Monster Rider (Apath)
Unofficial rules compendium | |
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Level | Monster |
4 | Blink dog |
4 | Hippogriff |
5 | Worg |
6 | Giant eagle |
6 | Pegasus |
7 | Giant vulture |
7 | Hell hound |
7 | Howler |
8 | Giant owl |
8 | Griffon |
8 | Shadow mastiff |
8 | Unicorn |
9 | Leucrotta |
9 | Manticore |
10 | Dragonne |
10 | Wyvern |
11 | Ahuizotl |
11 | Drider |
13 | Kirin |
14 | Shedu |
16 | Dragon horse |
16 | Garuda |
16 | Sleipnir |
The monster rider forges an alliance with a monster to serve him as a mount in battle.
Classes
This archetype is available to cavaliers, paladins, and rangers. A paladin monster rider must chose a steed for his divine bond ability. A ranger monster rider must choose an animal companion for his hunter's bond class feature.
Optionally, a character that qualifies for this archetype can take it upon finding a monster suitable as a steed. Otherwise, game masters are encouraged to work with the player and arrange a suitable mount as the character advances in level, possibly as a special side quest.
Class Abilities
Monster Steed
Monster riders have the normal divine bond, hunter's bond, or mount ability and can use that ability normally.
When the character meets and befriends a monster suitable to serve as a steed, and is of sufficient level to be served by such a steed, he gains the creature as follower. This works like monster cohort option on the Leadership feat. Each creature has a level when it becomes available to serve as a steed. For each level beyond this, the steed gains one level as a fighter or sorcerer.
This replaces the divine bond, hunter's bond, or mount ability.