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Best Paladin Mounts and uses thereof: Let's Break it Down
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<blockquote data-quote="Wolfwood2" data-source="post: 3578768" data-attributes="member: 39394"><p>At the moment my Age of Worms paladin is still a lowly level 3, but I want to make sure I understand all the best ways to use a paladin's mount at higher levels.</p><p></p><p>Let's first make sure I understand how the mounted feats work together.</p><p></p><p>1. Ride-by Attack is a modification of the charge action, and works with all effects that enhance charge (like a lance doing double-damage or the spell Rhino's Rush), correct?</p><p></p><p>2. Spirited Charged is a feat that enhances the effect of a mounted charge rather than its own action and so works with both Ride-by Attack, Rhino's Rush, and all other charge enhancing effects, correct?</p><p></p><p>3. Both Ride-by Attack and Spirited Charge work when riding a flying mount, there being nothing in the text limiting it to land movement, correct? (Although it seems a flying mount would require the wing-over feat to do a ride-by attack two rounds in a row.)</p><p></p><p>4. Do you still gain the +2 to-hit when using Ride-by Attack, even though the attack is not taking place at the end of the charge?</p><p></p><p>Okay, on to the mounts themselves.</p><p></p><p>1. Is there any guidance as to how a paladin might 'switch out' his mount for a more powerful mount as the character gains levels? When reaching 8th level for example, can a player simply declare, "I want my mount to be a griffon now"? </p><p></p><p>The core rules appear silent on this issue. On the one hand, the SRD states, "The mount is the same creature each time it is summoned, <strong>though the paladin may release a particular mount from service</strong>."</p><p></p><p>Rules are given in case of the mount's death, "Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls."</p><p></p><p>However, if these rules were meant to be used in case of dismissal as well as death you would think it would say so. The entry on Familiars does, saying, "If the familiar dies or is dismissed by the sorcerer, the sorcerer must-"</p><p></p><p>Has this ever been explored in any supplements?</p><p></p><p>Finally, I'm wondering if anybody has thoughts on the best paladin mounts at any given level. It seems to me that the benefits of a flying mount are great enough that a paladin should acquire one as soon as possible, barring an all-Underdark campaign or something.</p><p></p><p>However, how does a griffon stack up against a pegasus stack up against the other possibilties listed in the DMG? (I don't have my DMG on me at the moment.)</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3578768, member: 39394"] At the moment my Age of Worms paladin is still a lowly level 3, but I want to make sure I understand all the best ways to use a paladin's mount at higher levels. Let's first make sure I understand how the mounted feats work together. 1. Ride-by Attack is a modification of the charge action, and works with all effects that enhance charge (like a lance doing double-damage or the spell Rhino's Rush), correct? 2. Spirited Charged is a feat that enhances the effect of a mounted charge rather than its own action and so works with both Ride-by Attack, Rhino's Rush, and all other charge enhancing effects, correct? 3. Both Ride-by Attack and Spirited Charge work when riding a flying mount, there being nothing in the text limiting it to land movement, correct? (Although it seems a flying mount would require the wing-over feat to do a ride-by attack two rounds in a row.) 4. Do you still gain the +2 to-hit when using Ride-by Attack, even though the attack is not taking place at the end of the charge? Okay, on to the mounts themselves. 1. Is there any guidance as to how a paladin might 'switch out' his mount for a more powerful mount as the character gains levels? When reaching 8th level for example, can a player simply declare, "I want my mount to be a griffon now"? The core rules appear silent on this issue. On the one hand, the SRD states, "The mount is the same creature each time it is summoned, [B]though the paladin may release a particular mount from service[/B]." Rules are given in case of the mount's death, "Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls." However, if these rules were meant to be used in case of dismissal as well as death you would think it would say so. The entry on Familiars does, saying, "If the familiar dies or is dismissed by the sorcerer, the sorcerer must-" Has this ever been explored in any supplements? Finally, I'm wondering if anybody has thoughts on the best paladin mounts at any given level. It seems to me that the benefits of a flying mount are great enough that a paladin should acquire one as soon as possible, barring an all-Underdark campaign or something. However, how does a griffon stack up against a pegasus stack up against the other possibilties listed in the DMG? (I don't have my DMG on me at the moment.) [/QUOTE]
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