Equerry
The history of the Equerry is an odd one - hundreds of years ago, through successful negotiations, the Church of Palanos received their tithes form the Beast-Riders of the plains in people rather than wealth. The beastriders chose their most talented young females (the culture of the beast-riders would not allow the loss of the more valuable males) and sent them to Xanthios to train and create cavalry to supplement Xanthios’ already formidable infantry. Over the years, the tithing has lapsed (though it is not forgotten by the beast-rider tribes) but the ladies and their children have continued to train Templar cavalry. So much of an influence have they had, it is rare to see a male Templar Cavalry officer. The role of the Templar’s bonded mount came from the training that these ladies brought with them and the finest bonded mounts are raised by the Xanthic Equerries.
Ministration: Government (Xanthios).
Bonded Mount: An Equerry can choose the species of mount he prefers. Although a male Equerry can't choose a unicorn, he can choose virtually any other type of mount within reason. Two options are open to the Equerry:
Regardless of the species of her mount, the Equerry can improve the mount's abilities by assigning it up to half of her earned experienced points. As shown on Table 16, as the mount receives XP from the Equerry, it gains new Hit Dice. For example, assume the Equerry has received a light war horse (2 HD) as her bonded mount. The first 2,000 XP added to the horse don't affect its abilities. When the total added reaches 4,000 XP, the horse gains an additional Hit Die, becoming, in effect, a 3 HD creature.
As a bonded mount's HD increase, its abilities improve in the following ways:
A mount can gain a total of 10 HD over its starting total, up to a maximum of 16 HD. Investing 1,000,000 XP in a light war horse raises it to a maximum of 12 HD; investing 2,000,000 XP in a griffon raises it to 16 HD. Should the mount be killed, the assigned XP are lost; note, however, that wishes and similar powerful magic can revive slain mounts.
The mount makes saving throws as a fighter of a level equal to its current hit dice; that is, it uses the unmodified numbers on Table 5 in Chapter 1 of this book (a light war horse raised to 12 HD needs to roll a 7 or better to avoid the effects of paralyzation). When the Equerry rides the mount, however, the mount receives the paladin's standard +2 bonus (a mounted 12 HD war horse saves at 5 or better against paralyzation). Further, if a spell or other magical attack would affect both the mount and the Equerry, the mount automatically saves if the rider saves.
Selling or willfully slaying the bonded mount constitutes an evil act, resulting in the permanent loss of the Equerry status, along with all special kit and Templar abilities.
If her mount dies for any reason other than natural causes, the Equerry suffers a -2 penalty to all attack rolls, saving throws, and proficiency checks for a minimum of one week. These penalties persist until the Equerry completes a quest (determined by the DM) to avenge the mount's death.
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