Mounts

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Somebody get this guy a bucket to hold all that awesomeness.

Contents

A mount is any creature that has been trained to the purpose of "Riding" or that has received "Combat Training". Both of these purposes can be trained into any creature, via the Handle Animal skill. With the proper training, any creature can be made into a mount (with GM approval). Intelligent creatures will likely require some serious negotiations before allowing anyone to ride them (at least a nice dinner first), but with the proper incentives, it may even be possible to ride a dragon. Of course, staying on a dragon will require at least as much skill as convincing one to let you ride it in the first place.

This page details the rules for creating a mount from any creature, as well as a wide variety of example mounts. The prices listed for the example mounts assume the mount is Combat Trained. A mount which is only trained for the Riding purpose costs half the listed amount.

Mounted CR

Mounts have a Challenge Rating (CR) just like monsters in the Bestiary, but the Mounted CR can vary greatly from a creature's normal CR, depending on the movement speeds and combat benefits granted by the mount. For example, Dire Bats are CR 2 in the Bestiary, but have a (minimum) Mounted CR of 13.

To determine a mount's Mounted CR, look up each of its movement types and speeds provided on the table below, and add these numbers together. If the mount also grants bonus damage to its rider's melee attacks (if combat trained), each point of bonus damage is counted as a +1 modifier to its Mounted CR.

For example, Dire Bats grant their riders a Lesser Flight speed of 60 ft. (a +15 CR modifier), and a Walk speed of 10 ft. (a -2 CR modifier, because it's terrible). The sum of these modifiers (15 - 2 = 13), is the Dire Bat's minimum Mounted CR. If the Dire Bat also grants a +2 bonus to its rider's melee attacks, its Mounted CR would increase to 15.

Note that mounts which do not possess a Walk speed at all get a -3 modifier to their CR. Mounts which cannot survive indefinitely on land (i.e. need water to breathe) also get a -3 modifier to their CR. These are cumulative, where appropriate.

Move Speed CR Modifier
Walk Vaulting Burrow Tunnel-
ing
Earth Glide Lesser Climb Greater Climb Brachi-
ating
Hover Lesser Flight Greater Flight Lesser Swim Greater Swim Jet Lesser Teleport Greater Teleport
10 ft. -2 4 5 8 10 2 4 2 11 6 11 1 3 1 10 12
20 ft. -1 5 7 10 13 4 7 3 13 9 14 2 5 3 14 17
30 ft. 0 6 9 12 16 6 10 4 15 12 17 3 7 5 18 22
40 ft. 1 7 10 13 17 7 11 5 16 13 18 4 8 6 19 23
50 ft. 2 8 11 14 18 8 12 6 17 14 19 5 9 7 20 24
60 ft. 3 9 12 15 19 9 13 7 18 15 20 6 10 8 21 25
75 ft. 4 10 13 16 20 10 14 8 19 16 21 7 11 9 22 26
90 ft. 5 11 14 17 21 11 15 9 20 17 22 8 12 10 23 27
120 ft. 6 12 15 18 22 12 16 10 21 18 23 9 13 11 24 28
150 ft. 7 13 16 19 23 13 17 11 22 19 24 10 14 12 25 29
180 ft. 8 14 17 20 24 14 18 12 23 20 25 11 15 13 26 30
210 ft. 9 15 18 21 25 15 19 13 24 21 26 12 16 14 27 31

Advancing A Mount's Mounted CR

After a mount has been purchased or acquired, a player can choose to advance its CR as high as they wish above its starting CR. The only limit on this is the expenditure of time and money to do so, though players are also cautioned that higher CR mounts are much harder to control in combat (see Mounted Combat for details).

For each additional CR that a mount is advanced, the player must expend the difference in cost on the table below from the current CR to the new CR, as well as spend one Full Day of working with the mount. Working with a mount uses up a full day each time the CR is advanced by 1. If you spend more than 1 hour doing anything else during a day you are working with the mount (except meals and short rest breaks), that day cannot be counted toward advancing its CR.

If you have a number of ranks in Handle Animal greater than or equal to the desired Mounted CR you wish to advance your mount to, there is no gold cost to do so, though you must still spend a full day per CR advanced. You must still pay the initial purchase price of the mount, unless you capture and train it yourself.

Once a mount has advanced its Mounted CR, that 'point' of CR can be spent on one of three things:

  • Movement: increase one of the mount's movement speeds (refer to the table above). Note that some steps on the table cost more than 1 'point' of CR.
  • Damage: increase the amount of bonus melee damage the mount grants to its rider, at a rate of +1 damage per 'point' of CR.
  • Special: unlock one of the mount's special abilities (see Mount Special Abilities, below), if available.

In most cases, mounts cannot acquire a new movement type than those they already possess. GMs may allow exceptions to this, especially in a case where a beloved mount has served the character faithfully for many levels, and the new movement type is just an improvement over an existing type (for instance, our example Dire Bat might graduate from Lesser Flight to Greater Flight). Such changes ALWAYS require GM approval, and are very rare. If allowed, the player must expend a number of 'points' of CR equal to the difference between the old move type and the new one. It is recommended that players just acquire a new mount with the desired movement type.

Mount Prices By Mounted CR

The prices below reflect the cost of a mount with the listed Mounted CR. All mounts are assumed to be Combat Trained at these prices. Mounts which are merely trained to the purpose of Riding cost half the listed amount. Note that non-combat-trained mounts cannot grant bonuses to a rider's melee attacks while mounted, though they still provide their movement speed to their rider.

Mounted CR Cost Mounted CR Cost Mounted CR Cost Mounted CR Cost
1 50 gp 11 8,000 gp 21 171,000 gp 31 2,870,000 gp
2 100 gp 12 11,000 gp 22 227,000 gp 32 3,790,000 gp
3 200 gp 13 15,000 gp 23 302,000 gp 33 5,000,000 gp
4 500 gp 14 21,000 gp 24 400,000 gp 34 6,620,000 gp
5 900 gp 15 28,000 gp 25 530,000 gp 35 8,820,000 gp
6 1,400 gp 16 39,000 gp 26 700,000 gp 36 11,600,000 gp
7 2,100 gp 17 52,000 gp 27 930,000 gp 37 14,900,000 gp
8 3,000 gp 18 71,000 gp 28 1,230,000 gp 38 18,900,000 gp
9 4,200 gp 19 95,000 gp 29 1,640,000 gp 39 23,400,000 gp
10 6,000 gp 20 128,000 gp 30 2,180,000 gp 40 28,500,000 gp

Mount Size

There is no cost modifier for a mount's size. While it may seem unrealistic that a sized gargantuan woolly mammoth costs the same as a sized-medium battle puma of the same CR, the advantages of a larger mount (you can carry your whole party and all their gear in style) are balanced by their disadvantages (you need reach weapons to attack while mounted, the mount cannot fit into most places, and it will seriously freak out townsfolk).

Similarly, a sized-medium giant gecko bearing a sized-small player character is very convenient — it can be ridden into most dungeons with only a little extra cajoling. However, that sized-medium mount will probably never grant its rider the +1 to-hit bonus for higher ground, it can't haul as much treasure and equipment around as a larger mount, and it will still seriously freak out townsfolk, despite being smaller. (Townsfolk these days. So skittish.)

However, despite there being no cost differences, a mount's size does dictate how much it can carry. Note that the rider's weight must be included in any load the creature is carrying. If a creature's load exceeds the listed weight, all Handle Animal and Ride checks are made with a +10 penalty to the DC until the load is reduced. This penalty increases by an additional +10 for each multiple of the load (so, a medium creature, with a carrying capacity, loaded up with 620 lbs. of stuff would be at a -20 penalty). If a creature is loaded down with triple its listed carrying capacity, it is pinned under the weight unable to move, and will die within 3 rounds unless the weight is removed.

Size Carrying Capacity
Fine 2 lbs.
Diminutive 8 lbs.
Tiny 20 lbs.
Small 60 lbs.
Medium 300 lbs.
Large 1,000 lbs.
Huge 3,500 lbs.
Gargantuan 8,000 lbs.
Colossal 20,000 lbs.
Titanic 50,000 lbs.

Additional Riders

If a mount is large enough, it can carry more than one rider. A woolly mammoth with an howdah can host quite a few riders on its back. In this event, only one rider is the 'primary rider' of the mount, and all other riders are considered 'secondary riders'.

The primary rider determines how and where the mount moves each round. Secondary riders cannot expend move actions to make the mount move, even if the mount hasn't moved this round. Only the primary rider can make the mount move, but only the primary rider has to expend actions to do that. Secondary riders have their full set of actions during their turn.

Secondary riders may make their own Ride checks (per the Mounted Combat rules) each round to gain some of the benefits of the mount, despite not being in control of the mount's movement. These secondary riders, if they succeed on their check, gain the mount's bonus damage to any melee attacks they make while riding (assuming the mount is combat trained), and the +1 to-hit bonus for higher ground (if the mount is a larger size than the enemies being fought). Riders must be able to reach their targets from their space on the mount in order to benefit from the mount's to-hit and damage bonuses.

Mount Special Abilities

Some mounts offer the possibility of a special ability granted to their riders, but the ability must first be unlocked by advancing the mount to a higher CR. Instead of applying the point(s) of CR toward increased move speed or additional bonus damage, the point(s) of CR is applied toward unlocking the special ability.

Mounts may only ever unlock a single special ability, even if more than one is listed as available. Once one special ability has been unlocked for a given mount, all others become permanently unavailable to that mount. Unless specifically stated otherwise, no special ability may be purchased more than once.

Secondary riders cannot make use of a mount's special ability, even if it is 'always on'. Only the primary rider gains this benefit.

Mounts

The following mounts are listed as examples of creatures which might be available from a vendor specializing in mounts and exotic mounts. With the proper training, any creature can be made into a mount, however. The prices below are for Combat Trained mounts. If you wish to purchase a mount which is only trained to the Riding purpose, they cost only half the listed amount.

Aurochs (Mount)   [edit]

  • Cost (Combat Trained): 200 gp
  • Cost (Riding Trained): 100 gp
  • Weight: 2,400 lbs
Aurochs are an ancient species of cattle, with an appearance somewhere in between a domesticated bull and a buffalo. They can be very territorial when untrained, and their large, hulking size and massive horns can make them formidable opponents.
This mount grants its rider the following bonuses:
Mounted CR: 3
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 40 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Load Bearer

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount's carrying capacity is permanently doubled (to 2,000 lbs).
— OR —

Growth Spurt

  • Requires: 1 point(s) of CR
  • Benefit: This mount is an unusually large specimen of its species. When this ability is unlocked, its size category permanently increases by 1 step, from large to huge. This increases its carrying capacity by 1 step, from 1,000 lbs to 3,500 lbs. It is also capable of carrying riders up to one size category larger than before (up to sized-large riders are now possible).

Axe Beak (Mount)   [edit]

  • Cost (Combat Trained): 2,100 gp
  • Cost (Riding Trained): 1,050 gp
  • Weight: 220 lbs
This gangly, ostrich-like bird has a long neck and a wicked looking beak (thus the name). It is flightless, like an ostrich, but capable of running on the ground at very high speeds.
This mount grants its rider the following bonuses:
Mounted CR: 7
Size: Medium (can carry up to sized-Small riders)
Intelligence: 2
Movement: Walk 75 ft.
Bonus Damage:
(if Combat Trained)
+3 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Unexpected Speed

  • Requires: 1 point(s) of CR
  • Benefit: During any move action in which this mount displaces at least 20 feet, the rider may choose one square in the mount's path of movement that it can exit without provoking attacks of opportunity.
This special ability may be purchased more than once. Each time it is purchased, an additional square may be chosen along the path of movement, each time the mount displaces at least 20 feet with a move action.

Blade Spider (Mount)   [edit]

  • Cost (Combat Trained): 171,000 gp
  • Cost (Riding Trained): 85,500 gp
  • Weight: 1,050 lbs
This massive arachnid stands 6-feet tall at the thorax, and consists mainly of black, chitinous legs with spiky bits at each joint. The end of each of its legs terminates in a long bladed edge and a sharp point. Blade spiders have eight red eyes, and seem menacingly canny, as if pondering the most efficient way to eat you.
This mount grants its rider the following bonuses:
Mounted CR: 21
Size: Large (can carry up to sized-Medium riders)
Intelligence: 3
Movement: Walk 50 ft., Greater Climb 50 ft.
Bonus Damage:
(if Combat Trained)
+7 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Flexible Form

  • Requires: 1 point(s) of CR
  • Benefit: This special ability allows the mount to move through spaces up to one size category smaller than itself without suffering any penalties to its movement or AC. However, the mount cannot end its turn in a space that is too small for its normal size. If it does, it suffers squeezing penalties as normal.

Bulette (Mount)   [edit]

  • Cost (Combat Trained): 3,790,000 gp
  • Cost (Riding Trained): 1,895,000 gp
  • Weight: 8,200 lbs
Bulettes are massive beasts that spend most of their lives underground, burrowing and hunting for prey. They are well-known for feasting on people walking on the surface, bursting from the earth to swallow them up and then diving back into the ground like some horrible land shark.
Bulettes are Threat roles, which makes them considerably more difficult to control as a mount than creatures that do not have a role.
This mount grants its rider the following bonuses:
Mounted CR: 32
Size: Huge (can carry up to sized-Large riders)
Intelligence: 4
Movement: Walk 20 ft., Earth Glide 75 ft., Vaulting 40 ft.
Bonus Damage:
(if Combat Trained)
+6 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 3,500 lbs.
Unlockable Special Abilities:

Mutual Respect

  • Requires: 1 point(s) of CR
  • Benefit: Over time, even the most monstrous of mounts can be taught to respect their rider, even if they never come to actually like them. When this special ability is unlocked, the penalty to Handle Animal and Ride checks caused by this mount's role (e.g. Threat, Heavy, etc.) is reduced by -5.
This special ability can be purchased more than once. Each time it is purchased, the penalty is increased by an additional -5. The penalty can never be reduced beyond 0 (i.e. it can never become a bonus).

Camel (Mount)   [edit]

  • Cost (Combat Trained): 500 gp
  • Cost (Riding Trained): 250 gp
  • Weight: 1,000 lbs
These tall beasts are famous for their ability to travel overland through deserts with only minimal care and feeding. Of course, they're also fairly famous for their rather snippy dispositions. Camels are tall, have one or two humps on their backs, and can be found in nearly any warm climate (not just deserts).
This mount grants its rider the following bonuses:
Mounted CR: 4
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 60 ft.
Bonus Damage:
(if Combat Trained)
+1 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Hardy

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability can survive on half the normal food and water supply of a mount its size for up to a week, without ill effect. If it is fed and watered at half rations for longer than a week, it becomes fatigued until it is fed and watered at a normal level for its size for the same amount of time it was on short rations.
— OR —

Load Bearer

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount's carrying capacity is permanently doubled (to 2,000 lbs).

Crocodile (Mount)   [edit]

  • Cost (Combat Trained): 2,100 gp
  • Cost (Riding Trained): 1,050 gp
  • Weight: 900 lbs
This elongated amphibious reptile has a massive, powerful jaw and a ridged, bumpy back that is pattered to look like a log when floating on the surface of water. Crocodiles are ambush predators that are most at home near the shores of water, leaping onto land to snatch prey that steps too close to the edge.
This mount grants its rider the following bonuses:
Mounted CR: 7
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 20 ft., Lesser Swim 50 ft.
Bonus Damage:
(if Combat Trained)
+3 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Submerge

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability enables its rider to initiate a Stealth stance, as though they have total concealment, during any move action in which the mount breeches the surface of a body of water. (Obviously, the rider must be riding on the mount at the time, to use this ability.) This breech can either be to surface or to submerge, but the act of moving above or below the surface breaks line of sight long enough for the rider to initiate Stealth. The body of water must be deep enough for the mount to fully submerge, or this ability cannot be used. The clarity or murkiness of the water is irrelevant to the use of this ability. Stealth affects both the rider and the mount.

Destrier (Mount)   [edit]

  • Cost (Combat Trained): 71,000 gp
  • Cost (Riding Trained): 35,500 gp
  • Weight: 1,250 lbs
At first glance, a destrier looks like a well-sculpted, muscular horse. However, closer examination reveals that this 'horse' is a carnivorous predator with sharp, pointed teeth and the ability to easily run down prey. Lore about destriers suggests they have an infernal origin, but this is unsubstantiated. What is known, however, is that destriers are extremely fast, agile, and mean.
This mount grants its rider the following bonuses:
Mounted CR: 18
Size: Large (can carry up to sized-Medium riders)
Intelligence: 9
Movement: Walk 210 ft.
Bonus Damage:
(if Combat Trained)
+9 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Aggressive Jump

  • Requires: 1 point(s) of CR
  • Benefit: Once per encounter, a mount with this special ability can use a move action to move at half their listed Walk speed as though they had the Vaulting movement type.
— OR —

Fierce Loyalty

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability develops a special bond with its rider, gaining the 'Exclusive' trick (see Handle Animal for details). This trick does not count against the total number of tricks the mount can learn.

Dire Bat (Mount)   [edit]

  • Cost (Combat Trained): 15,000 gp
  • Cost (Riding Trained): 7,500 gp
  • Weight: 245 lbs
Dire bats are really big bats. In some cases, they offer unexpected spikes, spines, or protrusions of bone at various joints of their body, but mostly, they're just really big bats.
This mount grants its rider the following bonuses:
Mounted CR: 13
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 10 ft., Lesser Flight 60 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Flexible Form

  • Requires: 1 point(s) of CR
  • Benefit: This special ability allows the mount to move through spaces up to one size category smaller than itself without suffering any penalties to its movement or AC. However, the mount cannot end its turn in a space that is too small for its normal size. If it does, it suffers squeezing penalties as normal.

Dolphin (Mount)   [edit]

  • Cost (Combat Trained): 900 gp
  • Cost (Riding Trained): 450 gp
  • Weight: 230 lbs
Dolphins come in a number of varieties, but all are smooth-skinned mammals that slide through the waters like they're being pulled by some invisible force. Dolphins are predominately peaceful creatures who seem to enjoy a good frolic. Dolphins have fins and flippers, but cannot maneuver around on land well enough to be called movement. Dolphins must breathe air, but can hold their breaths for quite a while if they wish.
This mount grants its rider the following bonuses:
Mounted CR: 5
Size: Medium (can carry up to sized-Small riders)
Intelligence: 6
Movement: Greater Swim 75 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Unexpected Speed

  • Requires: 1 point(s) of CR
  • Benefit: During any move action in which this mount displaces at least 20 feet, the rider may choose one square in the mount's path of movement that it can exit without provoking attacks of opportunity.
This special ability may be purchased more than once. Each time it is purchased, an additional square may be chosen along the path of movement, each time the mount displaces at least 20 feet with a move action.

Donkey (Mount)   [edit]

  • Cost (Combat Trained): 50 gp
  • Cost (Riding Trained): 25 gp
  • Weight: 700 lbs
Like a stunted, malformed horse, donkeys have a broader snout and are generally smaller than horses (and even ponies). However, donkeys are quite sure of foot, and can be trained to carry very heavy loads for a creature their size. Donkeys are also known to be quite stubborn when they are ordered to do something they don't want to do. Proper training can overcome this, though.
This mount grants its rider the following bonuses:
Mounted CR: 1
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 40 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Load Bearer

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount's carrying capacity is permanently doubled (to 2,000 lbs).

Elephant (Mount)   [edit]

  • Cost (Combat Trained): 500 gp
  • Cost (Riding Trained): 250 gp
  • Weight: 12,000 lbs
This massive pachyderm has grey, wrinkly skin that is very thick and tough. They have trunk-like legs that end in a sort of toe-nailed stump that looks like someone forgot to give them feet. They have large, flappy ears, long trunks, a bristly mane, and the males have long tusks. They are ponderous creatures that appear to move slowly, but can carry a number of people and their gear with no trouble at all.
This mount grants its rider the following bonuses:
Mounted CR: 4
Size: Huge (can carry up to sized-Large riders)
Intelligence: 3
Movement: Walk 30 ft.
Bonus Damage:
(if Combat Trained)
+4 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 3,500 lbs.
Unlockable Special Abilities:

Load Bearer

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount's carrying capacity is permanently doubled (to 7,000 lbs).

Elk (Mount)   [edit]

  • Cost (Combat Trained): 900 gp
  • Cost (Riding Trained): 450 gp
  • Weight: 1,100 lbs
Elks are akin to moose and deer, featuring massive, powerful antlers. They are taller than you might expect, despite having rather skinny legs. They have thick, shaggy coats of fur, and watery, kind-looking eyes.
This mount grants its rider the following bonuses:
Mounted CR: 5
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 60 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Growth Spurt

  • Requires: 1 point(s) of CR
  • Benefit: This mount is an unusually large specimen of its species. When this ability is unlocked, its size category permanently increases by 1 step, from large to huge. This increases its carrying capacity by 1 step, from 1,000 lbs to 3,500 lbs. It is also capable of carrying riders up to one size category larger than before (up to sized-large riders are now possible).

Flying Carpet (Mount)   [edit]

  • Cost (Combat Trained): 530,000 gp
  • Cost (Riding Trained): 265,000 gp
  • Weight: 90 lbs
Flying carpets are odd mounts, in the sense that they aren't technically alive. In point of fact, no one is quite sure what they are, magic item, construct, or even artifact. Whatever the case, they are an excellent means of conveyance, both in terms of style and in terms of efficiency. Flying carpets can land on the ground, but must return to the air to move around.
Most magic carpets are simple affairs, woven like an actual carpet, and able to follow the unspoken commands of a skilled rider. However, some carpets have been known to be surprisingly adept at learning new things, or anticipating the needs of their rider. Can these carpets have achieved some form of intelligence?
This mount grants its rider the following bonuses:
Mounted CR: 25
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Hover 10 ft., Greater Flight 30 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Fruit of the Loom

  • Requires: 1 point(s) of CR
  • Benefit: A hidden fold in the carpet reveals hidden lengths. When this special ability is unlocked, the flying carpet permanently changes its size category by 1 step, either up or down. This special ability may be purchased more than once. Each time it is purchased, the flying carpet's size category permanently increases or decreases by 1 additional step.
— OR —

Roll Up

  • Requires: 1 point(s) of CR
  • Benefit: This carpet seems especially portable. It can be transported inside of an extradimensional bag, such as a Handy Haversack or Bag of Holding without harm to the carpet. Furthermore, while rolled up, its weight is only half its unrolled weight (45 lbs). It requires a full round action to roll up the carpet, and a standard action to unroll it.
— OR —

Clever?

  • Requires: 1 point(s) of CR
  • Benefit: This flying carpet is unexpectedly adroit at accepting commands, anticipating the needs of its rider, and learning tricks. When this special ability is unlocked, its Intelligence permanently increases by +5 (to 7).

Giant Eagle (Mount)   [edit]

  • Cost (Combat Trained): 302,000 gp
  • Cost (Riding Trained): 151,000 gp
  • Weight: 275 lbs
This powerful, majestic bird has a huge wingspan, and is capable of gliding among air currents for hours without flapping its wings. Giant eagles are predators, but will also scavenge recent kills by other predators, if given the opportunity. Giant eagles have plumage in a variety of colors. They have a hooked beak, and long claws.
This mount grants its rider the following bonuses:
Mounted CR: 23
Size: Large (can carry up to sized-Medium riders)
Intelligence: 3
Movement: Walk 10 ft., Greater Flight 90 ft.
Bonus Damage:
(if Combat Trained)
+3 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Growth Spurt

  • Requires: 1 point(s) of CR
  • Benefit: This mount is an unusually large specimen of its species. When this ability is unlocked, its size category permanently increases by 1 step, from large to huge. This increases its carrying capacity by 1 step, from 1,000 lbs to 3,500 lbs. It is also capable of carrying riders up to one size category larger than before (up to sized-large riders are now possible).

Giant Frilled Lizard (Mount)   [edit]

  • Cost (Combat Trained): 6,000 gp
  • Cost (Riding Trained): 3,000 gp
  • Weight: 410 lbs
This lizard has a ruffled mane-like collar of skin and cartilage that it can flare out, making itself appear even larger than it actually is. When not flared out, the collar lies flat against the lizard's neck and upper back. Giant frilled lizards can run quite quickly, lifting their bodies high off the ground and seeming to almost pinwheel their legs to gain speed.
This mount grants its rider the following bonuses:
Mounted CR: 10
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 60 ft., Lesser Climb 30 ft.
Bonus Damage:
(if Combat Trained)
+1 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Frill Flare

  • Requires: 1 point(s) of CR
  • Benefit: Once per encounter as part of a move action, the giant frilled lizard can snap out its frilled mane in an intimidating display. As it does so, a rider who has unlocked this special ability for their mount can use this distraction to initiate a Stealth stance, as though they had total concealment. (Obviously, the rider must be riding on the mount at the time, to use this ability.) Once enemies have seen this trick, they won't be fooled by it again in the same encounter. Stealth affects both the rider and the mount.

Giant Frog (Mount)   [edit]

  • Cost (Combat Trained): 6,000 gp
  • Cost (Riding Trained): 3,000 gp
  • Weight: 550 lbs
This oversized amphibian enjoys walks in the park, lounging by the water, and watching the world go by. Giant frogs are not the fastest mounts, but they have a solid variety of movement types, enabling them to move through most environments with little trouble. Frogs breathe air, but can hold their breaths for quite a while if they want to.
This mount grants its rider the following bonuses:
Mounted CR: 10
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 10 ft., Vaulting 40 ft., Lesser Swim 40 ft.
Bonus Damage:
(if Combat Trained)
+1 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Sticky Feet

  • Requires: 1 point(s) of CR
  • Benefit: A giant frog with this ability can end its movement on a vertical or even inverted surface without falling. This ability does not grant the giant frog the ability to move around on such surfaces (that requires Lesser Climb or Greater Climb). However, it can use its Vaulting move to leap onto, or off of, such surfaces, enabling it to reach some truly unlikely places.

Giant Octopus (Mount)   [edit]

  • Cost (Combat Trained): 21,000 gp
  • Cost (Riding Trained): 10,500 gp
  • Weight: 875 lbs
This large, aquatic invertebrate has eight tentacles for movement, two very disturbing eyes, and a beak-like mouth where its butt should be. Its head is bulbous and squishy, given its lack of bones. Giant octopi are highly intelligent, agile swimmers, and surprisingly mobile out of the water as well. Giant Octopi require water to breathe, but can hold their breaths for several minutes for excursions onto land, if they so wish.
This mount grants its rider the following bonuses:
Mounted CR: 14
Size: Large (can carry up to sized-Medium riders)
Intelligence: 5
Movement: Walk 10 ft., Greater Climb 10 ft., Lesser Swim 40 ft., Jet 90 ft.
Bonus Damage:
(if Combat Trained)
+1 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Growth Spurt

  • Requires: 1 point(s) of CR
  • Benefit: This mount is an unusually large specimen of its species. When this ability is unlocked, its size category permanently increases by 1 step, from large to huge. This increases its carrying capacity by 1 step, from 1,000 lbs to 3,500 lbs. It is also capable of carrying riders up to one size category larger than before (up to sized-large riders are now possible).
— OR —

Flexible Form

  • Requires: 1 point(s) of CR
  • Benefit: This special ability allows the mount to move through spaces up to one size category smaller than itself without suffering any penalties to its movement or AC. However, the mount cannot end its turn in a space that is too small for its normal size. If it does, it suffers squeezing penalties as normal.
— OR —

Landopus

  • Requires: 1 point(s) of CR
  • Benefit: This mount is freakishly adapted for surviving on land. Perhaps it grew lungs, or brings water with it. In any case, when this special ability is unlocked, the mount only needs to return to water once per day for a few (about 15) minutes. The body of water must be large enough for the giant octopus to fully submerge itself without squeezing. If it fails to swim in water before a full night's rest, it gains the fatigued condition until it can return to water. A giant octopus which is denied access to water for a full week (7 days) will die.

Giant Owl (Mount)   [edit]

  • Cost (Combat Trained): 171,000 gp
  • Cost (Riding Trained): 85,500 gp
  • Weight: 2700 lbs
This massive bird has large, round eyes that seem to pierce your soul. When an owl looks at you, it really looks at you, man. Thick feathers, and a stout body support this predator's ability to snatch prey from the ground (they enjoy deer, for example). A triangular beak lets it consume that prey, easily tearing flesh. Giant owls are smaller than rocs, but are still impressively large birds.
This mount grants its rider the following bonuses:
Mounted CR: 21
Size: Huge (can carry up to sized-Large riders)
Intelligence: 4
Movement: Walk 10 ft., Greater Flight 75 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 3,500 lbs.
Unlockable Special Abilities:

Night Hunter

  • Requires: 1 point(s) of CR
  • Benefit: A skilled rider can interpret their mount's reactions and translate them into an improved sense of their surroundings. A mount with this special ability doubles the distance of the rider's Darkvision while mounted on this mount, but only if the rider already possesses darkvision. Riders who do not possess darkvision gain no benefit from this special ability.

Giant Seahorse (Mount)   [edit]

  • Cost (Combat Trained): 100 gp
  • Cost (Riding Trained): 50 gp
  • Weight: 950 lbs
These odd creatures are fish with parallel ridges patterning their bodies. They have a long snout and large eyes, which gives their heads the appearance of a horse, but they have no legs or arms, only fins, and possess a long tail which curls on itself into a tight spiral. Giant seahorses propel themselves through the water with an unusual ease, despite their odd shape and lack of a streamlined form. Seahorses require water to breathe, and cannot leave the water without suffocating.
This mount grants its rider the following bonuses:
Mounted CR: 2
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Lesser Swim 90 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Surge

  • Requires: 1 point(s) of CR
  • Benefit: Once per encounter as a move action, a mount with this ability can move at its swim speed as though it had the Jet movement type. Doing so is tiring, however, so it cannot use the ability more than once per encounter.
— OR —

Fierce Loyalty

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability develops a special bond with its rider, gaining the 'Exclusive' trick (see Handle Animal for details). This trick does not count against the total number of tricks the mount can learn.

Giant Serpent (Mount)   [edit]

  • Cost (Combat Trained): 15,000 gp
  • Cost (Riding Trained): 7,500 gp
  • Weight: 550 lbs
Snakes! Why did it have to be snakes? A giant serpent is a long, scaly sinuous thing, large enough for a medium creature to ride around on its back, given the appropriate saddle. Giant serpents are not lightning fast, but they are quite maneuverable on any solid ground, including walls, or tree limbs.
This mount grants its rider the following bonuses:
Mounted CR: 13
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 50 ft., Lesser Climb 50 ft.
Bonus Damage:
(if Combat Trained)
+3 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Rear Up

  • Requires: 1 point(s) of CR
  • Benefit: The giant serpent with this special ability can rear up, lifting its rider to a higher position. The giant serpent can trigger this ability as a swift action during any round in which it has not already moved. When it does so, it is treated as being one size category larger for purposes of determining whether or not its rider gains a 'higher ground' to-hit bonus. Furthermore, the rider is treated as being in a space one square higher than normal, for purposes of reaching and threatening enemy targets in melee.
— OR —

Flexible Form

  • Requires: 1 point(s) of CR
  • Benefit: This special ability allows the mount to move through spaces up to one size category smaller than itself without suffering any penalties to its movement or AC. However, the mount cannot end its turn in a space that is too small for its normal size. If it does, it suffers squeezing penalties as normal.

Giant Snapping Turtle (Mount)   [edit]

  • Cost (Combat Trained): 11,000 gp
  • Cost (Riding Trained): 5,500 gp
  • Weight: 42,000 lbs
Giant turtles exist throughout mythology as wise bearers of the world's burdens (and sometimes, as bearers of the actual world). And now, for a very reasonable-sounding price, you can add to those burdens. Ride around with your whole party on top, or get a howdah and ride around while partying. But don't let their docile, plodding movements fool you. Giant snapping turtles are no joke in combat, under the command of a skilled rider, and they can move surprisingly fast, for all that they appear clumsy.
The Giant Snapping Turtle is a Heavy role, which makes them considerably more difficult to control as a mount than creatures that do not have a role.
This mount grants its rider the following bonuses:
Mounted CR: 12
Size: Gargantuan (can carry up to sized-Huge riders)
Intelligence: 3
Movement: Walk 20 ft., Lesser Swim 60 ft.
Bonus Damage:
(if Combat Trained)
+7 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 8,000 lbs.
Unlockable Special Abilities:

Mutual Respect

  • Requires: 1 point(s) of CR
  • Benefit: Over time, even the most monstrous of mounts can be taught to respect their rider, even if they never come to actually like them. When this special ability is unlocked, the penalty to Handle Animal and Ride checks caused by this mount's role (e.g. Threat, Heavy, etc.) is reduced by -5.
This special ability can be purchased more than once. Each time it is purchased, the penalty is increased by an additional -5. The penalty can never be reduced beyond 0 (i.e. it can never become a bonus).

Goblin Dog (Mount)   [edit]

  • Cost (Combat Trained): 500 gp
  • Cost (Riding Trained): 250 gp
  • Weight: 185 lbs
It's hard to say why, exactly, goblins call these things 'dogs'. In actuality, they are probably some species of mutated rat, or diseased raccoon, or something. In any case, they are quadruped, rangy, hairless things that move with startling speed, and seem just as interested in eating their riders as gnawing on any other nearby enemies. It's possible they're just really freaked out by the fact that someone has the audacity to sit on them and ride them around, but whatever the case, they are not okay with it.
This mount grants its rider the following bonuses:
Mounted CR: 4
Size: Medium (can carry up to sized-Small riders)
Intelligence: 2
Movement: Walk 50 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Crazy Ride

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability can traverse walls and other vertical surfaces during its move actions as though they are level ground, as long as they end their turn on top of a horizontal, solid surface. If the mount ends its turn on a vertical surface, it falls to the ground. This special ability does not permit movement on inverted surfaces, such as ceilings.
— OR —

Hardy

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability can survive on half the normal food and water supply of a mount its size for up to a week, without ill effect. If it is fed and watered at half rations for longer than a week, it becomes fatigued until it is fed and watered at a normal level for its size for the same amount of time it was on short rations.

Griffon (Mount)   [edit]

  • Cost (Combat Trained): 128,000 gp
  • Cost (Riding Trained): 64,000 gp
  • Weight: 850 lbs
These chimeric blends of eagles and lions are widely regarded as beautiful and noble creatures, though they are highly temperamental, and can become quite aggressive if provoked. Furthermore, despite their lack of language skills, they seem quick to understand mood and intent in those around them, sometimes responding to nearby arguments with aggression. They can be very loyal beasts, if well treated, and they make excellent cavalry mounts for those looking to impress their enemies before slaughtering them.
This mount grants its rider the following bonuses:
Mounted CR: 20
Size: Large (can carry up to sized-Medium riders)
Intelligence: 3
Movement: Walk 20 ft., Lesser Flight 120 ft.
Bonus Damage:
(if Combat Trained)
+3 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Noble Bearing

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability grants its rider the ability to appear more noble than they really are. Anyone attempting to detect the alignment of this mount's rider will believe the rider to be one step closer to 'good' on the 'Evil → Neutral → Good' array of alignments. This ability provides no alterations to a character's 'Chaotic → Neutral → Lawful' array of alignment. In addition, any creature attempting to Sense Motive on the rider of this mount will attempt to put their conclusions (if any) in the most positive light for the rider, even if that interpretation isn't altogether true.
— OR —

Fierce Loyalty

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability develops a special bond with its rider, gaining the 'Exclusive' trick (see Handle Animal for details). This trick does not count against the total number of tricks the mount can learn.

Heavy War Horse (Mount)   [edit]

  • Cost (Combat Trained): 900 gp
  • Cost (Riding Trained): 450 gp
  • Weight: 1,900 lbs
This solid horse has shaggy fetlocks, and is taller and more stockily built than a light horse (like a Clydesdale, Shire, or Percheron). Horses make excellent mounts and are widely used by humanoids for both riding, as beasts of burden, or as draft animals to pull vehicles such as wagons or carriages.
This mount grants its rider the following bonuses:
Mounted CR: 5
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 60 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Distance Runner

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount becomes adapted to the rigors of prolonged overland travel. The distance traveled overland per hour is increased by 1 mile, and the distance traveled overland per day is increased by 10 miles.
— OR —

Load Bearer

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount's carrying capacity is permanently doubled (to 2,000 lbs).

Hippogriff (Mount)   [edit]

  • Cost (Combat Trained): 95,000 gp
  • Cost (Riding Trained): 47,500 gp
  • Weight: 1,000 lbs
Due to their inevitable comparisons to griffons, hippogriffs tend to be overlooked. However, while griffons are regal creatures that inspire awe in onlookers, hippogriffs are highly intelligent creatures that can be trained to match or even exceed a griffon's ferocity in battle.
Hippogriffs have the head and wings of an eagle, but the body of a horse (as compared to a griffon's body of a lion).
This mount grants its rider the following bonuses:
Mounted CR: 19
Size: Large (can carry up to sized-Medium riders)
Intelligence: 8
Movement: Walk 30 ft., Lesser Flight 75 ft.
Bonus Damage:
(if Combat Trained)
+3 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Unexpected Speed

  • Requires: 1 point(s) of CR
  • Benefit: During any move action in which this mount displaces at least 20 feet, the rider may choose one square in the mount's path of movement that it can exit without provoking attacks of opportunity.
This special ability may be purchased more than once. Each time it is purchased, an additional square may be chosen along the path of movement, each time the mount displaces at least 20 feet with a move action.
— OR —

Fierce Loyalty

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability develops a special bond with its rider, gaining the 'Exclusive' trick (see Handle Animal for details). This trick does not count against the total number of tricks the mount can learn.

Light War Horse (Mount)   [edit]

  • Cost (Combat Trained): 900 gp
  • Cost (Riding Trained): 450 gp
  • Weight: 1,100 lbs
A light war horse is a horse which has been combat trained. They tend to be fairly muscular animals, standing approximately 16 hands high, akin to the Arabian, Morgan, or Appaloosa breeds. The animal has been bred and raised to maximize its speed and endurance, but to also remain unpanicked in the press of combat.
This mount grants its rider the following bonuses:
Mounted CR: 5
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 90 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Distance Runner

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount becomes adapted to the rigors of prolonged overland travel. The distance traveled overland per hour is increased by 1 mile, and the distance traveled overland per day is increased by 10 miles.
— OR —

Clever?

  • Requires: 1 point(s) of CR
  • Benefit: This mount is unexpectedly adroit at accepting commands, anticipating the needs of its rider, and learning tricks. When this special ability is unlocked, its Intelligence permanently increases by +5 (to 7).

Lion (Mount)   [edit]

  • Cost (Combat Trained): 8,000 gp
  • Cost (Riding Trained): 4,000 gp
  • Weight: 420 lbs
Lions are great cats. Males have a distinguishing mane of fur around their necks, while females appear sleeker and more closely resemble other great cats. Lions are traditionally tan or beige of color, to blend with tall grasses. They are predators, fully capable of running down prey, but prefer to ambush when possible. Lions as mounts are somewhat unpredictable, sometimes posing a danger to a careless rider.
This mount grants its rider the following bonuses:
Mounted CR: 11
Size: Large (can carry up to sized-Medium riders)
Intelligence: 5
Movement: Walk 50 ft., Lesser Climb 20 ft.
Bonus Damage:
(if Combat Trained)
+5 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Hardy

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability can survive on half the normal food and water supply of a mount its size for up to a week, without ill effect. If it is fed and watered at half rations for longer than a week, it becomes fatigued until it is fed and watered at a normal level for its size for the same amount of time it was on short rations.

Pony (Mount)   [edit]

  • Cost (Combat Trained): 500 gp
  • Cost (Riding Trained): 250 gp
  • Weight: 550 lbs
Ponies are just small horses, but are distinguished by a tendency toward thicker manes, tails, and coats. Their legs are noticeably shorter than horses, though their body is still trunk-like, like a horses. To anyone used to looking at horses, they look a bit stunted, like the dwarves of horsedom.
This mount grants its rider the following bonuses:
Mounted CR: 4
Size: Medium (can carry up to sized-Small riders)
Intelligence: 2
Movement: Walk 75 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Load Bearer

  • Requires: 1 point(s) of CR
  • Benefit: When this ability is unlocked, this mount's carrying capacity is permanently doubled (to 600 lbs).

Portal Spider (Mount)   [edit]

  • Cost (Combat Trained): 2,180,000 gp
  • Cost (Riding Trained): 1,090,000 gp
  • Weight: 1,250 lbs
Portal spiders are very strange arachnids. While they have the typical excess of both eyes and legs, they appear to any close observer as somewhat... less... than they should be, as though part of them exists outside of the here and now. They are further unusual in their ability to casually step through space, teleporting even to places they cannot see.
This mount grants its rider the following bonuses:
Mounted CR: 30
Size: Large (can carry up to sized-Medium riders)
Intelligence: 12
Movement: Walk 50 ft., Greater Teleport 50 ft.
Bonus Damage:
(if Combat Trained)
+4 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

The Cake Is A Lie

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability unlocked allows the rider to apply any Dimension Door-based feats they know to the mount's teleport move speed. Normally, because the mount's move is only temporary to the rider (i.e., not a permanent ability of the rider), these feats would not be compatible.
— OR —

Sticky Feet

  • Requires: 1 point(s) of CR
  • Benefit: A portal spider with this ability can end its movement on a vertical or even inverted surface without falling. This ability does not grant the portal spider the ability to move around on such surfaces (that requires Lesser Climb or Greater Climb). However, it can use its Greater Teleport move to teleport onto, or away from, such surfaces, enabling it to reach some truly unlikely places.

Racing Snail (Mount)   [edit]

  • Cost (Combat Trained): 200 gp
  • Cost (Riding Trained): 100 gp
  • Weight: 875 lbs
These massive mollusks feature smooth, spiraled shells covering the back of their slimy, slug-like forms. Like most snails, they are quite slow (at least until they can spend some time with a skilled rider who advances their CR a few times), however, there are cases of racing snails that give even a Destrier a run for its money. The racing snail is a mount for those who wish to stand out from their peers. It is unusual and memorable.
This mount grants its rider the following bonuses:
Mounted CR: 3
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 20 ft., Lesser Climb 20 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Acid Spit

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this ability can spit acid at foes during the rider's melee attacks. At the time this special ability is unlocked, the mount's bonus melee damage increases by +4 permanently. This ability can only be used by the primary rider, and only contributes to their melee attacks made while riding this mount.

Ram (Mount)   [edit]

  • Cost (Combat Trained): 3,000 gp
  • Cost (Riding Trained): 1,500 gp
  • Weight: 125 lbs
Rams are male sheep, outfitted with curling horns that they use to butt into the heads of other rams, or to fend off predators. Rams are surprisingly dangerous, given their species, and are also quite capable as mounts for sized-small creatures or smaller.
This mount grants its rider the following bonuses:
Mounted CR: 8
Size: Medium (can carry up to sized-Small riders)
Intelligence: 2
Movement: Walk 50 ft., Lesser Climb 20 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Momentum

  • Requires: 1 point(s) of CR
  • Benefit: When a mount with this special ability performs a Charge maneuver and displaces at least 20 feet while doing so, they may automatically shove the target of their charge back by 5 feet (as a push), and move into the space the target previously occupied, before the charge attack is resolved. This occurs whether the charge hits or misses.

Rhinoceros (Mount)   [edit]

  • Cost (Combat Trained): 4,200 gp
  • Cost (Riding Trained): 2,100 gp
  • Weight: 4,500 lbs
Rhinoceroses are thick-skinned herbivores with prominent horns on their noses which can reach over a foot in length, and can be used to gore enemies with great effect. Coupled with the massive animal's remarkable ability to build up to a nigh-unstoppable charge, and rhinoceroses are dangerous animals to mess with, indeed. As mounts, they are quite docile, providing a smooth ride, and a generally gentle disposition.
This mount grants its rider the following bonuses:
Mounted CR: 9
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Walk 60 ft.
Bonus Damage:
(if Combat Trained)
+6 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Momentum

  • Requires: 1 point(s) of CR
  • Benefit: When a mount with this special ability performs a Charge maneuver and displaces at least 20 feet while doing so, they may automatically shove the target of their charge back by 5 feet (as a push), and move into the space the target previously occupied, before the charge attack is resolved. This occurs whether the charge hits or misses.

Riding Dog (Mount)   [edit]

  • Cost (Combat Trained): 50 gp
  • Cost (Riding Trained): 25 gp
  • Weight: 145 lbs
Dogs come in many varieties, but only a few which are large enough to serve as mounts for sized-small (or smaller) riders. However, that still leaves quite a few breeds of interest to someone looking for a distinguished mount (similar to Great Danes, Mastiffs, and the perennial favorite, Wolves). Riding dogs have all the great qualities of dogs, namely that they are fiercely loyal, intelligent, and good-natured animals who enjoy the companionship of humanoids.
This mount grants its rider the following bonuses:
Mounted CR: 1
Size: Medium (can carry up to sized-Small riders)
Intelligence: 5
Movement: Walk 30 ft.
Bonus Damage:
(if Combat Trained)
+1 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Fierce Loyalty

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability develops a special bond with its rider, gaining the 'Exclusive' trick (see Handle Animal for details). This trick does not count against the total number of tricks the mount can learn.

Roc (Mount)   [edit]

  • Cost (Combat Trained): 930,000 gp
  • Cost (Riding Trained): 465,000 gp
  • Weight: 15,000 lbs
Rocs are the largest known species of bird, and have been known to prey upon sized-huge animals, such as elephants, as meals, carrying them away to their mountaintop nests for consumption. Rocs have the appearance of truly enormous hawks, with patterned brown feathers, with lines of beige, white, and black mixed into their plumage. They are handsome, terrifying beasts that are always a shock to behold, as your mind tries to wrap around just how truly large these things are.
Rocs are Legend roles, which makes them considerably more difficult to control as a mount than creatures that do not have a role.
This mount grants its rider the following bonuses:
Mounted CR: 27
Size: Gargantuan (can carry up to sized-Huge riders)
Intelligence: 4
Movement: Walk 10 ft., Greater Flight 150 ft.
Bonus Damage:
(if Combat Trained)
+5 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 8,000 lbs.
Unlockable Special Abilities:

Mutual Respect

  • Requires: 1 point(s) of CR
  • Benefit: Over time, even the most monstrous of mounts can be taught to respect their rider, even if they never come to actually like them. When this special ability is unlocked, the penalty to Handle Animal and Ride checks caused by this mount's role (e.g. Threat, Heavy, etc.) is reduced by -5.
This special ability can be purchased more than once. Each time it is purchased, the penalty is increased by an additional -5. The penalty can never be reduced beyond 0 (i.e. it can never become a bonus).

Saurian (Mount)   [edit]

  • Cost (Combat Trained): 28,000 gp
  • Cost (Riding Trained): 14,000 gp
  • Weight: 1,500 lbs
There are dozens of species of dinosaurs which have the same appearance as the famous velociraptor, each with varying degrees of coloration, feathers, and toe-claws. However, ultimately, they are all bipedal reptiles with a single hooked claw on their big toe of each foot. They have foreshortened arms with limited reach, used to hang on to something, but not useful for climbing. They are fast runners, startlingly intelligent, and very dangerous in packs. As mounts, they can be treacherous to unwary riders, but have been known to bond to riders, if given time and attention.
This mount grants its rider the following bonuses:
Mounted CR: 15
Size: Large (can carry up to sized-Medium riders)
Intelligence: 7
Movement: Walk 60 ft., Vaulting 30 ft.
Bonus Damage:
(if Combat Trained)
+6 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Fierce Loyalty

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this special ability develops a special bond with its rider, gaining the 'Exclusive' trick (see Handle Animal for details). This trick does not count against the total number of tricks the mount can learn.
— OR —

TEETH!

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this ability has long, dagger-like teeth that it has learned to use to deadly effect. At the time this special ability is unlocked, the mount's bonus melee damage increases by +4 permanently. This ability can only be used by the primary rider, and only contributes to their melee attacks made while riding this mount.

Shark (Mount)   [edit]

  • Cost (Combat Trained): 21,000 gp
  • Cost (Riding Trained): 10,500 gp
  • Weight: 2,100 lbs
Sharks are powerful aquatic predators, amounting mostly to an oversize mouth with fins, which only exist to let the shark get food into its mouth. They swim powerfully and gracefully through the water, moving with surprising speed and grace for something otherwise wholly tailored for killing and eating. As a mount, riding a shark makes a statement that you, like your mount, are a predator, uninterested in dialogues or parley.
This mount grants its rider the following bonuses:
Mounted CR: 14
Size: Large (can carry up to sized-Medium riders)
Intelligence: 2
Movement: Greater Swim 90 ft.
Bonus Damage:
(if Combat Trained)
+8 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Unexpected Speed

  • Requires: 1 point(s) of CR
  • Benefit: During any move action in which this mount displaces at least 20 feet, the rider may choose one square in the mount's path of movement that it can exit without provoking attacks of opportunity.
This special ability may be purchased more than once. Each time it is purchased, an additional square may be chosen along the path of movement, each time the mount displaces at least 20 feet with a move action.

Throw Rug (Mount)   [edit]

  • Cost (Combat Trained): 200 gp
  • Cost (Riding Trained): 100 gp
  • Weight: 55 lbs
A smaller, less maneuverable version of a flying carpet. Throw rugs cannot fly, but their vaulting move makes it appear as though they are trying REALLY HARD to fly. While not nearly as popular as the flying carpet, throw rugs are MUCH easier to control. Throw rugs have no walk speed, meaning they cannot move along the ground without vaulting, making their movements a bit disruptive and bouncy, especially when compared to their larger cousins.
This mount grants its rider the following bonuses:
Mounted CR: 3
Size: Medium (can carry up to sized-Small riders)
Intelligence: 2
Movement: Vaulting 30 ft.
Bonus Damage:
(if Combat Trained)
+0 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Fruit of the Loom

  • Requires: 1 point(s) of CR
  • Benefit: A hidden fold in the rug reveals hidden lengths. When this special ability is unlocked, the throw rug permanently changes its size category by 1 step, either up or down. This special ability may be purchased more than once. Each time it is purchased, the throw rug's size category permanently increases or decreases by 1 additional step.
— OR —

Clever?

  • Requires: 1 point(s) of CR
  • Benefit: This throw rug is unexpectedly adroit at accepting commands, anticipating the needs of its rider, and learning tricks. When this special ability is unlocked, its Intelligence permanently increases by +5 (to 7).

Tiger (Mount)   [edit]

  • Cost (Combat Trained): 52,000 gp
  • Cost (Riding Trained): 26,000 gp
  • Weight: 490 lbs
Tigers are great cats with powerful, thick legs, a sturdy, well-muscled form, and a distinctive striped pattern on their fur designed to vanish in tall grasses and jungles, especially if you are color-blind (like most animals). Unlike Lions, tigers are burst predators, able to move very fast, but only for short periods of time. If their prey senses them before the ambush is sprung, the tiger will mostly let it go, rather than trying to chase it down. However, tigers are monstrously dangerous in melee, once they close on an enemy. Their massive paws feature claws from the fabric of primal nightmares, and their mouths can comfortably close over a humanoid's head, shearing it from its other important bits with little effort.
This mount grants its rider the following bonuses:
Mounted CR: 17
Size: Large (can carry up to sized-Medium riders)
Intelligence: 3
Movement: Walk 75 ft., Lesser Climb 30 ft.
Bonus Damage:
(if Combat Trained)
+7 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 1,000 lbs.
Unlockable Special Abilities:

Unexpected Speed

  • Requires: 1 point(s) of CR
  • Benefit: During any move action in which this mount displaces at least 20 feet, the rider may choose one square in the mount's path of movement that it can exit without provoking attacks of opportunity.
This special ability may be purchased more than once. Each time it is purchased, an additional square may be chosen along the path of movement, each time the mount displaces at least 20 feet with a move action.

Tyrannosaur (Mount)   [edit]

  • Cost (Combat Trained): 11,000 gp
  • Cost (Riding Trained): 5,500 gp
  • Weight: 9,500 lbs
Tyrannosaurs are impressive monsters. They are bipedal dinosaurs with atrophied arms that are only barely useful for clinging to prey. Unlike their smaller Saurian cousins, their feet are equipped with only 'normal' claws, all approximately the same length. While these claws are quite good at shredding flesh and eviscerating foes, the real threat of a tyrannosaur is its mouth. Filled with sword-like teeth, and able to open to a size that could swallow a horse without chewing first, a tyrannosaur's bite is a legendary threat all to itself.
Tyrannosaurs are Killer roles, which makes them considerably more difficult to control as a mount than creatures that do not have a role.
This mount grants its rider the following bonuses:
Mounted CR: 12
Size: Huge (can carry up to sized-Large riders)
Intelligence: 2
Movement: Walk 50 ft.
Bonus Damage:
(if Combat Trained)
+10 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 3,500 lbs.
Unlockable Special Abilities:

Mutual Respect

  • Requires: 1 point(s) of CR
  • Benefit: Over time, even the most monstrous of mounts can be taught to respect their rider, even if they never come to actually like them. When this special ability is unlocked, the penalty to Handle Animal and Ride checks caused by this mount's role (e.g. Threat, Heavy, etc.) is reduced by -5.
This special ability can be purchased more than once. Each time it is purchased, the penalty is increased by an additional -5. The penalty can never be reduced beyond 0 (i.e. it can never become a bonus).
— OR —

TEETH!

  • Requires: 1 point(s) of CR
  • Benefit: A mount with this ability has long, sword-like teeth that it has learned to use to deadly effect. At the time this special ability is unlocked, the mount's bonus melee damage increases by +4 permanently. This ability can only be used by the primary rider, and only contributes to their melee attacks made while riding this mount.

War Pig (Mount)   [edit]

  • Cost (Combat Trained): 200 gp
  • Cost (Riding Trained): 100 gp
  • Weight: 280 lbs
A sized-medium boar trained as a war mount. This ferocious little guy has mean-looking tusks, hoofed feet that carry it reasonably quickly over the ground, and beady little eyes filled with hate.
This mount grants its rider the following bonuses:
Mounted CR: 3
Size: Medium (can carry up to sized-Small riders)
Intelligence: 2
Movement: Walk 40 ft.
Bonus Damage:
(if Combat Trained)
+2 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 300 lbs.
Unlockable Special Abilities:

Rambunctious Charge

  • Requires: 1 point(s) of CR
  • Benefit: Any time the rider performs a Charge maneuver while riding this mount, and the Charge attack hits the target, the rider may move an additional 5 feet after the charge is resolved, but must end the movement adjacent to the target of the charge. This movement does not provoke attacks of opportunity.

Whale (Mount)   [edit]

  • Cost (Combat Trained): 6,000 gp
  • Cost (Riding Trained): 3,000 gp
  • Weight: 45,000 lbs
Only a few species of whales are considered predators in the traditional sense. Many species of whales are filter feeders, consuming massive quantities of smaller animals, like krill, by swallowing all the water they are swimming around in. Some species, like orca, feature largish teeth for taking bites out of prey. For the most part, however, whales pose threats to nearby enemies purely because they are so big, and fully capable swimmers who can use their bulk to shoulder into enemies, often to crippling effect. As mounts, whales are fairly easy to ride, posing few risks for skilled riders, and capable of providing a very stylish means of moving through the seas.
This mount grants its rider the following bonuses:
Mounted CR: 10
Size: Gargantuan (can carry up to sized-Huge riders)
Intelligence: 2
Movement: Greater Swim 90 ft.
Bonus Damage:
(if Combat Trained)
+4 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 8,000 lbs.
Unlockable Special Abilities:

Growth Spurt

  • Requires: 1 point(s) of CR
  • Benefit: This mount is an unusually large specimen of its species. When this ability is unlocked, its size category permanently increases by 1 step, from gargantuan to colossal. This increases its carrying capacity by 1 step, from 8,000 lbs to 20,000 lbs. It is also capable of carrying riders up to one size category larger than before (up to sized-gargantuan riders are now possible).
— OR —

Airwhale

  • Requires: 5 point(s) of CR
  • Benefit: When this special ability is unlocked, this mount gains the Lesser Flight movement type, with a speed of 10 ft. Like any other movement type native to a mount, this speed can be bought up by advancing the CR, and applying the CR 'points' toward increasing the speed.

Woolly Mammoth (Mount)   [edit]

  • Cost (Combat Trained): 8,000 gp
  • Cost (Riding Trained): 4,000 gp
  • Weight: 36,000 lbs
Massive, elephant-like beasts, these pachyderms are heavily furred, with long, shaggy coats. Their tusks seem to go on forever, curving in odd, asymmetrical directions (though generally forward). They have great, domed foreheads, and the same distinctive flappy ears and elongated trunks of elephants. They appear to plod clumsily along, but move quite fast due to their size and longer gaits.
This mount grants its rider the following bonuses:
Mounted CR: 11
Size: Gargantuan (can carry up to sized-Huge riders)
Intelligence: 2
Movement: Walk 50 ft.
Bonus Damage:
(if Combat Trained)
+9 bonus damage to all of the rider's melee attacks made while riding.
Carrying Capacity: 8,000 lbs.
Unlockable Special Abilities:

Growth Spurt

  • Requires: 1 point(s) of CR
  • Benefit: This mount is an unusually large specimen of its species. When this ability is unlocked, its size category permanently increases by 1 step, from gargantuan to colossal. This increases its carrying capacity by 1 step, from 8,000 lbs to 20,000 lbs. It is also capable of carrying riders up to one size category larger than before (up to sized-gargantuan riders are now possible).