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damerdar
2010-10-10, 05:38 PM
Spirit Rider

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The spirit rider makes a special connection with an otherwordly spirit, which bears him into combat as a formidable foe. The spirit rider learns a large variety of abilities that increase his power on his spirit mount, and eventually learns to absorb the power of his spirit to retain his mounted prowess on foot.

Abilities: Strength is important for a spirit rider to be able to deal damage to her opponents. Constitution and Dexterity are both important for keeping the spirit rider alive. Wisdom is important for many of the spirit rider’s special abilities.

Role: The spirit rider is unmatched in mounted combat. They excel when using a lance atop a mount, but can use other melee weapons and bows as well. At lower levels they may become outmatched in small spaces, but at later levels this can be avoided by fusing with their spirit and other special abilities.

Alignment: Any.

Hit Die: d10

Class Skills: The spirit rider’s class skills are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (nobility) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Skills Ranks per Level: 2 + Int modifier.



SPIRIT RIDER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Spirit Mount

2nd|
+2|
+3|
+0|
+0|Defensive Riding

3rd|
+3|
+3|
+1|
+1|Powerful Charge

4th|
+4|
+4|
+1|
+1|Ride Into Battle (+1)

5th|
+5|
+4|
+1|
+1|Spur Mount (+10, 1/day)

6th|
+6/+1|
+5|
+2|
+2|Quick Summon

7th|
+7/+2|
+5|
+2|
+2|Armored Charger

8th|
+8/+3|
+6|
+2|
+2|Ride Into Battle (+2), Expert Rider

9th|
+9/+4|
+6|
+3|
+3|Absorb Spirit, Short Haft

10th|
+10/+5|
+7|
+3|
+3|Spur Mount (+20, 2/day), Quick turn

11th|
+11/+6/+1|
+7|
+3|
+3|Furious Charge

12th|
+12/+7/+2|
+8|
+4|
+4|Ride Into Battle (+3), Instant Summon

13th|
+13/+8/+3|
+8|
+4|
+4|Unstoppable Charger

14th|
+14/+9/+4|
+9|
+4|
+4|Mounted Skirmisher

15th|
+15/+10/+5|
+9|
+5|
+5|Spur Mount (+30, 3/day)

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Ride Into Battle (+4)

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Unavoidable Onslaught

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Master Rider

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Indomitable Steed

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Supreme Charge, Ride Into Battle (+5)[/table]

Weapon and Armor Proficiency: A spirit rider is proficient with all simple and martial weapons and with all armor (heavy, light, medium) and shields (except tower shields).

Spirit Mount (Ex) : The spirit rider begins with the service of an unusually intelligent, strong, and loyal spirit to aid them in their quests. This spirit can manifest in the physical form of any standard animal, but is treated as a heavy horse statistically, although it begins with combat training.

The spirit rider can call his spirit mount to his side as a standard action. This ability is the equivalent of a spell of a level equal to one-third the spirit rider’s level. The spirit mount appears adjacent to the spirit rider, with all equipment that it was previously wearing or carrying.

Defensive Riding (Ex): The spirit rider is attuned to his mount, and they can think together to avoid danger. When mounted, the spirit rider and his mount gain +1 to their AC and all saves.

Powerful Charge (Ex): upon attaining 3rd level, the spirit rider has become an expert in charging his mount into combat. The spirit rider gains a +4 on attack rolls on melee attacks made at the end of a charge while mounted (instead of the normal +2). The spirit rider also takes no penalty to AC at the end of a charge while mounted.

Ride into Battle (Ex): The spirit rider and his mount have become comfortable fighting as one. While mounted, the spirit rider and his mount gains a +1 bonus on attack and damage rolls. This bonus increases by +1 every 4 levels thereafter, to a maximum of +5 at 20th level.

Spur Mount (Ex): The spirit rider knows how to spur his mount to greater speeds without hurting it. The spirit rider’s mount increases its base speed by 10 feet. In addition, the spirit rider can fill his mount with incredible vigor, doubling its base speed for 1 round, for a number of times per day equal to 1+ his Wis modifier. At 10th and 15th level, the spirit rider’s mount increases its base speed by an additional 10 feet, and the spirit rider can spur his mount 1 additional time per day.

Quick Summon (Ex): At 6th level, the spirit rider can call his mount as a move action rather than a standard action.

Armored Charger (Ex): The spirit rider’s mount is used to carrying weight into battle. The mount’s speed is not reduced while wearing medium armor or carrying a medium load.

Expert Rider (Ex): The spirit rider has become an expert at combat while mounted. The spirit rider and his mount gain a +4 dodge bonus to AC vs attacks set against a charge, and the spirit rider adds his mount’s strength modifier to the damage of any charge attack he makes while mounted.

Absorb Spirit (Su) : The bond between the spirit rider and his mount is unsurpassed, and the spirit rider can absorb the spirit of his mount to gain additional combat abilities. As a full-round action, the spirit rider can absorb his spirit mount. While the spirit mount is absorbed, the spirit rider gains a bonus to his AC, attack rolls, damage rolls, and all saves equal to 1 + Wis modifier. The spirit rider is also considered mounted for all purposes.
The spirit rider can use this ability a number of times per day equal to 1 + Wis modifier. The effect lasts for a number of rounds equal to the spirit rider’s class level. This ability does not provoke attacks of oppurtunity.

Short Haft (Ex): The spirit rider can strike adjacent opponents with a lance, albeit at a -2 penalty to attack.

Quick Turn (Ex): The spirit rider is an expert at maneuvering his mount about the battle field. While mounted, the spirit rider can make a single 90° turn. The spirit rider can use this ability a number of times per day equal to 1 + Wis modifier.

Furious Charge (Ex): The spirit rider can put a massive amount of force into his charge attacks while mounted. The spirit rider doubles the threat range of any weapon used in a mounted charge. This effect does not stack with other effects that increase a weapon’s threat range. In addition, if the charge attack is successful, the spirit rider can make a free bull rush, disarm, sunder, or trip combat maneuver against the target of his charge. This combat maneuver does not provoke attacks of opportunity.

Instant Summon (Ex): The spirit rider can call his mount as a swift action.

Unstoppable Charger (Ex): The spirit rider’s mount does not incur a speed penalty from wearing heavy armor or from carrying a heavy load. In addition, the spirit rider does not provoke attacks of opportunity when making a charge attack while mounted.

Mounted Skirmisher (Ex): The spirit rider can make a full-attack action while mounted if his mount takes only a single move action. The spirit rider can spread these attacks across his mounts movement.

Unavoidable Onslaught (Ex): The spirit rider’s mount is capable of charging through any situation. While mounted, the spirit rider ignores difficult terrain when charging, and can pass through the squares of allies as well.

Master Rider (Ex): The spirit rider is unsurpassed in his mounted abilities. The spirit rider can take 10 on any ride check, even if in combat or under stress. The spirit rider also doubles the damage added to his charge from his mount’s strength modifier.

Indomitable Steed (Ex): While mounted, both the spirit rider and the mount gain DR 5/-.

Supreme Charge (Ex): The spirit rider can deal unmatched damage while charging. The spirit rider deals double damage if he charges while mounted (triple damage with a lance). If the spirit rider confirms a critical hit on a charge while mounted, the target is stunned for 1d4 rounds. The target can make a will save to reduce this to staggered for 1d4 rounds, with a DC of 10 + the spirit rider’s base attack bonus.

Spirit Mount
{table=head]Level|HD|BAB|Fort|Ref|Will|Skills|Feats|Natural Armor Bonus|Str/Dex Bonus|Int|Special

1st|
2|
+1|
+3|
+3|
+0|
2|
1|
+0|
+0|
6|Telepathic Link, Origin

2nd|
3|
+2|
+3|
+3|
+1|
3|
2|
+0|
+0|
6||

3rd|
3|
+2|
+3|
+3|
+1|
3|
2|
+2|
+1|
6|Evasion

4th|
4|
+3|
+4|
+4|
+1|
4|
2|
+2|
+1|
7|Ability Score Increase, Advancement, Origin Manifestation

5th|
5|
+3|
+4|
+4|
+1|
5|
3|
+2|
+1|
7||

6th|
6|
+4|
+5|
+5|
+2|
6|
3|
+4|
+2|
7|Devotion

7th|
6|
+4|
+5|
+5|
+2|
6|
3|
+4|
+2|
8||

8th|
7|
+5|
+5|
+5|
+2|
7|
4|
+4|
+2|
8|Swamp Walk, Origin Manifestation

9th|
8|
+6|
+6|
+6|
+2|
8|
4|
+6|
+3|
8|Ability Score Increase, Multiattack

10th|
9|
+6|
+6|
+6|
+3|
9|
5|
+6|
+3|
9|Water Walk

11th|
9|
+6|
+6|
+6|
+3|
9|
5|
+6|
+3|
9||

12th|
10|
+7|
+7|
+7|
+3|
10|
5|
+8|
+4|
9|Air Walk, Origin Manifestation

13th|
11|
+8|
+7|
+7|
+3|
12|
6|
+8|
+4|
10||

14th|
12|
+9|
+8|
+8|
+4|
14|
6|
+8|
+4|
10|Ability Score Increase, Flight

15th|
12|
+9|
+8|
+8|
+4|
14|
6|
+10|
+5|
10|Improved Evasion

16th|
13|
+9|
+8|
+8|
+4|
16|
7|
+10|
+5|
11|Origin Manifestation|

17th|
14|
+10|
+9|
+9|
+4|
18|
7|
+10|
+5|
11||

18th|
15|
+11|
+9|
+9|
+5|
20|
8|
+12|
+6|
11||

19th|
15|
+11|
+9|
+9|
+5|
23|
8|
+12|
+6|
12||

20th|
16|
+12|
+10|
+10|
+5|
26|
8|
+12|
+6|
12|Ability Score increase, Origin Manifestation[/table]


Class Level: This is the character's spirit rider level.

HD: This is the total number of eight-sided (d8) Hit Dice the spirit mount possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal spirit mount’s base attack bonus. Spirit mounts do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the spirit mount’s base saving throw bonuses. A spirit mount has good Fortitude and Reflex saves.

Skills: This lists the spirit mount’s total skill ranks. Spirit mounts can assign skill ranks to any skill. A spirit mount cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an spirit mount. Note that spirit mounts cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Natural Armor Bonus: The number noted here is an improvement to the spirit mount’s existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.

Int: This is the spirit mount’s Intelligence score

Special: This includes a number of abilities gained by spirit mounts as they increase in power. Each of these bonuses is described below.

Telepathic Link (Ex): The spirit rider and his mount can communicate telepathically at any range.

Origin (Ex): At 1st level, the spirit rider must designate the origin of his spirit mount. This origin determines many abilities that the spirit mount acquires. The spirit rider can choose from Arcane, Celestial, Infernal, Elemental (fire), Elemental (water), Elemental (earth), Elemental (wind), Undead, Natural, or Steel.

Evasion (Ex): If a spirit mount is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

Advancement (Ex): At 4th level, the spirit mount advances in power. The spirit mount gains +2 Strength and +2 Constitution, and its hooves are now treated as primary attacks, gaining the horse's full strength bonus on damage.

Devotion (Ex): A spirit mount gains a +4 morale bonus on Will saves against enchantment spells and effects.

Swamp Walk (Su) : The spirit mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

Multiattack: A spirit mount gains Multiattack as a bonus feat.

Water Walk (Su) : The spirit mount can use water walk at will (as the spell, no action required to activate this ability).

Air Walk (Su) : The spirit mount can use air walk at will (as the spell, no action required to activate this ability).

Flight (Ex): The mount can fly at its base speed with a bonus to the fly skill equal to your class level.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a spirit mount takes no damage if it makes a successful saving thro and only half damage if the saving throw fails.

Beginning Stats of Spirit Mount:
Size Large; Speed 40 ft; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 6; Special Qualities low-light vision, scent.

Origins

Arcane
Origin: The spirit mount is a beast formed of solid arcane energy. As such, it is capable of sensing other magical energies, allowing it to cast the spell detect magic at-will. The spirit rider also gains Knowledge (Arcana) as a class skill.
When the spirit mount is absorbed, the spirit rider is able to cast detect magic at-will.

Arcane Overflow (Sp): At level 4, the spirit mount is capable of calling upon the arcane energies inside an individual and free them from their control. As a standard action, the spirit mount can make a melee touch attack against any foe capable of casting arcane spells. If the attack hits, the target loses a spell for that day of the highest level spell they can cast. If the target prepares spells, a spell of the appropriate level is chosen at random. As the energy leaves the targets body, it violently rips them apart. The target takes damage equal to 1d6/spell level. If the target has already expended all of the spells of their highest level spells, they instead lose a spell of the next highest level and take damage as such. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Arcane Manipulation (Sp): At 8th level, the spirit has learned to shape the arcane energies which it is created from, and is capable of casting a small number of spells per day. The spirit chooses a number of spells from the wizard/sorcerer spell list to be cast 1/day. These spells can be changed each day after the spirit rider rests. The spirit mount can choose any combination of spells whose spell levels do not exceed the spirit mounts HD. The highest level spell the spirit mount can prepare is equal to ½ its HD -1. 0-level spells are treated as having a spell level of ½.
These spells are treated as spell like abilities with a caster level equal the spirit mount’s HD.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Arcane Body (Ex): At 12th level, the spirit mounts body begins to take on the form of arcane energy. It gains SR equal to 15 + ½ its HD.
When the spirit mount is absorbed, the spirit rider gains the same amount of SR.

Arcane Explosion (Sp): At 16th level, the spirit mount is more capable at freeing the arcane energies from other beings. When the spirit mount strikes a target with Arcane Overflow, the energy explodes from the target’s body, dealing damage to nearby creatures. All creatures within 30ft of the target (excluding the spirit mount and spirit rider) take the same amount of damage as the target, with a Reflex save (10 + spirit mount’s HD) for half damage. The target cannot attempt this save.
The spirit rider can use this ability while under the effect of Absorb Spirit.

True Origin: Arcane Avatar (Ex): The spirit mount has become a being of pure arcane energy, gaining immunity to the energy of magic. The spirit mount is immune to all spells which allow spell resistance, except for maze.
When the spirit mount is absorbed, the spirit rider gains the same spell immunity, although the spirit rider can suppress it as a free action.

Celestial
Origin: The spirit mount is a celestial spirit from the heavens. It gains the ability to cast detect evil at-will, and the spirit rider gains Knowledge (Religion) as a class skill. The spirit rider must be any Good or Neutral alignment to have a celestial spirit mount.
When the spirit mount is absorbed, the spirit rider can cast detect evil at-will.

Divine Vigor (Sp): At 4th level, the spirit mount can instill in one of his allies a large amount of positive energy. As a standard action, the spirit mount can grant any adjacent ally fast healing equal to ½ the spirit mount’s HD for a number of rounds equal to 1 + the spirit rider’s wisdom modifier. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Celestial Being (Ex): At 8th level, the spirit mount becomes a true celestial being and the spirit mount gains the Celestial Template, with the exception that the spirit mount uses the spirit rider’s wisdom modifier in place of its charisma modifier in regards to smite evil.
When the spirit mount is absorbed, the spirit rider gains the enhancements of the Celestial Template as well, although these go away when the spirit leaves their body.

Aura of Protection (Sp): At 12th level, the spirit mount is capable of enveloping its allies with a protective aura. As a standard action, the spirit mount can grant all allies within 30ft a bonus to AC equal to 1 + the spirit rider’s wisdom modifier. This effect last for a number of rounds equal to ½ the spirit mount’s HD, and the spirit mount can use this ability a number of times per day equal to the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Divine Aura (Sp): At 16th level, the spirit mount is capable of spreading positive energy to all of its allies. When using the Divine Vigor ability, the spirit mount can grant fast healing to all allies within a 30ft radius.
The spirit rider can use this ability while under the effect of Absorb Spirit.

True Origin: Divine Gift (Sp): The spirit mount has become a celestial being capable of enormous powers. Once per day, as a standard action, the spirit mount can use divine gift on one ally adjacent to the spirit mount. That ally’s hit points are restored to maximum, and they are affected by a greater restoration spell. This can also be used to restore a dead ally to life, as a true resurrection spell.
The spirit rider can use this ability while under the effect of Absorb Spirit.


Infernal
Origin: The spirit mount is a demonic spirit from hell. The spirit mount can cast detect good at-will, and the spirit rider gains Knowledge (Religion) as a class skill. The spirit rider must be any Neutral or Evil alignment to have an infernal spirit mount.
When the spirit mount is absorbed, the spirit rider can cast detect good at-will.

Hellfire (Sp): At 4th level, the spirit mount is capable of launching orbs of demonic fire at their enemies. The spirit rider can make a ranged touch attack against any target within 30ft. If the attack is successful, the target takes 1d6/odd HD damage. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Infernal Steed (Ex): At 8th level, the spirit mount takes on the qualities of the infernal denizens of hell. It gains the Fiendish Template.
When the spirit mount is absorbed, the spirit rider gains the same enhancements as the spirit mount.

Brimstone Step (Sp): At 12th level, the spirit mount can call the fires of hell to erupt from the ground. When the spirit mount makes a charge action, it can activate brimstone step as part of that action. All spaces that the spirit mount passes through during its charge erupt with a wall of fire, as the spell. This fire lasts for 2 rounds after which it is absorbed into the ground. The spirit mount can only use this ability while on solid ground. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Demonic Touch (Sp): At 16th level, the spirit mount is capable of channeling massive amount of demonic energy into one foe. As a standard action, the spirit mount can make a melee touch attack against any adjacent foe. If the attack succeeds, the target is affected as the spell destruction, with a caster level equal to the spirit mount’s HD and a Fortitude save with DC = 10 + spirit mount’s HD + spirit rider’s wisdom modifier. The spirit mount can use this ability once per day.
The spirit rider can use this ability while under the effect of Absorb Spirit.

True Origin: Hellfury (Sp): The spirit mount is a creature of terrifying power. When the spirit mount uses the hellfire ability, it now has a 30ft radius, allowing all creatures in the area a Reflex save (DC = 10 + spirit mount’s HD + spirit rider’s wisdom modifier) for half damage. In addition, the damage dealt is increased to 1d6/spirit mount’s HD.
The spirit rider can use this ability while under the effect of Absorb Spirit.


Elemental
Origin: The spirit mount is a creature composed of the core elements of the universe. The spirit mount can cast endure elements at-will, and the spirit rider gains Knowledge (planes) as a class skill.
When the spirit mount is absorbed, the spirit rider can cast endure elements at-will.

Elemental Strike (Ex): At 4th level, as a standard action, the spirit mount can engulf a portion of their body in elemental energy. The elemental deals an additional 1d6 on all melee attacks, and this damage increases by 1d6 every 4 HD thereafter. The type of damage is determined by the spirit mount’s element. Fire spirit mounts deal fire damage, water spirit mounts deal ice damage, earth spirit mounts deal acid damage, and wind spirit mounts deal electricity damage. The spirit mount can use this ability a number of rounds per day equal to 1 + spirit rider’s wisdom modifier, and this ability lasts a number of rounds equal to ½ the spirit mount’s HD.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Elemental Body (Ex): At 8th level, the spirit mount is now completely composed of its element. The spirit mount is permanently under the effects of the spell elemental body I , of the appropriate type, although they remain the same size and use their original size to determine the effects of whirlwind, vortex and weight.
The spirit rider is still capable of mounting the spirit mount in its new form, and takes no ill effects from riding a creature created of fire or similar problems.
At 14th level, the wind elemental spirit mount’s fly speed increases by 20ft.
The spirit gains these bonuses when under the effects of Absorb Spirit, although the spirit rider uses their own size to determine the effects of whirlwind, vortex, and weight.

Elemental Aura (Sp): At 12th level, the spirit mount is able to use their elemental nature to affect the area around them. As a standard action, the spirit mount can activate their elemental aura, which has a radius of 30ft. Each element has a different effect. All saves have DC’s equal to 10 + spirit mount’s HD + spirit rider’s wisdom modifier. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier, and the spirit mount and spirit rider are immune to all effects.
Fire: The spirit mount radiates intense heat around it. All creatures must make a fortitude save or become fatigued. If an enemy is already fatigued, they become exhausted for 1d6 rounds.
Earth: The spirit mount sends powerful pulses through the earth. All creatures must make a reflex save or be knocked prone. If an enemy is already knocked prone, they instead become stunned for 1 round from the intense vibration.
Water: The spirit mount can cause the temperature of the area to plummet drastically. The area undergoes a snowstorm for 1d4 rounds.
Wind: The spirit mount can whip up incredibly high winds. All creatures in the area are subject to a windstorm for 1d4 rounds.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Greater Elemental (Ex): At 16th level, the element composing the spirit mount has become more intense. The spirit mount is now permanently under the effects of the spell elemental body III. This ability replaces the Elemental Body ability gained at 8th level.
The spirit rider can use this ability while under the effect of Absorb Spirit.

True Origin: Elemental Mastery (Ex): The spirit mount is an elemental force to be reckoned with. The spirit mount is now permanently under the effects of the spell elemental body IV, and this ability replaces the Greater Elemental ability gained at 16th level. In addition, the spirit mount doubles the number of times they can use Elemental Strike and Elemental Aura per day.
The spirit rider can use this ability while under the effect of Absorb Spirit.


Undead
Origin: The spirit mount is an undead spirit. The spirit mount can cast detect undead at-will, and the spirit rider gains Knowledge (religion) as a class skill.
When the spirit mount is absorbed, the spirit rider can cast detect undead at-will.

Dead Touch (Sp): At 4th level, the spirit mount can channel its negative energy into its enemies, crippling them. As a standard action, the spirit mount can make a melee touch attack against an adjacent target. If the attack succeeds, the target takes 1d6 temporary ability damage to either strength or dexterity, chosen by the spirit mount. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Dead Ride (Ex): At 8th level, the spirit mount has transcended life and truly become undead, gaining the Undead type and all of its effects, with the exception that the spirit mount can use the spirit rider’s wisdom in place of its charisma to determine bonus hit points.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Ghost Form (Ex): At 12th level, the spirit mount is able to transform into a ghostly version of itself. It becomes incorporeal, with the exception that the rider still treats it as a corporeal creature, and the spirit mount can use its Dead touch ability against both incorporeal and corporeal creatures while in Ghost Form. The spirit mount can enter ghost form for a number of rounds per day equal to 10 + spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Undying Steed (Ex): At 16th level, the spirit mount has blurred the line between life and undeath. The spirit mount becomes immune to positive energy damage, and is no longer subject to abilities that only target undead.

True Origin: Fell Touch (Sp): The spirit mount has become a conduit of negative energy, and can channel enormous energy into his foes. When using the Dead Touch ability, the spirit mount can deal 1d3 negative levels instead of ability damage. In addition, the spirit mount heals 15 HP for every negative level bestowed and 5 HP for every point of ability damage bestowed.
The spirit rider can use this ability while under the effect of Absorb Spirit.


Natural
Origin: The spirit mount is a creature of magical energies deriving from nature itself. The spirit mount can cast detect animals or plants at-will, and the spirit rider gains Knowledge (nature) as a class skill. The spirit rider must be any Neutral alignment to have a nature spirit mount.
When the spirit mount is absorbed, the spirit rider can cast detect animals or plants at-will.

Overgrowth (Sp): At 4th level, the spirit mount can control plants in the nearby vicinity. The spirit mount gains the ability to cast entangle, with the exception that if there are no plants capable of entangling enemies, then plants magically sprout from the ground for the duration of the spell. The DC for the spell is equal to 10 + the spirit mounts HD + the spirit rider’s wisdom modifier. The spirit mount can use this ability a number of times per day equal to 1 + the spirit rider’s wisdom modifier.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Natural Mount (Ex): At 8th level, the spirit mount takes on the aspects of the plants that it is so in tune with. The spirit mount gains the Plant type, along with Darkvision 60ft, vulnerability to fire, and the constrict, grab abilities. The spirit mount also gains a +2 enhancement bonus to AC and Constitution.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Thorn Burst (Ex): At 12th level, the spirit mount can cause barbed plants to burst out of the ground. When using the Overgrowth ability, the area is also covered in spikes and barbs. All creatures take 1d4 damage for every 5ft they move each round. Creatures that are entangled take 5d6 points of damage from the thorns on the plants.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Aspect of Nature (Ex): At 16th level, the spirit mount has become an even greater avatar for the forces of nature. The spirit mount gains DR 5/-, regeneration 5, and all of the spirit mounts natural attacks, along with Overgrowth, inflict creatures with Deathblade Poison.
The spirit rider can use this ability while under the effect of Absorb Spirit.

True Origin: Wrath of Nature (Sp): The spirit mount has become perfectly in tune with the natural world, and can call upon its full fury to destroy the spirit mount’s foes. Once per day, the spirit mount can cast storm of vengeance, with a DC equal to 10 + spirit mount’s HD.
The spirit rider can use this ability while under the effect of Absorb Spirit.


Steel
Origin: The spirit mount is a spirit created by master craftsmen of ancient times. The spirit mount can cast identify at-will, and the spirit rider gains Knowledge (engineering) as a class skill.
While the spirit mount is absorbed, the spirit rider can cast identify at-will.

Ironhide (Ex): At 4th level, as a standard action, the spirit mount can harden its skin, granting itself DR/- equal to ½ it’s HD, but lowers its base speed by 50%. The spirit mount can dismiss this effect as a free action.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Steel Steed (Ex): At 8th level, the spirit mount has become a living being of pure metal. The spirit mount gains the construct type, and also gains a +2 enhancement bonus to AC from its metal hide.
The spirit rider can use this ability while under the effect of Absorb Spirit.

Powered Armor (Ex): At 12th level, the spirit mount is capable of becoming a powered suit of armor for the spirit rider when the spirit rider uses Absorb Spirit. When under the effects of Absorb Spirit, the spirit rider gains a +6 enhancement bonus to strength and an additional +2 enhancement bonus to AC.

Momentum (Ex): At 16th level, the spirit mount is able to carry its weight when charging, causing catastrophic damage when it hits. The spirit mount deals additional damage equal to 1d6/10ft traveled when charging, and gains a cumulative +2/10ft traveled bonus to bull rush attempts when charging. This bonus is also added to the spirit rider’s 1st attack on the charge.
The spirit rider can use this ability while under the effect of Absorb Spirit.

True Origin: Colossus (Ex): The spirit mount has become a massive monster of iron and steel. It can use its ironhide ability any number of times per day, and the DR increases to equal the spirit mounts HD, and can activate ironhide as a swift action. The spirit mount also gains a +4 enhancement bonus to strength, albeit gaining a -2 penalty to dexterity as well, and is treated as one size category larger for effects that depend on size.
The spirit rider can use this ability while under the effect of Absorb Spirit.


The spirit rider is my attempt to make a good base class that focuses on mounted combat. I hope it is balanced but that is why I'm posting it here. If you see a problem with any abilities or balancing issues please say so. Our group is only using the core rulebook for Pathfinder, but many of these abilities have been taken from similar abilities or feats from the Advanced Player's Guide.
Sorry about the picture from WoW buts its the best representation I could find.

[edit 1.2] I hope you all like the origins. It felt weird giving the mount the abilities instead of the character, but they are basically attached to the hip anyway. I'm hoping these abilities aren't too powerful (there are a few I am seriously wondering about) but I'm not the best at balancing. Please give me any critique that you can, as all comments will be greatly appreciated.

[edit 1.1: added beginning stats of spirit mount; added lvl 4 advancement of spirit mount; gave mount combat training at lvl 1]
[edit 1.11 fixed a few typos]
[edit 1.2 added origin for mounts. whew that was alot]

monkman
2010-10-10, 05:44 PM
why dont you allow it to beacome a heay warhorse and etc?
and for the last table why isnt there the streght coum/extra hd collum/etc?

damerdar
2010-10-10, 06:38 PM
For the spirit mount table I only showed the differences from the Druid Animal Companion chart, mostly out of laziness. I'll fix that eventually though.
For the spirit mount choice, I'm not entirely sure what the difference is between the heavy warhorse and a normal horse. I assume the heavy warhorse is better, but I just used the normal horse because it was in the animal companion choices. Where is the stats for the heavy warhorse?

monkman
2010-10-10, 06:56 PM
this (http://www.dandwiki.com/wiki/SRD:Horse) will help

damerdar
2010-10-10, 07:32 PM
I didn't want the horse to become too powerful (still hoping it isn't) so I didn't give it the warhorse statistics until its 4th level advancement. Now the spirit mount begins at level 1 with combat training, and at 4th level its stats are brought up to the stats of the warhouse (just like the normal 4th level advancement of the druid horse companion) and its hooves become primary weapons

ForzaFiori
2010-10-10, 09:19 PM
This is awesome. i'm gonna book mark this and see if I can find a game to play it in. If I manage to, I'll let you know how it goes.

Cidolfas
2010-10-12, 09:13 AM
I wouldn't worry too much about it becoming too powerful, at least not at later levels. In just about every mount-based class ever created, the primary goal is to make horse and rider stronger together than they are apart. This does that, but I think it's still important to give the horse quite a bit of advancement by itself. Comparing it's power level to a warhorse isn't very fair, since even a pretty pumped up warhorse is still only a warhorse. It doesn't really have much in the way of powerful abilities no matter how much you raise the power of its natural attacks.

damerdar
2010-10-12, 12:10 PM
I was thinking about giving it some spell-like abilities and the ability to go ethereal, since it is a spirit, I'm just not sure what to give it (or when) right now.

I was also contemplating to give it the fiendish/celestial or half-fiendish/celestial/dragon template at some level, depending on the rider's alignment, (or give them celestial/fiend/dragon-esque abilities) but I am still looking over them (I'm also still wondering why becoming half-X is better than becoming full X?).

Cidolfas
2010-10-13, 11:21 AM
Another possibility if you really want to make the mounts spirits is to make them permanently ethereal/incorporeal and then give them the benefits of the Ghostly Grasp feat (from Libris Mortis) when the spirit rider is on them. This would actually allow him to mount them normally, I think, depending on one's interpretation of the rules.

Also, for making a mount that would be more powerful (since you don't want it to get totally smacked around), you could use the mechanic of "the mount has a CR equal to the rider's character level -2 or lower". Since two levels is supposed to make you twice as strong in the DnD would (seriously), they could still be strong without presenting such a threat that they take over your party. If you allowed templates to be added to make up any difference, you could then add templates to make them ethereal or incoporeal, etc.It would give the rider much more leeway in choosing his mount and probably make it more fun for the player.

damerdar
2010-10-21, 01:01 PM
Sorry about the wait; midterms suck. Anyway, I was thinking about giving the spirit mount an "origin," so it gains different abilities depending on what it is created from. The only origin I have made so far is Arcane, but if it works out I'm hoping on making origins for Celestial, Infernal, Elemental, Undead (Ghosts), and Natural/Fey.
Here is what I came up with for the Arcane Origin:

(Note: The abilities might be a little wordy, but I haven't figured a way to explain them more simply)

Arcane Overflow (Su): At level 4, the spirit mount is capable of calling upon the arcane energies inside an individual and free them from their control. As a standard action, the spirit mount can make a melee touch attack against any foe capable of casting arcane spells. If the attack hits, the spellcaster loses a spell for that day of the highest level spell they can cast. If the spellcaster prepares spells, a spell of the appropriate level is chosen at random. As the energy leaves the spellcasters body, it violently rips them apart. The spellcaster takes damage equal to 1d6 X the level of the spell. If the spellcaster has already expended all of their spells of their highest level spells, they instead lose a spell of the next highest level and takes damage as such. (Example; The spirit mount hits a 7th level sorcerer with Arcane Overflow. The sorcerer loses 1 3rd level spell slot for that day and takes 3d6 points of damage. If the sorcerer had used all of their 3rd level spells for the day, they instead lose a 2nd level spell and take 2d6 points of damage).

Arcane Manipulation (Sp): At 8th level, the spirit has learned to shape the arcane energies which it is created from, and is capable of casting a small number of spells per day. The spirit chooses a number of spells from the wizard/sorcerer spell list to be cast 1/day. These spells can be changed each day after the spirit rider rests. The spirit mount can choose any combination of spells whose spell levels do not exceed the spirit mounts HD. The highest level spell the spirit mount can prepare is equal to ½ its HD -1. 0-level spells are treated as having a spell level of ½. (Example; A spirit mount of 10 HD could prepare 1 4th level spell and 2 3rd level spells, or 5 2nd level spells, or 10 1st level spells etc). These spells are treated as spell like abilities with a caster level equal to ½ the spirit mount’s HD.

Arcane Body (Ex): At 12th level, the spirit mounts body begins to take on the form of arcane energy. It gains SR equal to 15 + ½ its HD.

Arcane Explosion (Su): At 16th level, the spirit mount is more capable at freeing the arcane energies from other beings. When the spirit mount strikes a spellcaster with Arcane Overflow, the energy explodes from the spellcaster’s body, dealing damage to nearby creatures. All creatures within 30 ft of the spellcaster (excluding the spirit mount and spirit rider) take the same amount of damage as the spellcaster, with a Reflex save (10 + spirit mount’s HD) for half damage.

True Origin (Ex): The spirit mount has become a being of pure arcane energy, and has become immune to magical energies. The spirit mount is immune to all spells and spell-like abilities that allow spell resistance, except for maze.

I don't know if these bring the power level too high, or just enough. And once there is other origins it will allow the player to customize, albeit their mount rather than the character itself.
I'm also debating to give the spirit rider the origin abilities of the spirit mount when fused with it.

damerdar
2010-10-29, 06:16 PM
Huge update.
I added all of the origins for the spirit mount, so hopefully I didn't take the wimpy mount and make it too powerful. Or even worse, take the spirit rider with absorb spirit and make him too powerful. Although high level spellcasters could probably still woop them anyway. Tell me what you all think :)