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Available Mounts & Pets

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Mounts & Pets

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Mounts and pets are common in the Old World. Players may desire to have these to increase travel speed or aid them in battle. Standard mounts such as horses can be purchased in most towns. These types of mounts are non-combat mounts. Non-combat mounts may not participate in battle. They are used for travel purposes only.

Players who wish to use mounts in battle must either have the Rider or Beast Master ability. Once a player has this ability they may gain a follower such as a mount or pet that will level like any normal follower.  This does not replace a sentient follower like an NPC. The mount or pet statistics and abilities will level like a player but will be based on the creature’s specific base stats. Leveling a mount or pet will be outlined in this section. Some creatures will need to be captured and tamed while others will be purchasable. This will be clearly defined in this section of the book.

 

Taming

 

There are two types of tames, in addition to domesticated creatures. Domesticated creatures can be purchased as pets or mounts. These creatures require the beast master or rider trait to be used in combat.

 

Other creatures can be captured and tamed. However, the requirements for doing so vary. The two categories are creatures that are Savage Tames and Noble Tames.  

Multiple Followers

 

Players will not be allowed to have more than two followers. One beast and one sentient. If a player captures a beast and later wishes to capture an additional beast they may do so. However, the current follower will be replaced by the new one. If players have a home or location that they own that can support care for the first beast it may return to this location and be kept. However only one beast will be allowed to follow the player at a time. If the player has no home location, than one beast will have to be released.

 

Non-combat pets have no limitations outside of not being present in combat situations. This includes non-combat mounts such as common horses.

 

Leveling

2 Attribute Points, 5 Points HP, 2 Ability Points

Mounts and pets that are followers, level similarly to players. However, pets and mounts do not have independent stats for skills. They use the same rules as creatures in the bestiary. This means that the player may level the core five attributes of these followers.

 

When these creatures are leveled they gain 2 attribute points, 5 hit points, and 2 ability points just like players. These points may be spent on Beast Abilities covered in a later section of this book.

 

Level one stats for all pets and mounts are covered in a separate section of this site. These are the stats that should be used as a baseline for leveling. Unlike player characters however, they may not be adjusted below the baseline. They may only be increased and cannot be traded between skills.  

 

Base stats effect long term numbers as well. Anytime a creature has a positive or negative number to 10 that number changes the cap for that attribute. For example, if a creature had a base strength of 12 than the cap number would be 32 instead of 30 as normal. This applies to negative numbers as well. For example a creature with a starting intelligence of 3 could only achieve a maximum intelligence score of 23.

Savage Tame

 

A savage tame would include any creature that is wild and vicious to players. All savage tames require Beast Master to be tamed. To tame these beasts they cannot be attacked. If the creature is attacked it will enter standard battle. At this point, the player has been deemed an enemy and they will not be able to capture this creature. If, however, the player avoids attacking the creature they can begin the taming process.

 

To successfully tame the beast they must avoid attacking and feed the target creature its preferred food for 5 rounds. The creature itself may continue to attack the player, but they must not retaliate.

 

If the player has fed the target successfully and has not injured the beast for 5 rounds they may approach the beast without it attacking them. Once in base contact, they may do a spirit check TN11 to tame the beast.

If they are successful they will have captured a tamed creature. This can include a mount or pet. If they fail the spirit check the beast will then attack and normal combat will continue.

 

A player may attempt to tame the beast earlier than 5 rounds. To do so, the player must be in base contact and pass a higher TN. The TN will increase by +2 for each round earlier the player attempts to tame.  

 

Noble Tame

 

A noble tame is a creature with a noble spirit that must be subjected through might. These creatures will lend their might to beings they deem worthy. To tame these creatures requires combat.

 

For a player to successfully tame a beast that is a noble tame they must fight it in one-on-one combat. No outside help can be used. If a party of players encounters a beast that is a noble tame and one player wants to attempt to tame it the other party members must flee.

 

The lone player may then engage the beast in combat. If the player is able to successfully defeat the beast reducing it to unconscious then the player will gain the aid of this creature.

 

If the player is defeated by a noble tame, the creature will not join the party. However, noble tames will rarely kill a defeated opponent, so the player will be reduced to 1 HP.

 

Raised Tame

Some creatures fall into a special form of training. These creatures will only aid those that raise them from infancy. To acquire such pets or mounts require players to care for them as non-combat pets for a duration of time. This may be due to the particularly skittish or uncontrollable nature of wild variants of these creatures.

These types of beasts may in some situations be purchasable, but  only as young. The duration of time required to raise the creature to adult hood will vary depending on the type of creature.

Armor

Many creatures can be equipped with weapons and armor. Armor will follow similar rules as player armor. Creatures can be equipped with light, medium, or heavy armor. Players can purchase mount armor from any blacksmith. The GM may decide whether the armor is an in-stock item or if it needs to be crafted. Rune armors are possible, but mounts can only have a single armor item, so they can only use a single rune at a time.

 

Light Armor: Light armor will give a minor bonus to defense with no hindering effects on the creature. (Roll T2 on weight table)

 

Medium Armor: Medium armor reduces Parry -1. However, will add more significant defense. (Roll T4 on weight table)

 

Heavy Armor: Heavy Armor Reduces Parry -3, and Pace -1. However, it adds the most armor value to the creature. It also gains the rating Heavy. Including all heavy armor bonuses. (Roll T6 on weight table)

Armor Value

Natural Armor + Item Armor Value = Armor Score

 

All mount armor is unique. This means that it must be crafted for any creature that receives it. If it is a stock item that can be purchased, the same rules as crafting must be applied. To craft such armor, first the player must have or buy the required materials. The exact recipe will be decided by the GM.

 

Once the recipe is met the armor will need to be crafted by a master blacksmith. The easiest way to accomplish this is through NPC’s but some players may have blacksmithing skills.

 

Once the armor value is determined and is paid for, or the player has purchased a pre-created item, the player must roll for the completed items armor value. To do this use the Armor Stat Roll Table. For Light armor roll T2, Medium T3, and Heavy T4. Multiply the armor value from the table by 10. This will be the resulting armor value of the item and should be added to the natural armor of the creature. Rune smithing uses the same rules as any other rune smithed item.

 

Weapons

Natural Weapon Dmg + Weapon Dmg = Attack Dmg

Weapons can be purchased or crafted in the same way as armor. However the stats will be rolled on the Weapon Stat Roll Table. All creature weapons will be rolled as Melee D4 values. The resulting value will be added to the creature’s natural paired attack. For example if the creature has a claw attack and you added a weapon to its claws it would do damage equal to the claws plus the weapon.

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Mounted Combat

To mount or dismount from a creature is a turn action. While mounted, both the player character and mount can use all appropriate attacks they would normally use. Attacking from a mount with a melee weapon requires the appropriate reach. For size 3 or 4 mounts, reach 1 is required. For mounts size 5+ reach 2 is required.

Ranged attacks from mounts suffer a -4 shooting or agility penalty. This can be negated by not moving the mount this turn, or with the Riding Master ability. The rider may not shoot and then move without penalty. The creature must not move at all to negate this effect.

When a mounted combatant is pushed using an attack that has Push greater than the target push resist of the rider, they will be knocked off the mount and suffer a 2D10 blunt damage from the fall.

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Mounted Combat

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Agile

 

Ability Points: 1

Requirements: Level 1+, Agility 12+,

 

This beast has natural agility giving it a bonus to situational skills.

 

Effect: Advantage on athletics checks. (Active)

 

Alertness

 

Ability Points: 1

Requirements: Level 1+, Spirit 12+,

 

Instinctively aware to a higher level, this creature is alert to sights.

 

Effect: +2 on notice checks involving sight or hearing.(Active)

 

Armor Mastery

 

Ability Points: 3

Requirements: Level 1+, Strength 14+,

 

Long use has made this creature more capable while wearing heavy equipment in battle.

 

Effect: +10 Armor score.

 

Beast of Burden

 

Ability Points: 3

Requirements: Level 10+,  Strength 20+,

 

This creature has a large mass and big muscles. Might as well put them to use…

 

Effect: +20 Carry Capacity.

Berserk

 

Ability Points: 2

Requirements: Level 1+, Strength 14+,

 

When injured in combat the savage nature of this beast returns.

 

Effect: +5 Direct Damage, +2 Fighting modifier. Enemies have advantage. +1 Fatigue every 4 rounds (No Ranged) (Active) Exit berserk INT check = TN 15

Blessed

Ability Points: Not Purchasable

Requirements: Level 1+, Spirit 10+,

The gods have favored this beast with an unnatural talent.

Effect: Some unique boon is bestowed on this creature. This is entirely RP based.

Brave

Ability Points: 2

Requirements: Level 1+, Spirit 12+,

Well trained or seasoned, this beast shrugs off fearful sights in the heat of battle.

Effect: Fear effects are reduced by 1. (Frightened = no effect, Terrified = Frightened, Horrified = Terrified) (Passive)

Counterattack

Ability Points: 3

Requirements: Level 8+, Agility 20+, Fighting 20+

Savage rage has its place. Opportunistic creatures know how to use this at the right time.

Effect: Roll an attack roll when an enemy attack misses.(Melee Only) (Active)

Disciplined

Ability Points: 3

Requirements: Level 10+ Intelligence 10+, Fighting  10+,

This creature has been trained to follow its master well.

Effect: Mount or Dismount are free actions for the master.

Devastating Charge

 

Ability Points: 3

Requirements: Level 10+ Agility 20+, Fighting  20+,

This creature has learned to effectively use speed for itself and the rider.

 

Effect: If the creature has moved more than 6 this turn: +10 damage to first attack by mount and rider. (Active)

Fearless

Ability Points: 3

Requirements: Level 10+, Brave, Spirit 20+,

This creature has no fear. It finds even the most daunting situations mundane.

Effect: Immune: Fear. (Passive)

Ferocity

Ability Points: 2

Requirements: Level 1+, Agility 18+, Strength 18+

This creature attacks with such aggressive fury that some foes may fear them.

Effect: Critical hits reduce target fear threshold by 1. (Passive)

Fleetfooted

Ability Points: 2

Requirements: Level 1+, Agility 16+

This creature has an energetic step that outpaces its brethren.

Effect: +1 Pace (Passive)

Frenzy

Ability Points: 3

Requirements: Level 1+, Agility 12+, Fighting +14

This beast uses its natural talents to explore additional opportunities for attack. Making more hits with natural skill.

Effect: Make an extra attack as a free action. (Does not stack with dual wield or shield bash) (Active)

Graceful

Ability Points: 3

Requirements: Level 8+, Intelligence 15+ Agility 16+

This beast has learned to use its natural abilities to avoid unwanted attacks.  

Effect: Disengage from combat without prompting an attack of opportunity. (Active)

Hard to Hit

Ability Points: 3

Requirements: Level 8+, Stamina +18

This beast ducks and weaves like a practiced fighter. They make their opponent work for each hit.  

Effect: +5 Parry

Hardy

Ability Points: 3

Requirements: Level 1+, Stamina +15

This beast has an unbreakable will to survive. It will fight to the very last breath in its body.

Effect: When taking damage that reduces your creature to 0 HP, reduce to 1 instead. Once per battle. (Passive)

Hunter

Ability Points: 2

Requirements: Level 1+, Intelligence 10+

Your creature has natural instincts that aid in the hunt.

Effect: -3 Hunting TN. (Passive)

Heavy Armor Mastery

Ability Points: 4 (2 with Medium Armor Mastery)

Requirements: Level 1+, Strength 18+

Your creature has learned to use heavy armor effectively. It no longer suffers a penalty from heavy armor.

Effect: No heavy or medium armor penalty.

Mighty

Ability Points: 2

Requirements: Level 1+, Size Unlocked, Stamina 15+,

This beast outsizes its more common brethren. Standing taller,

broader, or heavier than others.

Effect: +1 size including all benefits. (Passive)

Medium Armor Mastery

Ability Points: 2

Requirements: Level 1+, Strength 14+

Your creature has learned to use medium armor effectively. It no longer suffers a penalty from medium armor.

Effect: No medium armor penalty.(Passive)

Natural senses

Ability Points: 3

Requirements: Level 1+, Spirit 14+,

This creature has heightened senses verging on precognition. When surprise events happen, this beast is the first to respond and does so with surprising speed.

Effect: +4 on Athletics checks when ambushed. (Active)

Overwhelming force

Ability Points: 2

Requirements: Level 1+ , Stamina 15+,

This beast strikes with fear-inducing ferocity.

Effect: Critical hits reduce target fear threshold by 1. (Passive)

Protective

Ability Points: 2

Requirements: Level 1+, Spirit 15+,

When this creature’s master is threatened, this creature works to defend its master.

Effect: When in base contact with ally and attacking foe, they may take incoming damage in place of ally. (Passive)

Rampage

Ability Points: 3

Requirements: Level 1+, Stamina 14+

Your creature loses control in battle fighting more fiercely the longer the battle goes on.

Effect: +5 Damage on critical hits, stacks for each critical. Attacks closest target. (Passive)

Signal

Ability Points: 1

Requirements: Level 1+, Intelligence 14+

Your creature has learned what you value and knows how to make it clear. It knows how to inform the player clearly.

Effect: Creature can inform player of loot or items.  (Passive)

Stealthy

Ability Points: 2

Requirements: Level 1+, Agility 16+

Your beasts’ natural instincts make it invisible in the right situations. Sticking to shadows by instinct. Light of foot and swift of senses.

Effect: +4 Stealth Score. (Passive)

Strider

Ability Points: 2

Requirements: Level 1+, Agility 16+

Your creature has a wide stride and has learned to avoid shaky ground, sticky mud, and other impeding elements.  

Effect: No terrain penalty. (Passive) Split movement.

Survivalist

Ability Points: 2

Requirements: Level 8+, Spirt 18+

Your creature is resistant to even severe blows and has an indomitable spirit.

Effect: When taking damage that reduces your character to 0 HP, reduce to 1 instead. Once per battle. (Passive)

Sweep

Ability Points: 3

Requirements: Level 8+, Agility 20+

Your creature has mastered wide dangerous swings. It uses its size to aid its attacks.

Effect: Roll your attack & damage and use results against all foes in reach. (Once per turn) (Active)

Swift

Ability Points: 2

Requirements: Level 1+, Flying, Agility 16+

This creature has swift wings that outpace its brethren. It can swoop and dive faster than the others of its kind.

Effect: +1 Pace (Passive)

Thick Skinned

Ability Points: 2

Requirements: Level 1+, Strength 18+

This creature has a tough hide that resists more than ordinary damage.

Effect: +12 Armor (Passive)

Trained

Ability Points: 2

Requirements: Level 1+, Intelligence 16+

This creature has experienced battle and learns to keep calm. It follows orders better than most.

Effect: +2 Fighting Modifier (Passive)

Yoink!

Ability Points: 2

Requirements: Level 1+ , Stamina 15+,

Yoink! Pulling a friend out of harm’s way or simply helping out.

Effect: Grab and carry a friendly target 2 sizes smaller than this creature while moving. (Active)

Beast Abilities

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