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<blockquote data-quote="Arkhandus" data-source="post: 4261781" data-attributes="member: 13966"><p><strong>Aurelian Paladin, continued</strong></p><p></p><p>The Aurelian Paladin, continued</p><p></p><p>[code][B][COLOR=Red][U][I]The Paladin:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/COLOR][/B]</p><p>1 +1 +2 +0 +0 [I]Detect Evil[/I], [I]Lay On Hands[/I],</p><p> Smite Evil 1/day</p><p>2 +2 +3 +0 +0 Divine Health, Smite Evil 2/day</p><p>3 +3 +3 +1 +1 Aura Of Courage, Turn Undead</p><p>4 +4 +4 +1 +1 Divine Grace</p><p>5 +5 +4 +1 +1 Special Mount, [I]Remedy[/I] 1/week</p><p>6 +6/+1 +5 +2 +2</p><p>7 +7/+2 +5 +2 +2 Bastion Of Hope</p><p>8 +8/+3 +6 +2 +2 [I]Remedy[/I] 2/week</p><p>9 +9/+4 +6 +3 +3</p><p>10 +10/+5 +7 +3 +3</p><p>11 +11/+6/+1 +7 +3 +3 [I]Remedy[/I] 3/week</p><p>12 +12/+7/+2 +8 +4 +4</p><p>13 +13/+8/+3 +8 +4 +4</p><p>14 +14/+9/+4 +9 +4 +4 [I]Remedy[/I] 4/week</p><p>15 +15/+10/+5 +9 +5 +5 Turn Fiends</p><p>16 +16/+11/+6/+1 +10 +5 +5</p><p>17 +17/+12/+7/+2 +10 +5 +5 [I]Remedy[/I] 5/week</p><p>18 +18/+13/+8/+3 +11 +6 +6</p><p>19 +19/+14/+9/+4 +11 +6 +6 [I]Divine Alacrity[/I]</p><p>20 +20/+15/+10/+5 +12 +6 +6 [I]Remedy[/I] 6/week, Smite Evil 3/day[/code]</p><p>[code][B][COLOR=Red][U][I]Paladin Spells Per Day:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Spells Per Day By Spell Level</p><p>Level 1 2 3 4[/COLOR][/B]</p><p>1 - - - -</p><p>2 - - - -</p><p>3 - - - -</p><p>4 0 - - -</p><p>5 1 - - -</p><p>6 2 - - -</p><p>7 2 - - -</p><p>8 3 0 - -</p><p>9 3 1 - -</p><p>10 3 2 - -</p><p>11 3 2 - -</p><p>12 3 3 0 -</p><p>13 3 3 1 -</p><p>14 3 3 2 -</p><p>15 3 3 2 -</p><p>16 3 3 3 0</p><p>17 3 3 3 1</p><p>18 3 3 3 2</p><p>19 3 3 3 2</p><p>20 3 3 3 3[/code]</p><p></p><p><em><span style="font-size: 10px"><span style="color: Red"><strong><u>Paladin Spell List:</u></strong></span></span></em></p><p><strong>Level 1 -</strong> Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Divine Sacrifice, Endure Elements, Magic Weapon, Protection from Evil, Purify Food and Drink, Read Magic, Remove Fear, Resistance.</p><p><strong>Level 2 -</strong> Blessed Aim, Bull’s Strength, Cure Moderate Wounds, Curse of the Brute, Delay Poison, Endurance, Lesser Restoration, Magic Vestment, Remove Paralysis, Resist Elements, Shield Other, Spiritual Weapon, Zeal, Zone of Truth.</p><p><strong>Level 3 -</strong> Cure Serious Wounds, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Invisibility Purge, Magic Circle against Evil, Major Resistance, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness.</p><p><strong>Level 4 -</strong> Cure Critical Wounds, Death Ward, Dispel Evil, Freedom of Movement, Holy Sword, Lesser Aspect of the Deity, Neutralize Poison, Remove Curse, Remove Disease, Restoration, Weapon of the Deity.</p><p></p><p><em>* No custom Aurelian spells have yet been made for the paladin, but a few will be added later.</em></p><p></p><p><em><span style="font-size: 10px"><span style="color: Red"><u><strong>The Paladin's Mount:</strong></u></span></span></em></p><p>[sblock]The paladin's special mount is different from a standard animal of its type in many ways. The standard kind of special mount for a Medium-sized paladin is a heavy warhorse, while the standard kind of special mount for a Small paladin is a warpony. Certain other animals of similar hit dice may also be called as special mounts without difficulty, such as a riding dog, a camel, a giant lizard, a bison, a porpoise, a giant turtle, a leopard, a crocodile, a black bear, a wolf, or a medium shark, though these animals are much less likely to respond to a paladin's call. Common mounts for even smaller paladins may be bats, cats, dogs, sea turtles, hawks, owls, eagles, lizards, rats, ravens, weasels, or toads. Common mounts for even larger paladins may be elephants, giant crocodiles, huge sharks, orca whales, or cachalot whales.</p><p></p><p>For any kind of mount that is more exotic, such as pegasi, griffins, dragonnes, giant owls, cu sith, cait sith, or other non-animals, the paladin must undertake some sort of quest to find and befriend such a creature, or simply perform a quest for their church or divine patron to receive such a special mount in return. These are often rather difficult quests. The details of such quests are up to the DM, and if the paladin cannot manage to acquire a mount in that manner, he or she should consider calling a more typical kind of mount.</p><p></p><p>The special mount of a paladin is always Lawful Good in alignment. It must be a Neutral, Neutral Good, Lawful Neutral, or Lawful Good creature beforehand, otherwise it cannot become a paladin's special mount. Once it does become their special mount, it becomes Lawful Good. A paladin's mount is a magical beast, not an animal or beast (though dragon, fey, or outsider special mounts retain their own creature type instead). It is superior to a normal mount of its kind and has special powers, as described below. The special benefits are cumulative; the improved statistics are not (they replace the earlier increases in those statistics from special mount advancement).</p><p>[code][B][COLOR=Blue]Master's Bonus Natural Str. Int.</p><p>Class Level HD Armor Adj. Score Special[/COLOR][/B]</p><p>5-7 +2 +2 +1 6 Special mount basics,</p><p> improved evasion,</p><p> empathic link</p><p>8-10 +4 +4 +2 7 Share spells</p><p>11-13 +6 +6 +3 8 [I]Command[/I]</p><p>14-16 +8 +8 +4 9 Share grace</p><p>17-19 +10 +10 +5 10 Celestial</p><p>20+ +12 +12 +6 11 Bound Immunity[/code]</p><p><strong><span style="color: Red">Master's Class Level:</span></strong> This is the level of the paladin (in that particular class; other class levels or Hit Dice of the paladin do not count). If the mount suffers a level drain or other level loss, simply treat it as a mount of an equally lower-level paladin instead, until those levels are restored (if at all).</p><p></p><p><strong><span style="color: Red">Hit Dice/Bonus Hit Dice:</span></strong> The mount retains its earlier hit point total, but if its type has changed to magical beast, it gains future hit points as per a magical beast. Magical beast Hit Dice are d10s, and the mount receives bonus Hit Dice added to its total as its paladin master advances in level. These bonus Hit Dice are just like normal Hit Dice, providing all the standard benefits of increased Hit Dice, except that the mount does not advance in size category or age category based on these bonus Hit Dice.</p><p></p><p></p><p><strong><span style="color: Red">Natural Armor:</span></strong> The number listed here is an improvement to the mount's natural armor AC bonus. If it had no natural armor before, it gains a natural armor bonus equal to this amount.</p><p></p><p><strong><span style="color: Red">Strength Adjustment:</span></strong> The mount gains natural improvements to its Strength score, as indicated on the table under the abbreviation "Str. Adj."</p><p></p><p><strong><span style="color: Red">Intelligence Score:</span></strong> The mount is typically smarter than others of its kind. The value under "Int. Score" on the table replaces the mount's normal Intelligence score if higher than the mount's normal Intelligence.</p><p></p><p><strong><span style="color: Red">Base Attack Bonus:</span></strong> As a magical beast (if appropriate), the mount's base attack bonus equals its number of Hit Dice.</p><p></p><p><strong><span style="color: Red">Base Saving Throws:</span></strong> For each base save, the mount uses its own base saving throw bonus or the paladin's, whichever is higher. Magical beasts have high base Fortitude and Reflex saving throws (+2 base, +1 per odd-numbered Hit Die), and low base Will saving throws (+0 base, +1 per three Hit Dice).</p><p></p><p><strong><span style="color: Red">Skills:</span></strong> The mount uses its original skills and skill ranks, but gains further skill points for future Hit Dice (such as the bonus HD from special mount benefits) as per a magical beast (if appropriate).</p><p></p><p><strong><span style="color: Red">Feats:</span></strong> The mount gains feats as per a magical beast (if appropriate).</p><p></p><p></p><p><strong><span style="color: Red">Improved Evasion (Ex):</span></strong> A paladin's special mount gains the Evasion and Improved Evasion extraordinary abilities, which function as per the rogue class features but also work in medium or heavy armor and when carrying a medium or heavy load.</p><p></p><p><strong><span style="color: Red">Empathic Link (Su):</span></strong> The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability. Because of the empathic link between the mount and paladin, they share the same connection to any given item or place as one another, for purposes of scrying, teleportation, and other effects.</p><p></p><p><strong><span style="color: Red">Share Spells:</span></strong> At the paladin's option, he may have any spell he casts on himself also affect his special mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away from the paladin, and will not affect the mount again even if it returns within range. Additionally, the paladin may cast a spell with a target of "You" and range of "Personal" on his special mount as a touch spell instead of casting it on himself, when desired. The paladin and the mount may share spells even if those spells do not normally affect creatures of the mount's type (usually magical beast or outsider).</p><p></p><p></p><p><em><strong><span style="color: Red">Command (Sp):</span></strong></em> The mount's <em>Command</em> ability is a spell-like ability that it can use up to once per day per two levels its master has in the paladin class. This functions as per the 1st-level <em>Command</em> spell cast by a cleric of level equal to its Hit Dice. This ability may only be used on other creatures of the same basic kind as the mount; equines if it is a warhorse, canines if it is a riding dog, lizards if it is a giant lizard, avians if it is a griffin, felines if it is a cait sith, etc.</p><p></p><p>For purposes of this ability, the mount can be understood by other creatures of the same basic kind as itself, but the mount may only use <em>Command</em> on creatures of fewer Hit Dice than itself. Since this is a spell-like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily number of uses.</p><p></p><p><strong><span style="color: Red">Share Grace:</span></strong> The mount shares some of their paladin's special defenses eventually, gaining the benefits of the paladin's Divine Grace (based on the paladin's Charisma), Divine Health, and fear immunity from the Aura of Courage.</p><p></p><p></p><p><strong><span style="color: Red">Celestial:</span></strong> The paladin's special mount eventually acquires the Celestial template. This does not apply if the mount is already a dragon, fey, or outsider, in which case, the mount simply learns the Celestial language (whether or not it may speak the language depends on its own mouth and vocal cords). If the special mount does gain the Celestial template in this manner, however, it also learns the Celestial language in the same manner, and acquires all the traits of the Celestial template for its total Hit Dice. This changes the mount's type to Outsider, with the Good subtype. However, there is an exception in that the mount's hit points and skill points do not change; it continues to gain hit points and skill points as per its previous type. If the mount possessed any special qualities that overlap with those of the Celestial template, use whichever version of the quality is superior.</p><p></p><p><strong><span style="color: Red">Bound Immunity:</span></strong> The mount eventually becomes immune to spells and effects of the Enchantment school, and to psionic powers and effects of the Telepathy discipline. It also becomes immune to forced alignment changes at that point onward, and to magical or psionic effects that would forcibly remove the mount from the same plane of existence as its master or from remaining within 1 mile of its master (whether against the mount's will or against the paladin's will).[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4261781, member: 13966"] [b]Aurelian Paladin, continued[/b] The Aurelian Paladin, continued [code][B][COLOR=Red][U][I]The Paladin:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/COLOR][/B] 1 +1 +2 +0 +0 [I]Detect Evil[/I], [I]Lay On Hands[/I], Smite Evil 1/day 2 +2 +3 +0 +0 Divine Health, Smite Evil 2/day 3 +3 +3 +1 +1 Aura Of Courage, Turn Undead 4 +4 +4 +1 +1 Divine Grace 5 +5 +4 +1 +1 Special Mount, [I]Remedy[/I] 1/week 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 Bastion Of Hope 8 +8/+3 +6 +2 +2 [I]Remedy[/I] 2/week 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 11 +11/+6/+1 +7 +3 +3 [I]Remedy[/I] 3/week 12 +12/+7/+2 +8 +4 +4 13 +13/+8/+3 +8 +4 +4 14 +14/+9/+4 +9 +4 +4 [I]Remedy[/I] 4/week 15 +15/+10/+5 +9 +5 +5 Turn Fiends 16 +16/+11/+6/+1 +10 +5 +5 17 +17/+12/+7/+2 +10 +5 +5 [I]Remedy[/I] 5/week 18 +18/+13/+8/+3 +11 +6 +6 19 +19/+14/+9/+4 +11 +6 +6 [I]Divine Alacrity[/I] 20 +20/+15/+10/+5 +12 +6 +6 [I]Remedy[/I] 6/week, Smite Evil 3/day[/code] [code][B][COLOR=Red][U][I]Paladin Spells Per Day:[/I][/U][/COLOR] [COLOR=Blue]Class Spells Per Day By Spell Level Level 1 2 3 4[/COLOR][/B] 1 - - - - 2 - - - - 3 - - - - 4 0 - - - 5 1 - - - 6 2 - - - 7 2 - - - 8 3 0 - - 9 3 1 - - 10 3 2 - - 11 3 2 - - 12 3 3 0 - 13 3 3 1 - 14 3 3 2 - 15 3 3 2 - 16 3 3 3 0 17 3 3 3 1 18 3 3 3 2 19 3 3 3 2 20 3 3 3 3[/code] [I][SIZE=2][COLOR=Red][B][U]Paladin Spell List:[/U][/B][/COLOR][/SIZE][/I] [B]Level 1 -[/B] Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Divine Sacrifice, Endure Elements, Magic Weapon, Protection from Evil, Purify Food and Drink, Read Magic, Remove Fear, Resistance. [B]Level 2 -[/B] Blessed Aim, Bull’s Strength, Cure Moderate Wounds, Curse of the Brute, Delay Poison, Endurance, Lesser Restoration, Magic Vestment, Remove Paralysis, Resist Elements, Shield Other, Spiritual Weapon, Zeal, Zone of Truth. [B]Level 3 -[/B] Cure Serious Wounds, Discern Lies, Dispel Magic, Greater Magic Weapon, Heal Mount, Invisibility Purge, Magic Circle against Evil, Major Resistance, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness. [B]Level 4 -[/B] Cure Critical Wounds, Death Ward, Dispel Evil, Freedom of Movement, Holy Sword, Lesser Aspect of the Deity, Neutralize Poison, Remove Curse, Remove Disease, Restoration, Weapon of the Deity. [I]* No custom Aurelian spells have yet been made for the paladin, but a few will be added later.[/I] [I][SIZE=2][COLOR=Red][U][B]The Paladin's Mount:[/B][/U][/COLOR][/SIZE][/I] [sblock]The paladin's special mount is different from a standard animal of its type in many ways. The standard kind of special mount for a Medium-sized paladin is a heavy warhorse, while the standard kind of special mount for a Small paladin is a warpony. Certain other animals of similar hit dice may also be called as special mounts without difficulty, such as a riding dog, a camel, a giant lizard, a bison, a porpoise, a giant turtle, a leopard, a crocodile, a black bear, a wolf, or a medium shark, though these animals are much less likely to respond to a paladin's call. Common mounts for even smaller paladins may be bats, cats, dogs, sea turtles, hawks, owls, eagles, lizards, rats, ravens, weasels, or toads. Common mounts for even larger paladins may be elephants, giant crocodiles, huge sharks, orca whales, or cachalot whales. For any kind of mount that is more exotic, such as pegasi, griffins, dragonnes, giant owls, cu sith, cait sith, or other non-animals, the paladin must undertake some sort of quest to find and befriend such a creature, or simply perform a quest for their church or divine patron to receive such a special mount in return. These are often rather difficult quests. The details of such quests are up to the DM, and if the paladin cannot manage to acquire a mount in that manner, he or she should consider calling a more typical kind of mount. The special mount of a paladin is always Lawful Good in alignment. It must be a Neutral, Neutral Good, Lawful Neutral, or Lawful Good creature beforehand, otherwise it cannot become a paladin's special mount. Once it does become their special mount, it becomes Lawful Good. A paladin's mount is a magical beast, not an animal or beast (though dragon, fey, or outsider special mounts retain their own creature type instead). It is superior to a normal mount of its kind and has special powers, as described below. The special benefits are cumulative; the improved statistics are not (they replace the earlier increases in those statistics from special mount advancement). [code][B][COLOR=Blue]Master's Bonus Natural Str. Int. Class Level HD Armor Adj. Score Special[/COLOR][/B] 5-7 +2 +2 +1 6 Special mount basics, improved evasion, empathic link 8-10 +4 +4 +2 7 Share spells 11-13 +6 +6 +3 8 [I]Command[/I] 14-16 +8 +8 +4 9 Share grace 17-19 +10 +10 +5 10 Celestial 20+ +12 +12 +6 11 Bound Immunity[/code] [B][COLOR=Red]Master's Class Level:[/COLOR][/B] This is the level of the paladin (in that particular class; other class levels or Hit Dice of the paladin do not count). If the mount suffers a level drain or other level loss, simply treat it as a mount of an equally lower-level paladin instead, until those levels are restored (if at all). [B][COLOR=Red]Hit Dice/Bonus Hit Dice:[/COLOR][/B] The mount retains its earlier hit point total, but if its type has changed to magical beast, it gains future hit points as per a magical beast. Magical beast Hit Dice are d10s, and the mount receives bonus Hit Dice added to its total as its paladin master advances in level. These bonus Hit Dice are just like normal Hit Dice, providing all the standard benefits of increased Hit Dice, except that the mount does not advance in size category or age category based on these bonus Hit Dice. [B][COLOR=Red]Natural Armor:[/COLOR][/B] The number listed here is an improvement to the mount's natural armor AC bonus. If it had no natural armor before, it gains a natural armor bonus equal to this amount. [B][COLOR=Red]Strength Adjustment:[/COLOR][/B] The mount gains natural improvements to its Strength score, as indicated on the table under the abbreviation "Str. Adj." [B][COLOR=Red]Intelligence Score:[/COLOR][/B] The mount is typically smarter than others of its kind. The value under "Int. Score" on the table replaces the mount's normal Intelligence score if higher than the mount's normal Intelligence. [B][COLOR=Red]Base Attack Bonus:[/COLOR][/B] As a magical beast (if appropriate), the mount's base attack bonus equals its number of Hit Dice. [B][COLOR=Red]Base Saving Throws:[/COLOR][/B] For each base save, the mount uses its own base saving throw bonus or the paladin's, whichever is higher. Magical beasts have high base Fortitude and Reflex saving throws (+2 base, +1 per odd-numbered Hit Die), and low base Will saving throws (+0 base, +1 per three Hit Dice). [B][COLOR=Red]Skills:[/COLOR][/B] The mount uses its original skills and skill ranks, but gains further skill points for future Hit Dice (such as the bonus HD from special mount benefits) as per a magical beast (if appropriate). [B][COLOR=Red]Feats:[/COLOR][/B] The mount gains feats as per a magical beast (if appropriate). [B][COLOR=Red]Improved Evasion (Ex):[/COLOR][/B] A paladin's special mount gains the Evasion and Improved Evasion extraordinary abilities, which function as per the rogue class features but also work in medium or heavy armor and when carrying a medium or heavy load. [B][COLOR=Red]Empathic Link (Su):[/COLOR][/B] The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability. Because of the empathic link between the mount and paladin, they share the same connection to any given item or place as one another, for purposes of scrying, teleportation, and other effects. [B][COLOR=Red]Share Spells:[/COLOR][/B] At the paladin's option, he may have any spell he casts on himself also affect his special mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away from the paladin, and will not affect the mount again even if it returns within range. Additionally, the paladin may cast a spell with a target of "You" and range of "Personal" on his special mount as a touch spell instead of casting it on himself, when desired. The paladin and the mount may share spells even if those spells do not normally affect creatures of the mount's type (usually magical beast or outsider). [I][B][COLOR=Red]Command (Sp):[/COLOR][/B][/I] The mount's [I]Command[/I] ability is a spell-like ability that it can use up to once per day per two levels its master has in the paladin class. This functions as per the 1st-level [I]Command[/I] spell cast by a cleric of level equal to its Hit Dice. This ability may only be used on other creatures of the same basic kind as the mount; equines if it is a warhorse, canines if it is a riding dog, lizards if it is a giant lizard, avians if it is a griffin, felines if it is a cait sith, etc. For purposes of this ability, the mount can be understood by other creatures of the same basic kind as itself, but the mount may only use [I]Command[/I] on creatures of fewer Hit Dice than itself. Since this is a spell-like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily number of uses. [B][COLOR=Red]Share Grace:[/COLOR][/B] The mount shares some of their paladin's special defenses eventually, gaining the benefits of the paladin's Divine Grace (based on the paladin's Charisma), Divine Health, and fear immunity from the Aura of Courage. [B][COLOR=Red]Celestial:[/COLOR][/B] The paladin's special mount eventually acquires the Celestial template. This does not apply if the mount is already a dragon, fey, or outsider, in which case, the mount simply learns the Celestial language (whether or not it may speak the language depends on its own mouth and vocal cords). If the special mount does gain the Celestial template in this manner, however, it also learns the Celestial language in the same manner, and acquires all the traits of the Celestial template for its total Hit Dice. This changes the mount's type to Outsider, with the Good subtype. However, there is an exception in that the mount's hit points and skill points do not change; it continues to gain hit points and skill points as per its previous type. If the mount possessed any special qualities that overlap with those of the Celestial template, use whichever version of the quality is superior. [B][COLOR=Red]Bound Immunity:[/COLOR][/B] The mount eventually becomes immune to spells and effects of the Enchantment school, and to psionic powers and effects of the Telepathy discipline. It also becomes immune to forced alignment changes at that point onward, and to magical or psionic effects that would forcibly remove the mount from the same plane of existence as its master or from remaining within 1 mile of its master (whether against the mount's will or against the paladin's will).[/sblock] [/QUOTE]
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