Do horses get +15 to Jump?

Noumenon

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Edit: Never mind, question was based on bad reading comprehension. Thanks to Jack Simth!

The Ride skill says "Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump." For a horse, this would almost always be the mount's Jump modifier, right? A light warhorse has 16 Str and 60 speed so it gets +15 to Jump right there, and with the Run feat while being spurred to 70 feet it would be +23. Right? That would also let it get 5 feet in the air vertically.
 
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The Ride skill says "Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump." For a horse, this would almost always be the mount's Jump modifier, right? A light warhorse has 16 Str and 60 speed so it gets +15 to Jump right there, and with the Run feat while being spurred to 70 feet it would be +23. Right? That would also let it get 5 feet in the air vertically.

Whichever is Lower. What kind of characters are you playing that have a Ride Modifier in excess of +15 at a level where you're still using normal horses?
 


Whichever is Lower. What kind of characters are you playing that have a Ride Modifier in excess of +15 at a level where you're still using normal horses?
:uhoh: There is not a lot of other options unless you know where to look for them, the DM adds them in or you are a Paladin / Ranger /Druid.
 

:uhoh: There is not a lot of other options unless you know where to look for them, the DM adds them in or you are a Paladin / Ranger /Druid.
You mean like Figurines of Wondrous Power, the Phantom Steed spell, a Stone Horse, a Hippogryph, and so on (all Core!)?

Or, you know, just don't bother with the mount at that level - it can't generally follow you into a medium dungeon anyway, it's got almost no hit points (at the level where your Ride check is reasonably likely to exceed the +15), has almost no save bonus, and tends to die even on a successful save from a Fireball. At 1st, a standard horse is fairly useful; at 10th, not so much.
 

You mean like Figurines of Wondrous Power
I'd say take a closer look at how often you can have them active. They will work for "One trick ponies" as it were, but most only function a few days out of the week. Top that off with most of them having the HP/AC of normal mounts and that ain't that great. Though the Marble Elephant can be used four days in a row and does have a decent HP to GP ratio. After those 4 days, it stops working for a month.:mad:
the Phantom Steed spell,
Sure it has great, if not incredulous speed depending on how one reads the rules, but "7 hit points +1 hit point per caster level"is more glassed jawed than most PHB mounts
a Stone Horse
It has some good points, but harness 10 is still easily gotten through at the levels you can afford to heal it [that is having spare stone to flesh spells available]. Though if the DM kindly rules it still takes Energy damage as an object [1/2 damage before applying hardness], it might survive the first Maximized fireball.
a Hippogryph
Does paying 4000 GP for the privilege of being 25 HP away from Terminal velocity really sound like a good deal? ;) Also since flying creatures are grounded if carrying more than a light load, you have only 259-269 lb of carrying capacity to work with. 300 lb. if you go without a saddle or bit & bridle. The 40 lb for the exotic military saddle is really a "damned if you do, damned if you don't" sort of deal.

Don't forget to double the weight of any barding you put on it. Don't worry about medium or heavy barding though, that just grounds mounts automatically. :( Griffons have the same carry capacity, though you get 59 HP at the cost of 8500gp
and so on (all Core!)?
:heh: More please
Or, you know, just don't bother with the mount at that level - it can't generally follow you into a medium dungeon anyway,
:hmm:and yet the big hungry monsters get down there.
it's got almost no hit points (at the level where your Ride check is reasonably likely to exceed the +15), has almost no save bonus, and tends to die even on a successful save from a Fireball. At 1st, a standard horse is fairly useful; at 10th, not so much.
Yeah, these have been problems in D&D for some time.
 
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I'd say take a closer look at how often you can have them active. They will work for "One trick ponies" as it were, but most only function a few days out of the week. Top that off with most of them having the HP/AC of normal mounts and that ain't that great. Though the Marble Elephant can be used four days in a row and does have a decent HP to GP ratio. After those 4 days, it stops working for a month.:mad:Sure it has great, if not incredulous speed depending on how one reads the rules, but "7 hit points +1 hit point per caster level"is more glassed jawed than most PHB mountsIt has some good points, but harness 10 is still easily gotten through at the levels you can afford to heal it [that is having spare stone to flesh spells available]. Though if the DM kindly rules it still takes Energy damage as an object [1/2 damage before applying hardness], it might survive the first Maximized fireball.
And yet, they're better than standard horses.

Oh - and you'll often want to use the Lions as mounts. They're only good for an hour a day, but that'll cover your charging needs, and they're daily, rather than weekly or monthly like most of them.
Does paying 4000 GP for the privilege of being 25 HP away from Terminal velocity really sound like a good deal? ;)
That's why you tack on the piddly additional sum for a Ring of Feather falling.

But yes - none of the standard purchasable mount options are any good. They're better than standard horses, though.
Also since flying creatures are grounded if carrying more than a light load, you have only 259-269 lb of carrying capacity to work with. 300 lb. if you go without a saddle or bit & bridle. The 40 lb for the exotic military saddle is really a "damned if you do, damned if you don't" sort of deal.

Don't forget to double the weight of any barding you put on it. Don't worry about medium or heavy barding though, that just grounds mounts automatically. :( Griffons have the same carry capacity, though you get 59 HP at the cost of 8500gp
:heh: More please:
*shrug* unless you're getting it as a class feature, or your searching splatbooks, none of the mount options are all that grand. This is why you don't normally see mounts in D&D - and when you do, they're generally a sign that that the character is "special" somehow (Druid, Ranger, Paladin).
hmm:and yet the big hungry monsters get down there.Yeah, these have been problems in D&D for some time.
Pity they're not treated as attended objects. That'd fix around 80% of the problems with mounts. Without Improved Sunder, you provoke if attacking them with a melee weapon - sometimes worth it, usually not. You can't generally target them with ranged weapons, and spells will *usually* ignore them (plus, you get the cool feature of the horse and rider turning into a statue with the same spell, for a nifty mounted statue).
 

That's why I think mounts should have PrCs. It would give them a needed boost in hp and add some nifty abilities, more feats, and more skill points, too.

Ciao
Dave
 
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There is that feat, Wild Cohort, so that any class can have a semi-decent mount....

What about the amber beads from MIC? They're neck slot, but nothing in the description says you have to attuneto it, so you could keep a few and put one on after using each up (1/day, last long enough easily for a single encounter). A Giant Wasp would be a pretty badass flying mount. I think that one costs ~800 gp each, very affordable at the levels horses become useless (4-6).
 

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