Dungeonscape: Is the Paladin Mount replacement a viable option?

Assuming you’d be able to [i]use[/i] the PHB mount, the Dungeonscape Divine Spirit is


It certainly has some nice options there but going from 2 hours per paladin level to 1 round per paladin level changes it from an all day companion to a single battle buff at best.

It only has a land speed and moves slowly at that, large scale or tactical battles with a lot of movement will render it fairly useless. If it cannot be made to jump then it may not even be able to get around a battlefield at all. Line of sight can be blocked in so many ways as well that the effect might not even last a full round.

I like the idea behind it, especially for games where a mount would be impracticle, but I would definately hesitate to get this option.
 

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The spirits are a lot stronger for your average Paladin who rarely uses his mount in combat.

For a Paladin who uses his mount in combat all the time, the mount is better.

Dr 10/-, Fast Healing 10 for all adjacent allies, +5 sacred bonus to attack and damage for all adjacent allies, and triple lay on hands is pretty darn nice. Far more powerful than the special mount.

Yes, you can only do those things 1/day, but it is still pretty darn powerful.
 

It's stronger in that it has more times when it'd be useful. But that isn't a bad thing, I don't think, and "a bit stronger" is fine. Sounds pretty cool to me. I'd let it in my game.
 

Mistwell said:
Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, "
This still leaves open the question of whether an enemy can occupy the spirit's space.

Nit-picky, I know, but this is the Rules forum. ;)
 

Joshua Randall said:
This still leaves open the question of whether an enemy can occupy the spirit's space.

Nit-picky, I know, but this is the Rules forum. ;)
Then we can simply use the fact the spirit is not a creature. Thus any rules that might have had a chance to prevent occupying its space do not apply
 



It's a bit more powerful. It's more useful in most situations that I've seen in games around here. I like it though, something unique and fun for the paladins.
 

If it's limited to 1/day, with the short duration I think it's fine.

The 20th-level ability is really strong, but I can live with that at such high level.
 


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