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Class record

Nomad

Striker / Support

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role
Support

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Cavalier mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Animal Husbandry, Riding, Flight, Intimidation, Perception, Insight or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

It was difficult to pin down the origins of anything throughout history. Plenty of ideas and methods were known to crop up simultaneously among completely isolated groups by simple happenstance. However, it was largely accepted that the idea of modern cavalry began with the arrival of nomadic human tribes from the north east of Lyr. Masters of their stocky, resilient horses, they migrated south west out of the tundra and steppe due to extremely harsh seasons and famine. Forced to avoid the forests of Easter to the south and pushed away from the budding kingdoms in Northi to the west, the nomadic humans settled in the lush plains of Axia and Nuren. Their art of mounted archery gave them unparalleled hunting abilities and made them maddeningly difficult to chase down, even from the fleet footed catfolk and rabbitfolk.

For a time, the Nomads roamed plains, breeding ever stronger horses and leading a relatively simple life. They didn’t know that their presence forced the kingdoms of Northi to push their influence west into Susururu Forest, displacing wolf-folk and lamiafolk, and to the selkies of Houkaina on the coast. But eventually, with nowhere to continue expanding aside from the frigid north, Northi returned its attention to the plains. Utilizing enslaved centaurs as mounts, the catfolk hoped to narrow the mobility gap and to be able to finally hunt down the annoying humans. But without any static settlements and their mastery of the plains, the Nomads were still able to control the pace of any battles or hunts.

Simultaneous to the more concentrated efforts from Northi, humans from Westria began to treat with the nomadic tribes of the Nuren Plains. They traded for horses, for trainers, and offered riches beyond the nomadic tribes’ wildest dreams for empty land. Northi wasn’t alone in dreaming of securing the plains for their potential wealth of farmland, but the humans from the south recognized that the Nomads had completely stalled chimeran expansion with their mastery of horses and Westria had long been praying for something that would let them protect themselves from the chimera and fae. Humans had a long history of domesticating animals to help balance the strengths of their neighbors: dogs for hunting, oxen for burden…the introduction of horses was simply another method to overcome their weaknesses.

With a combination of various deals with the nomads and utilizing their own methods against them, Westria was finally able to push its borders to the edge of the forest and the Nuren River. Their actions unfortunately displaced or eradicated tribes of nomads that resisted the territorial grab. Some historians believe that ancient, bad blood was one of the larger factors for the rise of independent nations along Westria’s north eastern border. Many humans from the plains regions could still claim ancestors from those nomadic tribes and while there was no official animosity, some were convinced there was an overarching reason they had carved out their independence from both Northi and Westria.

Tactical guidance

Playing Nomad

The nomad is a ranged cavalry class that can be nearly impossible to catch.

As a nomad, you excel in fights where you have a lot of space to run around it. Your light cavalry key ability makes you able to fight at maximum potential even in terrain that would normally be unfavorable for you, allowing you to keep your full mobility.

Hit & Run is an ability that can either be used with a melee or ranged weapon. With a melee weapon, it does provoke an attack but it lets you move away from the enemy while dealing damage. With a ranged weapon it allows an essentialy free reposition and enables you to keep your distance from the enemy. It also allows you to use Running Shot.

Runing Shot is a 1 RP cost ability that lets you make a Heavy attack. It does require you to move before you can use it, but Nomad has several ways of doing that. The RP cost is normally a big risk for a character to spend on offensive abilities, but as a nomad you have enough mobility and range that you can afford to spend some of it on doing more damage.

Trailblazer is an utility ability that helps your allies get across difficult terrain. It can also be used to help them get into the fray faster, though it does cost them some RP.

Your Secret Art: Chase the Horizon is the ultimate kiting tool against a single enemy. It has a steep mana cost for the duration, but it ensures the target you pick cannot catch you while its active and you can punish them if they do move. It's best used when kiting a boss or when a melee enemy is far away from anything to attack. If they are forced to spend 4 AP on movement to do anything, then you get 4 attacks which is not bad for the cost.

Nomad

Class features

Abilities unlocked

Complete rules for every ability granted by Nomad.

Key ability

Light Cavalry

Class feature

Benefit 1

While mounted and while you and your mount both wear light armor or no armor, you ignore natural difficult terrain.

Ability

Hit & Run

1 AP1 MP
Range
Weapon Range

You make a Light attack against the target. Afterwards, you may move up to your speed.

Requirements

Must be mounted.

1 RP
Range
Ranged Weapon Range

You make a Heavy attack against the target.

Requirements

Must be mounted and taking a movement action.

1 AP
Range
Self

You move up to your speed. Any allies within 30ft of where you started moving may spend 1 RP to move up to twice their speed towards you. They ignore the effects of natural difficult terrain for this movement.

Requirements

Must be mounted and meet the requirements of your Light Cavalry key ability.

0 AP3 MP
Range
Self
Keywords
Secret Art

You focus on a single enemy and maintain a constant position from them. Whenever the target moves, you may move the same amount as they did (up to your movement speed) away from them for 0 RP. This movement does not provoke attacks of opportunity from the target, but does provoke from other enemies.

 Every time this happens, you may make a Light attack against the target with a ranged weapon. If the target spends multiple AP on a single movement action, you may make an amount of Light attacks equal to the AP they spent.

Lasts until the start of your next turn or until you can no longer see the target.

Requirements

Must be mounted.