be thrown from their mount
(85%) and if they are they are equally unlikely to be injured, this
percentage increases every level by 1%. Furthermore, as mounted
archery is integral to their mode of warfare, they suffer no
penalties for firing while mounted, even while moving, and may fire
at any point during their move in any direction.
All Steppe Warriors also have the
following abilities-
-Hide in Natural Surroundings: with the
same percentage chance as a Thief of the same level using his Hide in
Shadows ability.
-Surprise: In Natural Surroundings a
Steppe Warrior can Surprise an opponent on a 3 in 6 and is only
surprised 10% of the time. This only applies in natural surroundings.
-Leadership: When dealing with other
Steppe Warriors a Steppe Warrior adds his experience level to his
Charisma score to get an effective Charisma with other Steppe
Warriors.
-Survival: a Steppe Warrior can
effectively survive in the wild by hunting and gathering, he can
build shelter and make fire.
Tracking- A Steppe Warrior can track as
a Ranger of equivalent level, but only outdoors.
The Steppe Warrior only continues to
improve in horsemanship throughout his career-
-At 3rd level they can vault into the
saddle, regardless of how heavily armored they are, and have their
mount underway in a single segment.
-At 4th level a Good Aligned female
Steppe Warrior may handle and ride a Unicorn as a steed.
-At 5th level a Steppe Warrior can urge
his mount to greater speeds than normal, adding 2" to the
movement rate for up to 6 turns. This causes no damage to the mount.
-At 7th level a Steppe Warrior can urge
his mount to jump further than normal.
-At 9th level the Steppe Warrior can
ride Pegasi, Hippogriffs, Griffons or other flying horselike
creatures at the DM's discretion.
Summon Horde- Starting at 8th level the
Steppe Warrior gains the ability to summon a Horde of his people, he
is a recognized leader among them. Take his experience point total
and divide it by five to get the size of the horde. Therefore an 8th
level Steppe Warrior could summon between 290-550 men to his side,
while a 12th level Steppe Warrior could summon between 1900-2500 men,
this horde is in addition to their normal followers.
The Horde must have a stated purpose
for gathering, (plunder the wealthy city of Kashgar, rescue the Great
Khan's Daughter, etc) and it will take a week to gather in the Steppe
Warrior's home territory. A Horde will disband after a number of
weeks equal to the summoner's level. A Horde may be held together for
an additional 1-2 weeks if there are exceptional circumstances (23 or
higher effective Charisma, massive plunder distributed to the Horde,
stated goal within easy reach, etc), but never longer and if a Steppe
Warrior has a Horde disband under him, he is disgraced in his
homeland and may never raise another Horde.
The Horde will also have two aides
equal to 1/2 the level (rounded down) of the character summoning it
and those aides will each have two assistants each equal to half
their level (rounded down), thus a 9th level Steppe Warrior summoning
a horde will have two 4th level Steppe Warrior Aides and four 2nd
level Steppe Warrior assistants. Clerics, Shamans or Witch-Doctors
(depending on the nature of the Steppe Warrior's tribal religion) may
also be present at the DM's discretion.
Multiclassing- Steppe Warrior/Cleric
1/2E, 1/2O; Steppe Warrior/Druid- 1/2E; Steppe Warrior/Magic-User
1/2E; Steppe Warrior/Thief 1/2E, 1/2O; Steppe Warrior/Assassin 1/2E,
1/2O; Cleric/Steppe Warrior/Magic-User 1/2E; Cleric/Steppe
Warrior/Assassin 1/2O
Optional Starting Money Table-
To show just how cash poor the steppe
is and to reflect the normal equipment found there I came up with
this-
Roll 1d6x10 for starting gold- buy
anything with that. For interesting, exotic fun let them buy stuff
from the Oriental Adventures book too. Currency exchange rates are on
page 38.
New items-
Dried Meat- 1GP/Week
Koumiss- 1SP/Gallon
Ger, Small- 150GP
Dried meat could be mutton, beef,
camel, horse or some variety of wild game, it is typically placed
under the saddle when riding so the horse sweat and crushing action
can soften it enough to eat. Koumiss is a drink made from fermented
mare's milk. A Ger, also known as a Yurt, is either a very
sophisticated tent or an easily dismantled and moved cloth covered
house used by nomadic and semi-nomadic people throughout Eurasia,
depending on who you ask.
Roll 1d6 on this table for an armor,
weapon and horses package.
Assume everyone starts with one set of
clothes which includes a furry hat, if they have a bow, it is a
Composite Shortbow and that they have a quiver for the arrows. They
also start with a saddle, bit and bridle.
1- Leather Armor, Light Lance, Dagger,
1d4 Steppe Ponies*
2- Padded Armor, Bow, 12 Arrows, Hand
Axe, 2d4 Steppe Ponies
3- Shield, Light Lance, Scimitar, Bow,
12 Arrows, 2d4 Steppe Ponies
4-Leather Armor, Shield, Dagger, Hand
Axe, Bow, 12 arrows, 2d4 Steppe Ponies
5-Chainmail, Shield, Scimitar, Bow,
12+2d6 Arrows, 4+2d4 Steppe Ponies
6- Lamellar**, Hand Axe, Light Lance,
Bow, 12+2d6 Arrows, 4+2d4 Steppe Ponies
DM's should, of course, feel free to
adjust this table to their needs, there are way more combinations of
armor, weapons and horses that I could have done, I just wanted to
keep it simple. The Steppe Ponies are pretty essential though, even a
poor Steppe Warrior should have at least one horse.
*Steppe Ponies should be treated as
Light Warhorses, but with better morale and AC 6, they also forage on
their own and thus do not require fodder and are hardier than most
horses with better endurance, they almost never come up lame.
**Treat as Scale armor, I threw it in
for flavor and accuracy. Truth be told they had leather lamellar too,
but I didn't want to be confusing.
Roll 1d6 on this table for extra stuff.
1. Horseman's Mace, Winter Blanket,
Small Iron Pot
2. Guard Dog, bone whistle, Large Sack
3. Pack Camel, Pack Saddle made for
said Camel, 25lb sack of rice flour
4. 1d6+2 Sheep, Sheep Dog, Iron Shears
5. 1d4 Yaks, Wagon, Small Ger (12')
6. Helmet, Horseman's Mace, Dagger
Obviously, this was just off the top of
my head and DM's should feel completely free to adjust the "extra
stuff" as they see fit. My intention here was to throw the
Horseman's mace into some starting kits and add some more culturally
fitting, but not necessarily of obvious immediate use, items into the
mix. "What am I going to do with 4 Sheep?" a player might
ask, I say think outside the usual box. Sheep are walking provisions,
trade goods and a bit of an early warning system, although the dog
that comes with them is better at that.
Common Medieval Mongol Names-
Mongol Female-
Altani, Bargujin, Borte, Chabi, Chagur,
Chakha, Checheyigen, Chotan, Doregene, Ebegei, Gurbesu, Ibakha,
Khadagan, Khogaghchin, Khojin, Khorijin, Khugurjin, Khulan, Nomolun,
Onggur, Sokhatai, Sorghaghatani, Tekine, Temulun, Yesugun, Yesui
Mongol Male-
Abagha, Aguchu, Ajinai, Akutai, Alagh,
Alchi, Altan, Bögen, Babür, Bagaridai, Bala, Barlas, Bartan, Batu,
Baykara, Begter, Berke, Chagatai, Chanai, Chigu, Chilagun, Chiledu,
Dagun, Daritai, Djebe, Dodai, Esen-Buga, Günkan, Ghazan, Gughlug,
Harghasun, Horkhudagh, Hulegu, Husun, Inalchi, Inancha, Iturgen,
Jurchedei, Khachi, Khachigun, Khagatai, Khogaghchin, Khudu,
Khuyildar, Kokochu, Koksegu, Kubilai, Megetu, Morokha, Mungke,
Munglig, Nakhu, Nayaga, Nogay, Noyan, Ogodei, Okhotur, Oljaitu,
Oronartai, Sahruh, Sencer, Shiragul, Shirgugetu, Soyurgatmis,
Subotei, Suyiketu, Taghai, Tamachi, Temuge, Temujin, Temur, Toghoril,
Toghtoga, Toktamis, Tolui, Torolchi, Turgay, Ukhuna, Ulugh, Utudai,
Yegu, Yesunge, Yokhunan
OK, so, I pretty much adapted this from
the Unearthed Arcana Cavalier and Barbarian classes and toned their
abilities down for the most part, so they wouldn't be overpowering,
but like I stated above, this is all completely untested. I had a
bunch of other ideas for them and I really wanted to include some
stuff I cut, but when I thought about it I kept thinking that "This
is like the Cavalier's whatever" or the "Barbarian's Horde
summoning ability is important"; and it is, the English word
"horde" comes from the Mongolian "ordu". So in
the end I decided to default to Gygax and mix and match and alter
most of the stuff I wanted from those two classes with a few of my
own ideas and cut a bunch of stuff out. I guess in the end you know
it's done when you can't cut anything else, right?
Questions, comments and criticisms are
welcomed, particularly if there is something glaringly obvious that I
left out.