Cool mounts 2 - simple solutions?

I'd make it a feat that allows a character to train a specific mount to function when he is riding or handling it as if it had effective Hit Dice (including BAB, base saves, extra feats, and ability score increases) equal to Handle Animal ranks -5 (or character level -2 for those with maxed-out Handle Animal ranks).

This is a special use of the Handle Animal skill and requires two weeks' training, a Handle Animal check with a DC of 15 + effective Hit Dice, and an animal already trained for war or for the special purpose of combat riding.

The animal does not actually have these effective Hit Dice, but its special training allows it to respond to its trainer's visual or spoken cues and act as if it had. If it is separated from its trainer, it functions as a normal animal of its kind.

This feat should be available from character level 6, so it should have a prerequisite of Handle Animal 9 ranks.
 

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I like Firelance' suggestion, as well as combining it with Jack Simth's pricing for the minor HD increase you can get from breeding {per the previous thread}

In this manner you can get an specially bred and trained heavy warhorse as a 5HD creature {max possible natural HD increase} for an additional $25,000 gp.

Elite riders would have the 'Bonded Mount' feat that grants the effects of additional HD {Bonus hp, Bonus to saves, viritual feats}

To get more response, you would then make one of these critters a Cohort...And/or add the Warbeast template for more mounted goodness.

Using Handle Animal - 5 = virtual HD means a 15th level focused rider could have a:
5HD base + 13 virtual = 18HD mount
at the cost of:
$25,000 gp and 1 feat

This makes the investment cost some, doesn't create an irreplaceable class ability, and explains why in a world of Sleep spells you can have mounted calvery.

I would suggest having the Bonded Mount give static ability boosts instead of having to calculate each mount.
 

RangerWickett said:
But where was that horse when you were 6th level? You could've used a 15-HD horse back then.
Just like the druid could have used a 15 HD wolf back at 6th level.

I guess the horse (and the wolf) is a hero by associtation. Before you bond with it, it's just some horse. Once you do, it's Fionna, the steed of Gwyn the Traveller, and she won't be going down to a single fireball.

BTW, the WotC site has a feat like that: Wild Cohort. Our gnome cleric in AoW took a riding dog Wild Cohort and so far it seems to be working reasonably well (we're ~9th level now, but Bosco the dog wasn't there for the last couple of sessions, since we were stuck in the arena).
 
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Someone up above said to treat the horse like a cohort.

Here's a thought on how to do that without a feat. Horses that survive an encounter get and amount of xp for that encounter equal to 1/4 of the xp for that encounter that their rider gets.

-Stuart
 

szilard said:
Someone up above said to treat the horse like a cohort.

Here's a thought on how to do that without a feat. Horses that survive an encounter get and amount of xp for that encounter equal to 1/4 of the xp for that encounter that their rider gets.

-Stuart
That would work, except they die in almost every encounter anyway, as soon as opponents get fireball. ;)
 

Kmart Kommando said:
That would work, except they die in almost every encounter anyway, as soon as opponents get fireball. ;)
...not if the mage casts resist elements on the party's mounts prior to combat. Or better yet, the party had the foresight to purchase some magical saddle blankets of fire resistance.

IMHO, many of the "problems with horses" are actually problems with the party not taking the proper steps to protect their mounts. Given the wide selection of spells and magic items available, it seems like it would be a no-brainer to sink a little gold into some gear and wards for those loyal steeds.

I think a HD-advanced horse, with the proper gear and buff spells, would be the perfect solution...preferably with a scaling price tag. Something like (HD squared) x 100 gp.
 
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trav_laney said:
...not if the mage casts resist elements on the party's mounts prior to combat. Or better yet, the party had the foresight to purchase some magical saddle blankets of fire resistance.

IMHO, many of the "problems with horses" are actually problems with the party not taking the proper steps to protect their mounts. Given the wide selection of spells and magic items available, it seems like it would be a no-brainer to sink a little gold into some gear and wards for those loyal steeds.

I think a HD-advanced horse, with the proper gear and buff spells, would be the perfect solution...preferably with a scaling price tag. Something like (HD squared) x 100 gp.
That's kind of a band aid, as players rarely protect themselves as well as that. While it looks like a good idea on paper, unless the players and DM work together on it, all that money they sink into their mounts becomes useless when there's a dungeon crawl, or a city campaign.
I like the idea of mounts that don't outright die, but implementing it in 3.5 throws off encounter levels and wealth by level and such.
 

The normal horse is a domesticated descendent of the High Steepe Pony which is known to be more resiliant than the normal horse

the High Steepe pony sometimes breeds with the Lowland Big Red powerful horses standing up to 30 hands high and awesome warmounts. The crossbreed Steepe-Reds arew noted for their incredible stamina, intelligence and fearelessness in battle.

The Opal River Steepe-Reds are a further refiniement on the breed and have gained almost legendary status for their intelligence and ability which at times is almost magical.

Indeed some suggest that the three known magical breeds - the Flaming Hoof, the Sea Runner and the Fey Horse are all descendents of the Opal River Red possibly affected by the latent magic of the River Opals.
 

Tonguez said:
The normal horse is a domesticated descendent of the High Steepe Pony which is known to be more resiliant than the normal horse

the High Steepe pony sometimes breeds with the Lowland Big Red powerful horses standing up to 30 hands high and awesome warmounts. The crossbreed Steepe-Reds arew noted for their incredible stamina, intelligence and fearelessness in battle.

The Opal River Steepe-Reds are a further refiniement on the breed and have gained almost legendary status for their intelligence and ability which at times is almost magical.

Indeed some suggest that the three known magical breeds - the Flaming Hoof, the Sea Runner and the Fey Horse are all descendents of the Opal River Red possibly affected by the latent magic of the River Opals.

"Cut to the chase, old man. All I wanna know is: how many hit dice?"
 

Kmart Kommando said:
That's kind of a band aid, as players rarely protect themselves as well as that. While it looks like a good idea on paper, unless the players and DM work together on it, all that money they sink into their mounts becomes useless when there's a dungeon crawl, or a city campaign.
True...there are places that you couldn't (and shouldn't) take a horse. I think a dragon's lair would be right at the top of that list. But if your travels are going to take you through the Everburning Wastelands of Fiery Death, you might want to prepare a few extra endure elements spells for your mounts and animal companions.

You are absolutely right, the DM and the player would have to work together to ensure that there are enough resources to get the job done, depending on the needs of the particular adventure. One way would be to allow the party to buff their regular horses with magical equipment, and provide extra gold to that end. Another would be to create a special breed of horse that is stronger and more resistant to magical damage, with a price tag to match, and then provide extra gold so the party can purchase these l33t ponies.

It's a matter of personal preference, I suppose. I prefer the first option: the players get to customize their mounts as needed, for less work on my end. I can see it now: "War Horse Choppers." "Pimp My Roc." Etc.
 
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