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Divine Cohort (3.5e Feat)

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Created By
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Date Created: 11-17-09
Status: -Complete
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Balance: Rogue


Divine Cohort {{#set:Type=General}} Summary::You have a spiritual bond with a extraplanar animal, and your deity allows you to call it to your side. Prerequisites: {{#arraymap: Must select a devoted alignment, able to cast divine spells|,|x|Prerequisite::x}}Benefit: You gain a paladin's special mount. The special mount arrives from its home outer plane, following all the rules as a normal paladin's mount. While you may not be a paladin, you do have to be devoted to an alignment, chosen upon getting this feat. If you ever vary from that alignment you lose the benefit of this feat until you atone (see atonement).

The standard mount for a Medium character is a heavy warhorse, and the standard mount for a Small character is a warpony. Another kind of mount, such as a riding dog (for a halfling character) or a Large shark (for a character in an aquatic campaign) may be allowed as well. A special mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). Like a druid, the DM pay permit stronger mounts with a reduction of your effective level of special mount benefits, similar to a druid's animal companion.Special: Paladins who take the divine cohort feat gain a special mount cohort in addition to their normal special mount. Although the two abilities are similar, they follow different sets of rules and must be tracked separately.

You can only ever have one divine cohort at any given time.

Like a paladin's special mount, your divine cohort improves as you gain experience. Although the divine cohort improves significantly compared to others of its kind, its abilities do not rival those of a paladin's special mount.

The Divine Cohort
Character Level Bonus HD Natural Armor Adj. Str Adj. Int Special
1st-4th +0 +1 +0 5 Empathic link
5th-7th +2 +3 +1 6 Share saving throws
8th-10th +4 +5 +2 7 Improved evasion
11th-14th +6 +7 +3 8 Improved speed
15th-20th +8 +9 +4 9 Spell resistance

Special Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Standard animal mounts have extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The character cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the character has the same connection to an item or place that her mount does, just as with a master and his familiar.

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

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the character's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s character level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.



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