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I've been considering replacing the special mount and familiar class abilities with feats. Here are my initial thoughts:
Invest Mount [General]
You enhance your mount's natural intelligence and form a strong bond with it.
Prerequisite: Ride skill 5 ranks, Handle Animal 10 ranks, ability to cast spells, Mounted Combat.
Benefit: The mount gains 1 HD, +2 to natural armor, +1 strength, +4 Intelligence, share spells, share saving throws, and empathic link. The mount becomes a magical beast (recalculate BAB, Saves, and hit points for a magical beast)
Saddle Expert [General]
Prerequisite: Ride Skill 10 ranks, Improved Initiative, empathic link with mount.
Benefit: You grant your mount Improved Evasion while mounted.
Gifted Mount [General]
Your training allows your mount excell beyond the abilities of others of its kind.
Prerequisite: Invest Mount, Skill Focus (Handle Animal)
Benefit: The mount gains +2 Intelligence, 1 HD, and +1 to any ability per 4 full hit dice above the minimum for its size.
Hardy Mount [General]
Your training enhances your mounts toughness
Prerequisite: Invest Mount, Skill Focus (Handle Animal)
Benefit: The mount's natural armor bonus improves by 4 and the mount gains +2 Strength, +2 Constitution, and +2 HD.
Master of Beasts [General]
Your mount can rally animals of its type.
Prerequisite: Invest Mount, Mount Charisma 13+
Benefit: The mount gains the Command ability.
Summon Familiar [General]
You summon a magic creature to be your companion.
Prerequisite: Handle Animal 5 ranks, Ability to cast first level spells.
Benefit: You summon a Tiny or smaller animal to be your familiar, the type changes to Magical Beast (recalculate BAB, Saves, and hit points for a magical beast) and it gains +2 to natural armor, +6 Intelligence, share spells and empathic link. The familiar becomes a magical beast (recalculate BAB, Saves, and hit points for a magical beast) You may spend a language point to learn your familiar's language. You familiar has half your hit points and considered as having a number of hit dice equal to your level.
Familiar Coduit [General]
You can cast touch spells through your familiar.
Prerequisite: Ability to cast second level spells, Summon Familiar.
Benefit: You can use the familiar to deliver touch spells; you must be in contact with the familiar when the spell is cast.
Great Familiar [General]
Prerequisite: Summon Familiar, Ability to cast 3rd level Transmutation spells.
Benefit: Your familiar grows by one size category.
Gifted Familiar [General]
Your training allows your Familiar to excell beyond the abilities of others of its kind.
Prerequisite: Summon Familiar, Handle Animal 10 ranks, Skill Focus (Handle Animal)
Benefit: The Familiar gains +4 Intelligence, +1 to any ability per 4 full hit dice above the minimum for its size.
These are just the starting point and need a lot of work. Perhaps they can be consolidated to allow for a lot of flexibility.
I've been considering replacing the special mount and familiar class abilities with feats. Here are my initial thoughts:
Invest Mount [General]
You enhance your mount's natural intelligence and form a strong bond with it.
Prerequisite: Ride skill 5 ranks, Handle Animal 10 ranks, ability to cast spells, Mounted Combat.
Benefit: The mount gains 1 HD, +2 to natural armor, +1 strength, +4 Intelligence, share spells, share saving throws, and empathic link. The mount becomes a magical beast (recalculate BAB, Saves, and hit points for a magical beast)
Saddle Expert [General]
Prerequisite: Ride Skill 10 ranks, Improved Initiative, empathic link with mount.
Benefit: You grant your mount Improved Evasion while mounted.
Gifted Mount [General]
Your training allows your mount excell beyond the abilities of others of its kind.
Prerequisite: Invest Mount, Skill Focus (Handle Animal)
Benefit: The mount gains +2 Intelligence, 1 HD, and +1 to any ability per 4 full hit dice above the minimum for its size.
Hardy Mount [General]
Your training enhances your mounts toughness
Prerequisite: Invest Mount, Skill Focus (Handle Animal)
Benefit: The mount's natural armor bonus improves by 4 and the mount gains +2 Strength, +2 Constitution, and +2 HD.
Master of Beasts [General]
Your mount can rally animals of its type.
Prerequisite: Invest Mount, Mount Charisma 13+
Benefit: The mount gains the Command ability.
Summon Familiar [General]
You summon a magic creature to be your companion.
Prerequisite: Handle Animal 5 ranks, Ability to cast first level spells.
Benefit: You summon a Tiny or smaller animal to be your familiar, the type changes to Magical Beast (recalculate BAB, Saves, and hit points for a magical beast) and it gains +2 to natural armor, +6 Intelligence, share spells and empathic link. The familiar becomes a magical beast (recalculate BAB, Saves, and hit points for a magical beast) You may spend a language point to learn your familiar's language. You familiar has half your hit points and considered as having a number of hit dice equal to your level.
Familiar Coduit [General]
You can cast touch spells through your familiar.
Prerequisite: Ability to cast second level spells, Summon Familiar.
Benefit: You can use the familiar to deliver touch spells; you must be in contact with the familiar when the spell is cast.
Great Familiar [General]
Prerequisite: Summon Familiar, Ability to cast 3rd level Transmutation spells.
Benefit: Your familiar grows by one size category.
Gifted Familiar [General]
Your training allows your Familiar to excell beyond the abilities of others of its kind.
Prerequisite: Summon Familiar, Handle Animal 10 ranks, Skill Focus (Handle Animal)
Benefit: The Familiar gains +4 Intelligence, +1 to any ability per 4 full hit dice above the minimum for its size.
These are just the starting point and need a lot of work. Perhaps they can be consolidated to allow for a lot of flexibility.
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