Psyren
2015-01-12, 09:05 AM
As the thread title - I never even noticed Paladin mounts had this ability, i.e. to Command (as the spell, not just speak to) others of their kind. Has anyone ever had their mount use this? I never see it in D&D-related fiction, and Pathfinder appeared to quietly drop it from the Paladin mount's repertoire so they at least appeared to think it wasn't used much.
For reference, here is the ability:
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
And for further reference, Command lets them make their fellow beasts do the following:
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Has anyone pulled off anything interesting with this? Did anyone even remember it existed? Can it be optimized, and if so, to do what?
For reference, here is the ability:
Command (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
And for further reference, Command lets them make their fellow beasts do the following:
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Has anyone pulled off anything interesting with this? Did anyone even remember it existed? Can it be optimized, and if so, to do what?