CR3R-CL

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Riders, Mounts and Stunts

Rider (Minor Class)

A class designed to control mounts of various types, those with Rider class levels are colloquially known as jockeys. While not a class designed to teach aptitude in combat with spells or steel, they can still participate and use their mounts to turn the tides. Jockeys become familiar with a number of different mounts, and can control a mount with minimal movements.

Restrictions: None

Rider levels influence the following:

  • First Aid checks
  • Riding checks
  • Tumble checks
  • Cartography checks
  • Monster Knowledge checks (Identifying monsters only; cannot determine Weaknesses)

Uses of Rider Class

When riding a mount as a jockey, you can have the mount move and act according to your orders. No vocalizations or gestures are needed to issue such commands, however at least one hand needs to be in control of the mount in order to control and command the current mount. Controlling a mount is a Minor Action, and the jockey is able to have the mount take its Move, perform a Major Action, and perform any number of Minor Actions (within reason).

Acquiring Stunts

When a character becomes a Rider, they also learn how to get the most out of any of the mounts they ride, whether animal, vehicle or otherwise. When taking a level of the Rider class, including the first, the character is able to choose a Stunt from the Stunts available to them. Some stronger Stunts are restricted by level, limiting their use to the more experienced Riders. As a general rule, Stunts can only be performed while riding a mount, are typically not magical effects, and do not cost MP to perform.

How to Read Stunts

Example Rider Stunt

1. Name: The name of the Stunt. The symbol in front of the name shows the type of Action, if any, needed to perform the Stunt.

౦: These Stunts are always active.
: These Stunts are performed as Minor Actions. It may be possible to perform multiple Minor Action Stunts at the same time.
Ж: These Stunts are performed as Major Actions.
ᐁ: These Stunts automatically occur once the appropriate conditions are met.

2. Prerequisites: A list of the Stunts needed to be learned beforehand, if any.
3. Compatible: The types of mounts that are able to perform the Stunt in question.
4. Area: The area of the mount which is actually performing the Stunt and receiving the benefit thereof.

None: This Stunt has no effect on the mount, and instead affects the Rider and passengers.
Main: This Stunt only affects the Main Section of the mount if the mount has multiple Sections.
All: This Stunt affects the entirety of the mount.

5. Overview: A quick overview of the Stunt and its effects.
6. Effect: Detailed descriptions of the Stunt and its effects. For Stunts that refer to stats such as "Rider Class Level" or "Intelligence Bonus" (for example), refer to the jockey's stats.

List of Stunts

1st Level Rider Required

Intimidation
Prerequisites: None Compatible: Animals, Mythical Beasts Area: Main
-1 on certain checks
The mount states at a target in the same battlefield with lethal intent, intimidating and frightening them. A contested roll is made between the rider's Rider Class Level + Spirit Bonus against the target's Willpower. If the Stunt is successful, the target receives a -1 penalty to Accuracy, Spellcasting and any check of Unique Skills made with Major Action. This is a Psychic-type effect, and can only be performed once every 10 seconds (1 round).

Using this Stunt causes the mount to spend 5 MP.


౦ Remote Command
Prerequisites: None Compatible: Animals, Mythical Beasts Area: All
Command a mount from up to 30m away
With this Stunt, the jockey can be up to 30m away and issue commands to their mount. A mount that is either an Animal or a Mythical Beast is able to hear their jockey and perform the command to the best of their abilities. The mount can also perform Stunts, and the Area of those Stunts can be shifted to either Main or All as the jockey sees fit.

This Stunt has no effect while the jockey is riding a mount.


౦ Enhance Mount
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: Main or All
Strengthens the mount temporarily
This Stunt tightens the control the Rider has over the mount, increasing the mount's Accuracy and Evasion by +1. If the mount has multiple Sections, then only the Main Section receives such a bonus; if the mount has no sections at all, then the whole mount will be affected.


ᐁ Mount's Devotion
Prerequisites: None Compatible: Animals, Mythical Beasts Area: Main
If jockey would fall to 0 HP or lower, mount takes hit instead
When being ridden by a jockey at the same coordinates, if the jockey would receive damage that would reduce them to 0 HP or lower, the mount may take the damage instead. After determining the applied damage that would be dealt to the jockey, reduce the mount's HP by that much instead. If a mount has multiple sections, only the Main Section can be a substitute in this way.

This Stunt can only be used once per combat.


౦ Attack Obstruction
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: None
Rider/Passenger Evasion +1
The mount is maneuvered in such ways as to provide the rider and any passengers a +1 bonus to Evasion while riding.


౦ Elevated Attack
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: None
Rider/Passenger Physical Damage +2
When riding a mount, this Stunt increases the physical damage done by the rider and any passengers by +2. This includes not only melee attacks, but any ranged attacks and thrown weapons as well.


౦ Search Command
Prerequisites: None Compatible: Animals, Mythical Beasts Area: Main
Mount can use Track, Danger Sense and Search
The jockey can command the mount to attempt to use the Track, Danger Sense and/or Search skills. These skills are resolved using Rider class level + Intelligence bonus, and utilize the enhanced senses of the mount in order to find what the rider is looking for. In order to make a skill check, the rider must be dismounted and holding the reins of the mount.


౦ Tandem
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: None
Passengers may perform Actions at disadvantage
By shifting their weight and supporting themselves with one arm, passengers may perform Major and Minor Actions while riding along with the jockey. However, they do receive a -2 penalty to all Actions when doing so.


Charge
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: All
Increase damage by attacking after movement
Before moving, the jockey can declare a Charge. In doing so, the mount takes a Normal Move, and the first melee attack made this turn by either the jockey or mount deals an extra +1 damage per 5m moved (rounded up). The distance moved is measured by the shortest path between the mount's starting point and the attack target, regardless of the actual route taken. If the attack misses, the damage bonus is lost.

If the mount cannot take a Normal Move, this Stunt cannot be used.


౦ HP Enhancement
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: All
Mount Max HP +10
Increase the Maximum HP of all sections of the mount by +10.


5th Level Rider Required

Limit Drive
Prerequisites: None Compatible: Magitech Area: All
Runaway mount gives +2 Accuracy, +4 damage, -2 Evasion
When this Stunt is used, for the next 10 seconds (1 round), the Accuracy of all sections of the Mount are increased by +2, and all physical damage dealt by the mount is increased by +4. However, the Evasion of all mount’s sections and jockey are reduced by -2 until the beginning of the next turn.

This Stunt can only be used once per combat.


Lion's Fury
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: All
Take up to two Major Actions
If the mount has multiple sections, this Stunt can be used to give up to two of those sections a Major Action during the mount's turn. Any section that takes a Major Action with this Stunt receives a -2 penalty to their Evasion until the beginning of the next turn.


౦ Riding as One
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: None
Ride a mount using no hands
With training, the jockey can control the mount using only commands and by shifting their weight. This allows the jockey to ride while having both hands free to perform Actions with.


౦ Improved Elevated Attack
Prerequisites: Elevated Attack Compatible: Animals, Mythical Beasts, Magitech Area: None
Rider/Passenger Physical Damage additional +2 (total +4)
When riding a mount, this Stunt further increases the physical damage done by the rider and any passengers by +2, to a total of +4 damage. This includes not only melee attacks, but any ranged attacks and thrown weapons as well.


౦ Unique Skill Release
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: All
Use unique skills of mounts
With this Stunt, mount unique skills tat have "Prerequisite: Unique Skill Release" can now be used. Additionally, unique skills with "Enhance: Unique Skill Release" can be used to their full extent.


Ж Trample
Prerequisites: Charge Compatible: Animals, Mythical Beasts, Magitech Area: All
Move and attack with Area: Breakthrough
The mount runs in a straight line across the battlefield and attacks all targets on its way. Before moving, the jockey can declare they are going to trample. Make a melee attack once with any section of the mount (including the jockey) on all targets within "Range: Mount's Full Move" and "Area: Breakthrough". Accuracy is rolled for each attack separately.


Ж Magic Command
Prerequisites: None Compatible: Animals, Mythical Beasts Area: All
Mount can use magic
If the mount is one that can use magic spells, this Stunt allows the jockey to command the mount to cast a spell as a Major Action. The mount can cast spells as appropriate, such as being able to ignore metal armor penalties, the presence of the jockey, language barriers, etc.


౦ Improved HP Enhancement
Prerequisites: HP Enhancement Compatible: Animals, Mythical Beasts, Magitech Area: All
Mount Max HP additional +10 (total +20)
Increase the Maximum HP of all sections of the mount by an additional +10, to a total of +20.


౦ MP Transfer
Prerequisites: None Compatible: Animals, Mythical Beasts Area: Main
Jockey can use Mount's MP
With this Stunt, the jockey is able to use the MP of the mount currently being ridden. This Stunt is treated the same as if the jockey were using MP from a Mako Stone (though this Stunt cannot also be combined with the use of a Mako Stone when spending MP). The amount of MP that can be used in this manner is equal to the character's Rider class levels, and MP can only be transferred from the Main Section (if the mount has multiple sections).


10th Level Rider Required

౦ Improved Enhance Mount
Prerequisites: Enhance Mount Compatible: Animals, Mythical Beasts, Magitech Area: Main or All
Mount receives additional enhancements
With this Stunt, the mount is significantly more mobile, increasing the mount's Accuracy and Evasion by an additional +1 (for a total of +2). If the mount has multiple Sections, then only the Main Section receives such a bonus; if the mount has no sections at all, then the whole mount will be affected.


Ж Mounted Command
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: None
Riders and Companions Accuracy +2
By surveying the battlefield, the rider can lead others to success. As a Major Action, the jockey can grant all allies in the same battlefield (including the mount) a +2 bonus to Accuracy.


౦ Greater Elevated Attack
Prerequisites: Improved Elevated Attack Compatible: Animals, Mythical Beasts, Magitech Area: None
Rider/Passenger Physical Damage additional +4 (total +8)
When riding a mount, this Stunt further increases the physical damage done by the rider and any passengers by +4, to a total of +8 damage. This includes not only melee attacks, but any ranged attacks and thrown weapons as well.


౦ Rampage
Prerequisites: Charge Compatible: Animals, Mythical Beasts, Magitech Area: All
Additional Major Action after Charge
After making a Charge attack, the jockey can take one additional Major Action (using the section that made the melee attack from Charge) at the coordinates where they finished making their Charge.


౦ Supercharge
Prerequisites: Charge Compatible: Animals, Mythical Beasts, Magitech Area: All
Charge even after a Full Move
This Stunt allows the jockey to declare a Charge even after taking a Full Move. As with Charge, only one section of the mount (including the jockey) can make a melee attack. If the jockey uses Supercharge to make a Charge attack, they cannot also use Rampage.


౦ Overdrive
Prerequisites: Limit Drive Compatible: Magitech Area: All
All sections make additional Major Action
When using Limit Drive, all sections of the mount that receive the benefit of that Stunt may also make an additional Major Action that turn. However, after all extra Major Actions have been taken, the jockey and all sections of the mount take 10 unpreventable damage in addition to the Evasion penalty from Limit Drive.


౦ Improved Attack Obstruction
Prerequisites: Attack Obstruction Compatible: Animals, Mythical Beasts, Magitech Area: None
Rider/Passenger Evasion Additional +1 (Total +2)
The mount is maneuvered to provide the rider and any passengers an additional +1 bonus to Evasion while riding, for a total of +2.


౦ Unique Skill Perfect Release
Prerequisites: Unique Skill Release Compatible: Animals, Mythical Beasts, Magitech Area: All
Use all unique skills of mounts
With this Stunt, mount abilities that have "Prerequisite: Unique Skill Perfect Release" can now be used. Additionally, abilities with "Enhance: Unique Skill Perfect Release" can be used to their full extent.


Ж Orochi's Fury
Prerequisites: Lion's Fury Compatible: Animals, Mythical Beasts, Magitech Area: All
Take Major Actions with all sections
If the mount has multiple sections, this Stunt can be used to take a Major Action with each of those sections during the mount's turn.


౦ Balance
Prerequisites: None Compatible: Animals, Mythical Beasts, Magitech Area: None
Jockey acts independently of mount
The jockey can steady themselves while riding, allowing them to take any Action that would be possible after a Limited Move, even if the mount made Normal Move during the same turn.


Mount Chart

Below are the list of mounts available to Riders.

Name Classification Appropriate Level
Horse Animal 1 - 4
Dolphin Animal 2 - 5
War Horse Animal 4 - 7
Legendary Horse Animal 7 - 10
Divine Horse Animal 10 - 13
Hippogryph Mythical Beast 4 - 6
Pegasus Mythical Beast 5 - 7
Wyvern Mythical Beast 7 - 9
Draconet Mythical Beast 10 - 12
Lesser Dragon Mythical Beast 13 - 15
Mini Manabike Magitech 1 - 2
Manabike Magitech 3 - 6
Superior Manabike Magitech 7 - 9
Skybike Magitech 11 - 13

How to Read Mount Data

Example Mount Data

1. Name: The name of the mount. If there is a reference page, that page shows data for the mount as a monster.
2. Purchase Price / Price of Mount Contract Certificate / (Regeneration Price): How much (in Gamels) it takes to acquire the mount. The first number is the price for purchasing the mount outright, while the second price is the cost for a Contract Certificate or Contract Sphere. If the mount has multiple sections (in this book, only Wyvern, Draconet and Lesser Dragon), the cost for one dose of the "Secret Medicine of Section Regeneration" is listed after those prices.
3. Mount Data

Appropriate Level: The range of levels possible for the mount.
Intelligence: The Intelligence of the mount. As a general rule, as long as a jockey can give instructions, the mount will act according to those instructions, but will revert to instincts when not commanded.
Perception: The means of perception the mount has available.
Language: The languages the mount can speak. If the jockey and mount can speak the same language, communication between the two is possible.
Reputation and Weak Points: How well known the type of mount is, as well as any weaknesses the mount has.
Movement Speed: How fast the mount moves.
Mount Level: The statistics for the mount at each possible level. The level referenced in combat will be the same as the jockey's Adventurer Level.

4. Body Sections/Main Body Section: If a mount has multiple sections, the number of sections are listed, with a Main Section specifically noted.
5. Unique Skills: All unique skills of the mount are noted here. Unless specifically noted, a unique skill can be used after the mount has taken a Normal Move. Also, if the unique skill mentions Rider class level or Intelligence Bonus, the jockey's stats are used unless mentioned otherwise.

If the unique skill has any Stunt prerequisites, they will be mentioned here. Also, if a unique skill is enhanced by a Stunt known by the jockey, it will also be mentioned here.
6. (Description): This is the description of the mount.

Mount List

Animals

Horse Price: 5,000G/250G
App. Lvl: 1 - 4 Int: Animal Perc: 5 Senses Lang: None
Rep: 4 Weak Point: Physical Damage +2 pts. Move Spd: 30
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
1 Hoof 3 2 3 2d 2 1 25 8
2 Hoof 4 3 4 2d+1 3 2 28 9
3 Hoof 5 4 5 2d+2 4 3 31 10
4 Hoof 6 5 6 2d+3 5 4 31 11
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
Description
A typical horse, built for running long distances. Horses that allow riders have been well trained, and will listen to the commands of the rider without fail.


Dolphin Price: 5,000G/500G
App. Lvl: 2 - 5 Int: Average Perc: 5 Senses Lang: Marine Mammal
Rep: 6 Weak Point: Fire Damage +3 pts. Move Spd: 25 (Swimming)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
2 Tackle 4 4 4 2d+2 3 3 23 9
3 Tackle 5 5 5 2d+3 4 3 30 11
4 Tackle 6 6 6 2d+4 5 4 37 13
5 Tackle 7 7 7 2d+5 6 5 44 15
Unique Skills
[Underwater Only]
Cannot move outside of water, nor be mounted outside of water. While underwater, both jockey and mount can move freely and do not suffer any penalties for moving while underwater.
Description
Dolphins are able to move freely underwater, and are the premier mount for any sort of underwater travel. However, they are all but useless on land, and even transporting a dolphin mount overland is difficult. This is why dolphins are typically only seen available at Riders' Guilds near the seaside.


War Horse Price: 10,000G/1,000G
App. Lvl: 4 - 7 Int: Animal Perc: 5 Senses Lang: None
Rep: 5 Weak Point: Physical Damage +2 pts. Move Spd: 25
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
4 Hoof 7 6 6 2d+4 5 4 40 15
5 Hoof 8 7 7 2d+6 6 5 44 17
6 Hoof 10 8 8 2d+7 7 6 48 19
7 Hoof 11 10 9 2d+9 8 7 52 21
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
[Techniques]
Prerequisite: Unique Skill Release
Use the "Beetleskin" and "Bear Muscle" Techniques as Minor Actions.
Description
A professionally trained horse for combat. Under the command of an expert jockey, it is strong enough to send weak monsters scattering.


Legendary Horse Price: 20,000G/2,000G
App. Lvl: 7 - 10 Int: Animal Perc: 5 Senses Lang: None
Rep: 6 Weak Point: Physical Damage +2 pts. Move Spd: 25
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
7 Hoof 11 10 10 2d+10 9 8 60 25
8 Hoof 12 11 11 2d+12 10 9 65 28
9 Hoof 13 12 13 2d+13 12 10 70 31
10 Hoof 15 13 14 2d+15 13 11 75 34
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
[Techniques]
Prerequisite: Unique Skill Release
Use the "Beetleskin" and "Bear Muscle" Techniques as Minor Actions.
[Indomitable]
Prerequisite: Unique Skill Perfect Release
If the Legendary Horse's HP drops to 0 or less, it may make a Death Check in order to stay standing, taking actions as normal. However, if it fails a Death Check, it dies.
Description
A well-traveled war horse that grew into a legendary figure. It has excellent capabilities when it comes to defending its rider, and are often seen in to e service of high-ranking generals and aristocrats.


Divine Horse Price: 50,000G/5,000G
App. Lvl: 10 - 13 Int: Animal Perc: 5 Senses Lang: None
Rep: 7 Weak Point: Physical Damage +2 pts. Move Spd: 30
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
10 Hoof 15 14 14 2d+16 13 12 82 40
11 Hoof 16 15 15 2d+17 14 14 88 44
12 Hoof 17 16 16 2d+19 15 15 96 48
13 Hoof 18 18 17 2d+21 16 16 104 52
Unique Skills
[Loyalty]
Gain a +2 bonus to Fortitude and Willpower checks against Psychic-type and Curse-type effects.
[Techniques]
Prerequisite: Unique Skill Release
Use the "Strong Blood", "Beetleskin", "Recovery (5 HP)" and "Bear Muscle" Techniques as Minor Actions.
[Indomitable]
Prerequisite: Unique Skill Perfect Release
If the Legendary Horse's HP drops to 0 or less, it may make a Death Check in order to stay standing, taking actions as normal. However, if it fails a Death Check, it dies.
Description
A horse consecrated by the gods, it is believed that it will return from combat unharmed in order to protect its master. However, it will not allow anyone to ride it unless the rider is also without equal.

Mythical Beasts

Hippogryph Price: 15,000G/1,500G
App. Lvl: 4 - 6 Int: Animal Perc: 5 Senses Lang: None
Rep: 12 Weak Point: Slash Damage +3 pts. Move Spd: 25 / 50 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
4 Beak 6 5 5 2d+4 5 2 25 8
5 Beak 7 7 7 2d+6 6 4 35 12
6 Beak 9 8 8 2d+8 8 5 45 16
Unique Skills
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount.
[Continuous Attack]
Prerequisite: Unique Skill Release
If the Hippogryph successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Description
A winged beast capable of flight, Hippogryphs are agile mounts in combat. Capable of high speeds while flying, a Hippogryph is a formidable monster on its own, let alone under the command of a capable rider.


Pegasus Price: 20,000G/2,000G
App. Lvl: 5 - 7 Int: Average Perc: 5 Senses Lang: None
Rep: 9 Weak Point: Accuracy +1 Move Spd: 20 / 40 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
5 Hoof 6 6 7 2d+5 6 3 41 33
6 Hoof 7 7 8 2d+6 7 5 46 36
7 Hoof 8 8 9 2d+8 8 6 51 39
Unique Skills
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount.
[Poison/Disease Immunity]
Immune to all Poison-type and Disease-type effects.
[Passenger / 1]
Prerequisite: Unique Skill Release
One extra character can ride a Pegasus as a passenger. This passenger can take Major Actions without being penalized for bad footing, but can only take such Major Actions as would be possible after a Limited Move. Mounting a Pegasus as a passenger is a Major Action, but dismounting is only a Minor Action.
Description
A white horse with wings on its back, a Pegasus isn't as capable in combat as other mounts. However, they compensate by allowing a passenger to ride as well.


Wyvern Price: 40,000G/4,000G/1,000G
App. Lvl: 7 - 9 Int: Low Perc: 5 Senses Lang: None
Rep: 8 Weak Point: Accuracy +1 Move Spd: 15 / 30 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
7 Bite (Head) 9 8 11 2d+9 10 7 38 31
Wing (Wings) x2 - - 10 2d+7 9 5 29 29
Tail (Tail) - - 10 2d+6 8 6 33 26
8 Bite (Head) 10 9 12 2d+11 11 8 48 35
Wing (Wings) x2 - - 11 2d+9 10 7 39 31
Tail (Tail) - - 11 2d+8 9 7 43 29
9 Bite (Head) 12 11 13 2d+12 12 9 58 39
Wing (Wings) x2 - - 12 2d+10 11 8 49 33
Tail (Tail) - - 12 2d+9 10 8 53 32
Sections: 4 (Head / Wings x2 / Tail) Main Section: Head
Unique Skills
  • Wyvern

[Techniques]
Use the "Cat's Eyes", "Beetleskin" and "Recovery (5 HP)" Techniques as Minor Actions.

  • Head

[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half]
As a Major Action, spit an elemental mass up to a range of 20m. Upon reaching the desired distance, the mass explodes into a 3m radius area, dealing "Power 20 + Rider Class Level + Intelligence Bonus" damage to up to 5 targets in the area. The element can be one of Fire, Water/Ice, Lightning or Poison, and can be chosen upon rental or purchase of the mount. This ability cannot be used in consecutive rounds.

  • Wings

[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount. If either Wing is reduced to 0 HP or lower, this ability cannot be used.

  • Tail

[Tail Sweep]
As a Major Action, use the tail to attack up to 5 targets in the same battlefield. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.

Description
Often thought of as a "flying dragon", a Wyvern is a mount known for their ferocity. However, because they have been trained by the Riders' Guild from the time it hatched from an egg, it will provide unwavering service to their jockeys. The different types of Wyvern available vary from city to city, and not every branch of the Riders' Guild will have Wyverns available.


Draconet Price: 100,000G/10,000G/3,000G
App. Lvl: 10 - 12 Int: Average Perc: 5 Senses (Darkvision) Lang: Dragonic
Rep: 15 Weak Point: Physical Damage +2 pts. Move Spd: 12 / 25 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
10 Bite (Body) 13 12 13 2d+14 12 12 63 32
Wing (Wings) x2 - - 12 2d+9 10 10 41 16
11 Bite (Body) 14 14 14 2d+15 13 13 70 36
Wing (Wings) x2 - - 13 2d+11 11 11 48 18
12 Bite (Body) 15 15 15 2d+17 14 14 77 40
Wing (Wings) x2 - - 14 2d+12 12 12 55 20
Sections: 3 (Body / Wings x2) Main Section: Body
Unique Skills
  • Draconet

[** Immunity]
A Draconet will suffer no effects and receive no damage from certain types of elemental attacks. The element can be one of Fire, Water/Ice, Wind, Earth, Lightning, or Energy, and can be chosen upon rental or purchase of the mount.

  • Body

[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half]
Enhance: Unique Skill Perfect Release
As a Major Action, spit an elemental mass up to a range of 20m. Upon reaching the desired distance, the mass explodes into a 3m radius area, dealing "Power 20 + Rider Class Level + Intelligence Bonus" damage to up to 5 targets in the area. The element of the breath will be the same element chosen for [** Immunity] above. This ability cannot be used in consecutive rounds.

Enhance: If the jockey has the Stunt "Unique Skill Perfect Release", the Draconet can choose the targets within range, and exclude any targets they wish.

  • Wings

[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount. If either Wing is reduced to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
Prerequisite: Unique Skill Release
As a Minor Action, a Wing can ready itself to deal an additional 8 damage on their next attack. However, any Evasion Check made by either of the Wings that used this ability this turn receives a -3 penalty.

Description
A very young dragon, difficult to ride due to its fiery temperament. Only very skilled jockeys can attempt to ride one of these rare mounts, and only a few branches of the Riders' Guild even have a Draconet available. However, they are smart enough to communicate with the jockey, assuming a common language is used.


Lesser Dragon Price: 180,000G/18,000G/4,500G
App. Lvl: 13 - 15 Int: High Perc: 5 Senses (Darkvision) Lang: Trade Common, Arcana, Dragonic
Rep: 12 Weak Point: Physical Damage +2 pts. Move Spd: 15 / 30 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
13 Bite (Head) 17 17 17 2d+18 15 14 79 84
Tail (Body) - - 16 2d+16 13 16 103 30
Wing (Wings) x2 - - 15 2d+14 13 13 54 28
14 Bite (Head) 18 18 18 2d+20 16 15 92 90
Tail (Body) - - 17 2d+17 14 18 116 36
Wing (Wings) x2 - - 17 2d+16 14 14 67 32
15 Bite (Head) 19 19 19 2d+22 17 16 105 96
Tail (Body) - - 18 2d+18 15 20 129 42
Wing (Wings) x2 - - 18 2d+18 15 15 80 36
Sections: 4 (Head / Body / Wings x2) Main Section: Head
Unique Skills
  • Lesser Dragon

[** Immunity]
A Lesser Dragon will suffer no effects and receive no damage from certain types of elemental attacks. The element can be one of Fire, Water/Ice, Wind, Earth, Lightning, or Energy, and can be chosen upon rental or purchase of the mount.
[Techniques]
Use the "Strong Blood", "Beetleskin", and "Recovery (7 HP)" Techniques as Minor Actions.

  • Head

[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 14 (21)]
Prerequisite: Magic Command
Cast both Truespeech and Spiritualism Magic up to 10th level. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
Prerequisite: Unique Skill Perfect Release
Learn the Combat Feats 《Metamagic/Targets》, 《Metamagic/Distance》, 《Magic Convergence》, 《Magic Control》, 《Guided Magic》 and 《Wordbreak》.
[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half]
Enhance: Unique Skill Perfect Release
As a Major Action, spit an elemental mass up to a range of 20m. Upon reaching the desired distance, the mass explodes into a 6m radius area, dealing "Power 40 + Rider Class Level + Intelligence Bonus" damage to up to 20 targets in the area. The element of the breath will be the same element chosen for [** Immunity] above. This ability cannot be used in consecutive rounds.

Enhance: If the jockey has the Stunt "Unique Skill Perfect Release", the Lesser Dragon can choose the targets within range, and exclude any targets they wish.

  • Body

[Passenger / 2]
Prerequisite: Unique Skill Release
Two extra characters can ride a Lesser Dragon as a passenger. These passengers can take Major Actions without being penalized for bad footing, but can only take such Major Actions as would be possible after a Limited Move. Mounting a Lesser Dragon as a passenger is a Major Action, but dismounting is only a Minor Action.
[Tail Sweep]
As a Major Action, use the tail to attack up to 5 targets in the same battlefield. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.
[Large]
Unless the Body of the Lesser Dragon is reduced to 0 HP or less, the Head may not be engaged in melee combat.

  • Wings

[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount. If either Wing is reduced to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
Prerequisite: Unique Skill Release
As a Minor Action, a Wing can ready itself to deal an additional 8 damage on their next attack. However, any Evasion Check made by either of the Wings that used this ability this turn receives a -3 penalty.

Description
This dragon has just recently grown from a Draconet, but is still younger than 500 years old. The few jockeys who can tame these massive beasts are called "Dragoons", and the combined combat power is simply unmatched. Whole battlefields can be scorched with a minimum of effort, and even entire counties will respect dragoons and their mounts.

Magitech

Magitech-type mounts differ from other mounts in that they have no instincts to run off of, and are treated as though they were Constructs. Additionally, Magitech-type mounts are immune to Poison-type, Disease-type and Psychic-type effects and damage.

Mini Manabike Price: 3,000G/300G
App. Lvl: 1 - 2 Int: None Perc: Mechanical Lang: None
Rep: 6 Weak Point: Magic Damage +2 pts. Move Spd: 40
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
1 Tackle 3 3 3 2d+2 1 3 40 -
2 Tackle 3 3 4 2d+3 2 3 40 -
Unique Skills
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
Description
A mana-powered motorcycle meant for beginning riders, they are commonplace among the Riders' Guild. Not only are mini manabikes smaller and easier to handle than a living mount, they are also stronger than a living mount of the same level. An Artificer can choose to make a mini manabike when using the "Automobile" spell instead of a normal manabike.


Manabike Price: 10,000G/1,000G
App. Lvl: 3 - 6 Int: None Perc: Mechanical Lang: None
Rep: 8 Weak Point: Magic Damage +2 pts. Move Spd: 50
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
3 Tackle 6 6 5 2d+4 5 5 50 -
4 Tackle 6 6 7 2d+6 7 5 50 -
5 Tackle 6 6 8 2d+8 8 5 50 -
6 Tackle 6 6 9 2d+10 9 5 50 -
Unique Skills
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
[Grenade Launcher / Rider Class Level + Dexterity Bonus / Will / Half]
As a Major Action, launch a grenade up to 20m. Upon landing, it explodes into a 3m radius, dealing "Power 20 + Rider Class Level + Intelligence Bonus" Fire damage to up to 5 targets in the area. This ability's C Value is 10, and costs the jockey 10 MP to use (Mako Stones may help to pay this cost).
Description
A Magitech-type mount on the market at the Riders' Guild, these machines can be safely stored inside manaspheres and carried from place to place without much hassle. The standard manabike created by the Artificer's "Automobile" spell works the same as these mounts, only it doesn't require any MP to be spent in order to store or recall the bike (assuming the spell is still active).


Superior Manabike Price: 30,000G/3,000G
App. Lvl: 7 - 9 Int: None Perc: Mechanical Lang: None
Rep: 9 Weak Point: Magic Damage +2 pts. Move Spd: 50
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
7 Tackle 10 10 10 2d+10 9 9 90 -
8 Tackle 10 10 11 2d+12 11 9 90 -
9 Tackle 10 10 12 2d+14 12 9 90 -
Unique Skills
[Off-Road Handling]
Ignore all -2 penalties for poor mobility.
[Grenade Launcher / Rider Class Level + Dexterity Bonus / Will / Half]
Enhance: Unique Skill Release
As a Major Action, launch a grenade up to 20m. Upon landing, it explodes into a 4m radius, dealing "Power 30 + Rider Class Level + Intelligence Bonus" Fire damage to up to 10 targets in the area. This ability's C Value is 10, and costs the jockey 15 MP to use (Mako Stones may help to pay this cost).

Enhance: If the jockey has the Stunt "Unique Skill Release", they can choose which targets within the explosion area are damaged.

Description
A high-performance manabike, these machines can be purchased from the Riders' Guild. Larger than the standard manabike, it also had improved operations and durability, and can withstand the rigors of combat quite well.


Skybike Price: 60,000G/6,000G
App. Lvl: 11 - 13 Int: None Perc: Mechanical Lang: None
Rep: 10 Weak Point: Magic Damage +2 pts. Move Spd: 50 / 50 (Flying)
Level Fighting Style Fort Will Accuracy Damage Evasion Defense HP MP
11 Tackle 14 14 14 2d+14 14 14 140 -
12 Tackle 14 14 16 2d+16 16 14 140 -
13 Tackle 14 14 17 2d+18 17 14 140 -
Unique Skills
[Flight]
Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion to both jockey and mount.
[High-Speed Maneuvers]
Prerequisite: Unique Skill Release
When taking a Full Move, the jockey may use this ability to give both the jockey and mount the Combat Feat 《Shadow Sneak》. This ability costs the mount 50 HP to use.
[Weapon Platform]
Equip up to 3 additional armaments.
[Laser Gun / Rider Class Level + Dexterity Bonus / Evasion / Negated]
Enhance: Unique Skill Perfect Release
As a Major Action, shoot a laser at a target up to 50m away. The laser has Area: Line, and deals "Power 50 + Rider Class Level + Intelligence Bonus" Energy damage to the target. This ability's C Value is 10, and costs the jockey 10 MP to use (Mako Stones may help to pay this cost).

Enhance: If the jockey has the Stunt "Unique Skill Perfect Release", they can exclude any target within the area of effect.

Description
A manabike capable of flight, this machine is the top of the line when it comes to both offensive capabilities and maneuverability. In fact, it very well may outperform most of the riders in the Riders' Guild. The manabike created by the Artificer's "Skybike" spell is handled in the same way as this mount.

Mount Equipment List

The following are various items and equipment meant for both rider and mount.

Contract Certificates
Name Description Price (G)
Mount Contract Certificate Allows rental of a type of Animal or Mythical Beast mount 250+
Mount Contract Sphere Allows rental of a type of Magitech mount 300+
Proprietary Mount Certificate Proves ownership of a living mount 0
Proprietary Mount Sphere Proved ownership of a magitech mount 0
Mount Reduction Tag I Tag designed to control Animals and Mythical Beasts level 3 or lower 100
Mount Reduction Tag II Tag designed to control Animals and Mythical Beasts level 7 or lower 500
Mount Reduction Tag III Tag designed to control Animals and Mythical Beasts level 13 or lower 2,000
Manabike Storage Sphere Manasphere specifically designed to hold manabikes 10,000

Equipment for Animal and Mythical Beast Mounts

Animal and Mythical Beast mounts can be equipped with one weapon and one type of armor per body section. It takes 10 minutes to put on or take off mount equipment.

Mount Weapons

Blade Horn is a slashing weapon, while the rest are all bludgeoning weapons.

Name Description Price (G)
Big Horn Damage +1 800
Iron Rivet Damage +2 2,000
Flicker Hammer Accuracy +1 3,000
Blade Horn Damage +3 5,000
Mount Armor
Name Description Price (G)
Leather Barding Defense +1 300
Chain Barding Defense +2 1,000
Plate Barding Defense +3 3,000
Wind Coat Evasion +1, Defense +2 4,000
Mount Items
Name Description Price (G)
Quality Reins Riding Checks +2 1,000
Azure Amulet Mount's Fortitude +1 5,000
Crimson Amulet Mount's Willpower +1 5,000

Armaments for Magitech Mounts

Magitech mounts can equip one armament unless otherwise noted.

Magitech Armaments
Name Description Price (G)
Spiked Chain Damage +3, Evasion -1, Max HP -5 1,000
Full Cowl Armor Defense +3, Accuracy -1 2,000
Heavy Shield Defense +2, Max HP +10, Evasion -1 3,000
Magitech Items
Name Description Price (G)
Restore Kit Restores one section from "destroyed" to 1 HP. 10 min. to take effect 5,000
Repair Patch Heals 10 HP to one section. 1 min. to take effect 200
Repair Tape I Major Action to heal "Power 10 + Rider Level + Dexterity Bonus" HP to one section. 100