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Zaerdna
2009-03-19, 09:11 PM
I will get a Pegasus for my pally and it will also be my cohort from leadership.
For the pally I am going mounted combat, power attach, ride by attack and sprinted charge.

As it has been ruled for my case the Pegasus will get alternating HD and class levels (for being a cohort). One class level and one HD etc.

The question is what Class/build should the Pegasus have?

I have been thinking of Monk because that is cool, and fits the divine origin.
Deflect arrow, stunning hoof etc. And I do not think caster is a good idea.
We have a fighter and a Druid and should not take that away from the,

What option do I have? What would be interesting?

Lets start with a monk build but I would be interested in other ideas.


Some option for general feats are




Power Dive

Type: General
Sources: Draconomicon
Savage Species

You can fall upon an opponent from the sky. Str 15, fly speed (average maneuverability).

Clan: When flying, you can dive and land on an opponent to deal extra damage. This is a standard action that can only affect creatures that are smaller than you. You make an overrun attack, but the opponent cannot choose to avoid you. If you knock down the target, you may make an additional slam attack, dealing the indicated damage plus 1-1/2 times your Strength bonus (round down). This attack is at the usual +4 bonus against prone opponents.
Size Power Dive Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Benefit: If you fail in the overrun attempt and are tripped in turn, you are instead knocked down and deal the indicated slam damage to yourself.
Special: Without this feat, you can attack with just one natural weapon and do not have a chance to knock down the opponent.

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Mobility

Type: General
Source: Player's Handbook v.3.5

You are skilled at dodging past opponents and avoiding blows.

Prerequisite: Dex 13+, Dodge
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of bonuses.

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Large and In Charge

Type: General
Sources: Draconomicon
Sword and Fist

You can prevent opponents from closing inside your reach.

Prerequisite: Natural reach of 10 feet or more, size large or larger.
Benefit: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round.


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Improved Flyby Attack

Type: General
Sources: Epic Level Handbook
Savage Species

You can attack on the wing with increased mobility.

Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.
Benefit: When flying, you can take a move action (including a dive) and another partial action at any point during the move. If this partial action is an attack, you incur no attacks of opportunity for moving through areas threatened by your target. You cannot take a second move action during a round when you make a flyby attack.
Normal: Without this feat, you can take a partial action either before or after your move. Even with the Flyby Attack feat, you incur attacks of opportunity for moving through areas threatened by the target of your flyby attack.

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Great Flyby Attack

Type: General
Source: Savage Species

You can make multiple flyby attacks in a round.

Prerequisite: Fly speed, Flyby Attack.
Benefit: Using this feat is a full-round action. When flying, you can move up to your fly speed in a straight line and attack a number of opponents equal to your Dexterity bonus. All targets must be within your reach along the line of your movement. Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each opponent you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each successful hit does the full damage to that creature; do not divide the result of the damage roll among the targets. Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may take them.
Normal: Without this feat, a creature can make a single flyby attack in a round.


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Heavyweight Wings

Type: General
Source: Races of the Dragon

Your superior strength allows you to fly while heavily burdened.

Prerequisite: Str 15, Reinforced Wings, wings and a glide or fly speed.
Benefit: You can fly with heavy armor or a heavy load. Your speed is still reduced by encumbrance due to armor or total weight.
Normal: Flying creatures can't fly in heavy armor or carrying a heavy load.

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Diving Charge

Type: General
Source: Races of the Wild

You can dive down at a target to deal a devastating strike.

Benefit: When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fly speed. (The damage bonus is based on your fly speed, not how far you have moved in your charge.)
Fly Speed Damage Bonus
30 feet or slower +1d6
31 to 90 feet +2d6
91 feet or faster +3d6
In addition, after you make this attack you can choose, regardless of your maneuverability, to turn in place so that you are now flying parallel to the ground.

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Close-Quarter Defense

Type: General
Source: Dragon #309

You are unusually effective at defending your space.

Prerequisite: Combat Reflexes.
Benefit: You gain a +2 bonus on your attack roll for any attack of opportunity that an opponent has provoked by moving into your space. The benefit also applies for attacks of opportunity provoked by the opponent making an unarmed attack, attempting to start a grapple, bull rushing you, sundering your weapon or shield, or trying to sever your silver cord with a silver sword.
If the opponent has a feat that would normally prevent you from making an attack of opportunity in the given circumstance, you can still attempt one by virtue of this feat. However, instead of gaining a +2 bonus on the attack roll, you take a -10 penalty.
Special: A fighter can take Close-Quarter Defense as one of her bonus feats.

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Adroit Flyby Attack

Type: General
Source: Draconomicon

You can make flyby attacks and get out of reach quickly.

Prerequisite: Fly speed 90, Flyby Attack, Hover or Wingover.
Benefit: When flying and making an attack action, you can move both before and after the attack, provided that the total distance moved is not greater than your fly speed. Your flying movement does nor provoke attacks of opportunity from the creatures you attack during the round when you use this feat.



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Wingover

Type: General
Sources: Monster Manual v.3.5
Monster Manual II
Masters of the Wild

You change direction quickly once per round while airborne.

Prerequisite: Ability to fly
Benefit: This feat allows you to turn at an angle of up to 180 degrees in addition to any other turns you are normally allowed, regardless of your maneuverability You cannot gain altitude during the round you execute a wingover, hut you can dive. For more information, see Tactical Aerial Movement in Chapter 3 of the DUNGEON MASTER's Guide."

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