[Help!] Paladins - Delayed Special Mount?

John Crichton

First Post
Calling all tweakers! :)

I'm about to start up a new homebrew. In it, Paladins must undergo a pilgrimage to become a true Paladin and only then can the character call his special mount. Because the quest can take a character past 5th level depending on world events and the like I want to make sure that any PC that doesn't finish the quest "on time" doesn't get cheated.

I've already determined that when the mount is acquired that the level the PC finishes the pilgrimage is the level that will be used for the strength of the mount.

For example: If a Paladin completes his quest and calls his mount at 8th Level, his Equivalent Special Mount Level(tm) is 5th (the normal level a Paladin is allowed to call his special mount). This progression follows the table on page 43 of the PHB. So when the Paladin in the example reaches Level 11 his Equivalent Special Mount Level would be 8th Level. This makes sure that anything gained instead of the mount balances.

The problem I'm running into is what can I give them that would even things out a bit - I was thinking about giving out a feat every 3 levels, starting @ 5th until the pilgrimage is completed or perhaps an extra 2 skill points/LV starting @ 5th LV until the quest is done. A special mount is a big deal to Paladins so I want to make sure I don't screw them. I contemplated just having the Paladin get the mount at the strength level given in the PHB whenever the pilgrimage is completed but what to give the PC in the meantime? I could see a PC not finishing for a few levels in some cases.

And to give the current situation, a PC is playing a Paladin and they are starting out @ 3rd level. It is possible but not probable that this PC could get it all done by 5th level but I doubt it. Any suggestions/variants/house rules are more than welcome! :cool:
 
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Re: -

lumen11 said:
Isn't a paladin's lifestyle supposed to be a pilgrimage on it's own.
Could be considered so. This is more like a holy quest to prove one's worth. There are 3 sacred sites the Paladin must travel to in order to complete the journey/training. He has all his normal powers with the exception of the mount. There aren't many true Paladins in the world. I could go into more if details are needed. But I'm looking more for game balance assistance at this point. ;)
 
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I'd make the mount magical an easily stowed away as compensation for the long wait. I wouldn't give the paladin anything extra whilst looking for it. When the paladin finds the mount it is in the form of a coin, or somesuch, which transforms into a warhorse upon command. The process is reversible.
 

Frostmarrow said:
I'd make the mount magical an easily stowed away as compensation for the long wait. I wouldn't give the paladin anything extra whilst looking for it. When the paladin finds the mount it is in the form of a coin, or somesuch, which transforms into a warhorse upon command. The process is reversible.
Hmm, not bad. I was thinking that the mount couldn't even be called until the quest was completed. But that is interesting as I could see a high priest (or some other important religious figure) giving the Paladin this token that turns out later to be the key to his warhorse. :)

But I'm worried that by some chance if the Paladin doesn't get the mount until many levels later (say LV 7-8 or later) than I am cheating him out of a class ability. Considering there are only 2 PC's I don't want to hinder him that much.
 

John Crichton said:
Hmm, not bad. I was thinking that the mount couldn't even be called until the quest was completed. But that is interesting as I could see a high priest (or some other important religious figure) giving the Paladin this token that turns out later to be the key to his warhorse. :)

But I'm worried that by some chance if the Paladin doesn't get the mount until many levels later (say LV 7-8 or later) than I am cheating him out of a class ability. Considering there are only 2 PC's I don't want to hinder him that much.

The value of a warhorse depends on the setting. If you are in a dungeon or on a ship you won't miss the warhorse. If the horse can be turned into a coin and vice versa for the rest of your career I'd say it would be worth the wait.

However, I would feel a bit nifft if the campaign revolved around plains and a war against mongols. ;) But then again, there is a strong tradition that warhorses must be quested for so I'd probably suck it up. To me, a good, involving storyline is more important than a class ability. Moreover I would become more attached to the horse if I had to go through trouble to get it.

Edit: Remember that you always can ask the guy. It won't spoil anything.
 
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Frostmarrow said:
The value of a warhorse depends on the setting. If you are in a dungeon or on a ship you won't miss the warhorse. If the horse can be turned into a coin and vice versa for the rest of your career I'd say it would be worth the wait.
I think I totally missed your point the first time around! You are saying to add the extra ability of the mount being able to be turned into this object at the will of the PC for easy transport. That's not bad at all. Much better than what I originally thought. :)

And I totally agree on the story aspect. The PC is cool with everything so far but I just don't want him to be underpowered as there is a war brewing...

I like it. I shall meditate on it. To others: Any other thoughts?

My thanks to you, Frostmarrow.
 
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Perhaps your high priest gives the paladin a token that "Will become important on your quest". When the quest is over an done with the token reveals it's true nature. The paladin has been carrying around his mount with him all along, unbeknownst. :D
 

Frostmarrow said:
Perhaps your high priest gives the paladin a token that "Will become important on your quest". When the quest is over an done with the token reveals it's true nature. The paladin has been carrying around his mount with him all along, unbeknownst. :D
Heheh, that would be neat. I just hope the player in question isn't looking at these boards. :)

Anyone else have somthing like this happen for their campaign world? I plan on running here for a while and I want to have a solid precident in place...
 

I would stick to the core rules regarding mount abilities. That is, if your Paladin is level 11 when the mount finally shows up, then the mount is also level 11.

The core rules do a good job of balancing. A level 11 mount in a level 11 party has a reasonable chance of surviving a fireball. A level 5 mount in a level 11 party is likely to die to a fireball.

If you want to give your Paladin extra abilities because he might not get a mount until much later in life that would be ok. An extra feat or maybe a cohort until the mount shows up.

Tom

John Crichton said:


I've already determined that when the mount is acquired that the level the PC finishes the pilgrimage is the level that will be used for the strength of the mount.
 

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