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Special Mount / Familiar feats
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<blockquote data-quote="Cabral" data-source="post: 24315" data-attributes="member: 1193"><p><span style="color: Sienna">See reply below for 3.5 Update</span></p><p></p><p>I've been considering replacing the special mount and familiar class abilities with feats. Here are my initial thoughts:</p><p></p><p><span style="color: royalblue">Invest Mount [General]</span> </p><p>You enhance your mount's natural intelligence and form a strong bond with it.</p><p><strong>Prerequisite:</strong> Ride skill 5 ranks, Handle Animal 10 ranks, ability to cast spells, Mounted Combat.</p><p><strong>Benefit:</strong> 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)</p><p></p><p><span style="color: royalblue">Saddle Expert [General]</span></p><p><strong>Prerequisite:</strong> Ride Skill 10 ranks, Improved Initiative, empathic link with mount.</p><p><strong>Benefit:</strong> You grant your mount Improved Evasion while mounted.</p><p></p><p><span style="color: royalblue">Gifted Mount [General]</span></p><p>Your training allows your mount excell beyond the abilities of others of its kind.</p><p><strong>Prerequisite:</strong> Invest Mount, Skill Focus (Handle Animal)</p><p><strong>Benefit:</strong> The mount gains +2 Intelligence, 1 HD, and +1 to any ability per 4 full hit dice above the minimum for its size.</p><p></p><p><span style="color: royalblue">Hardy Mount [General]</span></p><p>Your training enhances your mounts toughness</p><p><strong>Prerequisite:</strong> Invest Mount, Skill Focus (Handle Animal)</p><p><strong>Benefit:</strong> The mount's natural armor bonus improves by 4 and the mount gains +2 Strength, +2 Constitution, and +2 HD.</p><p></p><p><span style="color: royalblue">Master of Beasts [General]</span></p><p>Your mount can rally animals of its type.</p><p><strong>Prerequisite:</strong> Invest Mount, Mount Charisma 13+</p><p><strong>Benefit:</strong> The mount gains the <em>Command</em> ability.</p><p></p><p><span style="color: royalblue">Summon Familiar [General]</span> </p><p>You summon a magic creature to be your companion.</p><p><strong>Prerequisite:</strong> Handle Animal 5 ranks, Ability to cast first level spells.</p><p><strong>Benefit:</strong> 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.</p><p></p><p><span style="color: royalblue">Familiar Coduit [General]</span></p><p>You can cast touch spells through your familiar.</p><p><strong>Prerequisite:</strong> Ability to cast second level spells, Summon Familiar.</p><p><strong>Benefit:</strong> You can use the familiar to deliver touch spells; you must be in contact with the familiar when the spell is cast.</p><p></p><p><span style="color: royalblue">Great Familiar [General]</span></p><p><strong>Prerequisite:</strong> Summon Familiar, Ability to cast 3rd level Transmutation spells.</p><p><strong>Benefit:</strong> Your familiar grows by one size category.</p><p></p><p><span style="color: royalblue">Gifted Familiar [General]</span></p><p>Your training allows your Familiar to excell beyond the abilities of others of its kind.</p><p><strong>Prerequisite:</strong> Summon Familiar, Handle Animal 10 ranks, Skill Focus (Handle Animal)</p><p><strong>Benefit:</strong> The Familiar gains +4 Intelligence, +1 to any ability per 4 full hit dice above the minimum for its size.</p><p></p><p>These are just the starting point and need a lot of work. Perhaps they can be consolidated to allow for a lot of flexibility.</p></blockquote><p></p>
[QUOTE="Cabral, post: 24315, member: 1193"] [COLOR=Sienna]See reply below for 3.5 Update[/COLOR] I've been considering replacing the special mount and familiar class abilities with feats. Here are my initial thoughts: [COLOR=royalblue]Invest Mount [General][/COLOR] You enhance your mount's natural intelligence and form a strong bond with it. [B]Prerequisite:[/B] Ride skill 5 ranks, Handle Animal 10 ranks, ability to cast spells, Mounted Combat. [B]Benefit:[/B] 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) [COLOR=royalblue]Saddle Expert [General][/COLOR] [B]Prerequisite:[/B] Ride Skill 10 ranks, Improved Initiative, empathic link with mount. [B]Benefit:[/B] You grant your mount Improved Evasion while mounted. [COLOR=royalblue]Gifted Mount [General][/COLOR] Your training allows your mount excell beyond the abilities of others of its kind. [B]Prerequisite:[/B] Invest Mount, Skill Focus (Handle Animal) [B]Benefit:[/B] The mount gains +2 Intelligence, 1 HD, and +1 to any ability per 4 full hit dice above the minimum for its size. [COLOR=royalblue]Hardy Mount [General][/COLOR] Your training enhances your mounts toughness [B]Prerequisite:[/B] Invest Mount, Skill Focus (Handle Animal) [B]Benefit:[/B] The mount's natural armor bonus improves by 4 and the mount gains +2 Strength, +2 Constitution, and +2 HD. [COLOR=royalblue]Master of Beasts [General][/COLOR] Your mount can rally animals of its type. [B]Prerequisite:[/B] Invest Mount, Mount Charisma 13+ [B]Benefit:[/B] The mount gains the [i]Command[/i] ability. [COLOR=royalblue]Summon Familiar [General][/COLOR] You summon a magic creature to be your companion. [B]Prerequisite:[/B] Handle Animal 5 ranks, Ability to cast first level spells. [B]Benefit:[/B] 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. [COLOR=royalblue]Familiar Coduit [General][/COLOR] You can cast touch spells through your familiar. [B]Prerequisite:[/B] Ability to cast second level spells, Summon Familiar. [B]Benefit:[/B] You can use the familiar to deliver touch spells; you must be in contact with the familiar when the spell is cast. [COLOR=royalblue]Great Familiar [General][/COLOR] [B]Prerequisite:[/B] Summon Familiar, Ability to cast 3rd level Transmutation spells. [B]Benefit:[/B] Your familiar grows by one size category. [COLOR=royalblue]Gifted Familiar [General][/COLOR] Your training allows your Familiar to excell beyond the abilities of others of its kind. [B]Prerequisite:[/B] Summon Familiar, Handle Animal 10 ranks, Skill Focus (Handle Animal) [B]Benefit:[/B] 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. [/QUOTE]
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