Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Saddle Up! - A guide to mounts and mounted combat (by RuinsFate)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nibelung" data-source="post: 6709599" data-attributes="member: 74499"><p><strong>Originally posted by RuinsFate:</strong></p><p></p><p><span style="color: #800000"><strong><span style="font-size: 18px"><p style="text-align: center">Character based support</p><p></span></strong></span></p><p></p><p>In this section, I will go over the various feat options a character can take for mounted combat, along with going over how to use your Familiar as a mount for Arcane classes, and how to ride your Beast Companion, as a Ranger.</p><p></p><p><strong>Feats:</strong></p><p></p><p>First and foremost, is the Mounted Combat Feat. It's why you're here, reading this guide. For those in Eberron, or just being allowed to take Dragonmark Feats, there is also the Mark of Handling.</p><p></p><p><strong>Mark of Handing (Dragonmark, EPG): </strong>You can use a creature’s mount powers as if you had the Mounted Combat feat.</p><p>While you are mounted on a natural beast, the mount gains a +2 feat bonus to speed and a +1 feat bonus to AC.</p><p>If you have a beast companion, your beast companion gains a +2 feat bonus to speed and a +1 feat bonus to AC.</p><p>You can master and perform the Animal Messenger and Steed Summons rituals as if you had the Ritual Caster feat.</p><p></p><p>Thanks to rules of exceptions, this wording only grants you your mount's rider powers/actions, not the ability for it to use your skill checks, or remove the -2 penalty for using it's attacks. However, I'm sure most DMs would allow you to gain the full benefit of the Mounted Combat feat, as taking this feat does preclude you from taking other, more combat or role specific dragonmark feats. The bonuses to speed and AC stack with mount items, making this feat strictly superior to Mounted Combat if it is allowed to count. Steed Summons is a nice freebie.</p><p></p><p><strong>Other mount-related feats:</strong></p><p>[sblock]</p><p></p><p><strong>Beast Rider: (Dragon 384) </strong>This is the feat that allows a Ranger to ride their beast companion. Obviously, it requires the Beast Mastery class feature. Because your beast companion is now serving as a mount, you may use mount slot items on it, but not at the same time as a companion slot item. Note that unless your beast companion is larger than you, this feat is required to get around the size restrictions in the rules. Technically, by the nature of 'this says you can, otherwise you can't', you still need it for a Large companion, but technically, the rules which say you can mount/ride any adjacent, willing creature allow you to ride your beast companion. At least, I assume your pet Gryphon would be willing? No? Really? Been hitting the dessert tray a bit too much lately and it doesn't wanna carry the extra weight?</p><p></p><p><strong><span style="color: #0000ff">Swift Rider</span>: (Dragon 385, Paragon, Elf, Mounted Combat required) </strong>+1 feat to your speed and +2 feat to speed for your mount. Again, stacks with mount speed increasing items, and a nice bonus for yourself to boot. Not a bad choice, but does not stack with Mark of Handling's speed bonus.</p><p></p><p><strong><span style="color: #800080">Valenar Rider Training</span>: (Dragon 385, Elf required)</strong> Proficiency with all simple and military spears, +2/3/4 damage bonus with them and shortbows while riding a mount. Reasonable, thematic, but there are better choices for weapons, as most characters will be going for a superior bow or spear. The best feature of this feat is the ability to use Elven Accuracy to reroll attacks your mount makes, but you're more likely to be using it on yourself. Unless going for a very specific idea using a mounts attacks, probably not worth the feat slot.</p><p></p><p><strong><span style="color: #0000ff">Spirited</span><span style="color: #800080"> Rider</span>: [Arena Fighting] (Dragon Annual 2009, any martial class, Wis 13, Mounted Combat required)</strong> Only of benefit to <span style="color: #0000ff">fighters</span> and <span style="color: #800080">warlords</span>. You may use Cleave when charging on a mount, and you may use Commander's Strike to order your mount to attack, and push 1 if it hits with that attack. Using an MBA on a charge is always a bonus, and cleave isn't a bad choice - it'sa good way to pop a minion. With regards to the Warlord part, the first part about allowing your mount to make the attack is not needed. Commander's Strike specifies 'One creature' as it's target, with 'An ally' in it's attack line. Mounts are considered your ally. RAW, it implies that it isn't allowed, but RAI, it's unneccessary. Push 1 on a hit could have some use with a mount that prones as part of it's attacks, but there are better ways to do this, usually using your own attacks. Situational at best for a warlord, and you're usually better suited granted the MBA to one of your melee types in the party.</p><p></p><p><strong><span style="color: #00ccff">Holy Steed</span>: (Dragon 388, Paladin, Paragon, Mounted Combat feat) </strong>Untyped +2 to all defences and +your cha mod to it's damage rolls for your mount while you're on it? Yes please. A solid choice for a mounted Paladin. I highly recommend this for those defending from horseback.</p><p></p><p>[/sblock]</p><p></p><p><strong>Rangers: How to ride your beast companion:</strong></p><p></p><p>All this (technically) requires is the Beast Rider feat mentioned above, and that your Beast companion be of larger size than you. But you want to ride your Bird of Prey? Want to take advantage of it's flight? The <a href="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=216" target="_blank"><strong>Beast Growth</strong></a> ritual found in Arcane Power solves this problem - it increases the raptor to medium, and it's str is treated as 8 higher for encumberance purposes. The effects only last for 8 hours in a given day, so regular use will start to add up on the material costs. A very cool option though, if you have a way around the cost. However, if you're really after a flying-mount-and-beast-companion-swiss-army-knife, then the <a href="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=386" target="_blank"><strong>Vadalis Griffonmaster</strong></a> Paragon Path (Found in EPG) is the way to go, if it's available to you (entry requirement of the Mark of Handling feat). </p><p></p><p><strong>Vadalis Griffonmaster</strong></p><p>[sblock]</p><p></p><p>The Griffon granted by this path is one of the few 'mounts' to actually scale with level, and be properly implemented in the CB. Fly speed of 8 and low-light vision are decent, but it's a pity it can't hover, which would make it truely amazing for an archer-beastmaster.</p><p></p><p>The Paragon path itself has several decent features, the best of which is probably it's AP feature, allowing the griffon to take a standard or a move action after the attack (I'm a little confused as to why it is worded this way - a standard action can be downgraded to a move action regardless, and preventing minor actions seems a little pointless.). The bonus damage if the beast attacks is just icing. A utility power to surgelessly heal your Griffon is very, very useful, it's a pity it's daily. The rituals are also a nice bonus, although perhaps slightly under-par for a lvl 16 feature.</p><p></p><p>Technically, you still require the Beast Rider feat to ride the griffon, but your DM may and should be willing to overrule this.</p><p></p><p>[/sblock]</p><p></p><p><strong>Arcane Casters: How to ride your Familiar:</strong></p><p></p><p>All this requires is the <a href="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=304" target="_blank"><strong>Familiar Mount</strong></a> ritual (Which you must cast yourself), and a little imagination as to how it works for some familiars. How exactly DO you get a saddle on a Tiny Gelatinous Cube? Note that this ritual does not actually turn your familiar into a mount, and thusly does not allow your familiar to use mount slot items (This has been ruled on by CustServ, refer to this post(x), so make of it what you will. If your familiar is to be your mount throughout the campaign, then perhaps discuss ignoring this ruling with your DM). </p><p></p><p>However, there are a couple of solid Familiar Slot Items, the Familiar's Baldric (+1/2/3 to all it's defences) or the Lucky Charm (Familiar) which allows it to shift 1 square as a free action whenever an attack misses you or it. You will shift with if you're mounted on it at the time. Many familiars also have useful senses and the ability to fly with hover. I would recommend Krika's The Pet Store(x) to aid in choosing one.</p><p></p><p><strong>Your Familiar Mount and 'Death':</strong> According to the ritual, if your mount takes the requisite amount of damage, it goes back to it's normal size and passive. If you then want to use it as a mount again, you'll have to re-cast the ritual at the end of combat (Or during it for you Magister types). Perhaps keep a Figurine of Power around for emergencies? If your familiar is destroyed, your 'mount' is gone too. Your DM may be willing to come up with a work-around for this one, if you have one of the ways to rez your familiar (Rise my Pet, sorc utility, Familiar Keeper PP), perhaps allowing it to come back in it's large, mountable form, but that's up to them, and does go against the RAW of the ritual.</p><p></p><p>If you are going to go down this road, then several of the Familiar feats become of more use:-</p><p></p><p><strong>Familiar Feats that affect it's use as a mount</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Active Familiar </strong></span>interacts a little funny with the mount rules. Technically allows you to move twice with one move action - you spend your's to command your 'mount' to move, and then, by spending a move action, you move it up to it's speed again. Slightly abusive, so your DM may disallow this reading of it.</p><p><strong><span style="color: #00ccff">Persistent Spirit</span></strong> keeps your 'mount' around one round longer should it get killed.</p><p><span style="color: #0000ff"><strong>Quick Familiar</strong></span> allows you to move your 'mount' and thusly yourself with a minor action.</p><p><span style="color: #0000ff"><strong>Shardbound Familiar (Eberron)</strong></span> A good way to keep your 'mount' alive and well.</p><p><span style="color: #0000ff"><strong>Shardbound Familiar (Khyber) </strong></span>Best for Melee or Gish familiar riders, as the "bloody an enemy adjacent to your familair" will be easy to qualify for.</p><p><strong><span style="color: #0000ff">Shared Speed </span></strong>... doesn't really change, but it's a speed bonus. (Feat bonus, so doesn't stack with Mark of Handling)</p><p><strong>Space-Bending Spirit:</strong> I would rate this better than black, but the rules on mounts and teleporting interfere with it. Also, it is only 2 square range.</p><p><strong><span style="color: #0000ff">Spellseer Familiar</span></strong>'s bonus to arcane attack rolls will always apply.</p><p><span style="color: #800080"><strong>Vigorous Familiar</strong></span> gives it Mark of Handling's speed bonus, but is artificer only, and really, if you're already using the Mark of Handling and a familiar mount, your DM should be willing to let that feat apply to it rather than tax you with this one.</p><p>[/sblock]</p><p></p><p><strong>A word on Wizard + Sorceror Familiar powers</strong></p><p>[sblock]</p><p>Thanks to the ruling on familiars and saddles, you can not use Familiar Harrier to have a 10-square teleporting mount, unless your DM is willing to allow the over-ruling of the saddle. Discuss this one with your DM.</p><p></p><p>Wizards and sorcerors have several powers that have benefits for having an active familiar, or enemies being adjacent to it, or it being in the area of a burst, etc. Remember that your familiar is in active mode while it is serving as your mount. I've rated the familiar powers below on the assumption that you're using your familiar as a mount. They will differ in use if not, obviously.</p><p></p><p><strong>Wizard</strong></p><p>[sblock]</p><p><strong>Conduit of Ice (Encounter 1):</strong> Proning any enemy in the zone is useful, especially if you need to move away, but you have to hit with the inital attack. Not brilliant, but could be handy in a pinch.</p><p><strong><span style="color: #ff0000">Familiar</span></strong></p><p><strong><span style="color: #00ccff">Harrier</span> (Utility 2):</strong> Useless, unless your DM allows you to go with your familiar, in which case, enjoy having a movement speed of teleport 10 (And thusly never provoking an OA by moving).</p><p><strong><span style="color: #800080">Melting Pool </span>(Encounter 3):</strong> Not brilliant to start with, and not helped any for mounted combat as you'll have to be within that 3 square limit as well.</p><p><strong><span style="color: #ff0000">Familiar's Call </span>(Utility 6):</strong> This would be absolutely brilliant if allowed you to remount your familiar, but the revert to passive mode kills that. If your DM allows you to ignore that part, you just gained <span style="color: #0000ff">a solid</span> way to remount in combat. </p><p><strong><span style="color: #0000ff">Repelling Sphere</span> (Encounter 7): </strong>The burst will be enlarged by your familiar mount, and it's party-friendly. A good pick.</p><p><strong>Familiar Shape (Utility 10): </strong>Really only for role-play purposes, but I'm sure you could think of a fun use for it. If not, you can at least make yourself a large mount and carry home wounded party members.</p><p><strong><span style="color: #0000ff">Circle of Protection</span> (Utility 10):</strong> A good defensive/offensive utility, although you'll probably have to fiddle with it's placement if you want the familiar bonus to the attack roll - a burst 1 is 3x3, a large mount is 2x2, see the conflict?</p><p><strong><span style="color: #0000ff">Arcane Chastisement</span> (Encounter 13):</strong> Remember, you're adjacent to your familiar while on it and gain the defensive benefit. Possibly best used by a Swordmage MCed or Hybridised into Wizard.</p><p><strong><span style="color: #800080">Thunderous Transformation</span> (Encounter 17):</strong> A solid piece of battlefield control, however, being on your familiar weakens the rider effect - you're extremely unlikely to get the 20 squares benefit due to it's range 10, and you're limited to dumping the enemy within 3 squares of your familiar (And thusly, you).</p><p><strong><span style="color: #0000ff">Dire Familiar Incantation</span> (Utility 22):</strong> A very cool power, and thanks to the size rule change, you can still ride your familiar while it's a medium creature. The flanking benefit is wasted a bit, since you yourself would grant it anyway for being in that space, but the additional control on attacks is nice.</p><p><strong>Crushing Necrotism (Encounter 23):</strong> A little short-ranged, and necrotic damage is commonly resisted, but the rider could come in handy for keeping enemies away from you and your familiar. </p><p><strong><span style="color: #0000ff">Mind-Numbing Presence</span> (Encounter 27):</strong> Dazing is good, last time I checked, and you'll shift with your familiar if the trigger goes off.</p><p>[/sblock]</p><p><strong>Sorceror</strong></p><p>[sblock]</p><p><strong>Familiar Fires (Encounter 1):</strong> Reasonably high damage, but getting the attack roll bonus will mean being adjacent to the enemy if you're on your familiar, and thusly provoking an OA (Rule-dependant, see the rules section above)</p><p><strong>Waves of Light (Encounter 1):</strong> The ability to fire the attack from your familiar is a bit moot. Radiant damage and an accuracy boost for your melee allies is nothing to sneeze at though.</p><p><strong><span style="color: #ff0000">Chaotic Strike</span> (Daily 1):</strong> Feel like blowing your mount up? Creature in burst means your familiar too.</p><p><strong><span style="color: #0000ff">Spirit Guidance </span>(Utility 2): </strong>Good for those with a lot of blast powers, especially if you're setting up for a nova-AP-turn.</p><p><strong><span style="color: #800080">Flame Entanglement</span> (Encounter 3)</strong>: Again, you'll probably provoke an OA if you use this to get the Familiar rider, and there are better sources of CA.</p><p><strong><span style="color: #800080">Pinning Darts</span> (Daily 5):</strong> Um... what? Immobilisation is nice, but really, you're a striker. A chance to retain the power only if you miss and if you choose to do no damage instead of half really isn't worth it.</p><p><strong><span style="color: #800080">Protective Familiar</span> (Utility 6):</strong> And now you're a defender. Any attack worth saving an ally from probably has fairly good odds of you blowing your mount up with this one.</p><p><strong><span style="color: #800080">Horror Blast </span>(Encounter 7):</strong> The odds of the enemy still being adjacent to get that rider effect are slim at best.</p><p><strong><span style="color: #0000ff">Flanking</span></strong></p><p><strong><span style="color: #ff0000">Familiar</span> (Daily 9):</strong> The effect line is awesome, but the u10 below does the same and more. Again with the OA comment on the attack itself, and the flanking bonus is of no benefit. Unless you REALLY have nothing better to do with your d9, skip it.</p><p><strong><span style="color: #00ccff">Shielding the Bound Spirit</span> (Utility 10):</strong> This is an enourmous durability boost for your mount.</p><p><strong>Chaos Poison Blast (Encounter 10)</strong>: The even roll effect of the rider is the better of the two. Not brilliant, but not requiring adjacency from your familiar helps it's cause.</p><p><strong><span style="color: #00ccff">Opportunistic Familiar</span> (Daily 15):</strong> Interacts a little funny with the rules for a familiar mount's HP. Either it heals it up to the max of 5+1/2lvl, or it adds on top (DM's discretion needed here). Either way, a brilliant power. Move both of you as a minor action with a speed boost, and considering your own OA is probably abyssmal, getting a useable one that keys off your main stat is solid.</p><p><strong><span style="color: #00ccff">Rise My Pet</span> (Utility 16):</strong> I want to rate it well for name alone. However, a once-per-day "Hey, my mount's back" is a solid and useful pick. You will have to recast the ritual to get it back as your mount though.</p><p><strong>Rolls of Thunder (Encounter 17):</strong> Nothing special, but again, no adjacency requirements. Push and Prone has it's uses.</p><p><strong><span style="color: #ff0000">Spiritual Venom</span> (Daily 19):</strong> Good damage, but it's of a commonly resisted or outright immunity type, and you'll be provoking an OA for using it.</p><p><strong><span style="color: #0000ff">Savior </span>Spirit (Utility 22):</strong> If your DM is allowing you to teleport with your familiar, it's <span style="color: #0000ff">great</span>, as you could take yourself and an ally out of danger, or get your defender to the front line quicker, then back yourself away. If not, at least you can take yourself along for the ride on the first part, and just not use the second. It does have a bit of competition in this level slot though.</p><p><strong>Inferno Ring (Encounter 23): </strong>Auto-damage is good, but be wary of provoking OAs from anything that would be hit by the rider effect. At least it's party-friendly.</p><p><strong><span style="color: #ff0000">Chaotic Spray</span> (Daily 25):</strong> See Chaotic Strike.</p><p><strong><span style="color: #ff0000">Lightning Backlash</span> (Encounter 27):</strong> A middling power without the familiar rider, and horrendous with it. Blowing your mount up to do a piddly 1d10+cha to everything adjacent to you (Which probably got an OA against you for using this power in the first place) is so not worth it.</p><p><strong><span style="color: #0000ff">Necrotic</span></strong></p><p><strong><span style="color: #ff0000">Storm</span> (Daily 29):</strong> Stunned is good, Dazed on a miss is good, necrotic damage is so-so, blowing up your mount for a chance to extend it probably isn't worth it.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p><strong>Familiar Paragon Paths</strong></p><p>[sblock]</p><p><strong>Familiar Keeper</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Familiar</span></strong></p><p><strong><span style="color: #800080">Keeper</span></strong></p><p>Arcane Power Source (I'm assuming this means 'any arcane class'), familiar (As in, Arcane Familiar Feat - did the person writing this one slack off a bit on the typing?). The features of this path are brilliant for mounted use, but the powers are ruined for it.</p><p></p><p><span style="color: #0000ff"><strong>Familiar Action:</strong></span> Rezzing your 'mount' for doing something you were probably gonna do anyway is great, especially when it can come back next to you in active mode. Although, again, you'll have to re-cast the ritual.</p><p><span style="color: #0000ff"><strong>Familiar Forms: </strong></span>Have one form for Flight, and one for swimming, or another useful or higher speed movement mode. Could come in handy.</p><p><strong><span style="color: #00ccff">Familiar Movement: </span></strong>No OAs for movement? Yes please.</p><p><span style="color: #800080"><strong>Familiar Surge:</strong></span> A reasonable enough power, but you'll be attacking yourself with it, due to the burst rules.</p><p><span style="color: #ff0000"><strong>Transpose Familiar:</strong></span> How does swapping places with a mount you're on work, when you share it's space? Even ignoring that, it doesn't - you'll end up underneath it. Comedic, but really bad to actually use.</p><p><strong><span style="color: #0000ff">Familiar's</span></strong></p><p><strong><span style="color: #800080">Command: </span></strong>Will-targetting <span style="color: #0000ff">dominate</span> is good, but you're <span style="color: #800080">losing your mount</span> to do it.</p><p>[/sblock]</p><p><strong>Familiar Bloodsmith</strong></p><p>[sblock]</p><p><span style="color: #800080"><strong>Familiar Bloodsmith</strong></span></p><p>Artificer with a familiar. A couple of this path's features are brilliant, but the rest are of limited use at best.</p><p></p><p><strong><span style="color: #800080">Bloodsmith</span></strong></p><p><strong><span style="color: #0000ff">Action</span>:</strong> Only of real use when using a <span style="color: #0000ff">burst</span> power as this will increase it's size, but be wary of including yourself in it.</p><p><strong><span style="color: #800080">Familiar Blood Bond:</span></strong> Your familiar is in active mode while it's your mount, remember?</p><p><strong><span style="color: #0000ff">Second</span><span style="color: #800080"> Familiar:</span></strong> The utility of being able to switch 'mounts' is handy, but you'll have to recast the ritual each time, which moots the minor action clause.</p><p><span style="color: #00ccff"><strong>Bloodbond Rebuke:</strong></span> Used right, this can completely negate an attack against your familiar, and you if it was a blast or burst.</p><p><strong>Rescue Familiar:</strong> If you need to use this, you've lost your mount anyway. Handy, but not exceptional.</p><p><span style="color: #800080"><strong>Bloodbond Swarm:</strong></span> It's a good power, but you'll likely provoke an OA for using it, and it destroys your familiar (And no, minute copies of your familiar are not rideable). At least it comes back afterwards.</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>One thing that can cause confusion is the 'takes damage' part of the ritual. It makes it sound like the Shaman's spirit companion, in that it has to take that much damage in one hit. It has been ruled (Again, by CustServ) that this is not the case. The 5+1/2level becomes your familiar-mount's HP total. I will refer you to this post(x) for more information.</p><p></p><p><strong>Familiar: Saddle Squire</strong></p><p></p><p>This familiar gives you +2 to Nature, a +1 untyped bonus to speed for your mount and the ability to mount or dismount a creature adjacent to it as a minor action. All of these are nice, especially considering the speed bonus stacks, but I hesitate to recommend it due to it's competition - many other familiars have more useful benefits. If you're JUST using it for the +1 speed for your mount, buy some Riding Boots instead. Not having the extra 1 speed is unlikely to make or break a combat, but the role-play utility of say, the Cat, or the actual combat benefits of the Gallant Hawk, Dragonling, Badger etc are far more likely to see use.<strong></strong></p><p><strong></strong></p><p><strong>Skill Power: Practised Rider:</strong></p><p></p><p>This level 6 Nature Utility Skill Power from PHB3 allows you to mount or dismount as minor action instead of a move action. Action economy is nice, however you're probably not likely to actually NEED this change, as you'll rarely need to regularly mount or dismount in combat. Would be of more use if (dis)mounting were still a standard action, but that isn't the case. If your class has a bad level for utility powers, or you're drowning in empty feat slots to take Skill Power with, you could pick it up, but there are most likely better options. (I would provide a link to the power, but for some reason skill powers are not in the compendium <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/confused.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> )</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709599, member: 74499"] [b]Originally posted by RuinsFate:[/b] [COLOR=#800000][b][SIZE=5][CENTER]Character based support[/CENTER] [/SIZE][/b][/COLOR] In this section, I will go over the various feat options a character can take for mounted combat, along with going over how to use your Familiar as a mount for Arcane classes, and how to ride your Beast Companion, as a Ranger. [b]Feats:[/b] First and foremost, is the Mounted Combat Feat. It's why you're here, reading this guide. For those in Eberron, or just being allowed to take Dragonmark Feats, there is also the Mark of Handling. [b]Mark of Handing (Dragonmark, EPG): [/b]You can use a creature’s mount powers as if you had the Mounted Combat feat. While you are mounted on a natural beast, the mount gains a +2 feat bonus to speed and a +1 feat bonus to AC. If you have a beast companion, your beast companion gains a +2 feat bonus to speed and a +1 feat bonus to AC. You can master and perform the Animal Messenger and Steed Summons rituals as if you had the Ritual Caster feat. Thanks to rules of exceptions, this wording only grants you your mount's rider powers/actions, not the ability for it to use your skill checks, or remove the -2 penalty for using it's attacks. However, I'm sure most DMs would allow you to gain the full benefit of the Mounted Combat feat, as taking this feat does preclude you from taking other, more combat or role specific dragonmark feats. The bonuses to speed and AC stack with mount items, making this feat strictly superior to Mounted Combat if it is allowed to count. Steed Summons is a nice freebie. [b]Other mount-related feats:[/b] [sblock] [b]Beast Rider: (Dragon 384) [/b]This is the feat that allows a Ranger to ride their beast companion. Obviously, it requires the Beast Mastery class feature. Because your beast companion is now serving as a mount, you may use mount slot items on it, but not at the same time as a companion slot item. Note that unless your beast companion is larger than you, this feat is required to get around the size restrictions in the rules. Technically, by the nature of 'this says you can, otherwise you can't', you still need it for a Large companion, but technically, the rules which say you can mount/ride any adjacent, willing creature allow you to ride your beast companion. At least, I assume your pet Gryphon would be willing? No? Really? Been hitting the dessert tray a bit too much lately and it doesn't wanna carry the extra weight? [b][COLOR=#0000ff]Swift Rider[/COLOR]: (Dragon 385, Paragon, Elf, Mounted Combat required) [/b]+1 feat to your speed and +2 feat to speed for your mount. Again, stacks with mount speed increasing items, and a nice bonus for yourself to boot. Not a bad choice, but does not stack with Mark of Handling's speed bonus. [b][COLOR=#800080]Valenar Rider Training[/COLOR]: (Dragon 385, Elf required)[/b] Proficiency with all simple and military spears, +2/3/4 damage bonus with them and shortbows while riding a mount. Reasonable, thematic, but there are better choices for weapons, as most characters will be going for a superior bow or spear. The best feature of this feat is the ability to use Elven Accuracy to reroll attacks your mount makes, but you're more likely to be using it on yourself. Unless going for a very specific idea using a mounts attacks, probably not worth the feat slot. [b][COLOR=#0000ff]Spirited[/COLOR][COLOR=#800080] Rider[/COLOR]: [Arena Fighting] (Dragon Annual 2009, any martial class, Wis 13, Mounted Combat required)[/b] Only of benefit to [COLOR=#0000ff]fighters[/COLOR] and [COLOR=#800080]warlords[/COLOR]. You may use Cleave when charging on a mount, and you may use Commander's Strike to order your mount to attack, and push 1 if it hits with that attack. Using an MBA on a charge is always a bonus, and cleave isn't a bad choice - it'sa good way to pop a minion. With regards to the Warlord part, the first part about allowing your mount to make the attack is not needed. Commander's Strike specifies 'One creature' as it's target, with 'An ally' in it's attack line. Mounts are considered your ally. RAW, it implies that it isn't allowed, but RAI, it's unneccessary. Push 1 on a hit could have some use with a mount that prones as part of it's attacks, but there are better ways to do this, usually using your own attacks. Situational at best for a warlord, and you're usually better suited granted the MBA to one of your melee types in the party. [b][COLOR=#00ccff]Holy Steed[/COLOR]: (Dragon 388, Paladin, Paragon, Mounted Combat feat) [/b]Untyped +2 to all defences and +your cha mod to it's damage rolls for your mount while you're on it? Yes please. A solid choice for a mounted Paladin. I highly recommend this for those defending from horseback. [/sblock] [b]Rangers: How to ride your beast companion:[/b] All this (technically) requires is the Beast Rider feat mentioned above, and that your Beast companion be of larger size than you. But you want to ride your Bird of Prey? Want to take advantage of it's flight? The [URL=http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=216][b]Beast Growth[/b][/URL] ritual found in Arcane Power solves this problem - it increases the raptor to medium, and it's str is treated as 8 higher for encumberance purposes. The effects only last for 8 hours in a given day, so regular use will start to add up on the material costs. A very cool option though, if you have a way around the cost. However, if you're really after a flying-mount-and-beast-companion-swiss-army-knife, then the [URL=http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=386][b]Vadalis Griffonmaster[/b][/URL] Paragon Path (Found in EPG) is the way to go, if it's available to you (entry requirement of the Mark of Handling feat). [b]Vadalis Griffonmaster[/b] [sblock] The Griffon granted by this path is one of the few 'mounts' to actually scale with level, and be properly implemented in the CB. Fly speed of 8 and low-light vision are decent, but it's a pity it can't hover, which would make it truely amazing for an archer-beastmaster. The Paragon path itself has several decent features, the best of which is probably it's AP feature, allowing the griffon to take a standard or a move action after the attack (I'm a little confused as to why it is worded this way - a standard action can be downgraded to a move action regardless, and preventing minor actions seems a little pointless.). The bonus damage if the beast attacks is just icing. A utility power to surgelessly heal your Griffon is very, very useful, it's a pity it's daily. The rituals are also a nice bonus, although perhaps slightly under-par for a lvl 16 feature. Technically, you still require the Beast Rider feat to ride the griffon, but your DM may and should be willing to overrule this. [/sblock] [b]Arcane Casters: How to ride your Familiar:[/b] All this requires is the [URL=http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=304][b]Familiar Mount[/b][/URL] ritual (Which you must cast yourself), and a little imagination as to how it works for some familiars. How exactly DO you get a saddle on a Tiny Gelatinous Cube? Note that this ritual does not actually turn your familiar into a mount, and thusly does not allow your familiar to use mount slot items (This has been ruled on by CustServ, refer to this post(x), so make of it what you will. If your familiar is to be your mount throughout the campaign, then perhaps discuss ignoring this ruling with your DM). However, there are a couple of solid Familiar Slot Items, the Familiar's Baldric (+1/2/3 to all it's defences) or the Lucky Charm (Familiar) which allows it to shift 1 square as a free action whenever an attack misses you or it. You will shift with if you're mounted on it at the time. Many familiars also have useful senses and the ability to fly with hover. I would recommend Krika's The Pet Store(x) to aid in choosing one. [b]Your Familiar Mount and 'Death':[/b] According to the ritual, if your mount takes the requisite amount of damage, it goes back to it's normal size and passive. If you then want to use it as a mount again, you'll have to re-cast the ritual at the end of combat (Or during it for you Magister types). Perhaps keep a Figurine of Power around for emergencies? If your familiar is destroyed, your 'mount' is gone too. Your DM may be willing to come up with a work-around for this one, if you have one of the ways to rez your familiar (Rise my Pet, sorc utility, Familiar Keeper PP), perhaps allowing it to come back in it's large, mountable form, but that's up to them, and does go against the RAW of the ritual. If you are going to go down this road, then several of the Familiar feats become of more use:- [b]Familiar Feats that affect it's use as a mount[/b] [sblock] [COLOR=#00ccff][b]Active Familiar [/b][/COLOR]interacts a little funny with the mount rules. Technically allows you to move twice with one move action - you spend your's to command your 'mount' to move, and then, by spending a move action, you move it up to it's speed again. Slightly abusive, so your DM may disallow this reading of it. [b][COLOR=#00ccff]Persistent Spirit[/COLOR][/b] keeps your 'mount' around one round longer should it get killed. [COLOR=#0000ff][b]Quick Familiar[/b][/COLOR] allows you to move your 'mount' and thusly yourself with a minor action. [COLOR=#0000ff][b]Shardbound Familiar (Eberron)[/b][/COLOR] A good way to keep your 'mount' alive and well. [COLOR=#0000ff][b]Shardbound Familiar (Khyber) [/b][/COLOR]Best for Melee or Gish familiar riders, as the "bloody an enemy adjacent to your familair" will be easy to qualify for. [b][COLOR=#0000ff]Shared Speed [/COLOR][/b]... doesn't really change, but it's a speed bonus. (Feat bonus, so doesn't stack with Mark of Handling) [b]Space-Bending Spirit:[/b] I would rate this better than black, but the rules on mounts and teleporting interfere with it. Also, it is only 2 square range. [b][COLOR=#0000ff]Spellseer Familiar[/COLOR][/b]'s bonus to arcane attack rolls will always apply. [COLOR=#800080][b]Vigorous Familiar[/b][/COLOR] gives it Mark of Handling's speed bonus, but is artificer only, and really, if you're already using the Mark of Handling and a familiar mount, your DM should be willing to let that feat apply to it rather than tax you with this one. [/sblock] [b]A word on Wizard + Sorceror Familiar powers[/b] [sblock] Thanks to the ruling on familiars and saddles, you can not use Familiar Harrier to have a 10-square teleporting mount, unless your DM is willing to allow the over-ruling of the saddle. Discuss this one with your DM. Wizards and sorcerors have several powers that have benefits for having an active familiar, or enemies being adjacent to it, or it being in the area of a burst, etc. Remember that your familiar is in active mode while it is serving as your mount. I've rated the familiar powers below on the assumption that you're using your familiar as a mount. They will differ in use if not, obviously. [b]Wizard[/b] [sblock] [b]Conduit of Ice (Encounter 1):[/b] Proning any enemy in the zone is useful, especially if you need to move away, but you have to hit with the inital attack. Not brilliant, but could be handy in a pinch. [b][COLOR=#ff0000]Familiar[/COLOR] [COLOR=#00ccff]Harrier[/COLOR] (Utility 2):[/b] Useless, unless your DM allows you to go with your familiar, in which case, enjoy having a movement speed of teleport 10 (And thusly never provoking an OA by moving). [b][COLOR=#800080]Melting Pool [/COLOR](Encounter 3):[/b] Not brilliant to start with, and not helped any for mounted combat as you'll have to be within that 3 square limit as well. [b][COLOR=#ff0000]Familiar's Call [/COLOR](Utility 6):[/b] This would be absolutely brilliant if allowed you to remount your familiar, but the revert to passive mode kills that. If your DM allows you to ignore that part, you just gained [COLOR=#0000ff]a solid[/COLOR] way to remount in combat. [b][COLOR=#0000ff]Repelling Sphere[/COLOR] (Encounter 7): [/b]The burst will be enlarged by your familiar mount, and it's party-friendly. A good pick. [b]Familiar Shape (Utility 10): [/b]Really only for role-play purposes, but I'm sure you could think of a fun use for it. If not, you can at least make yourself a large mount and carry home wounded party members. [b][COLOR=#0000ff]Circle of Protection[/COLOR] (Utility 10):[/b] A good defensive/offensive utility, although you'll probably have to fiddle with it's placement if you want the familiar bonus to the attack roll - a burst 1 is 3x3, a large mount is 2x2, see the conflict? [b][COLOR=#0000ff]Arcane Chastisement[/COLOR] (Encounter 13):[/b] Remember, you're adjacent to your familiar while on it and gain the defensive benefit. Possibly best used by a Swordmage MCed or Hybridised into Wizard. [b][COLOR=#800080]Thunderous Transformation[/COLOR] (Encounter 17):[/b] A solid piece of battlefield control, however, being on your familiar weakens the rider effect - you're extremely unlikely to get the 20 squares benefit due to it's range 10, and you're limited to dumping the enemy within 3 squares of your familiar (And thusly, you). [b][COLOR=#0000ff]Dire Familiar Incantation[/COLOR] (Utility 22):[/b] A very cool power, and thanks to the size rule change, you can still ride your familiar while it's a medium creature. The flanking benefit is wasted a bit, since you yourself would grant it anyway for being in that space, but the additional control on attacks is nice. [b]Crushing Necrotism (Encounter 23):[/b] A little short-ranged, and necrotic damage is commonly resisted, but the rider could come in handy for keeping enemies away from you and your familiar. [b][COLOR=#0000ff]Mind-Numbing Presence[/COLOR] (Encounter 27):[/b] Dazing is good, last time I checked, and you'll shift with your familiar if the trigger goes off. [/sblock] [b]Sorceror[/b] [sblock] [b]Familiar Fires (Encounter 1):[/b] Reasonably high damage, but getting the attack roll bonus will mean being adjacent to the enemy if you're on your familiar, and thusly provoking an OA (Rule-dependant, see the rules section above) [b]Waves of Light (Encounter 1):[/b] The ability to fire the attack from your familiar is a bit moot. Radiant damage and an accuracy boost for your melee allies is nothing to sneeze at though. [b][COLOR=#ff0000]Chaotic Strike[/COLOR] (Daily 1):[/b] Feel like blowing your mount up? Creature in burst means your familiar too. [b][COLOR=#0000ff]Spirit Guidance [/COLOR](Utility 2): [/b]Good for those with a lot of blast powers, especially if you're setting up for a nova-AP-turn. [b][COLOR=#800080]Flame Entanglement[/COLOR] (Encounter 3)[/b]: Again, you'll probably provoke an OA if you use this to get the Familiar rider, and there are better sources of CA. [b][COLOR=#800080]Pinning Darts[/COLOR] (Daily 5):[/b] Um... what? Immobilisation is nice, but really, you're a striker. A chance to retain the power only if you miss and if you choose to do no damage instead of half really isn't worth it. [b][COLOR=#800080]Protective Familiar[/COLOR] (Utility 6):[/b] And now you're a defender. Any attack worth saving an ally from probably has fairly good odds of you blowing your mount up with this one. [b][COLOR=#800080]Horror Blast [/COLOR](Encounter 7):[/b] The odds of the enemy still being adjacent to get that rider effect are slim at best. [b][COLOR=#0000ff]Flanking[/COLOR] [COLOR=#ff0000]Familiar[/COLOR] (Daily 9):[/b] The effect line is awesome, but the u10 below does the same and more. Again with the OA comment on the attack itself, and the flanking bonus is of no benefit. Unless you REALLY have nothing better to do with your d9, skip it. [b][COLOR=#00ccff]Shielding the Bound Spirit[/COLOR] (Utility 10):[/b] This is an enourmous durability boost for your mount. [b]Chaos Poison Blast (Encounter 10)[/b]: The even roll effect of the rider is the better of the two. Not brilliant, but not requiring adjacency from your familiar helps it's cause. [b][COLOR=#00ccff]Opportunistic Familiar[/COLOR] (Daily 15):[/b] Interacts a little funny with the rules for a familiar mount's HP. Either it heals it up to the max of 5+1/2lvl, or it adds on top (DM's discretion needed here). Either way, a brilliant power. Move both of you as a minor action with a speed boost, and considering your own OA is probably abyssmal, getting a useable one that keys off your main stat is solid. [b][COLOR=#00ccff]Rise My Pet[/COLOR] (Utility 16):[/b] I want to rate it well for name alone. However, a once-per-day "Hey, my mount's back" is a solid and useful pick. You will have to recast the ritual to get it back as your mount though. [b]Rolls of Thunder (Encounter 17):[/b] Nothing special, but again, no adjacency requirements. Push and Prone has it's uses. [b][COLOR=#ff0000]Spiritual Venom[/COLOR] (Daily 19):[/b] Good damage, but it's of a commonly resisted or outright immunity type, and you'll be provoking an OA for using it. [b][COLOR=#0000ff]Savior [/COLOR]Spirit (Utility 22):[/b] If your DM is allowing you to teleport with your familiar, it's [COLOR=#0000ff]great[/COLOR], as you could take yourself and an ally out of danger, or get your defender to the front line quicker, then back yourself away. If not, at least you can take yourself along for the ride on the first part, and just not use the second. It does have a bit of competition in this level slot though. [b]Inferno Ring (Encounter 23): [/b]Auto-damage is good, but be wary of provoking OAs from anything that would be hit by the rider effect. At least it's party-friendly. [b][COLOR=#ff0000]Chaotic Spray[/COLOR] (Daily 25):[/b] See Chaotic Strike. [b][COLOR=#ff0000]Lightning Backlash[/COLOR] (Encounter 27):[/b] A middling power without the familiar rider, and horrendous with it. Blowing your mount up to do a piddly 1d10+cha to everything adjacent to you (Which probably got an OA against you for using this power in the first place) is so not worth it. [b][COLOR=#0000ff]Necrotic[/COLOR] [COLOR=#ff0000]Storm[/COLOR] (Daily 29):[/b] Stunned is good, Dazed on a miss is good, necrotic damage is so-so, blowing up your mount for a chance to extend it probably isn't worth it. [/sblock] [/sblock] [b]Familiar Paragon Paths[/b] [sblock] [b]Familiar Keeper[/b] [sblock] [b][COLOR=#0000ff]Familiar[/COLOR] [COLOR=#800080]Keeper[/COLOR][/b] Arcane Power Source (I'm assuming this means 'any arcane class'), familiar (As in, Arcane Familiar Feat - did the person writing this one slack off a bit on the typing?). The features of this path are brilliant for mounted use, but the powers are ruined for it. [COLOR=#0000ff][b]Familiar Action:[/b][/COLOR] Rezzing your 'mount' for doing something you were probably gonna do anyway is great, especially when it can come back next to you in active mode. Although, again, you'll have to re-cast the ritual. [COLOR=#0000ff][b]Familiar Forms: [/b][/COLOR]Have one form for Flight, and one for swimming, or another useful or higher speed movement mode. Could come in handy. [b][COLOR=#00ccff]Familiar Movement: [/COLOR][/b]No OAs for movement? Yes please. [COLOR=#800080][b]Familiar Surge:[/b][/COLOR] A reasonable enough power, but you'll be attacking yourself with it, due to the burst rules. [COLOR=#ff0000][b]Transpose Familiar:[/b][/COLOR] How does swapping places with a mount you're on work, when you share it's space? Even ignoring that, it doesn't - you'll end up underneath it. Comedic, but really bad to actually use. [b][COLOR=#0000ff]Familiar's[/COLOR] [COLOR=#800080]Command: [/COLOR][/b]Will-targetting [COLOR=#0000ff]dominate[/COLOR] is good, but you're [COLOR=#800080]losing your mount[/COLOR] to do it. [/sblock] [b]Familiar Bloodsmith[/b] [sblock] [COLOR=#800080][b]Familiar Bloodsmith[/b][/COLOR] Artificer with a familiar. A couple of this path's features are brilliant, but the rest are of limited use at best. [b][COLOR=#800080]Bloodsmith[/COLOR] [COLOR=#0000ff]Action[/COLOR]:[/b] Only of real use when using a [COLOR=#0000ff]burst[/COLOR] power as this will increase it's size, but be wary of including yourself in it. [b][COLOR=#800080]Familiar Blood Bond:[/COLOR][/b] Your familiar is in active mode while it's your mount, remember? [b][COLOR=#0000ff]Second[/COLOR][COLOR=#800080] Familiar:[/COLOR][/b] The utility of being able to switch 'mounts' is handy, but you'll have to recast the ritual each time, which moots the minor action clause. [COLOR=#00ccff][b]Bloodbond Rebuke:[/b][/COLOR] Used right, this can completely negate an attack against your familiar, and you if it was a blast or burst. [b]Rescue Familiar:[/b] If you need to use this, you've lost your mount anyway. Handy, but not exceptional. [COLOR=#800080][b]Bloodbond Swarm:[/b][/COLOR] It's a good power, but you'll likely provoke an OA for using it, and it destroys your familiar (And no, minute copies of your familiar are not rideable). At least it comes back afterwards. [/sblock] [/sblock] One thing that can cause confusion is the 'takes damage' part of the ritual. It makes it sound like the Shaman's spirit companion, in that it has to take that much damage in one hit. It has been ruled (Again, by CustServ) that this is not the case. The 5+1/2level becomes your familiar-mount's HP total. I will refer you to this post(x) for more information. [b]Familiar: Saddle Squire[/b] This familiar gives you +2 to Nature, a +1 untyped bonus to speed for your mount and the ability to mount or dismount a creature adjacent to it as a minor action. All of these are nice, especially considering the speed bonus stacks, but I hesitate to recommend it due to it's competition - many other familiars have more useful benefits. If you're JUST using it for the +1 speed for your mount, buy some Riding Boots instead. Not having the extra 1 speed is unlikely to make or break a combat, but the role-play utility of say, the Cat, or the actual combat benefits of the Gallant Hawk, Dragonling, Badger etc are far more likely to see use.[b] Skill Power: Practised Rider:[/b] This level 6 Nature Utility Skill Power from PHB3 allows you to mount or dismount as minor action instead of a move action. Action economy is nice, however you're probably not likely to actually NEED this change, as you'll rarely need to regularly mount or dismount in combat. Would be of more use if (dis)mounting were still a standard action, but that isn't the case. If your class has a bad level for utility powers, or you're drowning in empty feat slots to take Skill Power with, you could pick it up, but there are most likely better options. (I would provide a link to the power, but for some reason skill powers are not in the compendium [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/confused.gif[/IMG] ) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Saddle Up! - A guide to mounts and mounted combat (by RuinsFate)
Top