Knight Ovate's Mount

A knight ovate’s mount functions like a cavalier’s mount, and gains the following qualities as determined by his favored terrain. to his favored terrain. These qualities replace the mount’s evasion and improved evasion abilities as shown on Table 3–8: Animal Companion’s Base Statistics (see the Core Rulebook).

Cold Terrain

The knight ovate’s mount gains the Arctic creature template (see Guide To: Ice Magic by Super Genius Games, Author: Owen K.C. Stephens, Copyright 2010). It also gains the following special abilities.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the mount travels over must be icy. The mount can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Snow Vision (Ex): This ability allows the mount to see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Desert Terrain

The knight ovate’s mount gains the Earth subtype. It also gains the following special abilities.

Breath Weapon (Su): The mount can unleash a breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. The breath weapon of a desert terrain mount is a cone of sand and grit that deals 1d6 slashing damage. The sand also causes living creatures to be blinded for 3 rounds. A Reflex save halves the damage and negates the blinded effect.

Dehydrate (Su): Once per day the mount can draw the moisture from an area in a 10-foot radius centered on itself. Living creatures (except the knight ovate) within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell.

Forest Terrain

The knight ovate’s mount gains the Plant type. It also gains the following special abilities.

Entangle (Sp): The mount can use entangle (caster level equals mount’s Hit Dicel) once per day, plus one additional time per day for each 5 HD the mount possesses. This ability functions like the spell of the same name. The mount and its master is immune to the effects of its own entangle. (See Advanced Bestiary by Green Ronin Publishing, LLC. Author: Matthew Sernett, Copyright 2004).

Forest Walk (Sp): This ability works like the tree stride spell (caster level equals mount’s Hit Dice. In addition, a mount can move through a wall of thorns or any similar thorn-related effect without taking damage or suffering any impairment. Forest walk is usable once per day, plus one additional time per day for each 5 HD the mount possesses.

Jungle Terrain

The knight ovate’s mount gains the Plant type. It also gains the following special abilities.

Prickle Whip (Ex): Once per day, the mount can unravel and detach one of the tangled strands that form its body. Doing so requires the same kind of action as drawing a melee weapon. This strand then functions as a whip sized for the mount, except that the damage it deals is lethal and is not negated by armor or natural armor of any value. The whip becomes stiff, brittle, and useless after 1 hour. (See Advanced Bestiary by Green Ronin Publishing, LLC. Author: Matthew Sernett, Copyright 2004).

Thorny Grasp (Ex): The mount deals automatic gore damage a successful grapple check against another creature. In addition, any creature that attempts an opposed grapple check to pin, constrict, swallow, or damage the bramble takes damage equal to the base damage for the mounts’s gore attack (unmodified by Strength). (See Advanced Bestiary by Green Ronin Publishing, LLC. Author: Matthew Sernett, Copyright 2004).

Mountain Terrain

The knight ovate’s mount gains the earth subtype. It also gains the following special abilities.

Earth Glide (Ex): The mount can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mount flings the mount back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. A knight ovate may travel with his mount while it uses this ability.

Tremorsense (Ex): The mount gains tremorsense 30 feet.

Plains Terrain

The knight ovate’s mount gains the Primitive template (see the Advanced Bestiary by Green Ronin Publishing, LLC. Copyright 2004. Author: Matthew Sernett). It also gains the following special abilities.

Fast Movement (Ex): This ability works like the barbarian's ability of the same name.

Plains Glide (Ex): This ability works like the feather step spell, but the surfaces the mount travels over must be in the plains terrain.

Swamp Terrain

The knight ovate’s mount gains the Aquatic creature template and the Amphibious quality. It also gains the following special abilities.

Breath Weapon (Su): The mount can unleash a breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. The breath weapon of a swamp terrain mount is a 30 ft. line of acid that deals 1d6 acid damage. A Reflex save halves the damage.

Swamp Stride (Ex): The mount can move through bogs and quicksand without penalty at its normal speed.

Underground Terrain

The knight ovate’s mount gains the Earth subtype. It also gains the Cave creature template. (See Advanced Bestiary by Green Ronin Publishing, LLC. Author: Matthew Sernett, Copyright 2004).

Water Terrain

The knight ovate’s mount gains the Aquatic creature template and the Amphibious quality. It also gains the following special abilities.

Vortex (Su): The mount can create a whirlpool as a standard action, three times per day. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Jet (Ex): The mount grows a special bladder that can be used to expel water very quickly while underwater for a burst of speed. The mount can use this ability once every 1d4 rounds to increase its swim speed by 30 feet, but it must move in a straight line. This ability can be used as part of a charge.