CR3R-CL
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
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
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 |
[Techniques]
[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half]
[Flight]
[Tail Sweep] |
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 |
[** Immunity]
[** Breath / Rider Class Level + Intelligence Bonus / Fort / Half] 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.
[Flight] |
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 |
[** Immunity]
[Truespeech Magic, Spiritualism Magic (Level 10) / Magic Power 14 (21)] 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.
[Passenger / 2]
[Flight] |
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.
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 |