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<blockquote data-quote="Arkhandus" data-source="post: 4567529" data-attributes="member: 13966"><p><strong>Aurelian Hospitaler, continued</strong></p><p></p><p>The Aurelian Hospitaler, continued</p><p></p><p>[sblock]<strong><span style="color: Red">Code of Conduct:</span></strong> A hospitaler must be of lawful good alignment and loses all special class abilities (including spells and the special mount) if he ever willingly commits an act of evil. Additionally, a hospitaler’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, not attacking defenseless creatures, staying true to his word, etc.), help those who need it (provided the hospitaler does not expect that they would use the help for evil or chaotic ends), and punish those that harm or threaten innocents.</p><p></p><p>Deceptive tactics such as feinting in combat or creating a diversion to hide are fine, but the hospitaler must be careful in how he uses the Bluff skill. He cannot attack opponents unawares (they do not need to know where he is, they just need to be aware of his intent to fight them there, before he attacks them). The specifics of a hospitaler’s code may differ slightly from one order of hospitalers to another, but these are the restrictions for a typical hospitaler. Only deities and powerful spirits may alter the restrictions for their hospitalers, and even then the hospitaler’s code must conform to a lawful good alignment.</p><p></p><p><strong><span style="color: Red">Associates:</span></strong> While he may adventure with characters of any good or neutral alignment, a hospitaler will never knowingly associate with evil characters. A hospitaler will not continue to associate with someone who consistently offends his moral code. Also, a hospitaler may only hire henchmen or accept followers and cohorts who are lawful good.</p><p></p><p></p><p><strong><span style="color: Red">Ex-Hospitalers:</span></strong> A hospitaler who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the hospitaler’s special mount. He also may not progress in levels as a hospitaler. He regains his abilities if he atones for his violations (see the <em>Atonement</em> spell), as appropriate, and may resume advancement as a hospitaler in that case.</p><p></p><p>Like a member of any other class, a hospitaler may be a multiclass character, but hospitalers face a special restriction. A hospitaler who gains a new class or, if already multiclassed, raises another class by a level may never again raise his hospitaler level, though he retains all his hospitaler abilities. The path of the hospitaler requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return.</p><p></p><p>However, there are a few prestige classes that are extensions of the hospitaler's path, and which a hospitaler may multiclass into without penalty. Such prestige classes note this compatibility in their rules descriptions. Any such prestige class that describes compatibility with the paladin class is also compatible with the hospitaler variant paladin.[/sblock]</p><p>[code][B][COLOR=Red][U][I]The Hospitaler:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Attack Fort. Ref. Will</p><p>Level Bonus Save Save Save Special[/COLOR][/B]</p><p>1 +0 +2 +0 +0 [I]Detect Evil[/I], Determination +1,</p><p> Guardian Oath, [I]Lay On Hands[/I]</p><p>2 +1 +3 +0 +0 Divine Health</p><p>3 +2 +3 +1 +1 Turn Undead, Determination +2</p><p>4 +3 +4 +1 +1 Divine Endurance</p><p>5 +3 +4 +1 +1 Special Mount, [I]Remedy[/I] 1/week</p><p>6 +4 +5 +2 +2 Aura Of Courage</p><p>7 +5 +5 +2 +2 Divine Grace</p><p>8 +6/+1 +6 +2 +2 [I]Remedy[/I] 2/week</p><p>9 +6/+1 +6 +3 +3 Superior [I]Sanctuary[/I]</p><p>10 +7/+2 +7 +3 +3</p><p>11 +8/+3 +7 +3 +3 [I]Remedy[/I] 3/week</p><p>12 +9/+4 +8 +4 +4</p><p>13 +9/+4 +8 +4 +4</p><p>14 +10/+5 +9 +4 +4 [I]Remedy[/I] 4/week</p><p>15 +11/+6/+1 +9 +5 +5</p><p>16 +12/+7/+2 +10 +5 +5</p><p>17 +12/+7/+2 +10 +5 +5 [I]Remedy[/I] 5/week</p><p>18 +13/+8/+3 +11 +6 +6</p><p>19 +14/+9/+4 +11 +6 +6</p><p>20 +15/+10/+5 +12 +6 +6 [I]Remedy[/I] 6/week, Determination +3[/code]</p><p>[code][B][COLOR=Red][U][I]Hospitaler Spells Per Day:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Spells Per Day By Spell Level</p><p>Level 1 2 3 4 5[/COLOR][/B]</p><p>1 - - - - -</p><p>2 0 - - - -</p><p>3 1 - - - -</p><p>4 1 - - - -</p><p>5 2 0 - - -</p><p>6 2 1 - - -</p><p>7 3 1 - - -</p><p>8 3 2 0 - -</p><p>9 4 2 1 - -</p><p>10 4 3 1 - -</p><p>11 4 3 2 0 -</p><p>12 4 4 2 1 -</p><p>13 4 4 3 1 -</p><p>14 4 4 3 2 0</p><p>15 4 4 4 2 1</p><p>16 4 4 4 3 1</p><p>17 4 4 4 3 2</p><p>18 4 4 4 4 2</p><p>19 4 4 4 4 3</p><p>20 4 4 4 4 3[/code]</p><p></p><p><em><span style="font-size: 10px"><span style="color: Red"><u><strong>Hospitaler Spell List:</strong></u></span></span></em></p><p><strong>Level 1 -</strong> Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Magic, Detect Poison, Detect Undead, Detect Water, Divine Favor, Divine Sacrifice, Endure Elements, Guidance, Invisibility to Undead, Magic Weapon, Protection from Evil, Purify Food and Drink, Read Magic, Remove Fear, Resistance, Sanctuary.</p><p><strong>Level 2 -</strong> Aid, Blessed Aim, Bull’s Strength, Calm Emotions, 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> Create Food and Water, 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, Status.</p><p><strong>Level 4 -</strong> Cure Critical Wounds, Death Ward, Dismissal, Dispel Evil, Divine Power, Freedom of Movement, Holy Sword, Lesser Aspect of the Deity, Neutralize Poison, Remove Curse, Remove Disease, Restoration, Spell Immunity, Weapon of Energy, Weapon of the Deity.</p><p><strong>Level 5 -</strong> Break Enchantment, Cure Massive Wounds*, Flame Strike, Forbiddance, Greater Dispelling, Healing Circle, Raise Dead, Righteous Might, Spell Resistance, True Seeing.</p><p></p><p><em>* Custom Aurelian spell.</em></p><p></p><p><em><span style="font-size: 10px"><span style="color: Red"><strong><u>The Hospitaler's Mount:</u></strong></span></span></em></p><p>[sblock]The hospitaler'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 hospitaler is a heavy warhorse, while the standard kind of special mount for a Small hospitaler 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 hospitaler's call. Common mounts for even smaller hospitalers may be bats, cats, dogs, sea turtles, hawks, owls, eagles, lizards, rats, ravens, weasels, or toads. Common mounts for even larger hospitalers 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 hospitaler 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 hospitaler 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 hospitaler 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 hospitaler's special mount. Once it does become their special mount, it becomes Lawful Good. A hospitaler'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). Hospitaler special mounts progress in statistics a bit slower than the special mounts of other paladins.</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>5-6 +0 +0 +0 2 Special mount basics,</p><p> improved evasion,</p><p> empathic link</p><p>7 +2 +2 +1 6</p><p>8-9 +2 +2 +1 6 Share spells</p><p>10 +4 +4 +2 7</p><p>11-12 +4 +4 +2 7 [I]Command[/I]</p><p>13 +6 +6 +3 8</p><p>14-15 +6 +6 +3 8 Share grace</p><p>16 +8 +8 +4 9</p><p>17-18 +8 +8 +4 9 Celestial</p><p>19 +10 +10 +5 10</p><p>20-21 +10 +10 +5 10 Bound Immunity</p><p>22+ +12 +12 +6 11[/code]</p><p><strong><span style="color: Red">Master's Class Level:</span></strong> This is the level of the hospitaler (in that particular class; other class levels or Hit Dice of the hospitaler 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 hospitaler 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 hospitaler 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 hospitaler'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 hospitaler'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 hospitaler has an empathic link with the mount out to a distance of up to one mile. The hospitaler 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 hospitaler, 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 hospitaler'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 hospitaler, and will not affect the mount again even if it returns within range. Additionally, the hospitaler 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 hospitaler 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 hospitaler 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 hospitaler's special defenses eventually, gaining the benefits of the hospitaler's Divine Grace (based on the hospitaler'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 hospitaler'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 hospitaler's will).[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4567529, member: 13966"] [b]Aurelian Hospitaler, continued[/b] The Aurelian Hospitaler, continued [sblock][B][COLOR=Red]Code of Conduct:[/COLOR][/B] A hospitaler must be of lawful good alignment and loses all special class abilities (including spells and the special mount) if he ever willingly commits an act of evil. Additionally, a hospitaler’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, not attacking defenseless creatures, staying true to his word, etc.), help those who need it (provided the hospitaler does not expect that they would use the help for evil or chaotic ends), and punish those that harm or threaten innocents. Deceptive tactics such as feinting in combat or creating a diversion to hide are fine, but the hospitaler must be careful in how he uses the Bluff skill. He cannot attack opponents unawares (they do not need to know where he is, they just need to be aware of his intent to fight them there, before he attacks them). The specifics of a hospitaler’s code may differ slightly from one order of hospitalers to another, but these are the restrictions for a typical hospitaler. Only deities and powerful spirits may alter the restrictions for their hospitalers, and even then the hospitaler’s code must conform to a lawful good alignment. [B][COLOR=Red]Associates:[/COLOR][/B] While he may adventure with characters of any good or neutral alignment, a hospitaler will never knowingly associate with evil characters. A hospitaler will not continue to associate with someone who consistently offends his moral code. Also, a hospitaler may only hire henchmen or accept followers and cohorts who are lawful good. [B][COLOR=Red]Ex-Hospitalers:[/COLOR][/B] A hospitaler who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the hospitaler’s special mount. He also may not progress in levels as a hospitaler. He regains his abilities if he atones for his violations (see the [I]Atonement[/I] spell), as appropriate, and may resume advancement as a hospitaler in that case. Like a member of any other class, a hospitaler may be a multiclass character, but hospitalers face a special restriction. A hospitaler who gains a new class or, if already multiclassed, raises another class by a level may never again raise his hospitaler level, though he retains all his hospitaler abilities. The path of the hospitaler requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return. However, there are a few prestige classes that are extensions of the hospitaler's path, and which a hospitaler may multiclass into without penalty. Such prestige classes note this compatibility in their rules descriptions. Any such prestige class that describes compatibility with the paladin class is also compatible with the hospitaler variant paladin.[/sblock] [code][B][COLOR=Red][U][I]The Hospitaler:[/I][/U][/COLOR] [COLOR=Blue]Class Attack Fort. Ref. Will Level Bonus Save Save Save Special[/COLOR][/B] 1 +0 +2 +0 +0 [I]Detect Evil[/I], Determination +1, Guardian Oath, [I]Lay On Hands[/I] 2 +1 +3 +0 +0 Divine Health 3 +2 +3 +1 +1 Turn Undead, Determination +2 4 +3 +4 +1 +1 Divine Endurance 5 +3 +4 +1 +1 Special Mount, [I]Remedy[/I] 1/week 6 +4 +5 +2 +2 Aura Of Courage 7 +5 +5 +2 +2 Divine Grace 8 +6/+1 +6 +2 +2 [I]Remedy[/I] 2/week 9 +6/+1 +6 +3 +3 Superior [I]Sanctuary[/I] 10 +7/+2 +7 +3 +3 11 +8/+3 +7 +3 +3 [I]Remedy[/I] 3/week 12 +9/+4 +8 +4 +4 13 +9/+4 +8 +4 +4 14 +10/+5 +9 +4 +4 [I]Remedy[/I] 4/week 15 +11/+6/+1 +9 +5 +5 16 +12/+7/+2 +10 +5 +5 17 +12/+7/+2 +10 +5 +5 [I]Remedy[/I] 5/week 18 +13/+8/+3 +11 +6 +6 19 +14/+9/+4 +11 +6 +6 20 +15/+10/+5 +12 +6 +6 [I]Remedy[/I] 6/week, Determination +3[/code] [code][B][COLOR=Red][U][I]Hospitaler Spells Per Day:[/I][/U][/COLOR] [COLOR=Blue]Class Spells Per Day By Spell Level Level 1 2 3 4 5[/COLOR][/B] 1 - - - - - 2 0 - - - - 3 1 - - - - 4 1 - - - - 5 2 0 - - - 6 2 1 - - - 7 3 1 - - - 8 3 2 0 - - 9 4 2 1 - - 10 4 3 1 - - 11 4 3 2 0 - 12 4 4 2 1 - 13 4 4 3 1 - 14 4 4 3 2 0 15 4 4 4 2 1 16 4 4 4 3 1 17 4 4 4 3 2 18 4 4 4 4 2 19 4 4 4 4 3 20 4 4 4 4 3[/code] [I][SIZE=2][COLOR=Red][U][B]Hospitaler Spell List:[/B][/U][/COLOR][/SIZE][/I] [B]Level 1 -[/B] Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Magic, Detect Poison, Detect Undead, Detect Water, Divine Favor, Divine Sacrifice, Endure Elements, Guidance, Invisibility to Undead, Magic Weapon, Protection from Evil, Purify Food and Drink, Read Magic, Remove Fear, Resistance, Sanctuary. [B]Level 2 -[/B] Aid, Blessed Aim, Bull’s Strength, Calm Emotions, 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] Create Food and Water, 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, Status. [B]Level 4 -[/B] Cure Critical Wounds, Death Ward, Dismissal, Dispel Evil, Divine Power, Freedom of Movement, Holy Sword, Lesser Aspect of the Deity, Neutralize Poison, Remove Curse, Remove Disease, Restoration, Spell Immunity, Weapon of Energy, Weapon of the Deity. [B]Level 5 -[/B] Break Enchantment, Cure Massive Wounds*, Flame Strike, Forbiddance, Greater Dispelling, Healing Circle, Raise Dead, Righteous Might, Spell Resistance, True Seeing. [I]* Custom Aurelian spell.[/I] [I][SIZE=2][COLOR=Red][B][U]The Hospitaler's Mount:[/U][/B][/COLOR][/SIZE][/I] [sblock]The hospitaler'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 hospitaler is a heavy warhorse, while the standard kind of special mount for a Small hospitaler 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 hospitaler's call. Common mounts for even smaller hospitalers may be bats, cats, dogs, sea turtles, hawks, owls, eagles, lizards, rats, ravens, weasels, or toads. Common mounts for even larger hospitalers 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 hospitaler 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 hospitaler 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 hospitaler 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 hospitaler's special mount. Once it does become their special mount, it becomes Lawful Good. A hospitaler'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). Hospitaler special mounts progress in statistics a bit slower than the special mounts of other paladins. [code][B][COLOR=Blue]Master's Bonus Natural Str. Int. Class Level HD Armor Adj. Score Special[/COLOR][/B] 5-6 +0 +0 +0 2 Special mount basics, improved evasion, empathic link 7 +2 +2 +1 6 8-9 +2 +2 +1 6 Share spells 10 +4 +4 +2 7 11-12 +4 +4 +2 7 [I]Command[/I] 13 +6 +6 +3 8 14-15 +6 +6 +3 8 Share grace 16 +8 +8 +4 9 17-18 +8 +8 +4 9 Celestial 19 +10 +10 +5 10 20-21 +10 +10 +5 10 Bound Immunity 22+ +12 +12 +6 11[/code] [B][COLOR=Red]Master's Class Level:[/COLOR][/B] This is the level of the hospitaler (in that particular class; other class levels or Hit Dice of the hospitaler 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 hospitaler 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 hospitaler 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 hospitaler'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 hospitaler'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 hospitaler has an empathic link with the mount out to a distance of up to one mile. The hospitaler 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 hospitaler, 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 hospitaler'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 hospitaler, and will not affect the mount again even if it returns within range. Additionally, the hospitaler 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 hospitaler 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 hospitaler 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 hospitaler's special defenses eventually, gaining the benefits of the hospitaler's Divine Grace (based on the hospitaler's Charisma), Divine Health, and fear immunity from the Aura of Courage. [B][COLOR=Red]Celestial:[/COLOR][/B] The hospitaler'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 hospitaler's will).[/sblock] [/QUOTE]
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