Obtain Special Mount (3.5e Feat)

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Obtain Special Mount [General, Fighter][edit]

You obtain a special mount, like a paladin would.
Prerequisite: Level 5
Benefit: You obtain a special mount, similar to a Paladin does.


Obtain Special Mount[edit]

Much like a paladin, you're able to utilize a special mount that has no equal among the average horses and ponies that the rest of the world satisfies itself with.

Your mount, unlike a paladin's, does not come from celestial planes, and is not associated with any otherworldly power. When you obtain this feat, you may designate one mount that you currently own and have access to, specifying this creature as your special mount. While your mount is not a magical beast like the paladin's (it remains an animal), it is stronger and has a more powerful bond with you than other mounts. It gains new abilities and statistics according to the following table:

Character
HD
Bonus
HD
Natural
Armor Adj.
Str
Adj.
Int Special
5th–7th +2 +4 +1 6 Calling, Fearless, Improved Evasion, Share Saving Throws
8th–10th +4 +6 +2 7 Improved Speed, Riding
11th–14th +6 +8 +3 8 Command Creatures of Its Kind
15th–20th +8 +10 +4 9 Spell Resistance

Special Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Calling (Ex): You can, once per day and as a full-round action, call your special mount to your side from any location within 10 miles on the same plane as you. This takes the form of a loud signal (a shouted verbal command, a loud whistle, or any other kind of agreed upon signal) which your mount is attuned to. The amount immediately makes its way to your side through the shortest means possible with inexplicable speed, moving to your side during the same round as if it were summoned.

Unless it is physically unable to get to its master (in which case, it waits at the nearest possible location), the mount travels this distance within round that it is called, once more, inexplicably - seeming to appear out of nowhere, as if it were waiting to be called by its owner.

Fearless (Ex): Your mount has a deep bond with you, and will follow you to the depths of the earth without hesitation. The special mount is considered trained for battle by virtue of this feat, and will not shy from it so long as you ride it, and will not fear to enter dungeons that would scare lesser mounts.

This ability only applies so long as you are riding the mount. Any other character attempting to use the mount does not inspire the same bond and will be required to make the proper Ride and Handle Animal checks.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Riding: When riding your special mount, you are considered to have a +8 competence bonus to Ride checks made to stay on or control the mount. Furthermore, you can always choose to take 10 on Ride checks, even when flustered or rushed.

This bonus only applies to this mount, and only when you are riding it. It does not extend to other characters.

Command (Sp): Once per day per two Hit Dice of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 master’s level + master’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Designating another mount[edit]

No matter what, this feat can only be applied to the every thirty days. This counter is reset when you gain another level or hit die. The benefits of this feat only apply to one mount at a time. If another mount is designated, the previous loses all abilities gained as the bond is severed.

Should the your mount die, the same rules apply: you may not designate another special mount for thirty days or until you gain another hit die, whichever comes first, even if the mount is somehow returned from the dead. Additionally, during this thirty-day period, you takes a –1 penalty on attack and weapon damage rolls, just as a paladin does.


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