D20 Mounts Guide
D20 Mounts Guide
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Min/Max Boards Dungeons & Dragons Discussion D&D 3.5 and Pathfinder Handbooks Mount Handbook
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Prime32
Over-Underling
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Introduction
Reasons to get a mount
Travel
With a mount you can get places faster. This is eventually outpaced by
teleportation, though teleporting mounts are available.
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Defence
A character can use all available actions to attack from horseback while the
mount moves him out of range of reprisal. This is generally the reserve of
archers and spellcasters, though melee combatants can do it too.
Attack
Being mounted can increase your damage output significantly, as well as get
you to the scene of action more quickly. Most such strategies are related to
charging, but isn't that how it always works? I know, a warhulking hurler can outpace an
ubercharger in damage, but you can use your mount as ammo or something.
Flavour
Face it, nothing says Rule of Cool like riding a dragon into battle.
Links
Rules of the Game - Mounts (1-2-3-4-5)
Archery Handbook (includes a section on mounted archery)
Druid Handbook (for advice on animal companions)
Ranger Handbook (likewise)
Paladin Handbook (for advice on special mounts)
Special Paladin Mount (at GitP)
The Familiars Handbook
Getting the most out of your familiar
The Handle Animal Guide (WotC version here)
Things to do with your move action while mounted
Speed Handbook (for making your mount faster)
Last Edit: January 18, 2012, 12:14:47 PM by Prime32
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Prime32
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Getting a mount
This list is by no means exhaustive; let me know if you've found a good
source.
Permanent
Posts: 2893
The best way to get a mount is to have one by virtue of a class feature or feat.
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DrComp
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ECS
5N
Magebred
warhorse (Order of Rekkenmark affiliation): Good
at low levels, since you get it essentially for free if you write the order
into your backstory. The free 4th-level bodyguard at lv1 is kind of
cheesy though. Unlikely to get by many DMs.
Dung
Summoned
If you're looking at using a summoned creature for a mount, duration is
important. If you're using your mount for travel rather than just for combat
then a duration of 1 round/level isn't that useful unless you can summon some
kind of robot horse with rockets for legs. Bear in mind that you will have to
spend actions to get on the mount. And watch out for dispel magic.
Class features
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Dr310
Phantom stag (Druid 5): Basically a phantom steed that can also
fight, and can cast etherealness at high levels.
Phantom steed (Siyal druid 3, Sor/Wiz 3): Lasts half as long as
mount, but the "horse" it creates is super-fast, can go just about
anywhere, and looks cool as hell. It doesn't attack, but it doesn't panic
in combat either. Plus "animals shun it and refuse to attack it", which
might extend to its rider as well. Gets better with the Knight Phantom
PrC (Five Nations) which boosts the CL and gives you extra castings per
day. It normally takes 10 minutes to cast, but Knight Phantoms can cut
this down to a standard action.
Planar ally (Clr 4/6/8): Your ally can remain for a number of days,
though you need to pay gp and xp.
Planar binding (Sor/Wiz 4/6/8): Like planar ally, but cheaper and a
little more dangerous.
Summon monster
Summon nature's ally
Vestiges
Andras
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Transformed
If you don't have a creature you can ride, turn something else into one. Many
transformative spells have restrictions based on creature type, so that should
be the most important thing to bear in mind when choosing a base creature.
Many of the same caveats apply here as with summoned creatures - the
difference is that if the polymorph runs out you'll still have an ally of some
kind.
Some candidates (such as a druid cohort) are capable of transforming
themselves, while others require you to cast spells on them. The Share Spells
ability makes this significantly easier.
Wild shape
Alter self
I am the mount!
If you're getting a cohort/thrall/etc. it's definitely worth considering making
him the rider and yourself the mount. Alternatively, if your minion ends up
significantly more powerful than you (as with the Ubermount and Big Guy Is
With Me builds), it might be more enjoyable to play the minion as the main
character and the "master" as a tag-along.
On a related note, certain races like centaur count as being mounted at all
times due to their anatomy.
Last Edit: February 22, 2014, 04:58:28 PM by Prime32
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Riders in general
One of the things to bear in mind when statting the rider is size. A Medium PC
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requires a creature of at least Large size to carry him around, but a halfling
can ride a mount which is the same size as his other party members. The
value of this cannot be understated - you can't guarantee that your mount will
fit through dungeon halls designed for Medium creatures. Oh, and in Eberron,
halflings ride dinosaurs. The dinos are Medium creatures, so other races can't
ride them. Keep that in mind.
Items
Custom item of master cavalierCC: For 18,000gp, get an untyped +20
bonus on Ride checks for your special mount or similar companion (or
+10 for other mounts). Less than half the price of a +20 competence
bonus item, and stacks with it.
Gloves of the Balanced HandMIC: This 8,000gp item grants TwoWeapon Fighting as a bonus feat, or Improved Two-Weapon Fighting if
you already have it. Two-Weapon Fighting is a prereq for the Ranger
Knight and Revenant Blade PrCs.
HumillianthirDrComp: Two suits of +3 leather armor (one of them
barding) which function as a set - if a paladin wears one and his special
mount wears the other, then he can greater teleport onto his mount
from up to 500ft away as a move action. The total cost is 3,000gp more
than two normal suits of +3 armor.
Quickspur's AllyWoL: A shield that gives you the ability to guide a
mount with your knees without a Ride check and spur a mount without
damaging it, as well a continuous shield other effect targeting your
mount. You also get blur, entropic shield, resist energy and stoneskin as
SLAs that you can share with your mount, and can summon a phantom
steed.
RoS
Races
Gnome: The gnome paladinDr329 ACF trades Knowledge (nobility and
royalty) for Perform (comedy)... and adds dire badgers to their choices
of special mounts.
OA
Human (Unicorn clan) : Ride is always a class skill for you, but your
favored class is Barbarian rather than being unrestricted like most
humans (if you're one of the two people who use favored class rules in
the first case).
Hound archon: A hound archon with access to a special mount can
choose to use a bronze dragon, which gains an additional +2 HD, +4
Str, +4 natural armor, +10ft speed and improved evasion (...despite
special mounts already having improved evasion). This does not
provide you with the dragon, so you'll have to find one yourself (such
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as via Dragon Cohort or a fellow party member) but it doesn't suffer the
normal +2 LA for cohort mounts. Also hound archons can turn into dire
wolves while bronze dragons can turn into Medium humanoids, which
means you can reverse the roles if you want. Hound archons themselves
suffer from their huge +5 LA; take a level in Ranger Knight and see if
you can convince your DM to treat their racial HD as levels in a divine
casting class for the Holy Mount feat. Or play a gestalt campaign maybe.
Lizardfolk: Lizardfolk paladins can select titan salamanders as special
mounts at no level penalty. Psionic lizardfolk have access to a version
with some psi-like abilities, but they need to be converted from the 3.0
rules; that said, stuff like vigor scales amazingly on an ubermount build
if it's tied to HD.
LupinDr325: An LA +0 Monstrous Humanoid that gains a +2 bonus on
Ride checks, and treats it as a class skill for all classes. Also if you're a
ranger you can choose Humanoid (shapechanger) as a favored enemy.
Salamander: A variant rule in Dragon #314 allows salamanders to add
the fire subtype to their familiars so that they can actually survive in
their normal environment; this isn't amazingly useful in itself, but ask
your DM about extending it to other creatures who live in the Elemental
Plane of Fire or similarly inhospitable locations (as well as to companions
other than familiars). It also clarifies that salamanders are capable of
riding mounts... somehow.
Base Classes
Dr338
Barbarian (Horselord
ACF): Replaces rage with "Battle Ecstasy",
which grants different bonuses and doesn't affect your concentration.
You also get a ranger animal companion, some skill bonuses, and
Improved Mounted Archery as a bonus feat. Take 6 levels in this class at
most, unless you get something awesome from another ACF later on.
Bard (Fey bardUA ACF): Trade bardic music and knowledge for druid
animal companion and some other minor abilities.
BloodlinesUA: Not technically a class, but close enough. Levels in a
bloodline advance every class-level-dependent ability you have at once,
including animal companions, familiars and special mounts; in some
cases (e.g. Celebrant of Sharess 10) this can even allow you to break
the cap and start using the epic advancement rules. Titan Bloodline lets
you wield a Gargantuan warhammer in one hand (which is probably just
poor wording, but cool enough that some DMs allow it anyway). Celestial
Bloodline grants Smite Evil, which lets you qualify for Devoted Tracker if
you gained a special mount from an unusual source. All major bloodlines
grant 2 fixed bonus feats, which are occasionally useful for prereqs.
Cleric (ElysiumSpC planar domain): Counts as both your domain
choices, and can only be selected if you're Neutral Good. Grants smite
evil as a paladin of your cleric level (including daily uses), helping you
qualify for Devoted Tracker.
Dr353
Cleric (Shaman
ACF): Trade turn undead for a ranger animal
companion. It's normally painful to give up access to Divine and
Devotion feats, but a mounted character won't get much benefit out of
Travel Devotion anyway.
UA
Cleric (Champion ACF): Trade turn undead for smite evil + aura of
courage. Useful mainly for meeting the prereqs of Devoted Tracker.
UA
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lets you meet prerequisites for ranger PrCs and you probably weren't
taking enough druid levels to get wild shape anyway.
Dr347
Paladin (Lightbringer
ACF): Trade your first weekly use of remove
disease for a continuous death ward effect on your mount. If you have 6
levels of paladin this is always worth it.
CoV
Ranger (Fangshields
RSL): +2 to your effective druid level for
determining your animal companion's abilities (making your companion
equivalent to a druid's at the level you get it). Cannot be selected by
PGtF
feat comes in
UA
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DR351
Prestige Classes
CAdv
Animal Lord
: 10 levels of full animal companion compression and
full BAB. Okay, but not particularly exciting. There's a 3.0 version in
Masters of the Wild that gets limited spellcasting, but it's not usable
without some rewriting.
UE
Faith Scion : If you're using the rules for legendary weapons, this
class will advance a ton of abilities at once. Oh, and you also get a
hammer.
CW
Halfling Outrider
special mounts.
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Dr315
Harmonium Peacekeeper
: A 5-level class that grants a paladin
special mount at +4 effective level, stacking with existing mounts. When
you un-summon your mount you and your companions can return to its
home plane with it, and then plane shift to other places from there. The
prereqs are pretty easy to meet, as long as you're lawful.
FC2
Human Paragon : Lv1 lets you add one skill as a class skill to all
classes. Picking up Ride or Handle Animal like this can be very useful for
some builds.
Knight of the Blue MoonCoS:W: A class intended for paladin/sorcerers.
Provides 5/5 spellcasting advancement and a special mount that stacks
with paladin levels. If you don't have a familiar then your
wizard/sorcerer levels also stack for determining its abilities. Could
make a good combo with High One Warrior-Wizard.
Knight of the Iron GlacierFrost: Advances your special mount and
replaces it with a "war megaloceros", a megaloceros (CR4 Animal with
Improved Grab, Scent and a mini-dungeoncrasher ability) with the
warbeast template already applied. This is basically a 1-level dip class.
Knight of the Flying HuntCoV: You get a pegasus... and it never
improves from its base stats. Your other class features are two bonus
feats from a short list, -2/-4 reductions to your Armor Check Penalties,
and "someone buys you magic armor" (it's not great armor either). I
could see maybe a 1-level dip in this class before heading into Windrider
levels, but that's it.
Moonsea SkysentinelCoV: Grants you a 9 HD dire hawk as a mount
(Large and with maximum hp), which gains an additional +1 HD/+2
natural armor/+2 Strength for every three class levels you possess
beyond 1st. You can use shield and immediate-action 1-round spell
turning, which affect both you and the hawk, and both of you gain
scaling bonuses to saving throws against spells and spell-like abilities.
Dr317
Ranger Knight
: Grants an interesting collection of abilities, most
notably a special mount at +5 effective level, favored enemies, and
upgrading Trample to a full attack (devastating for dragon mounts). You
can also treat medium armor as light armor for the purposes of all
armor-restricted abilities while mounted. While there's four prereq feats,
it's pretty easy to gain them through ranger levels and magic items
(such as battle bridle and gloves of the balanced hand).
CC
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Windrider
: Grants bonuses to your "chosen mount" similar to a
double-speed special mount. If you're a paladin, then you instead
designate the chosen mount as your special mount and add your
windrider levels to your paladin levels for determining its abilities
(...maybe, it's not very clear). Stacks with every other type of
companion, and can even be applied to fellow PCs. Also your mount
gets something similar to Divine Grace, using your Cha bonus. Finally,
since it has limited spellcasting it can be used with the Holy Mount feat.
Feats
PGtE
Aereni Focus
: 1st-level-only version of Skill Focus for elves, which
also makes that skill a class skill for all classes (and counts as Skill
Focus for prereqs). Useful if your classes don't normally have access to
skills like Ride or Handle Animal.
SoX
Bonded
: When you attack in the same round as a creature you
have trained with the Handle Animal skill, you both gain a +1 bonus on
attack and damage rolls. When making ranged attacks, said creature
also doesn't cause you to take a penalty for firing into melee.
Double TeamDr357: Once per round you may make an attack of
opportunity against a creature your bonded companion struck
with an attack.
Protective TalonsDr357: Once per round, if you would be struck
by a ranged attack while your bonded companion is within 5ft,
you may substitute its attack roll +1 for your Armor Class against
the attack.
SereenDr357: At the start of each round your bonded companion
can take a -2 penalty to attacks and AC in exchange for granting
you concealment against one opponent.
Celestial MountBoED: Special mount gains celestial template. For an
ubermount with huge numbers of HD this can be worth adding for the
Spell Resistance, but normally the bonuses aren't really significant. Note
that it requires 4 levels of paladin, meaning prestige paladin can't be
used for the usual 2-level dip.
Cloak DanceXPH: Take this if you find that you have move actions to
spare while mounted. You gain concealment as a move action, or total
concealment as a full-round action.
DR346
Close Cohort
: If you have Leadership your cohort is one level
lower than you, rather than two levels. It isn't much of a stretch to
apply this to alternatives like Dragon Cohort. Talk to your DM before
trying to combine it with thrallherd.
RotW
Co-ordinated Strike
: +1 attack bonus against any foe your animal
companion or special mount has struck in the same round. I'd just take
Knowledge Devotion instead. Heck, Weapon Focus is better than this.
DotU
Despana School
: Grants bonuses when fighting alongside creatures
you've summoned (including auto-flank), making this neat for paladins,
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Dragon Cohort
: Like Leadership, but better. Well, if you wanted a
dragon anyway. A blackguard can denote a Dragon Cohort as his
fiendish companion by lowering his effective character level, though
given that paladins do this through Dragon Steed it's possible this was a
typo and they meant that feat instead.
Dragon Hunter BraveryDrac: You project a 30ft aura that grants +4
Will and +4 effective HD for resisting the frightful presence of dragons,
and your special companion can't be affected unless you are. An
extremely situational feat, and even in a dragon-heavy campaign it's
unlikely that you'll have enough HD to actually ignore frightful presence
(ironically, your mount might).
Dragon SteedDrac: You gain a dragonnel as a mount; it doesn't advance
as you gain levels, but it has good stats at the level you qualify for it. If
you already have a special mount, then you can instead attract a
dragonnelDrac or a few different types of dragon as your special mount
by lowering your effective paladin level. Note that dragonnel and spiked
felldrakeDrac special mounts are possible without the feat.
Exalted CompanionBoED: Adds some good-aligned magical beasts to
your list of potential "animal" companions. Note that this lets your
companion qualify for exalted feats without combining it with a special
mount.
Fast RiderDR285: Your mount gets +10ft speed when it has no less than
a light load.
CoR
Flexible Mind
: Adds two skills to your list of class skills. You must
be chaotic to select this feat.
CP
Gestalt Anchor : +2 to Ref and initiative is pretty nice but your mount
needs to take a [Host] feat, and you need to either do the same or be a
kalashtar. Choose the latter if possible. See also Psymbiot.
MM4
Githyanki Dragonrider
: A githyanki with this feat gains +2
Diplomacy/Ride vs red dragons, and both it and its mount gain +1
AC/Reflex.
MoE
Heroic Companion
: Any kind of special companion or homunculus
you possess can draw from your pool of action points, and you gain +1
action point per level. Obviously, make sure you're using action points
RoE
before taking this feat (or use a spell like unfettered heroism
gives a temporary pool).
that
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CoR
LifebondLM: An undead creature who takes this feat chooses one living
creature, and gains +2 saves/+4 turn resistance while it's within 60ft
(or penalties for 24 hours if it dies). Could also be useful in the other
direction, for an undead mount ridden by a living character.
Monstrous Animal CompanionDr326: Adds a large number of creatures
to your available animal companions, of various types.
Mounted Combat: The basic riding feat, and a prereq for most others.
It's pretty easy to get a higher Ride check than your mount's AC
(especially touch AC), so it's a useful effect.
Mounted FightingDr346: +1 attack/damage while mounted. Better than
Co-ordinated Strike, but still very weak (particularly since you can't take
it at low levels).
Mounted FuryWeb: If you can rage, your mount can rage with you. The
benefits are obvious. Note that you must be riding your mount when you
start raging, and the mount stops raging if you dismount.
Mounted MobilityHoB: Basically the Mobility feat with different prereqs,
and it applies to your mount as well as you. While better than standard
Mobility, it doesn't count as Mobility for prereqs, and that's the only
reason anyone takes that feat in the first place.
Natural BondCAdv: Practiced Spellcaster for animal companions increase your level by 3 for the purposes of determining its abilities, to a
maximum of your character level. It's a reasonable stretch to allow this
to apply to Wild Cohorts as well. This gets interesting when applied to
beastmasters, who have a level cap 3 higher than normal. It gets really
interesting if you can use it to get higher-level companions faster.
Dn100
Nightmare Steed
: From Polyhedron #159, included with Dragon
Magazine #100. Allows a blackguard to attract a nightmare as their
fiendish servant. Badass as hell, and much stronger than Improved
CoR
Fiendish Servant .
Obtain Familiar:
CW
Phalanx Fighting : Consider this if your mount can hold and use a
shield (via race or feats). See "feats for mounts" for more details.
Psicrystal Affinity: Source of potentially impressive mount, but only if
transformed.
CP
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ToM
Shadow Familiar
PrC.
MoI
Theurgic Bond
: Allows levels in animal companion classes to stack
for familiar abilities or vice versa. The "vice versa" is the more
interesting here, since familiars don't get nearly as much as animal
companions.
DR325
Theurgic Mount
: Arcane version of Holy Mount. Probably weaker
unless you have combined your mount with your familiar. The Fey bard
variant which receives an animal companion can use this to great effect
with Devoted Tracker.
LoM
Thrall Bred
: Choose one creature with more HD than you. You gain
a +1 bonus to saving throws and damage rolls while they're within 30ft
and doing okay, and a -2 penalty when they're not. Ubermounts will
easily have more HD than their riders, so why not? Doesn't work the
other way around since it's Humanoid only.
Totem CompanionECS: Adds a specific magical beast to your list of
animal companions.
Tunnel RidingRoS: Your mount does not take the -4 attack/AC penalties
for squeezing through Medium passages. The alternatives to this are
having your mount take the Tunnel Fighting feat, or being a Small
character with a Medium mount.
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RotW
Underfoot Combat
: When sharing the space of a creature two
sizes or more larger than you, you gain soft cover (+4 AC). For Small
riders with Large+ mounts (or Medium riders with Huge+ mounts, Tiny
riders with Medium+ mounts, etc.).
ECS
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Saddle
You take a penalty for riding bareback, so this is important. Of note in Core are
the military saddle (which keeps you from falling out) and the exotic saddle
(required for unusual mounts).
Equestrian's SaddleA&EG: A military saddle that grants the rider a +10
circumstance bonus on Ride checks. Only 2,000gp, but only works for
horses.
A&EG
Howdah
: A platform mounted on a Huge or larger creature,
allowing them to carry up to four Medium creatures (only one counts as
the rider), and also granting them cover.
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Armour
After saddles, the first thing you'll want to look at is barding. The costs of a
suit of armour for a quadruped are doubled, and every size category above
Medium doubles it again. Since most mounts are Large quadrupeds, that's 4x
the cost before enchantments. Since speed is probably one of the reasons you
have a mount in the first place, it's best to stick to light armour. If you want
more AC you can go with a mithral breastplate.
Grotesque BardingDr349: Grants +2 Intimidate in exchange for -1 on
attack rolls, and lets "the animal" attempt to demoralise enemies as a
free action whenever it attacks. At the insane price of +50gp! It's not
even magical, though the wording might limit it to animal companions.
Spiked BardingDr349: Works like spiked armour, but if worn by an
animal that knows the attack and perform tricks, can be used to
increase grapple damage and damage enemies who grapple it.
Weapon
Not many mounts can use these, but an amulet of natural attacks or necklace
of natural weapons can help out.
Other
Feathered Wings (graft)FF: May turn your mount evil, but the fly
speed is incredible for its price and the Diplomacy penalty is usually
meaningless.
Hand of the Mage: 600gp necklace grants at-will mage hand for
mounts without hands of their own. Cheap enough that its effects can be
added to another item without becoming too costly.
SS
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Air Heritage
: +30ft fly speed. Nifty. Also +2 to Jump and Balance
while unburdened.
Drac
Bind Vestige
: While the image is hilarious, make sure your mount is
actually capable of carrying out the binding ritual. If it can, this can be a
pretty good choice.
DotU
Constant Guardian
: Take a -2 penalty on attack rolls to grant
someone in 10ft a +2 bonus to AC. If you don't plan on attacking, go
nuts.
Cumbrous Dodge: If you are immune to fatigue (eg. if you are an
undead or construct) this is essentially +2 free AC. Requires Dodge, but
there are good alternatives like Desert Wind DodgeToB and Expeditious
DodgeRotW.
DarkstalkerLoM: Hide from unusual senses like blindsight and scent. A
good feat, but not very useful to a mount unless its rider has
Darkstalker too. The ability to flank creatures with all-around vision is
nice in combination with Martial Stance (island of blades) though.
Draconic AuraDM: Gets you a 30ft aura (benefiting both rider and
mount) from the lists in Player's Handbook 2 and Dragon Magic. If your
mount has the Dragon type or dragonblood subtype (see Dragontouched
below) the bonus scales by level (up to +4). Otherwise it stays at +1.
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Ubermounts have large amounts of HD, so they'll hit this cap pretty
quickly. You can gain more than one aura, and switch between them (or
use two at once if you have the Double Draconic Aura feat from the
same source).
DM
Mage Slayer : Normally the kind of thing you always wanted to take,
but were never able to fit in. Nothing says
to mages like this feat
chain.
Martial Stance/Martial Study
ToB
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PGtF
Otherworldly
: Your type changes to Outsider, which gives a former
Animal good BAB, +6 skill points per level, and possibly another good
save. Particularly good for Fey like the durthan's telthor companion. Not
as useful for Magical Beasts, who have full BAB already and will lose hit
points in the deal. If your DM is worried about the fluff prereqs, they can
also be met by having a celestial present at your time of birth (see
Champions of Valor p22).
CW
Phalanx Fighting : If you get your mount some way to hold items
then you two can use this feat. Note that an unarmed strike is a light
weapon, so a heavy shield is all that's required for the tasty +3 AC/+1
Reflex bonus.
Prehensile TailSS: Now your mount, too, can wield a weapon! If your
mount does not have a tail slap, Draconic TailRotD will get them one.
PsymbiotCP: This is a feat which grants some nice bonuses when a
creature with ML3 is within 10ft. The restriction is that it can't be "any
psionic creatures crafted, projected, or summoned by you". There's
nothing to stop the summoned creature from using the summoner to
fuel the feat though, making this a good choice for Hidden Talent
psicrystals.
RapidstrikeDrac: If you have a "pair" of natural weapons (two claws)
etc. you can make an extra attack with them. You can take this feat
once for every pair of weapons you have.
Improved RapidstrikeDrac: Every time you take this feat you
can make four extra attacks per turn. Seriously.
ReverberationSS: Ability Focus for sonic attacks. Except that it stacks
with Ability Focus.
Shape SoulmeldMoI: There are a lot of interesting options here, though
for some purposes it's better for the rider to take Share Soulmeld
instead.
CC
Travel Devotion : This is a great feat, but your mount will need some
way to turn undead to make use of it properly.
SS
Vow of Poverty
: This is just plain ridiculous if you can get it
allowed. Normally the cost of this feat is that you must give up all your
magic items and gold, but most mounts don't have their own supply of
gold anyway. If you ride a cohort, thrall, or other party member, this
feat will hurt you more than it helps.
Wild Talent: Opens the door to psionic feats, which can be good. If you
have a psicrystal, take Psicrystal Containment and have your psicrystal
take this feat (and Psychic Meditation, if you want) - now your psicrystal
can take a move action to restore your psionic focus, allowing you to
theoretically expend four psionic focuses per round.
XPH
Hidden Talent
: A 1st-level-only variant of Wild Talent which
appears only in the XPH (it's not in the SRD), this feat also gives
you the ability to manifest a single 1st-level power at manifester
level 1, with Charisma as your base manifesting stat (if you can
already manifest powers this functions like Expanded Knowledge
instead). With the Practiced Manifester feat you can increase your
ML to 5.
[Host] featsCP: Can be even better than Hidden Talent - these
feats grant you a 1/day psi-like ability with ML equal to half your
HD. Or rather, two psi-like abilities, but you can only use one of
them per day. Also qualifies you for Gestalt Anchor, which is
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Willing Deformity
: This is a vile feat, so you must be evil to take
it. +2 Intimidate in Book of Vile Darkness, increased to +3 in Heroes of
Horror. This chain grants some interesting abilities on its own, but the
Intimidate bonuses also synergise with a fear-based build.
BoVD
Deformity (gaunt/obese)
: These feats are, naturally,
opposites of each other. One gives +2 Dex and -2 Con, the other
grants -2 Dex and +2 Con. Some skill bonuses as well. An undead
mount can take the (gaunt) feat and ignore the penalty, since it
lost its Con score when it became undead. There aren't many
feats which grant +2 to an ability score.
Deformity (madness)BoVD: -4 Wisdom in exchange for immunity
to mind-affecting effects? This is pretty awesome if you don't
have that immunity from your type already.
Deformity (tongue)BoVD: Blindsense 30ft. Mindsight is better,
but not everyone has telepathy.
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Items
A&EG
Knight's Sword
: A bastard sword that gets the lance's mounted
damage bonus. Overpriced unless you really need to use a bastard
sword for some reason.
Lance: While mounted, you can wield a lance in one hand and your
charge attacks deal double damage. Note that just because you can, you
don't have to wield it in one hand. Most charger builds benefit more
from a two-handed weapon and Power Attack.
Lance of BraveryA&EG: A +2 lance that makes its holder and their
mount immune to fear.
Lance of FaerunMoF: A +2 holy lance of evil outsider bane, that also
grants the Spirited Charge feat. At over 98,000 gp it's very expensive
though.
Lance of the Unending ChargeA&EG: A +2 lance of mighty cleaving
that lets you make "cleaving charges" - when your Cleave feat triggers
as part of a mounted charge, you can move up to your mount's speed in
the same direction before making the bonus attack.
Lancer's SpursCC: If you wear these boots while riding your special
mount, the mount gains the benefits of an amulet of mighty fists +2 (at
half the price!) and their natural attacks become good/evil-aligned
depending on your alignment. If you ride a mount that's not your special
amount, the bonus is +1 and there's no alignment effect. Since this
replicates the war-mount spell in the same book, see if you can convince
your DM to let it trigger the spell's synergistic effect with master cavalier
and phantom charge.
MIC
Battle Bridle
: 9k, grants Mounted Combat and a +5 bonus to Ride
checks. If you already have Mounted Combat you get Ride-by Attack
instead. A melee character should upgrade to Riding Boots when it
becomes possible.
MIC
Riding Boots
: For 12,000gp you get +5 to Ride checks, Ride-by
Attack as a bonus feat, and a boost to the power of Spirited Charge if
you have it.
Feats
Bladebearer of the ValenarRoE/PGtE: Elf-only feat that's functionally
equivalent to Exotic Weapon Proficiency (double scimitar), but you also
get to share feats like Weapon Focus between scimitars, falchions and
double scimitars, and they deal +1 damage while mounted. There's
another minor bonus which applies if you're using action points. But
most significantly, this is a prereq for Revenant Blade (see below).
Cavalry ChargerCW:
Devastating ThunderDr332: The save DC is good, but the fear doesn't
last long and can't be used more than once.
Ride-by Attack: While not as good as Fly-by Attack, this is much easier
to qualify for than Spring Attack, and you get more total movement out
of it (a charge as opposed to a move action). Note that you must
continue in a straight line after you attack, unless you or your mount
has a "crooked charge" ability of some kind. The downside is that, well,
by RAW it isn't actually possible to keep moving in a straight line after
charging except in a small number of situations, since this would result
in you moving through your enemy's space. The designers probably
intended either that you could end a charge in any space from which
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you could attack the target, or that you could make an overrun attempt
as a free action as part of using this feat (it seems to have been written
before those rules were finalised), but make sure you clear up this issue
with your DM.
Spirited Charge: Double damage on mounted charge, or triple damage
if you use a lance? Boo-yah!
PGtE
Classes
Ashworm DragoonSand: Grants an ashworm as a mount, which
advances as you gain levels. You can choose to designate it as your
special mount if you have one, but this causes it to lose its poison.
Grants Trample and Spirited Charge as bonus feats, or grants unique
bonuses if you already have them, and lets you use Mounted Combat
2/round.
Bone Knight5N: Grants a special mount which stacks with paladin
levels, and applies the skeleton template to it. Also you get armour
made out of bones.
CavalierCW: This class takes your Spirited Charge feat and turns it up to
eleven. Unfortunately, you can only use its insane damage multipliers a
limited number of times per day.
Crinti Shadow MarauderSS: A 5-level PrC which grants Sudden Strike
+2d6, and lets you and your mount teleport short distances or shadow
walk. The last level gives you access to the amazing Shadow Pounce
ability, which lets you make a melee full attack as a free action after
teleporting, as long as your target was in line of sight beforehand. Could
CC
spell.
RoF
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OA
Kishi Charger
:
5N
Revenant Blade
: If you have ranger levels, levels in this class stack
for your animal companion and caster level (the wording is very
specific). Also you get three floating feats from a short list, and can treat
both ends of a double scimitar as two-handed weapons. You must be an
elf, which limits things somewhat (look into wood elf or wild elf for more
melee-friendly ability modifiers).
WaveriderSS: Grants something similar to a special mount, just as
strong as a paladin's but based on your character level rather than class
level. However, you must possess the aquatic subtype, and you're
limited to a small number of aquatic creatures. This is slightly less
restrictive than it sounds, since some of your class features let you jump
out of the water like a flying fish to attack. Tridents gain the "double
damage while mounted" bonus of lances, and you gain a version of the
Spirited Charge feat that stacks with it. You also get the Full Mounted
Attack ability.
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full-round action to move (such as running or charging) you make the attacks
at the halfway point.
Note that you cannot use longbows while mounted (they're too long and get in
the way). You can use shortbows, composite shortbows and composite
longbows fine though.
Items
Archery SaddleDr349: Grants a +2 bonus on Ride checks to guide a
mount with your knees, and reduces the attack penalties for mounted
archery by 1.
Feats
Dr315
Bareback Soul
: You take no penalty on Ride checks for riding
bareback, and automatically succeed at checks to guide your mount with
your knees. You also gain a +1 competence bonus on ranged weapon
attacks while mounted.
Mounted Archery: Halves the attack roll penalties for making ranged
attacks from horseback. A must.
CW
Classes
Dr325
Bowman Charger
: You get Improved Mounted Archery as a bonus
feat, plus Weapon Specialisation, Improved Critical and Greater Weapon
Specialisation in the composite shortbow - it qualifies you for Ranged
PHB2
Weapon Mastery
I guess. Your mount meanwhile gains Dodge and
Mobility, which means it qualifies for Spring Attack and Improved Flyby
Attack. The initiative bonus and Riding Dervish ability are interesting,
the second largely because it makes you immune to AoOs, but the
abilities which let your mount use your saving throws are inferior to
basic paladin stuff. Oh, also you can double your mount's speed while
charging, and gain bonuses to Ride and Handle Animal.
PGtF
Shaaryan Hunter
: Poor prereqs, not-very-useful abilities, and
doesn't advance your mount.
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Items
CM
Feats
MiniHB
Mounted Casting
: You gain a +10 bonus on Concentration checks
made to cast spells while mounted. Nice, but pointless if you can get
Mounted Spellcasting instead. Due to the wording, however, you might
be able to interpret this as a bonus to all spellcasting-related
Concentration checks (including casting spells while taking damage), as
long as you are on a horse while you make them.
Web
Mounted Spellcasting
: Superior to Mounted Casting, this feat lets
you cast spells while mounted without having to make Concentration
checks for movement. Requires 5 ranks in Concentration though, so
you'll have to wait until 2nd level.
DotU
Spiderfriend Magic
: Your spells can't harm Vermin allies. Even if
your mount is a Vermin you might not need this, but if you do use spells
which could harm your mount it's great. Ignore the "you can suppress
this feat for 1 round as a swift action" part - you can already suppress it
just by not considering someone an ally.
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Classes
LoM
Abolisher
: 8/10 divine spellcasting PrC that gets bonuses against
aberrations. Stacks for both animal companion and wild shape (or grants
a more limited version of wild shape if you don't have it), but apart from
wild shape it's basically an inferior version of Gatekeeper
PGtE
Mystagogue
CArc
Alienist
: Summoning-focused PrC which advances your familiar and
grants it the pseudonatural template after 5 levels (don't get too
excited; it's the Complete Arcane one, not the Epic Level Handbook
one).
ArachneF&P:
Arcane HierophantRotW: Dual-progression arcane/druid, which
advances your familiar+animal companion and combines them (if you
don't have a familiar then you gain one for this purpose; effective level
= levels in arcane spellcasting classes + AH levels). You can enter as a
non-druid via the spirit folk (bamboo)UA race or a wildrunnerRotW dip,
which meets the Trackless Step prereq (Cleric/Fey bard could be an
interesting option).
Bonded SummonerMiniHB: Give up your familiar in exchange for an
elemental that scales from Medium to Elder as you gain levels. The cut
to your spellcasting ability is massive though.
Fiend-bloodedHoH: 9/10 spellcasting PrC intended for sorcerers.
Doesn't advance your familiar, but grants it the fiendish template at lv1.
FleshwarperLoM: 9/10 spellcasting PrC which advances your familiar,
makes it an aberration and grants it four bonuses from a list; Size
Increase in particular is powerful if your familiar is unusually large
already.
PGtE
Gatekeeper Mystagogue
: 9/10 divine casting PrC focused on
fighting aberrations. Grants a druid animal companion that stacks with
existing levels, and which also gains the Slippery Mind ability and can
treat its natural weapons as byeshk for overcoming DR (DR/byeshk only
appears on aberrations from the Eberron setting). You also get the
ability to shoot swift-action arcs of energy that debuff aberrations
standing between you and your companion, but this is useless for a
mounted character for obvious reasons. Despite being druid-based, this
PrC could also work pretty well on a ranger.
5N
Knight Phantom
BoED
Lion of Talsid
: Full spellcasting, full animal companion
advancement, and wild shape that stacks with your existing wild shape.
You also get Pounce and the Exalted Companion feat (see Riders in
General above).
ToM
ToM
Master of Shadow
: Requires the Shadow Familiar
feat to enter
(and thus 3 levels of shadowcaster), though it can advance any kind of
spellcasting. Shadowcaster 3/Warlock 2 maybe? You dismiss your
familiar, and in exchange get a Medium shadow elemental that works
more like an animal companion, including bonus HD equal to your class
level -1. Check with your DM whether "Size Increase (Large)" means it
just grows to Large size or becomes a Large shadow elemental; the
latter has +4 HD and better stats, and has precedent in the Bonded
SummonerMiniHB PrC. Also the elemental is incorporeal so you'll need
some way to deal with that, like the Ghostly GraspLM feat.
Nar DemonbinderUE: Summoning/binding-based PrC with unusual
spellcasting advancement (similar to sublime chord). Grants a familiar
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from your wizard/sorcerer levels plus your Nar Demonbinder levels, and
it can be an imp or quasit as if you had the Improved Familiar feat
(which, in alternate form, are suitable for use as mounts by Small
creatures).
FoE
Planar Shepherd : This druid PrC is infamous for its huge power
boost to the power of wild shape, but it also gives full spellcasting and
animal companion advancement. I guess you could enter as a Wild
Shape ranger if you wanted to tone things down a bit.
Silverwood ArcanistWeb: Requires Wild Cohort. Grants faster handling,
Mounted Spellcasting as a bonus feat, and Share Spells. Full spellcasting
advancement.
Talontar BlightlordUE: 8/10 casting PrC that applies the blightspawned
template to your animal companion at lv1, making it a Plant with Str
+4/Con +2/Wis -2/Cha -2 plus the standard immunities.
Triadic KnightCoV: A 5/7 divine spellcasting PrC that grants a paladin
special mount (stacking with existing paladin levels), one use of Smite
Evil, and the ability to expend three uses of Smite Evil for triple the
damage bonus. Seems like a good follow-up to cleric/prestige paladin.
Vermin KeeperUnd: Full spellcasting PrC that expands Wild Shape to
vermin forms, and gains a vermin companion at lv3. An lv10 Vermin
Keeper's vermin companion has the abilities of an lv12 animal
companion, though it loses the Mindless trait of standard vermin.
WavekeeperStorm: 9/10 divine spellcasting and animal companion
advancement, as long as your companion is aquatic or has a swim
speed. You also get a powerful quasi-wildshape which lets you turn into
a water elemental, granting you all of its abilities and feats.
Wizard (martial wizardUA): Select your bonus feats from the fighter
list instead of the wizard list; Scribe Scroll is also replaced by a fighter
bonus feat. A useful ACF for meeting prerequisites.
LoD
Holy Spurs
(Pal 1): As a swift action, grant your special mount a
+40ft enhancement bonus to land speed for 1 round. Basically a
CAdv/MiniHB
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CP
Mind Bond
(Pal 3): Your special mount gains a +1 bonus on attack
rolls/3 paladin levels, and its bonuses for flanking with you are doubled.
A spell that gets better if you have the ability to flank a creature without
being on opposite sides of it.
One Mind IIIDr299 (Pal 4): For 1 round/level your special mount gains
a +1 competence bonus to attack rolls per three paladin levels (max
+5); the effect can be discharged to grant it a damage bonus on one
attack equal to your paladin level.
Phantom ChargeCC (Blackguard 4, Pal 4): As a swift action, you and
your special mount or fiendish companion teleport 5ft/2 levels; the spell
can explicitly be cast in the middle of your mount's move. If you're
under the effect of master cavalier and war-mount, your mount also
gains a fly speed equal to its land speed (average maneuverability) until
the duration of one of those spells expires.
Spirit SteedECS (Deathless domainECS 4, Siyal druid 4, Valenar
bard 4, War (Valenar) domain 4): For 1 hour/level, gives an animal
+30ft speed, Run as a bonus feat (stacks with the existing feat if they
have it), and no consequences for hustling (effectively doubling its
speed over long distances). Afterwards it becomes fatigued.
Steed of the SeasStorm (Pal 2): A version of water breathing that can
only be cast on your special mount, which also grants it the aquatic
subtype (with the amphibious special quality) and a swim speed equal to
half its land speed.
CC
When Two Become One (Shugenja [water] 3): Basically a lowlevel version of the fusion power for riders and mounts.
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Non-standard material
Here's some material which is useful for mounts but is unlikely to be allowed in
a standard game:
Awakened Animals: Dragon Magazine #293 provides ECLs for every creature
in the 3.0 Monster Manual, including awakened versions of animals. Note that
some creatures which are Animals or Magical Beasts in 3.5 had the defunct
"Beast" type in 3.0, monsters didn't have a consistent number of feats per
level (by the conversion rules you add more if there's too few and convert
some to bonus feats if there's too many), and Awaken didn't change the type
of animals it was cast on (while turning plants into Constructs).
Bone RiderTome: A PrC that gets you a kickass undead mount which can be
combined with your cohort. Since this is part of the Tome rules, you're much
more free to use any monster as the base. I recommend an ooze or
something, since it gains an Int score and you're immune to negative effects of
being in its presence.
Fey druids: Leader of the Pack feat is of special note, doubling the effects of
bardic music on your animal companion. Fey Blood feat reduces MAD in some
builds.
Mighty Steed: A feat found in the Dragonlance supplements Bestiary of Krynn
and Knightly Orders of Ansalon. A mount with this feat counts as one size
category larger for determining carrying capacity and the minimum size of
its rider. That is, it lets a Medium character ride a Medium mount, and lets a
kobold with Slight Build ride a pseudodragon.
Pathfinder
Archetypes (animal companion): Totem guide is the most interesting
of these, particularly in the hands of a character who can't access its
spells normally. They add new feats to those the animal companion can
select, but they weren't restricted in the first place so just ignore that
part.
Archetypes (familiar): Valet is the only one of these that's any use for
a mount.
Mammoth Rider: A PrC that advances animal companions and grants
them extra bonuses. Can be pretty nasty, but note that animal
companions work differently in PF.
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Trick Riding: A feat that upgrades Mounted Combat. Not bad. Note that
due to differences in skill systems, it would require Ride 12 ranks in a
3.5e game.
ACG
Undersized Mount
: A feat that lets you ride mounts of the same
size as you. Combined with Mighty Steed, it lets a kobold ride a
psicrystal (provided he can buff its carrying capacity).
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World record Ubermount
Supermount! (original thread)
The big guy is with me (psicrystal build)
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