Mar 032011
 

The Chimera, once thought impossible to tame, has become a challenge to a few brave souls.  Few have mastered this talent, as many others have fallen to the beast, or been horribly mauled.  However, those who are successful in dominating this beast gain a fiercely loyal companion.

Prospective riders must be present at the creature’s birth/creation, and must take part in its training (anywhere from the first three to five months of its life).  It’s imperative that the rider work with a trainer (an expensive trainer), following his every instruction.  It’s equally important that both the rider and trainer be of equal or higher level than the Chimera at all times, in order to maintain dominance over the creature.  This is made all the more difficult because of the creature’s three heads.

In the training, all three of the heads must learn obedience, and the creature and master must learn to work together. By the end of training (if successful), the rider will have bonded with a fiercely loyal mount, one that will most likely never take on a new master (it’s not the “instructions” that the mount follows, but the master who was with it for the first few months of its life).  The mount will give its life to protect its master, fighting to the death, and certainly knows no better purpose.

As part of its training, the creature is restricted from developing its intelligence.  It can’t speak, and only understands the commands of it’s rider.  Also, while mounted, the creature can’t fly.  Because of this, the creature has been improved in other ways.  Namely, the Chimera Mount has learned to use its wings to assist in its land-based movement (increased speed, climbing and jumping), and while mounted, it and the rider gain a small bonus to their AC and Reflex.  As the rider gains levels, so too does the Chimera Mount, though only up to level 12.

Quite simply, the devastating Chimera (brutish in nature) has been dominated and reduced to a weaker skirmisher.  It’s a very nervous creature, one that is prone to throwing fits if left apart from its rider for more than a day.  It’s a high maintenance, protective creature, because it relies on its master to make decisions.  Even when near its rider, it can still sometimes be a nervous, skittish creature (though that doesn’t diminish its effect it has on those nearby).

The creature will not accept another single rider, but will allow a second rider.  Should the creature and master ever be separated for more than two weeks, the bond between them will be forever broken, and the chimera will be forced to think and fend for itself (becoming a full-grown, 15th level, elite brute Chimera).  However, before the Chimera Mount starts to change into its more powerful, independent self, there is a small window of opportunity for someone new to dominate the creature, requiring a successful one-on-one fight with the Chimera Mount, followed by an immediate difficult Nature check.

Image by Rebecca Kemp, from Becky’s Wildlife & Fantasy Art.

Chris Stevens

In Chris's opinion, the very best vices are dirt bikes, rock music, and gaming, while the very best medicine is fatherhood. If he could just learn to balance them all, he'd live forever. He's much more creative than intelligent, often wakes up belligerent, and ponders many things insignificant. Lastly, in an effort to transform his well-fed body, P90X, Roller Blades, and Food are all laughing at him. And the pain continues.

  4 Responses to “Chimera Mount (steal this mount)”

  1. Very cool, and comes jam packed with a lot of flavor to go along with it.

    I’d be a little concerned with how many types of actions the chimera gets, as these are essentially a host of new powers for the players. This is made up for, in part, with how difficult it is to get and keep the mount. Such a powerful item, would have to be a plot point in one of my games, with other groups wanting the capture the mount.

  2. It looks good, but it also looks like it would probably not match up with other level 9 mounts in terms of power. if you were going to “award” a mount of this caliber to a player, it should probably be like a level 10 or 11 magic item. You might be able to let it fly though… just a very slow fly speed. Maybe check out the L.5 Bat Mount that can fly but has a maximum altitude when someone mounts it.

  3. The chimera is one of my favorite old school mythological monsters whose D&D miniature I love – though the one I have isn’t the one in the image above. Did they re-release the chimera or is that one from a different minis line?

    Although my playgroups haven’t focused on mounts and mounted combat in D&D 4e much for some reason, I’ve been thinking more about it lately, including the reasons and the “cool factor” of the right mount for your character. A chimera fits that bill!

  4. @ Brian and Shinobicow

    I think there is a great diversity in the power of mounts, regardless of their level in the game. I can’t seem to find a baseline with which to start, so I go as it flows. You know? I sure liked writing it, though, as the Chimera is not normally a mount.

    @ Kilsek

    The Chimera is part of a series of replica collectibles, which I attach to acrylic bases and sell in The Store. Your players may have shied away from using mounts because they think they’ll lose the ability to use several of their powers/actions, but if I remember correctly, most (if not all) of a character’s powers still get to be performed while riding a mount. Anyone know differently?

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