Skylord Mounts

A skylord's mount is superior to a normal creature of its kind and has special powers, as described below.

Skylord LvlBonus HD Natural Armor Adj.Str Adj.Special
1st-3rd+2+4+1Empathic link, share spells, improved natural attacks
4th-6th+4+6+2Improved fly speed, deadly charge +2d6
7th-9th+6+8+3Spell resistance, immunities
10th+8+10+4Bonus feat

Skylord's Mount Basics: Use the base statistics for a creature of the mount's kind (see Sample Skylord's Mounts below), but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra 10-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount's base attack bonus, base save bonuses, and celestial creature special qualities (damage reduction, energy resistance, and spell resistance). A mount's base attack bonus is equal to that of a fighter of a level equal to the mount's Hit Dice. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the mount's HD). The mount doesn't gain any extra skills or feats for bonus Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.

Str Adj.: Add this value to the mount's Strength score.

Empathic Link (Su): A skylord has an empathic link with his mount out to a distance of up to 1 mile. The skylord cannot see through the mount's eyes, but they can communicate empathically. Because of this empathic link, the skylord has the same connection to an item or place that his mount does, just as with a master and his familiar (see Familiars).

Share Spells: At the skylord's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the skylord before the duration expires. Additionally, the skylord may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A skylord and his mount can share spells even if the spells normally do not affect magical beasts.

Improved Natural Attacks: The damage dealt by each of the mount's natural attacks increases by one step. For example, a giant eagle mount with this ability would roll 1d8 instead of 1d6 for claw damage and 1d10 instead of 1d8 for bite damage.

Improved Fly Speed (Ex): The mount's fly speed increases by 10 feet.

Deadly Charge (Ex): The skylord's mount deals an extra 2d6 points of damage on a successful attack made during a charge.

Spell Resistance (Su): A mount's spell resistance equals the skylord's character level +5.

Immunities (Su): A skylord's mount is immune to hold, paralysis, sleep, charms, and compulsions.

Bonus Feat: The mount gains one of the following feats as a bonus feat, provided it meets the prerequisites for the feat: Flyby Attack, Hover, Multiattack, or Wingover.

Sample Skylord Mounts

These values are for normal creatures of the appropriate kinds; they do not include the modifications given on the table above.

Celestial Giant Eagle: CR 4; Large magical beast; HD 4d10+4; hp 26; Init +3; Spd 10 ft., fly 80 ft. (average); AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural); Base Atk +4; Grp +12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +2 melee (1d8+2, bite); Space/Reach 10 ft/5 ft.; SA smite evil; SQ acid resistance 5, cold resistance 5, damage reduction 5/magic, darkvision 60 ft., electricity resistance 5, low-light vision, evasion, spell resistance 9; SV Fort +5, Ref +7, Will +3; AL NG or as skylord; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10.

Skills and Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack.

Evasion (Ex): If the giant eagle is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw.

Smite Evil (Su): Once per day, a celestial giant eagle can make a normal attack to deal extra damage equal to its HD total against an evil foe.

Celestial Giant Owl: CR4; Large magical beast; HD 4d10+4; hp 26; Init +3; Spd 10 ft., fly 70 ft. (average); AC 15, touch 12, flat-footed 12 (-1 size, +3 Dex, +3 natural); Base Atk +4; Grp +12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +2 melee (1d8+2, bite); Space/Reach 10 ft/5 ft.; SA smite evil; SQ acid resistance 5, cold resistance 5, damage reduction 5/magic, darkvision 60 ft., electricity resistance 5, spell resistance 9, superior low-light vision; SV Fort +5, Ref +7, Will +3; AL NG or as skylord; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10.

Skills and Feats: Knowledge (nature) +2, Listen +17, Move Silently +8 (+16 when in flight), Spot +10; Alertness, Wingover.

Smite Evil (Su): Once per day, a celestial giant owl can make a normal attack to deal extra damage equal to its HD total against an evil foe.

Superior Low-Light Vision (Ex): The giant owl can see five times as far as a human in dim light.

Celestial Pegasus: CR4; Large magical beast; HD 4d10+12; hp 34; Init +2; Spd 60 ft., fly 120 ft. (average); AC 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural); Base Atk +4; Grp +12; Atk +7 melee (1d6+4, hoof); Full Atk +7 melee (1d6+4, 2 hooves) and +2 melee (1d3+2, bite); Space/Reach 10 ft/5 ft.; SA smite evil; SQ acid resistance 5, cold resistance 5, damage reduction 5/magic, darkvision 60 ft., electricity resistance 5, low-light vision, scent, spell-like abilities, spell resistance 9; SV Fort +7, Ref +6, Will +4; AL CG or as skylord; Str 18 Dex 15 Con 16, Int 10, Wis 13, Cha 13.

Skills and Feats: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8; Flyby Attack, Iron Will.

Smite Evil (Su): Once per day, a celestial pegasus can make a normal attack to deal extra damage equal to its HD total against an evil foe.

Spell-Like Abilities: At will, a pegasus can detect good and detect evil within a 60-yard radius, as the spells from a 5th-level caster.


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Exalted Prestige Classes