PDA

View Full Version : Optimization That's My Horse! Optimizing When Two Become One



Doctor Despair
2020-11-28, 02:24 AM
While it is hidden away in an obscure class spell list, this spell from Oriental Adventures has an interesting effect:

Necromancy
Level: Shugenja 3 (Water),
Components: V, S, DF,
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)

When you cast this spell, your spirit enters the body of your horse (which you must be riding when you cast the spell) and merges with the horse's own. Your own body hunkers low on the horse's back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.

As a joint creature, you and your mount share all your skills, feats, and abilities. You make all checks, saves, and attack rolls using the better base number (yours or your horse's) and the better ability score modifier. You retain your own Intelligence, Wisdom, Charisma, memory, personality, level and class, alignment, and extraordinary and supernatural abilities. You gain your horse's Strength, Dexterity, Constitution, speed, natural armor and weapons, and extraordinary abilities.

Opponents can attack either your body or your mount's. Your body uses the mount's Dexterity bonus to AC, not subject to the maximum Dexterity bonus for your armor type, with your own size modifier, armor bonus, and magical bonuses.Your mount's body uses its own Dexterity bonus, size modifier, armor bonus, natural armor bonus, and any magical bonuses derived from items on your body other than armor (such as an amulet of natural armor or ring of protection).

You and your mount share a pool of hit points equal to your combined total hit points. When an opponent hits either your body or your mount's, the damage is subtracted from this combined pool. Neither you nor your mount becomes disabled or dying until all these combined hit points are exhausted. When the spell ends, you divide the hit points remaining in the pool as you choose between you and your mount.


https://tylerhuckabee.files.wordpress.com/2015/06/450ba7537cde08a610f35b2355db5547.jpg

While the spell is active, you use:



Both creatures' feats
Both creatures' skills (which should include Speak Language)
Both creatures' abilities
The better score between your mount or you for all checks, saves, and attacks
Your mental stats, memory, personality, level, class, alignment, ex abilities, and su abilities
Your horse's physical stats, speed, natural armor, weapons, and ex abilities
A shared pool of hitpoints


If this spell were persisted, we'd gain access to these abilities all day -- but what horseplay exactly does that entail? We gain the physical stats of our mount, certainly, but we also gain access to the feats and skills of our mount, as well as the hp, while retaining all of our own abilities. If online all day, this spell opens up a lot of options for horsing around, both with regard to power and versatility.


How to Leverage This Ability

Apart from purchasing a mount or finding a mount in the wild, there are few reliable ways to get a horse to use this ability on.


Animal Companion: Druids and friends can summon a horse from level 1 with 100% uptime.
Celestial Companion: Holy Liberators gain the ability to summon a horse with the celestial template at class level 5.
Special Mount: Paladins and all their prestige-class cousins can summon a horse for a duration based on their class level. Duration is problematic if you don't take at least 8 paladin levels. Of course, this can be circumvented if you can get a few Eternal Wands of Call Mount on hand; that's dependent on the setting, however.
Summon Skeletal Steed: Bone Knights may summon a steed as a paladin, but with the skeletal template. The template helps the mount, but the duration is still problematic. It explicitly stacks with paladin levels to determine the length though.
Summon Animal: An Animal Lord (specifically a Horselord) can summon horses 1/day for 1 min/level. Sub-optimal by most measures.



A decision needs to be made about Polymorph and how it interacts with When Two Become One.

If WTBO checks your mount's real race (and wouldn't function with a different creature 'morphed into a horse), then we should be able Polymorph our horse into another creature and still have it work for the purposes of the spell, gaining the extraordinary special qualities and physical stats of the persisted new form.

If WTBO checks your mount's current form (and would therefore not work on a horse polymorphed into a different creature), then we should be able to take a different companion and polymorph it into a horse to qualify for the spell, then let the polymorph lapse after the spell has resolved, as there's no mechanism to undo the effects of WTBO.

Additionally, there's no provisions to prevent us from changing the horse's shape after we've used WTBO. Even without involving Polymorph, Wildshape is another strong option. Arguably, if our body is part of the horse's body during the spell, wildshape or Polymorph may even meld our shapes together, although that raises a whole host of DM fiat questions.

Getting access to the Shugenja spell list is a little tricky. To my knowledge, there are three main methods (apart from copying it with Wish or something similar):


Learning it with a two-level dip into Wyrm Wizard
Copying it into our prayerbook as an Archivist
Learning it with a two-level dip into Recaster (if you are a Changeling)


Once we've learned it, there are a lot of methods to apply Persistent Spell without actually paying the 9th level slot, but a few are:

Divine Metamagic and Nightsticks
A three-level dip into Incantatrix to persist it after casting
Anima Mage 4
Spelldancer's Spelldance
Ultimate Magus (sacrifice a 6th to cast the 3rd when at class level 6)


Arguably, you may be able to use Imprison Possessor, a 5th level sorc/wizard spell, to stay as one form indefinitely. The spell reads:

The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.

It requires first that your DM allow you to qualify as a creature that inhabits other creatures; WTBO lists that your body becomes part of the body you and your steed share, and that your souls merge together. Does it count as inhabiting another creature if you become the same creature? DM fiat area.

Then, it requires that your DM allow being unable to "leave the body it is currently in, whether or not it is its own, by any means" as extending the effects of WTBO. The DM would be in their rights to state that when the spell expires, your souls separate, and your soul just happens to be trapped in the horse's body with no means to control it anymore. What happens then? DM fiat will dictate if you are powerless, if you can make opposed charisma checks to control the body, or if you essentially make the spell permanent.

Finally, unless your original body has a ring of sustinence on it, it requires the DM to work with you on sustaining your original body which explicitly does nothing other than cling to the horse's back. If you can't dismount for a few minutes every 24 hours, it could be problematic for the longevity of your character.

Overall, it's a powerful option if it works optimally, but it is not a surefire RAW technique to predicate your entire build on without first talking to your DM.




Animal Companion: Animal companions advance by HD relatively quickly, and Natural Bond/Beastmaster offer lots of ways to advance it more quickly than other options. Definitely a strong choice worthy of consideration.
Special Mount: Paladins advance their mounts (albeit more slowly than druids), but also offer a lot of ACF support for boosts (such as Lightbringer Paladan 6's free pseudo-Soulfire).
Familiar: Having your horse count as a familiar doesn't confer bonus HD, but it does confer bonus Int. Having a higher int means our mount qualifies for more restrictive feats and, notably, will get more skill points for each HD they have, effectively giving us bonus ranks for any skills we'd like.
Chosen Mount: Windriders may select and train a mount over a span of three days before confering bonus HD; they hav eno mechanism to summon a mount, though, so the quality of the mount depends on what the DM allows you to find or purchase. It explicitly doesn't function with bonded animals, such as animal companions, familairs, or special mounts, but the ability to use templated animals opens up a lot of shenanigans (see below).
Special Mount (Battle Maiden): Although they don't seem to have a mechanism for summoning a mount, Battle Maidens explicitly advance their mount's HD for each class level they have. Without a mechanism to select a specific mount, it seems this applies to any horse they choose to apply it to. It's a fairly powerful recovery mechanism, so it is worth noting, but it wouldn't be entirely against RAW to rule that it is summoned in the same manner (and duration) as a paladin's mount, as it also shares many qualities in common with a paladin's mount. The sentence itself seems to be in reference to the mount's qualities, but a DM might treat it as applying to the ability writ large. If it applies to any mount, it's a strictly superior option to Windrider; if it functions as a paladin's mount, it is probably worse than Windrider.



As our mount will earn various feats, it is of note that each of these choices allow you to cycle through different mounts over various spans (as short as a free action in the case of the Battle Maiden, or as long as a month in the case of the paladin). When you select and advance a new mount, you may select new skills and feats for your mount to advance, and, of course, you gain the benefit of these feats and skills when you merge with your horse. This means that we can effectively swap out the 1-3 empty feat slots and skill ranks on our companion with a modicum of notice and use them for ourselves. Effectively, we gain a similar ability to the Chameleon's floating feat in addition to our pseudo-wildshape, limited by the feats our horse is eligible to select on its own. Among those feat slots should presumably be Surrogate Spellcasting, as we don't personally benefit from it when not in horse-shape, but definitely need it if we want to be in that form for any significant amount of time.



https://c4.wallpaperflare.com/wallpaper/186/141/278/horse-magic-art-hood-wallpaper-preview.jpg


Human/Strongheart Halfling Build: Wizard 16, Druid 13, Companion 17, Familiar 12



Level
Class
Feats
Class Features
Notes


1
Martial Wilderness Companion Wizard
Extend Spell, Precocious Apprentice, Improved Initiative
-
-


2
Martial Wilderness Companion Wizard
-
Gain Animal Companion with an effective druid level of 1
We gain an animal companion here which, for the sake of the theme of the thing, may as well be a horse. Ride isn't a class skill for us, but we can attempt it with some gear, or just walk alongside Epona/Agro/Roach/etc.


3
Druid
Sanctum Spell
Animal Companion, Nature Sense, Wild Empathy
Precocious Apprentice let us qualify as casting level 2 arcane spells; Sanctum Spell lets us qualify for being able to cast level 3s. We get access to Druid spells and conversions here, which are nice, and will help make up for the fact that we're missing out on level 2s at this level.


4
Druid
-
Woodland Stride
Our mount improves here for the first time, which helps us remain relevant (somewhat). Between our hybrid casting and our horse, we are probably still relevant relative to the martial characters, but full casters have a sizable leg up on us.


5
Druid
Iron Will
Trackless Step
This is the last level we need to begin entering our prestige classes. We take Iron Will using the Otyugh Hole (or whatever alternate method you prefer). Our Druid casting briefly outpaces our wizard casting here, and we get access to level 2s for the first time.


6
Incantatrix
Natural Bond, Persistent Spell
Focused Study
Our familiar improves dramatically with the selection of Natural Spell. We get Persistent Spell, but we certainly have no way to use it for now. We get level 2 wizard spells now, only 3 levels late.


7
Incantatrix
-
Cooperative Metamagic
Suddenly, we are every caster's best friend. With our relatively early entry to Incantatrix, we can now apply Persistent Spell to our allies' spells when they cast them. Aside from the emphasis on When Two Become One in this build, Incantatrix really is just one of the most powerful prestige classes out there.


8
Arcane Hierophant
-
Companion Familiar, Ignore ASF
We finally meet the BAB requirement to take Arcane Hierophant, so we do. Our companion now counts as our familiar and gets a commensurate boost in intelligence and combat ability.


9
Incantatrix
Eschew Materials
Metamagic Effect
We finally get a method to persist our own spells (at least a few times each day). Eschew Materials is a nice QoL feat here, but will be more relevant in two levels when we start living as a horse.


10
Wyrm Wizard
-
Knowledge of the Wyrm
Somewhat of a dead level, but it is what it is. Our Knowledge (Arcana) may never look the same.


11
Wyrm Wizard
-
Spell Research (When Two Become One)
This is the "sweet spot" where the build really comes to fruition and we reap the benefits of the set-up we've done. Using Wyrm Wizard, we learn the spell, cast it on ourselves, and quickly use our Incantatrix Metamagic Effect to persist it. We can spend all day in the body of the horse (or longer, if we extend it after we persist it). We are tankier than any fighter or barbarian on our team, and we retain all of our spellcasting ability (save for those spells that require costly material components; we have to be a gift horse and pick those up with our mouth, I suppose, and hope no one looks in it. Things only get better from here; every two levels or so our horse's stats will improve, and as a result, so will ours. While in horse-form, we get access to the horse's skills and feats, too; with a day's notice, we can swap out the horse's selections for new ones, giving us a lot more versatility.


12
Arcane Hierophant
Free - Player's Preference
Wild Shape 1/day (small/med animal, 5 hours/use)
We gain access to wildshape, although we can't use it for very long. I'm not sure how this will function, exactly, as we are a joint creature of sorts, but the most restrictive reading would have the horse wildshape underneath us, still granting us the benefits of the new form. With that said, unless we are a Strongheart Halfling, that reading would probably mean we'd have to wait on the wildshape until we can access large forms for them to count as a suitable mount -- although being an unsuitable mount may not preclude us to clinging to their back. Still, we are progressing our druid and wizard casting in tandem here, as well as our animal companion/familiar class features, so every level of AH is rewarding.


13
Arcane Hierophant
-
Wild Shape 2/day (small/med animal, 6 hours/use)
Still not 24 hours, and still not large creatures, but it's notable. Our horse can talk to us now, too, which opens up some interesting roleplay opportunities.


14
Arcane Hierophant
-
Wild Shape 3/day (small/med animals, 7 hours/use), Channel Animal 2/day
-


15
Arcane Hierophant
Free - Player's Preference
Wild Shape 3/day (small/med/large animals, 8 hours/use)
Finally wildshape is online for large creatures, and we can stay wildshaped all day long.


16
Arcane Hierophant
-
Wild Shape 3/day (small/med/large animals, 9 hours/use), Channel Plant 1/day
-


17
Arcane Hierophant
-
Wild Shape 4/day (small/med/large animals, 10 hours/use)
At this point, it becomes "safe" to use a wildshape for combat, as we only need 2 uses to stay wildshaped for the adventuring day, or 3 for the 24-hour cycle.


18
Arcane Hierophant
Free - Player's Preference
Wild Shape 4/day (tiny/small/med/large animals, 11 hours/use), Channel Animal 4/day
Our mount gets access to a second floating feat for us to select from, which opens up a lot of versatility.


19
Arcane Hierophant
-
Wild Shape 4/day (tiny/small/med/large animals/plants, 12 hours/use)
We get access to scaling spell resistance here.


20
Arcane Hierophant
-
Wild Shape 4/day (tiny/small/med/large animals/plants, 13 hours/use), Channel Plant 2/day
At level 20, we are eligible to continue into Epic Arcane Hierophant.





https://i.imgur.com/yLS65to.png


Master ECL
HD
Feats (cumulative)
Familiar Bonuses (cumulative)
Companion Bonuses (cumulative)


2-3
3
Endurance, Run
-
Bonus Tricks +1, Link, Share Spells


4-5
5
Endurance, Run
-
Natural Armor +2, Str/Dex +1, Attribute +1, Bonus Tricks +2, Link, Share Spells, Evasion


6-7
7
Endurance, Run, Any
-
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


8-10
7
Endurance, Run, Any
Natural Armor +2, Int = 7, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Alertness (to master)
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


11
7
Endurance, Run, Surrogate Spellcasting
Natural Armor +2, Int = 7, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Alertness (to master)
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


12
9
Endurance, Run, Surrogate Spellcasting, Any
Natural Armor +2, Int = 7, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Alertness (to master)
Natural Armor +6, Str/Dex +3, Attribute +2, Bonus Tricks +4, Link, Share Spells, Evasion, Devotion, Multiattack


13-14
9
Endurance, Run, Surrogate Spellcasting, Any
Natural Armor +3, Int = 8, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Alertness (to master)
Natural Armor +6, Str/Dex +3, Attribute +2, Bonus Tricks +4, Link, Share Spells, Evasion, Devotion, Multiattack


15-16
11
Endurance, Run, Surrogate Spellcasting, Any
Natural Armor +4, Int = 9, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Alertness (to master)
Natural Armor +8, Str/Dex +4, Attribute +2, Bonus Tricks +5, Link, Share Spells, Evasion, Devotion, Multiattack


17
11
Endurance, Run, Surrogate Spellcasting, Any
Natural Armor +5, Int = 10, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Alertness (to master)
Natural Armor +8, Str/Dex +4, Attribute +2, Bonus Tricks +5, Link, Share Spells, Evasion, Devotion, Multiattack


18
13
Endurance, Run, Surrogate Spellcasting, Any x2
Natural Armor +5, Int = 10, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Alertness (to master)
Natural Armor +10, Str/Dex +5, Attribute +3, Bonus Tricks +6, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion


19-20
13
Endurance, Run, Surrogate Spellcasting, Any x2
Natural Armor +6, Int = 11, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Spell Resistance (16-17), Alertness (to master)
Natural Armor +10, Str/Dex +5, Attribute +3, Bonus Tricks +6, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion






https://c4.wallpaperflare.com/wallpaper/186/141/278/horse-magic-art-hood-wallpaper-preview.jpg


Elf or Half-Elf Build: Wizard 17, Druid 11, Companion 18, Familiar 12


Level
Class
Feats
Class Features
Notes


1
Martial Wilderness Companion Wizard
Extend Spell, Improved Initiative
-
Trades out familiar for 1/2 wizard levels to animal companion; trades out scribe scroll for fighter feat.

Effective Wizard Level: 1
Effective Archivist Level: 0
Effective Companion Level: 0.5
Effective Familiar Level: 0


2
Martial Wilderness Companion Wizard
-
Gain an Animal Companion; thematically, it may as well be a light horse.
Effective Wizard Level: 2
Effective Archivist Level: 0
Effective Companion Level: 1
Effective Familiar Level: 0


3
Archivist
Sanctum Spell, Scribe Scroll
Dark Knowledge (tactics) 3/day
Effective Wizard Level: 2
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


4
Geomancer
-
Drift 1, spell versatility 0
We use Sanctum Spell to qualify for being able to cast arcane/divine 2nds. We would take levels in Mystic Theurge instead, but we wouldn't be able to meet the skill requirements for Wildrunner, as it requires 8 ranks in survival (which would never be a class skill for us). We would take a level of Mystic Theurge and a level of Ruathar, but then we would not meet the BAB requirements to go into Arcane Hierophant on time.

Effective Wizard Level: 3
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


5
Geomancer
Iron Will
Drift 1, ley lines +1, spell versatility 1
We purchase Iron Will for 3000gp via the Otyugh Hole or the closest setting equivalent.

Effective Wizard Level: 4
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


6
Incantatrix
Endurance, Persistent Spell
Focused Study
Effective Wizard Level: 5
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


7
Incantatrix
-
Cooperative Metamagic
Effective Wizard Level: 6
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


8
Incantatrix
-
Metamagic Effect
Effective Wizard Level: 7
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


9
Wildrunner
Natural Bond
Trackless Step, Fast Movement
Effective Wizard Level: 7
Effective Archivist Level: 1
Effective Companion Level: 4
Effective Familiar Level: 0


10
Arcane Hierophant
-
Companion Familiar, Ignore ASF
Effective Wizard Level: 8
Effective Archivist Level: 2
Effective Companion Level: 5
Effective Familiar Level: 3


11
Arcane Hierophant
-
-
Effective Wizard Level: 9
Effective Archivist Level: 3
Effective Companion Level: 6
Effective Familiar Level: 4


12
Arcane Hierophant
Eschew Materials
-
Effective Wizard Level:10
Effective Archivist Level: 4
Effective Companion Level: 7
Effective Familiar Level: 5


13
Arcane Hierophant
-
Channel animal 2/day
We've delayed access to When Two Become One by two levels, but we entered while losing only two levels of wizard casting instead of four. This means we still get access to 9ths pre-epic.

Effective Wizard Level: 11
Effective Archivist Level: 5
Effective Companion Level: 8
Effective Familiar Level: 6


14
Beastmaster
-
Animal companion, wild empathy
We use one of our horse's bonus feats to qualify for having the Skill Focus: Handle Animal prerequisite. While not necessary, it seems like a decent trade-off to advance our animal companion, as we still get casting access to 9ths with casting as of a level 17 wizard.

Effective Wizard Level: 11
Effective Archivist Level: 5
Effective Companion Level: 12
Effective Familiar Level: 6


15
Arcane Hierophant
Free - Player's Preference
-
Effective Wizard Level: 12
Effective Archivist Level: 6
Effective Companion Level: 13
Effective Familiar Level: 7


16
Arcane Hierophant
-
Channel Plant 1/day
Effective Wizard Level: 13
Effective Archivist Level: 7
Effective Companion Level: 14
Effective Familiar Level: 8


17
Arcane Hierophant
-
-
Effective Wizard Level: 14
Effective Archivist Level: 8
Effective Companion Level: 15
Effective Familiar Level: 9


18
Arcane Hierophant
Free - Player's Preference
Channel Animal 4/day
Effective Wizard Level: 15
Effective Archivist Level: 9
Effective Companion Level: 16
Effective Familiar Level: 10


19
Arcane Hierophant
-
-
Effective Wizard Level: 16
Effective Archivist Level: 10
Effective Companion Level: 17
Effective Familiar Level: 11


20
Arcane Hierophant
-
Channel Plant 2/day
Effective Wizard Level: 17
Effective Archivist Level: 11
Effective Companion Level: 18
Effective Familiar Level: 12






Master ECL
HD
Feats (cumulative)
Familiar Bonuses (cumulative)
Companion Bonuses (cumulative)


2-8
3
Endurance, Run
-
Bonus Tricks +1, Link, Share Spells


9
5
Endurance, Run
-
Natural Armor +2, Str/Dex +1, Attribute +1, Bonus Tricks +2, Link, Share Spells, Evasion


10
5
Endurance, Run, Bonusx1
Int = 7, Natural Armor +2, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
Natural Armor +2, Str/Dex +1, Attribute +1, Bonus Tricks +2, Link, Share Spells, Evasion


11
7
Endurance, Run, Bonusx1
Int = 7, Natural Armor +2, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


12-13
7
Endurance, Run, Bonusx1
Int = 8, Natural Armor +3, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


14
11
Endurance, Run, Bonusx2
Int = 8, Natural Armor +3, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Natural Armor +8, Str/Dex +4, Attribute +2, Bonus Tricks +5, Link, Share Spells, Evasion, Devotion, Multiattack


15-16
11
Endurance, Run, Bonusx2
Int = 9, Natural Armor +4, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind
Natural Armor +8, Str/Dex +4, Attribute +2, Bonus Tricks +5, Link, Share Spells, Evasion, Devotion, Multiattack


17-18
13
Endurance, Run, Bonusx3
Int = 10, Natural Armor +5, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind
Natural Armor +10, Str/Dex +5, Attribute +3, Bonus Tricks +6, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion


19
13
Endurance, Run, Bonusx3
Int = 11, Natural Armor +6, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Spell Resistance 16
Natural Armor +10, Str/Dex +5, Attribute +3, Bonus Tricks +6, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion


20
15
Endurance, Run, Bonusx4
Int = 11, Natural Armor +6, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Spell Resistance 17
Natural Armor +12, Str/Dex +6, Attribute +3, Bonus Tricks +7, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion





While there is something to be said for being able to swap out our feats each day with a modicum of notice for what sort of effects we might need, we may also wish to benefit from the raw buffs templates can offer. For the purposes of our summoned mounts (animal companions, special mounts, etc), most inherited templates are out of the question. Warbeast is a possibility for any mount that doesn't become a magical beast, so briefly for druids, but the costs to continue training creatures as you swap them out for new feats and skills could become prohibitive.

Some of these options allow you to select a mount from a creature you purchase or find in the wild, however. Windriders can select any creature they find as their mount, and that opens up a world of inherited templates to consider. Some strong options are:


Magebred (inherited)
Dungeonbred (inherited, making a large horse medium)
Horrid (inherited, if the base animal is a Dire Horse)
Titanic (acquired, making a medium horse gargantuan)
Warbeast (acquired)


Of course, the ability to find a mount with all (or any, save for Warbeast) of these qualities is heavily subject to DM fiat, but if you think your DM will fail their save against your Suggestion, then you, too, could add the spoilered stats below to your character. Of course, having this creature at your disposal is already going to break the game even without using When Two Become One, but being able to keep the body for yourself has an extra sort of appeal to it.

Gargantuan Animal
Alignment: Neutral Evil
Initiative: +1 (Dex); Senses: low-light vision, scent, Listen +8, and Spot +8

AC: 41 (-4 size, +35 natural); touch 10, flat-footed 41
Hit Dice: 26d8+468 (487 HP)
Fort +34, Ref +14, Will +17

Speed: 80 ft.
Space: 20 ft./20 ft.
Base Attack +19
Attack: Hoof +11 melee
Full Attack: 2 hooves and bite
Damage: Hoof 3d6+22, bite 3d8+11
Special Attacks/Actions:
Acidic Attack (Ex): A horrid animal’s primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6).
Increased Damage (Ex): Damage from a special attack other than poison or trample is tripled, if the attack deals hit point damage.
Trample (Ex): As a standard action during its turn each round, a titanic creature can trample Huge or smaller opponents. This attack deals points of damage equal to 3d8 + 1 1/2 times the creature's Strength bonus. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 22 the titanic creature's Str bonus) for half damage.

Abilities: Str 55, Dex 10, Con 47, Int 2, Wis 17, Cha 11 (Additional +4 to primary physical stat, +2 to other physical stats)
Special Qualities:
Improved Natural Healing (Ex)
-4 to checks to handle this animal
Immunity to Acid (Ex)
Combative Mount (Ex)
Easy Maintenance (Ex)
Racial Bonus: Survival (tracking) +4, Saves (Poison/Disease) +2. Listen +1, Spot +1
Feats: Endurance; Run; Toughness; Improved Natural Attack; Great Fortitude; (Alertness, or Athletic, or Multiattack)
Skills: Listen +8 and Spot +8
Tricks: 8

Climate/Terrain: Any land
Organization: Solitary or herd (6-30)
Treasure/Possessions: None


https://i.pinimg.com/originals/f9/a4/51/f9a451926303b7d5c514f74364ff0f10.jpg




If you don't want to play as the standard Heavy Horse I described in the build stub above, and your DM doesn't want to greenlight that templated monstrosity, don't fear; there are still plenty of RAW options for a character to consider, both as purchased/discovered steeds and as animal companions. Thanks to Thurbane for compiling a list of many of these downthread!

Light Horse: The light horse is as the heavy horse, but trades 2 strength for 10 more feet of movement. Given you're probably faster than most things anyway, the heavy horse is probably the superior option, but if speed is important to you, this is there.

Pony: Medium size makes this a more compact option for those that can't find Dungeonbred mounts.

Donkey: A slightly weaker, slower version of the pony. Its bite is significantly more accurate than a pony's, and it has a racial bonus to balance.

Mule: A cross between the donkey and the light horse. It's as a light horse, but with two more points in strength, two more to spot and listen, three more hp, a significantly stronger attack routine, and 30 less movespeed.

Pony, War: As the pony, but with 2 more hp, an improved attack routine, and +2 to str and con.

Warhorse, Heavy: As the heavy horse, but with 11 more hp (+1HD), 1 more natural armor, a significantly improved attack routine, +2 to str and con, +1 to wis, and +1 to listen.

Warhorse, Light: As the light horse, but with 3 more hp, 1 more natural armor, a significantly improved attack routine, +1 to fort and ref saves, +2 to str and con, and +1 to wis.

The following is a list of variants on the base types of horses presented in Champions of Valor; they have slightly modified stats, but are otherwise identical:

Equine, Amphail (CoV)
Equine, Calimite (CoV)
Equine, Chionthar (CoV)
Equine, Cormyrean Destrier (CoV)
Equine, Dales Pony (CoV)
Equine, Dambraii (CoV)
Equine, Hammer Pony (CoV)
Equine, Island Pony (CoV)
Equine, Kromlor (CoV)
Equine, Lhesperan (CoV)
Equine, Meth (CoV)
Equine, Nars (CoV)
Equine, Raurin (CoV)
Equine, Semphari (CoV)
Equine, Shaaran Zebra (CoV)
Equine, Shad'iar (CoV)
Equine, Sosser (CoV)
Equine, Steppe (CoV)
Equine, Tharurr (CoV)
Equine, Uglib (CoV)
Equine, Whiteshield (CoV)

Valenar Warhorse: (http://archive.wizards.com/default.asp?x=dnd/ebds/20051114a) This animal can explicitly be summoned by Tairnadal druids. If your DM will let your character be from that region, or will waive the regional requirement, this horse is strictly better than the heavy horse at all levels except for levels 12, 13, and 14, where it costs us one of our bonus feats by merit of lowering our effective druid level by 3. If your DM allows it, this is a powerful option.



Pros to Using Valenar Horses


It increases our strength by 2, our dex and con by 3, and the horse's wis/cha by 4

It gives us access to Combative Mount, granting a small ride bonus

It grants us low-light vision

It grants us Scent (very notable, both for foiling the disguises of folks we've seen before and foiling stealth for those without Darkstalker)

It gives us an extra 40 feet of movement, which is nothing to sneeze at

It gives us +2 to listen relative to the base heavy horse, +1 to spot, and a whopping +26 to jump!

It SEEMS to give us what amounts to proficiency with our natural weapons, as a normal heavy horse has a -1 to their hoof attacks (despite their BAB and positive strength modifier), and the Valenar horse has a +6, as of a warhorse.




Cons of Using Valenar Horses


It lowers our natural armor by 2. This is offset somewhat by the +3 to dex (and commensurate increase to AC). Dex is a more valuable stat than natural armor most of the time, not least of which because it also protects our body on the horse's back.

It loses us 1 trick. We will be possessing the horse, so this is a nonfactor as far as I know.

We miss out on improved evasion at later levels, but we gain that by merit of being a familiar, so that's fine.

Our shared HP pool is lower by 1 HD at all levels (which isn't very crippling, but is still worth mentioning)

We miss out on a bonus feats at certain levels due to our lower EDL; this can be offset somewhat by just dismissing the Valenar horse for those levels and using a regular horse, and switching back when doing so would not cause us to lose a feat.


Mount: Gets you a light horse or pony for 2 hours/level; helps in a pinch if you can persist it and you can't find a mount some other way.

Phantom Steed: Grabs you another mount, but with a decently high AC, 20 feet of movement per caster level, and buffs that scale with caster level (up to flight). On the plus side, animals refuse to attack you. Lasts for 1 hour/level, but persisted, as with mount, it will help in a pinch.

Horse, Dire (MM2): A powerful horse with a staggering 8HD, 60 movespeed, +6 BAB, 22 str and con, 13 dex, +8 to spot/listen, endurance, run, toughness... If you can find one, this is a decent chassis for a Windrider.

Horse, Valenar Riding (ECS): 3HD, 80 feet of movement, a sub-bar attack routine (2x hoof attacks at -2), low-light vision and scent, 14 str, 15 dex, 15 con... Notably, +24 to jump, and +4 to spot and listen. Does have endurance and run. This is a fast mount, and its jump certainly opens up a lot of mobility.

Legendary Horse (MM2): An absolute behemoth of an animal with an astounding 18HD, 29 str, 14 dex, 27 con, +9 to listen and spot, low-light vision, and spot. It has a great attack routine, too (+21 on its primary!). It is legendary, so don't count on finding one, but if you do, don't let it get away.

Brass Steed (HoB): Is this golem a horse? If it counts, this is a relatively cheap way to get immunity to magic and a number of other effects (19k gp). Its 8HD and 23 str aren't too shabby either, and it gets a long-range ray attack with a 4 round cooldown.

Clockwork Stallion (MMV): 6HD, 50 speed, 20 str, 8 dex, +13 to jump, and the option to upgrade to gain armor proficiency, DR, Improved Bull Rush, Improved Overrun, Improved Trip, or Trample.

Clockwork Pony: As the stallion above, but with 18 str, 10 dex, and +8 to jump.

Some additional options are presented in the Kingdoms of Kalamar book Dangerous Denizens: The Monsters of Tellene:


Horse, Drhokkeran Charger: 5HD, 18 str, 13 dex, 17 con, +7 spot/listen, 40 speed
Horse, Highland Dancer: 3HD, 17 str, 15 dex, 17 con, +6 spot/listen, 60 speed
Horse, Gaketan Mare: 3HD, 15 str, 13 dex, 15 con, +6 spot/listen, 60 speed
Horse, Draft: 3HD, 18 str, 13 dex, 15 con, +6 spot/listen, 50 speed
Horse, Middling: 3HD, 14 str, 13 dex, 15 con, +6 spot/listen, 55 speed
Horse, Middling War: 3HD, 16 str, 13 dex, 17 con, +7 spot/listen, 55 speed
Horse, Miniature: 1/2HD, 3 str, 18 dex, 10 con, 40 speed, tiny size

Blood Horse (Dragon 299): 4HD, 18 str, 18 dex, 17 con, +11 spot, +10 listen, +7 move silently, 40 speed, 80 fly, blindsight, multiattack, detect good at will, pounce, rake, sonic screech, blood drain... They have an explicit pricing to purchase and train them, too. Definitely a powerhouse, but of questionable use-ability, as it is Dragon material. If it is legal, you can use Alter Self on your Companion Familiar to take its shape and copy some of its qualities.




There are several items that could be of note to us though!


The Horseshoes of Flame are a very tempting option and offer some very solid buffs for your mount. They are questionable under the RAW, however. They say they work for an "ordinary horse." Ordinary isn't a defined game term, but an animal companion is explicitly typical for its kind, and a purchased horse would presumably qualify. However, would the horse be disqualified by merit of us merging with it? A horse with half the soul of a player character may not be considered "ordinary" anymore. Does the mount itself disqualify if it becomes a familiar? Does it disqualify if it takes a single template? If the answer to any of these questions is yes, then the horseshoes are of much less use. If the answer is no to all of them, however, a long-duration +10 to our int can never go poorly, and there are plenty of other buffs to boot.

The humble Military Saddle is cheap and gives a bonus to ride

The Battle Bridle is useful for allowing you to defend your mount (and, by extension, your shared hp pool).

The Riding Boots offer a similar effect and a bonus to ride checks.

A Monk's belt fits your horse's slots and provides a lot of combat benefits

The Collar of Healing allows an in-game way to know your mount's hp (or total hp pool), and allows you to instantly heal 50 points of damage to your mount once per day.

Horseshoes of Speed are cheap and give +30 to movement

Horseshoes of a Zephyr are also cheapish and gives the horse a pseudo-levitation (four inches above the ground), leaving no tracks and passing over unstable terrain

A Collar of Obedience gives a bonus to train the animal (probably not necessary or worth the money)

The Sea Steed’s Bridle makes your mount a seahorse (not literally)

A Collar of Umbral Metamorphosis literally makes your mount a dark horse





Exalted Companion: Exalted Companion allows you to apply the celestial template to your horse (at -1 to your effective druid level). It adds the extraplanar subtype to your companion, which could be problematic, but grants a number of benefits: smite evil 1/day, darkvision to 60ft, scaling DR/magic, scaling resistance to acid, cold, and electricity, and spell resistance equal to HD + 5. As an exalted feat, however, it does require you to be neutral good.

Exotic Shield Proficiency: Rider's Shield: Give your body and your mount +2 to their AC. Simple, but a tangible combat benefit worth considering.

Feral Animal Companion: Give your companion a disease rider to any bite attack (DC 15 or contract the red ache), +2 strength, and +2 constitution. Additionally, your companion resists others' attempts to control them, increasing the DC by 10. This feat is... underwhelming.

Natural Spell: This feat's usefulness depends entirely on how the DM rules wildshape works with regard to your horse. If your forms meld together, then there is no issue; if they do not, you may be limited in whether or not you can actually use wildshape once you are merged with your mount (unless you are a Strongheart Halfling) until you can wildshape into large forms.

Wild Cohort: This is a tricky feat to adjudicate, and its value depends entirely on how your DM interprets a few questions. If it does not count as an animal companion, you have no mechanism to dismiss it or summon a new one, so the feats they gain as they level-up are static, and you can't give it the intelligence of a familiar for the purposes of qualifying for new feats. If it does count as an animal companion, I believe you'd have to take the feat after taking your first level in Arcane Hierophant, as the class feature makes you dismiss extra animal companions you have before gaining the class -- but doesn't specify you must never gain more companions later.



Once we are in the horse, there is no mechanism stopping us from casting the spell again apart from our ability to ride a horse while in the shape of a horse. If a horse can ride another horse, and if there is no major barrier to temporarily "riding" an unsuitable mount (i.e., one that is too small for its rider), then we should be able to nest ourselves in a series of horses to gain the HP, feats, and skills of the collective hive mind. If our shape or size is an issue, then using polymorph or wildshape to temporarily take the shape of an appropriate creature should resolve the issue.


If you're chomping at the bit to play as a horse, this build sets you up for it. To my eyes, this seems like a mid-OP build that offers enough versatility to lend itself to any style of play without overshadowing the dedicated casters or martial characters in the party.

CozJa
2020-11-28, 03:08 AM
Seems good! Maybe you could consider the Valenar steed as a mount! http://archive.wizards.com/default.asp?x=dnd/ebds/20051114a

Gruftzwerg
2020-11-28, 03:25 AM
Looks really like a fun build.

I would like to point out the "floating feat" is a bit more limited than the normal one the chameleon has. This is because it must meet the requirements for those feats by itself. A small but notable limitation.

Further a Rider's Shield (Exotic Shield from Races of Stone) can give both of you shield bonuses & magical enhancements. Could be a nice general feat option for the build.

edit:

Horseshoe's of Flame
3/day up to 7h (= up to 21h) your horse looks like a nightmare and gets a fly speed of 90 feet (good), +1d4 fire damage on each hoof attack, +2 Dexterity, +10 Intelligence, and +6 Charisma. Further its hoofs set things on fire.

OracleofWuffing
2020-11-28, 10:20 PM
Your own body hunkers low on the horse's back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.
:smallconfused: I believe I need to have a book thrown at me, but, if my body is now part of the horse... No one's riding the horse, right? So someone else could jump on me... the horse... us? ...And then cast the spell of their own...

Falontani
2020-11-28, 10:31 PM
A note, probably not important
Windrider can be used to have any horse be a special type of mount, so you could have a:
Magebred Horrid Warbeast Dire Horse and then modify it further with windrider.
Probably not as good as boosting a familiar Animal companion horse.

Doctor Despair
2020-11-29, 12:08 AM
Seems good! Maybe you could consider the Valenar steed as a mount! http://archive.wizards.com/default.asp?x=dnd/ebds/20051114a

Definitely a strong option to consider! It lowers our effective Druid level by 3, but grants a bunch more stats. Let's compare the Druid progression across all levels...




Master ECL / Effective Druid Level
Standard HD, # of Bonus Feats
Valenar HD, # of Bonus Feats


2/1
3
-


3/2
3
-


4/3
5
-


5/4
5
4


6/6
7, 1
6, 1


7/7
7, 1
6, 1


8/8
7, 1
6, 1


9/8
7, 1
6, 1


10/8
7, 1
6, 1


11/8
7, 1
6, 1


12/9
9, 2
8, 1


13/10
9, 2
8, 1


14/11
9, 2
8, 1


15/12
11, 2
10, 2


16/13
11, 2
10, 2


17/14
11, 2
10, 2


18/15
13, 3
12, 3


19/16
13, 3
12, 3


20/17
13, 3
12, 3






Pros to Using Valenar Horses


It increases our strength by 2, our dex and con by 3, and the horse's wis/cha by 4

It gives us access to Combative Mount, granting a small ride bonus

It grants us low-light vision

It grants us Scent (very notable, both for foiling the disguises of folks we've seen before and foiling stealth for those without Darkstalker)

It gives us an extra 40 feet of movement, which is nothing to sneeze at

It gives us +2 to listen relative to the base heavy horse, +1 to spot, and a whopping +26 to jump!

It SEEMS to give us what amounts to proficiency with out natural weapons, as a normal heavy horse has a -1 to their hoof attacks (despite their BAB and positive strength modifier), and the Valenar horse has a +6, as of a warhorse.




Cons of Using Valenar Horses


It lowers our natural armor by 2. This is offset somewhat by the +3 to dex (and commensurate increase to AC). Dex is a more valuable stat than natural armor most of the time, not least of which because it also protects our body on the horse's back.

It loses us 1 trick. We will be possessing the horse, so this is a nonfactor as far as I know.

We miss out on improved evasion at later levels, but we gain that by merit of being a familiar, so that's fine.

Our shared HP pool is lower by 1 HD at all levels (which isn't very crippling, but is still worth mentioning)

We miss out on a bonus feat for levels 12, 13, and 14. This is more significant, as that is immediately after the build comes online. Our first bonus feat will be consumed by Surrogate Spellcasting 99% of the time, so this means we delay our first true floating feat until from level 12 to level 15. This can be offset somewhat by just dismissing the Valenar horse for those levels and using a regular horse, and switching back at level 15.


With regard to our ability to summon the horse, it is statted out, but the block says "A Tairnadal druid can take a Valenar warhorse as an animal companion at 4th level, following the standard rules for advanced animal companions." This appears to restrict it as a regional requirement, although the build hasn't used any other regional feats or classes, so we may be able to waive that with a permissive DM. Good find!


Looks really like a fun build.

I would like to point out the "floating feat" is a bit more limited than the normal one the chameleon has. This is because it must meet the requirements for those feats by itself. A small but notable limitation.

That is very fair! I suppose the knife cuts both ways, right? The horse can qualify for Surrogate Spellcasting because it uses the horse's qualifications instead of ours, but we can't select feats using our qualifications when it's beneficial.



Further a Rider's Shield (Exotic Shield from Races of Stone) can give both of you shield bonuses & magical enhancements. Could be a nice general feat option for the build.

Definitely a nice little buff in the absence of a more powerful option. :) I'll add it when I add a section for suggested feats for the remaining slots, along with Exalted Companion and Feral Animal Companion (although the former is vastly superior to the latter).



edit:

Horseshoe's of Flame
3/day up to 7h (= up to 21h) your horse looks like a nightmare and gets a fly speed of 90 feet (good), +1d4 fire damage on each hoof attack, +2 Dexterity, +10 Intelligence, and +6 Charisma. Further its hoofs set things on fire.

I had these in the post, but you're right that they're definitely worth mention. My main concern with them is whether the horse qualifies to use them.

"An ordinary horse wearing these horseshoes may transform up to three times per day, for up to 7 hours each time, into a creature resembling a nightmare."

An animal companion is an ordinary horse, certainly, by the wording of the animal companion feature:

"A 1st-level druid’s companion is completely typical for its kind except as noted below."

However, is it still typical if we select a Valenar horse? Is it still typical if we add the Celestial template?

Furthermore, we don't benefit from the intelligence or charisma buff when we are merged (sadly), as we use our own mental stats. However, the flyspeed is very notable, as is the +2 to dex, and the 1d4 points of fire damage.

The item costs 30,240. If you can, indeed, use it on your chosen mount, is 1d4/hit, +2 to dex, and a 90ft flyspeed worth 30k? Maybe -- but it's worth consideration for someone playing this regardless! :)


:smallconfused: I believe I need to have a book thrown at me, but, if my body is now part of the horse... No one's riding the horse, right? So someone else could jump on me... the horse... us? ...And then cast the spell of their own...

That's definitely arguable, just like the thought that using wildshape when merged should physically meld your bodies together, but that's in DM fiat area, I'd think.


A note, probably not important
Windrider can be used to have any horse be a special type of mount, so you could have a:
Magebred Horrid Warbeast Dire Horse and then modify it further with windrider.
Probably not as good as boosting a familiar Animal companion horse.

It's sad that the Chosen Mount ability precludes using a familiar or animal companion. :/

As is, it gives some similar bonuses (+2 hitdie/3 windrider levels, scaling natural armor/3 windrider levels, scaling strength buffs/3 windrider levels), but also an empathic link, doubled aid another bonus to mount checks, 1-2 bonus feats for the windrider from a set list, 1-3 bonus feats for the mount from a set list, and the windrider's cha to mount saves. I think you're right that the animal companion and familiar benefits are probably better overall, but they're not bad.

It requires a heavy investment though, and has its own spellcasting progression (with a limited list) rather than advancing our original progression, so it nixes a ton of our spellcasting ability. That in and of itself is heartbreaking and probably lowers the power of the build (as right now it's like a 3/4ths arcane caster and 2/3rds divine caster that happens to get the benefits of a mount's body, instead of a dedicated animal handler).

One major benefit to the animal companion route, too, is that you can dismiss your companion and get a new one 24 hours later. It takes 3 days of training to select a new mount, and you have to actually find the mount, whereas animal companion allows you to produce one via the class feature. That could eat into your WBL. Additionally, if your mount is killed in battle for whatever reason, that would be a not-insignificant investment to improve it back up again.

The template options are definitely more interesting than the other benefits of the class, but I'm just not certain the benefits outweigh the costs. In addition to those template options you've mentioned, Dungeonbred adds some stats. Adding them all produces:

HD +1
-1 size category
Natural Armor +9
Base tricks known set to 8
+20 movespeed
Flight improved
+4 survival to track
Physical stat +4
Two physical stats +2
Gain bonus feat (alertness, athletic, endurance, improved natural attack, multiattack)
Consumes food as if it were 1 size category smaller
+2 saves against disease/poison
Str +7
Con +11
Wis +2
Improved Natural Attack/Endurance
Combative Mount
+1 to listen/spot
Acidic Attack: primary attack deals 1d6 acid / 4hd, max 5d6
-4 to checks to handle this animal
Immune to acid
Heals 3 hp/HD after resting instead of 1
Alignment: neutral evil

Dire is not a template, but a dire horse is a specific animal, so its stats would look like:

Medium Animal
Alignment: Neutral Evil
Initiative: +1 (Dex); Senses: low-light vision, scent, Listen +8, and Spot +8

AC: 25 (-1 size, +1 Dex, +15 natural); touch 10, flat-footed 24
Hit Dice: 9d8+99 (140 HP)
Fort +17, Ref +7, Will +9

Speed: 80 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +16
Attack: Hoof +11 melee
Full Attack: 2 hooves and bite
Damage: Hoof 1d6+9, bite 1d4+5
Special Attacks/Actions:
Acidic Attack (Ex): A horrid animal’s primary attack deals an extra 1d6 points of acid damage per 4 HD of the horrid animal (maximum 5d6).

Abilities: Str 29, Dex 13, Con 33, Int 2, Wis 17, Cha 11 (Additional +4 to primary physical stat, +2 to other physical stats)
Special Qualities:
Improved Natural Healing (Ex): A horrid animal heals naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night’s rest.
-4 to checks to handle this animal
Immunity to Acid (Ex)
Combative Mount (Ex): +2 to mount's ride checks, proficiency with light/med/heavy armor.
Easy Maintenance (Ex): Consumes food/water as if it were one size smaller
Racial Bonus: Survival (tracking) +4, Saves (Poison/Disease) +2. Listen +1, Spot +1
Feats: Endurance; Run; Toughness; Improved Natural Attack; (Alertness, or Athletic, or Multiattack)
Skills: Listen +8 and Spot +8
Tricks: 8
Advancement: 9-16 HD (Large); 17-24 HD (Huge)

Climate/Terrain: Any land
Organization: Solitary or herd (6-30)
Treasure/Possessions: None

https://i.pinimg.com/originals/f9/a4/51/f9a451926303b7d5c514f74364ff0f10.jpg

That is an absolute abomination of a beast, but it's worth noting that it's up to DM fiat whether we get a lot of these templates. Dungeonbred, Magebred, and Horrid are inherited templates that might not exist in our setting, or may be only available in a far off land; likewise, finding a dire horse in the wild is up to DM fiat. We DO have control over the Warbeast template, but it is definitely less optimal than having all of the above.

Gruftzwerg
2020-11-29, 01:56 AM
If this spell were persisted

We have recently found a better and easier way for this.^^

Imprison Possessor from Book of Vile Darkness

It imprisons a target that is currently not in his own body in his current body. Permanent duration! Sure it is dispellable, but that shouldn't be a problem imho.

I abuse it in my new Orochimaru build and while switching the threads I noticed it..^^

Doctor Despair
2020-11-29, 02:15 AM
We have recently found a better and easier way for this.^^

Imprison Possessor from Book of Vile Darkness

It imprisons a target that is currently not in his own body in his current body. Permanent duration! Sure it is dispellable, but that shouldn't be a problem imho.

I abuse it in my new Orochimaru build and while switching the threads I noticed it..^^

Definitely worth mention! I will note that there are a few questionable interactions that come about with regard to Imprison Possessor, however.


Is the user of When Two Become One eligible as a target for Imprison Possessor? Your soul enter's the horse's body and merges with the horse's soul -- but is that possessing? It also didn't call out your mind leaving your body. The language that your old body is PART of the new body you and the horse share is also problematic, as you technically aren't inhabiting someone else's body, or even leaving your own. You are also neither a possessing demon, a malevolent ghost, nor are you using magic jar. I don't see language that lets this apply to us here. :/



If you are eligible and are "imprisoned" in the horse, that doesn't necessarily mean you retain the other benefits from When Two Become One; when the spell runs out, we should lose the benefits, even if our soul is unable to leave the horse's body. You'd no longer have a "joint body" with the horse, or benefit from its abilities. The spell didn't give you control over the horse, so I don't see why the spell ending would give you NEW control over the horse. When your old body stops being part of the "joint body," it is a body without a soul -- does it die? Even if you live, you have no means to control the horse, but you do have an empathic link from your familiar class feature, and I guess technically the Link from the animal companion class feature might let you still try to handle animal using your empathic link. Now that I'm looking at it, this is beginning to look like a semi-decent plot-hook spell (e.g., Plotty McPlotson's soul was trapped in a wild stag that roams the forest -- you need to capture the stag so that we can try to end the curse before his body whithers away!)



However, as I said, it is definitely worthy of note, as a generous reading (i.e. the subject of When Two Become One is eligible to be targeted by Imprison Possessor, and once imprisoned, it extends the effects of When Two Become One until the Imprison Possessor is dispelled) would allow us to dispense with the Incantatrix levels if we wanted and opens up a lot more options. :)

Gruftzwerg
2020-11-29, 04:54 AM
Lets have a look at the spell description


The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.


Your mind doesn't need to leave your body. That is just one legit option, the keyword "or" settles this. And imho we definitively "inhabit" the horse.

Thurbane
2020-11-29, 05:48 AM
Titanic (MM2) Horse Pony has 25HD...

https://i.pinimg.com/originals/01/dc/df/01dcdfa5a05e0798445725b4b55bb4e5.jpg

Gruftzwerg
2020-11-29, 05:58 AM
Titanic (MM2) Horse has 25HD...

reading this, I head the idea that you could share the spell with your familiar horse.

There is a german fairy tail called "Bremer Stadtmusikanten" and the iconic scene is this:
https://upload.wikimedia.org/wikipedia/commons/1/14/Bremen.band.500pix.jpg

I think you get where my intend goes. You share it with your familiar horse to mount the Titanic Horse.^^

edit: I'm sorry that my idea is ignoring the purpose of the thread: "Optimizing when two become one"^^
Lets change it to "Optimizing when three become one":wink:

daremetoidareyo
2020-11-29, 08:20 AM
If you can cast leap into animal, your horse self can then inhabit another animal

Bullet06320
2020-11-29, 08:40 AM
For more horse breeds see Champions of Valor pgs 153-7 and Dangerous Denizens: The Monsters of Tellene pgs 197-9

https://www.d20srd.org/srd/spells/mount.htm
https://www.d20srd.org/srd/spells/phantomSteed.htm
mount and phantom steed would get you a horse in a pinch if you needed one now

Thurbane
2020-11-29, 04:02 PM
That reminds me of a list I made for another thread:


Does this like a full list of equines in 3.5? I'm excluding magical beasts and other non-animal creatures.

And FWIW, I hate that Legendary animals have the animal type...they should have been magical beasts, IMHO.


Donkey
Equine, Amphail (CoV)
Equine, Calimite (CoV)
Equine, Chionthar (CoV)
Equine, Cormyrean Destrier (CoV)
Equine, Dales Pony (CoV)
Equine, Dambraii (CoV)
Equine, Hammer Pony (CoV)
Equine, Island Pony (CoV)
Equine, Kromlor (CoV)
Equine, Lhesperan (CoV)
Equine, Meth (CoV)
Equine, Nars (CoV)
Equine, Raurin (CoV)
Equine, Semphari (CoV)
Equine, Shaaran Zebra (CoV)
Equine, Shad'iar (CoV)
Equine, Sosser (CoV)
Equine, Steppe (CoV)
Equine, Tharurr (CoV)
Equine, Uglib (CoV)
Equine, Whiteshield (CoV)
Horse, Dire (MM2)
Horse, Heavy
Horse, Light
Horse, Valenar Riding (ECS)
Legendary Horse (MM2)
Mule
Pony
Pony, War
Warhorse, Heavy
Warhorse, Light
Warhorse, Valenar (http://archive.wizards.com/default.asp?x=dnd/ebds/20051114a)


...I don't think Elven Warhorses ever got an official 3E version?

Gruftzwerg
2020-11-29, 11:58 PM
Furthermore, we don't benefit from the intelligence or charisma buff when we are merged (sadly), as we use our own mental stats. However, the flyspeed is very notable, as is the +2 to dex, and the 1d4 points of fire damage.


Somehow missed this. Imho this is not the correct ruling. When you use the spell, your bodies merge. Ergo, your mental stats are now targeted. This means you get the +10 Int and +6 Cha which is very powerful. That makes every copper of its price worth it.
_____

Further I would request to point out, that the Rider's Shields main purpose is to get shield enhancements for both of you for the price of one. E.g. "Blurring" is a nice one to have for both of you. Spellresistance and Ghost Touch are also good options.. just to name a few..

edit2: add shield spikes and now you can share weapon enhancements with your horse. E.g. Reflex weapon to give you both combat reflexes or Warning are nice option that come into my mind. Defending if you want even more shared AC.

_____

edit: I would also think about other base class options

Wu-Jen (+ Obtain familiar):
Has access to nice combat power enhancing spells like Giant Size and Body outside Body

Urban Druid:
Can start with a Light Warhorse and can upgrade it into a Heavy Warhorse later at lvl 4.
Further, Urban Wildshape is more fitting for the build. Shaping into other humanoids is less problematic when you attempt to ride your mount^^
Finally, if we manage to squeeze in 16lvls of Wild/Urban Shape progression, we could shape into animated objects (e.g. Humanoid Statue). For that we would need to drop the 3 Incantarix lvls and get something that progresses Wild Shape instead.
Imho, we don't need to persist the spell due to Imprison Possessor. The spells effect (when two become one) is the merging. What follows afterwards are rules how to handle the merging. These are not part of the spells "effect" and don't vanish away because the spell ends. They vanish when the "merge" end. So, we don't lose out anything compared to Persistent Spell, but gain a permanent duration.


_____________________



edit3: I just realized that you could really start a loop to play "Bremer Stadtmusikanten (https://en.wikipedia.org/wiki/Town_Musicians_of_Bremen)":
1. cast "When Two become One"
2. cast "Imprison Possessor"
3. wait for "When Two become One" 's duration to expire
4. dispel "Imprison Possessor". You are still merged since there is no effect that allows or forces you to detach anymore (only things like Wish could help you out here).
5. rinse and repeat

Gruftzwerg
2020-12-02, 12:49 PM
Found Blood Horse in Dragon #299
8000 g for a foal + 2000g for trainer

They have everything you could wish for:

- pounce
- rake
- blindsight
- Sonic Screech attack that stuns & deafens
- multiattack
- fly 80ft (average)

This enables dive + pounce attacks to deal double damage with slashing & piercing weapon. Combine with Valorous weapon enhancement and maybe a lance ubercharger build? Get Ride by Attack via magic item. Profit.

Doctor Despair
2020-12-04, 12:47 AM
Thanks for the feedback, everyone! I think I'd added in all the resources folks have brought up in the appropriately labeled sections; I also re-organized it a little bit to better reflect the various options available to someone looking to play such a character. :)

Gruftzwerg
2020-12-04, 04:50 AM
I wanted to add a lil build suggestion around the Blood Horse:

1. Since it is a Magical Beast, a Familiar could be changed into one via Alter Self

2. A possible build could look like this:

Chameleon
Wizard 3 / Druid 3 / Arcane Hierophant 10 / Recaster 4

(1-3 Druid, 4-6 Wizard, 7-9 Arcane Hierophant , 10-11 Recaster, 12-18 Arcane Hierophant, Recaster 19-20)

Recaster gives us access to "When two become one". Druid picks a heavy horse as companion.
Later you can share Alter Self to turn your Familiar Companion into a Blood Horse.
Recaster later lets us Quicken a spell 3 times per day which will be useful for that. Later we can pick extend spell as sudden metagic ability as a nice bonus on top.

In the combined (Heavy Horse > Alter Self > Blood Horse + "when 2 become 1") form we have nice things like: (values for lvl 20)

19 natural armor bonus = 4 natural armor + 7 from Familiar + 8 Animal Companion
Str 20(22) = 16 base + 4 Animal Companion (2 from bonus HD needs DM confirmation)
Dex 17 = 13 base + 4 Animal Companion
Con 15 (base)
Spellresistance: 25 = masters lvl +5 (!note: not class lvl!)
Pounce + Rake 1d4 + Multiattack (which should result into a double dip for rake, once for the horse and once for you)
Sonic Screech attack (can be uses twice since you the attack via "when 2 become 1" too)
Blood Drain ability (again, since you get it too, can be used twice)
Improved Evasion

I would recommend to use a Monk's Belt for extra cheese. The extra AC bonus is give is nice to have. Further unarmed strikes can be used in a grapple and while pinning an enemy. If you intent to abuse the double Blood Drain ability I would recommend to invest into this and pick up Improved Grapple as bonus feat for your companion. Since the Blood Drain ability is automatically activated when you pin an enemy, you just need to join the grapple after your mount has started the grapple (due to its better size bonus). Add TWF (2h + unarmed) and you have a bunch of attacks per round together with your mount.

Another option would be to invest into Ride-by-Attack (item) to pounce and fly away into safety every turn. Get Shock Trooper for the extra dmg.

Fly-by-Attack could be an annoying combo together with double Sonic Screech attacks every turn.

Downsides of this gish build is the low (fractional) BAB of +13. Wizards caps at 16clvl and 8th lvl spells while druid casting caps with 13 clvl. But imho still a decent gish ubercharger build.

edit: added Improved Evasion to the list of abilities , typo /grammar

Doctor Despair
2020-12-04, 07:41 AM
I wanted to add a lil build suggestion around the Blood Horse:

1. Since it is a Magical Beast, a Familiar could be changed into one via Alter Self

Very true!



2. A possible build could look like this:

Chameleon
Wizard 3 / Druid 3 / Arcane Hierophant 10 / Recaster 4

(1-3 Druid, 4-6 Wizard, 7-9 Arcane Hierophant , 10-11 Recaster, 12-18 Arcane Hierophant, Recaster 19-20)

1. Be aware of Arcane Hierophant's BAB requirement; you don't meet it in this build

2. I'm still not convinced Imprison Possessor making the benefits of WTBO permanent is unquestionable RAW (see concerns in the OP), but be aware it does delay us having WTBO online until we have 5ths (level 13 in this build).



Recaster gives us access to "When two become one".

I hadn't heard of this class, but this is a strong option, not least of which because it enables us to use a spontaneous caster. There might be something in there in combination with Versatile Spellcaster. With that said, it's worth noting this expanded knowledge is more limited than Wyrm Wizard's spell research (as we can only learn a spell of one level lower than the highest we can cast).



I would recommend to use a Monk's Belt for extra cheese.


An excellent item choice!



Another option would be to invest into Ride-by-Attack (item) to pounce and fly away into safety every turn. Get Shock Trooper for the extra dmg.


I'm not certain we still qualify as riding the horse once our soul merges with the horse's soul. We either count as sharing the body, or we don't; I'm not sure we get the benefits of both at the same time.



Fly-by-Attack could be an annoying combo together with double Sonic Screech attacks every turn.


FBA is a strong feat option, but be aware we can only use it if the horse qualifies with native flight, as it needs to select it BEFORE we can grant it flight. An exception to this would be using the Wind Rider (or maybe Battle Maiden), as they can access their mounts before applying bonus HD

Gruftzwerg
2020-12-04, 09:44 AM
Very true!



1. Be aware of Arcane Hierophant's BAB requirement; you don't meet it in this build
Oh yeah, seems I missed that. So we need to drop Recaster to only 3 lvls and need to squeeze in any class at lvl 7 before entering AH (e.g Mystic Theurge).


2. I'm still not convinced Imprison Possessor making the benefits of WTBO permanent is unquestionable RAW (see concerns in the OP), but be aware it does delay us having WTBO online until we have 5ths (level 13 in this build).
I can see your concerns, but even with a ruling against Imprison Possessor the build would be fun and working.



I hadn't heard of this class, but this is a strong option, not least of which because it enables us to use a spontaneous caster. There might be something in there in combination with Versatile Spellcaster. With that said, it's worth noting this expanded knowledge is more limited than Wyrm Wizard's spell research (as we can only learn a spell of one level lower than the highest we can cast).
It's from Races of Ebberon. And yeah, it's a strong prc. While the expanded knowledge is slighty limited to the Wyrm Wizards ability as you pointed out, the 4/5 spellprogression and the strong metamagic abilities make up for that.



I'm not certain we still qualify as riding the horse once our soul merges with the horse's soul. We either count as sharing the body, or we don't; I'm not sure we get the benefits of both at the same time.
On second thought I thing we don't share the body!
Because the spell refers on several instances to the two different bodies (e.g. separate AC and thus imho separate targets). Our type doesn't change. We only get to share those mentioned things as result of the merge effect. ( so no +10 Int from the horseshoes sadly..^^).



FBA is a strong feat option, but be aware we can only use it if the horse qualifies with native flight, as it needs to select it BEFORE we can grant it flight. An exception to this would be using the Wind Rider (or maybe Battle Maiden), as they can access their mounts before applying bonus HD
Imho we could pick it on the main character's build (if "when 2 become 1" is active).

Doctor Despair
2020-12-04, 09:56 AM
On second thought I thing we don't share the body!
Because the spell refers on several instances to the two different bodies (e.g. separate AC and thus imho separate targets). Our type doesn't change. We only get to share those mentioned things as result of the merge effect. ( so no +10 Int from the horseshoes sadly..^^).


And yet it gives you this quote:


Your own body hunkers low on the horse's back and holds on tight for the duration of the spell; it is a part of the body you and your steed share, but not a particularly useful part.
As a joint creature, you and your mount share all your skills, feats, and abilities.

I agree there's some wiggle room, but I think the spell is just acknowledging that you are sharing a body with the horse, but your old body still exists, which suggests we can't polymorph/wildshape to meld our bodies together. Again, the phrasing is poor though.



Imho we could pick it on the main character's build (if "when 2 become 1" is active).

I definitely agree with that.

Doctor Despair
2020-12-07, 02:06 AM
Hello, friends! As an update, I think I've managed to improve on the RAW-proof build here. It was bothering me that we fell just shy of getting access to 9ths (without using the questionable Imprison Possessor tech), but with the addition of Wildrunner, I think we've reached something serviceable. We have to delay access to When Two Become One by two levels, and we lose two levels of divine casting, but we get access to 9ths pre-epic and fit in a level of Beast Master to reach the effective-druid-level-18 cut off.



Race: Elf or Half-Elf


Level
Class
Feats
Class Features
Notes


1
Martial Wilderness Companion Wizard
Extend Spell, Improved Initiative
-
Trades out familiar for 1/2 wizard levels to animal companion; trades out scribe scroll for fighter feat.

Effective Wizard Level: 1
Effective Archivist Level: 0
Effective Companion Level: 0.5
Effective Familiar Level: 0


2
Martial Wilderness Companion Wizard
-
Gain an Animal Companion; thematically, it may as well be a light horse.
Effective Wizard Level: 2
Effective Archivist Level: 0
Effective Companion Level: 1
Effective Familiar Level: 0


3
Archivist
Sanctum Spell, Scribe Scroll
Dark Knowledge (tactics) 3/day
Effective Wizard Level: 2
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


4
Geomancer
-
Drift 1, spell versatility 0
We use Sanctum Spell to qualify for being able to cast arcane/divine 2nds. We would take levels in Mystic Theurge instead, but we wouldn't be able to meet the skill requirements for Wildrunner, as it requires 8 ranks in survival (which would never be a class skill for us). We would take a level of Mystic Theurge and a level of Ruathar, but then we would not meet the BAB requirements to go into Arcane Hierophant on time.

Effective Wizard Level: 3
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


5
Geomancer
Iron Will
Drift 1, ley lines +1, spell versatility 1
We purchase Iron Will for 3000gp via the Otyugh Hole or the closest setting equivalent.

Effective Wizard Level: 4
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


6
Incantatrix
Endurance, Persistent Spell
Focused Study
Effective Wizard Level: 5
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


7
Incantatrix
-
Cooperative Metamagic
Effective Wizard Level: 6
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


8
Incantatrix
-
Metamagic Effect
Effective Wizard Level: 7
Effective Archivist Level: 1
Effective Companion Level: 1
Effective Familiar Level: 0


9
Wildrunner
Natural Bond
Trackless Step, Fast Movement
Effective Wizard Level: 7
Effective Archivist Level: 1
Effective Companion Level: 4
Effective Familiar Level: 0


10
Arcane Hierophant
-
Companion Familiar, Ignore ASF
Effective Wizard Level: 8
Effective Archivist Level: 2
Effective Companion Level: 5
Effective Familiar Level: 3


11
Arcane Hierophant
-
-
Effective Wizard Level: 9
Effective Archivist Level: 3
Effective Companion Level: 6
Effective Familiar Level: 4


12
Arcane Hierophant
Eschew Materials
-
Effective Wizard Level:10
Effective Archivist Level: 4
Effective Companion Level: 7
Effective Familiar Level: 5


13
Arcane Hierophant
-
Channel animal 2/day
We've delayed access to When Two Become One by two levels, but we entered while losing only two levels of wizard casting instead of four. This means we still get access to 9ths pre-epic.

Effective Wizard Level: 11
Effective Archivist Level: 5
Effective Companion Level: 8
Effective Familiar Level: 6


14
Beastmaster
-
Animal companion, wild empathy
We use one of our horse's bonus feats to qualify for having the Skill Focus: Handle Animal prerequisite. While not necessary, it seems like a decent trade-off to advance our animal companion, as we still get casting access to 9ths with casting as of a level 17 wizard.

Effective Wizard Level: 11
Effective Archivist Level: 5
Effective Companion Level: 12
Effective Familiar Level: 6


15
Arcane Hierophant
Free - Player's Preference
-
Effective Wizard Level: 12
Effective Archivist Level: 6
Effective Companion Level: 13
Effective Familiar Level: 7


16
Arcane Hierophant
-
Channel Plant 1/day
Effective Wizard Level: 13
Effective Archivist Level: 7
Effective Companion Level: 14
Effective Familiar Level: 8


17
Arcane Hierophant
-
-
Effective Wizard Level: 14
Effective Archivist Level: 8
Effective Companion Level: 15
Effective Familiar Level: 9


18
Arcane Hierophant
Free - Player's Preference
Channel Animal 4/day
Effective Wizard Level: 15
Effective Archivist Level: 9
Effective Companion Level: 16
Effective Familiar Level: 10


19
Arcane Hierophant
-
-
Effective Wizard Level: 16
Effective Archivist Level: 10
Effective Companion Level: 17
Effective Familiar Level: 11


20
Arcane Hierophant
-
Channel Plant 2/day
Effective Wizard Level: 17
Effective Archivist Level: 11
Effective Companion Level: 18
Effective Familiar Level: 12






Master ECL
HD
Feats (cumulative)
Familiar Bonuses (cumulative)
Companion Bonuses (cumulative)


2-8
3
Endurance, Run
-
Bonus Tricks +1, Link, Share Spells


9
5
Endurance, Run
-
Natural Armor +2, Str/Dex +1, Attribute +1, Bonus Tricks +2, Link, Share Spells, Evasion


10
5
Endurance, Run, Bonusx1
Int = 7, Natural Armor +2, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
Natural Armor +2, Str/Dex +1, Attribute +1, Bonus Tricks +2, Link, Share Spells, Evasion


11
7
Endurance, Run, Bonusx1
Int = 7, Natural Armor +2, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


12-13
7
Endurance, Run, Bonusx1
Int = 8, Natural Armor +3, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Natural Armor +4, Str/Dex +2, Attribute +1, Bonus Tricks +3, Link, Share Spells, Evasion, Devotion


14
11
Endurance, Run, Bonusx2
Int = 8, Natural Armor +3, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master
Natural Armor +8, Str/Dex +4, Attribute +2, Bonus Tricks +5, Link, Share Spells, Evasion, Devotion, Multiattack


15-16
11
Endurance, Run, Bonusx2
Int = 9, Natural Armor +4, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind
Natural Armor +8, Str/Dex +4, Attribute +2, Bonus Tricks +5, Link, Share Spells, Evasion, Devotion, Multiattack


17-18
13
Endurance, Run, Bonusx3
Int = 10, Natural Armor +5, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind
Natural Armor +10, Str/Dex +5, Attribute +3, Bonus Tricks +6, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion


19
13
Endurance, Run, Bonusx3
Int = 11, Natural Armor +6, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Spell Resistance 16
Natural Armor +10, Str/Dex +5, Attribute +3, Bonus Tricks +6, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion


20
15
Endurance, Run, Bonusx4
Int = 11, Natural Armor +6, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind, Spell Resistance 17
Natural Armor +12, Str/Dex +6, Attribute +3, Bonus Tricks +7, Link, Share Spells, Evasion, Devotion, Multiattack, Improved Evasion