Bonded Mount
Perhaps the Templar's greatest asset is the bonded mount, usually a heavy war horse of exceptional strength, courage, and intelligence that serves its master with steadfast devotion. The bond is partly instinctual, partly divine; many believe that the gods bring them together to insure the Templar has a companion as noble as himself. Once joined, the mount remains loyal so long as the Templar stays true to his principles.
A Templar becomes eligible to receive a bonded mount at 4th level. The mount may appear any time thereafter. Because the mount's arrival marks a major event in the Templar's career, the DM may wish to delay its appearance. For instance, if a 4th-level Templar is about to embark on a lengthy exploration of an underground civilization, the DM may postpone the mount's appearance until the Templar surfaces. In all cases, the DM determines when and how the mount appears.
A Templar may never have more than one bonded mount at a time. Further, he can have no more than one mount in the same decade. If the mount dies or is otherwise lost, the Templar won't become eligible for a replacement until 10 years after the day he acquired his original mount.
Most bonded mounts are war horses, but other creatures can also become mounts. The table lists some of the possibilities. The DM may augment the table with other creatures, so long as they are suitable for riding, reasonably intelligent, and of good or neutral alignment.
The player may suggest the type of mount he prefers for his Templar character, but the DM makes the final choice. The DM may roll on the table or select a particular creature. Regardless of the method used, remember that only the strongest, smartest, and bravest creatures become bonded mounts. To qualify as a bonded mount, most creatures must meet certain statistic requirements. These are recommendations, not rigid rules; the DM may modify them as desired.
Hit Points. Most mounts have at least 6 hit points per hit die. A heavy war horse, for instance, has 21-27 hit points.
Intelligence. A species' listed Intelligence must be at least Animal (1). However, the Intelligence of the mount may differ from the listed Intelligence of the species:
Morale. A species' listed Morale must be at least Unsteady (5-7). The Morale of a mount may exceed that of its species:
Upgraded Mounts. The DM may improve any species of bonded mount by adding 2+2 HD to its hit dice base and 3 to its movement base. An upgraded heavy war horse bonded mount has 5+5 HD and a movement rate of 18.
A Templar may only have a land-based mount whose hit dice are less than or equal to the Templar's experience level.
A Templar may only have a flying mount whose hit dice are no more than half the Templar's experience level. Additionally, flyng mounts must be made available through the Templar's kit.
The DM may choose to ignore any random selection rolls. All choices must be verified by the DM.
Bonding requires the voluntary participation of the mount, and some species may have their own ideas about what constitutes a suitable companion. Unicorns, for instance, will only accompany female Templars, while light war horses may be reluctant to bond with overweight riders. If a match doesn't work, try a different combination.
The Templar's standard war horse is an unusually hardy steed, slightly larger than a heavy war horse and more heavily muscled. Its shaggy coat and thick hide provides it with natural armor. Powerful legs enable it to move at the speed of a medium war horse. It has a carrying capacity of 300, an encumbered (half-speed) capacity of 450, and an encumbered (one-third movement) capacity of 600.
Usually, an opportunity to acquire a bonded mount occurs within a few months after a Templar reaches 4th level and declares himself receptive. The DM decides the exact time and the circumstances, working the mount's appearance into the flow of the campaign. The acquisition of a mount should be dramatic; after all, it is a landmark of a Templar's career. Some possibilities:
Though a mount always knows when bonding has occurred, it may not be immediately obvious to the Templar. The DM shouldn't announce to the Templar that he's just bonded with a mount, but instead describe the behavior of the mount and let the Templar come to his own conclusions. Here are a few signs the Templar might look for:
After observing such actions for a day or two, even the dullest Templar should conclude that he's acquired a bonded mount. To alleviate lingering doubts, a friendly spellcaster may verify the bonding by casting Speak with Animals or a similar spell.
In general, a bonded mount has the same needs as a normal steed. For the most part, it can care for itself, grazing or hunting when hungry, and drinking when thirsty. Unless ordered otherwise, a bonded mount rests when the Templar rests.
Occasionally, the mount may have to count on the Templar for routine care. In the absence of a suitable pasture or hunting grounds, the Templar will have to provide food. In a dry desert, the Templar may have to share his water. Mounts often need regular doses of salt to replace the salt lost from sweating. Sick or wounded mounts may need medical attention.
Some mounts, horses in particular, require daily grooming to stay healthy. The mount's coat must be brushed, then wiped down with a soft cloth. Its hooves must be thoroughly examined for cracks, imbedded stones, and other abnormalities that could cause serious damage if left unattended. All mounts appreciate expressions of affection, such as tasty snacks, soft words, and soothing touches.
All bonded mounts, regardless of their species, have the following traits in common:
A bonded mount can perform all of the actions discussed in "Special Traits.'' A Templar may also wish to train the mount to perform additional tricks and tasks. Tricks are simple actions performed in response to specific commands; such actions require no independent decision-making from the mount. Tasks are more complex actions which may require multiple steps and a bit of improvisation. Because of its rapport with its Templar, a bonded mount can master an impressive repertoire of tricks and tasks, and can learn more efficiently than other animals.
The Animal Training proficiency isn't necessary to train a bonded mount, though the procedure is similar. The Templar tells the DM which trick or task he wants to teach. If the DM approves, the Templar begins the training. It takes 1-2 weeks to teach a trick to a bonded mount, and 2-5 (1d4+1) weeks to teach it a task. At the end of the training period, the Templar makes a Wisdom check (using his own Wisdom score, not the mount's). If the check succeeds, the mount has learned the trick or task. If the check fails, the Templar may try again, investing another 1-2 weeks of training for a trick, or 2-5 weeks for a task. When the training period ends, he makes a second Wisdom check. If this check fails, the mount is incapable of learning that particular trick or task. A bonded mount can learn 9-20 (1d12+8) tricks and tasks, in any combination.
A Templar can use the Animal Training proficiency to train other animals while training his mount. He can train three animals, including the mount, at the same time.
A Templar must regularly work with the mount to teach it a trick or task. The exact time spent is less important than working with the mount every day. If the Templar falls behind - for instance, if he skips a training session several days in a row - the DM may rule that he must start the training again, beginning a new period of 1-2 or 2-5 weeks.
Several examples of tricks and tasks suitable for bonded mounts are described below. A Templar isn't confined to this list; he may attempt to teach his mount any task or trick he can think of, so long as the mount is physically and mentally capable of performing it and the DM approves.
A mount executes most tricks and tasks automatically; die-rolls or success checks aren't needed. The DM may ask for an ability check if the outcome is uncertain (for instance, a mount successfully walks a plank spanning a deep chasm if it makes a Dexterity check). Alternately, the DM may assign a percentile chance of success (the mount has a 30% chance of safely crossing the chasm). The DM adjudicates all combat-related tricks and tasks like any other combat action, using attack and damage rolls as necessary.
Exceptionally intelligent mounts. Mounts who can communicate with spoken language and whose Intelligence scores are comparable with those of humans need no training. Such creatures perform any tricks or tasks their Templars ask them, within reason.
Speak. The mount neighs, growls, or makes some other predetermined sound on command.
Pack Animal. Normally, bonded mounts resist being used as pack animals. Some are only comfortable carrying human riders; others feel that hauling equipment is beneath their dignity. Once a mount masters this trick, however, it effortlessly shifts between carrying riders and gear. To avoid chafing and sores, a mount usually requires a pack saddle when carrying gear. The cost of a pack saddle for a horse is 5 gp. The cost of pack saddles for other species ranges from 5-15 gp, depending on the animal's size and the DM's decision.
Pursue. Normally, a mount breaks off its attacks when an aggressor withdraws. When taught to pursue, the mount chases a retreating enemy. If the mount catches the enemy, it resumes its attacks. The mount may pursue indefinitely, returning when the enemy has been defeated or has escaped, or it may be taught to return at the Templar's command. Stay. The mount stands still until the Templar gives it permission to move.
Rescue. If the Templar falls unconscious on the battlefield, the mount drags him to safety, either to a predetermined location, such as the Templar's campsite, or to the nearest safe location. Strategic attacks. In a combat encounter, the mount makes its own decisions regarding strategy and choice of targets. The mount may temporarily leave the Templar to lure away a charging monster, or it may attack an enemy that the Templar doesn't see (such as one about to plunge a knife into the Templar's back).
Guard duty. The mount stands guard at a campsite or other location, watching for intruders. Should the mount spot an intruder, it reacts as directed by the Templar. It may alert a sleeping Templar (or other designated character) by nudging him awake, crying out, or attacking. As some mounts may not be able to distinguish between friendly and hostile intruders, the mount will most likely react if any person or creature enters the guarded area. To improve the mount's value as a guard, the Templar may teach it to respond to a specific type of intruder (say, anyone riding a horse, or any ogre). Recognizing a specific type of intruder is considered a distinct trick, requiring a separate training period. In other words, the mount must first learn the task of guard duty, then any number of tricks to recognize specific types of intruders.
Search. The follower can search for a particular type of item in a general location and, if it finds it, return the item to the Templar. Suitable items include gems, weapons, bundles, flasks, or parchments. Suitable locations include a small cave, a shallow valley, or the interior of a building. The Templar must show the mount a sample of the sought object, the more specific, the better. (If the Templar wants a particular weapon from an armory, he must show the mount a close copy.) The Templar must also designate the area to be searched. The mount won't search indefinitely, usually returning within an hour if it can't find the item. If the circumstances of the search are unusually difficult, the DM may call for ability checks. For instance, if the mount searches an armory for a particular golden sword, but the building contains dozens of similar swords, the DM may require the mount to make an Intelligence check. The mount locates the correct sword only if the Intelligence check succeeds. A mount may also be taught to locate specific people. However, a mount can't locate a person that it hasn't been taught to recognize. The mount must first learn the task of searching, then any number of tricks to recognize specific individuals. A bonded mount can always recognize its Templar; no special training is required.
Because bonded mounts are living, breathing entities with thoughts and feelings of their own, the DM should consider running them as non-player characters. Like a human or demi-human NPC, a bonded mount has a distinct personality. It may be stubborn or bold, complacent or curious, foolhardy or cautious. It may have an aversion to bearded strangers, a fear of water, a fondness for apples. Exceptionally intelligent mounts may communicate with head shakes, foot stomps, or a spoken language, letting them serve as confidantes and advisers.
Under normal circumstances, a bonded mount serves its Templar for no more than 10 years. During this time, the Templar may voluntarily dismiss the mount if it becomes crippled or ill, if the Templar's journeys take him to a terrain inhospitable to the mount, or for any other reason of the Templar's choice. The mount instinctively knows when the Templar dismisses it, and responds by dutifully wandering away. The DM should stage this parting as a significant event similar to the mount's arrival.
If the Templar returns to the area where he dismissed the mount and calls out for it, the mount may return. A dismissed mount returns if all of the following conditions exist:
A bonded mount abandons its Templar for either of the following reasons:
Bonded Mounts
01-77 | War horse* |
78-79 | Griffon |
80-81 | Unicorn** |
82-83 | Pegasus |
84-85 | Hippogriff |
86-87 | Giant Eagle |
88-89 | Dire Wolf |
90-91 | Elephant or Oliphant |
92-93 | Great cat (lion or tiger) |
94-95 | Giant Lizard |
96-97 | Aquatic (Hippocampus, Sea Horse, Sea Lion, Small Whale, or dolphin) |
98-100 | DM's choice |
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