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Is mounted combat just a waste of time?
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<blockquote data-quote="Diomeneus" data-source="post: 3203611" data-attributes="member: 47147"><p>I have recently become interested in mounts and have discovered quite a bit of information that might help a few things.</p><p></p><p>first. If your in Eberron, make sure you are buying a magebred mount. They cost twice as much but benefit from a hell of a lot</p><p></p><p>+2 natural armor AC</p><p>+4 to one physical attribute (str, dex, con)</p><p>+2 to BOTH the other physical attibutes</p><p><em>excellent learner</em> (-2 to all handle animal DCs, can learn eight tricks instead of 6, time to train for any purpose is lessened by one week)</p><p>+one feature - picked from swift [+10 speed], thick [another +2 natural AC], tracking [+4 to follow tracks or scent]</p><p>+ one of the following bonus feats:</p><p>alertness, athletic, endurance, improved natural attack, multistrike</p><p></p><p>the increased stats, +4 AC and improved natural attack can really boost the combat staying power of your mount.</p><p></p><p>so take a young magebred hiipgriff (just get an egg if your really stingy) for 6000 (training is still 1000) and you have yourself a fairly versatile and powerful mount. Not to mention that you can armor it with an additional +5 AC with simple masterwork light chain for 550 and the ACP will still only be -1 and the max dex will be higher then the mounts modifier ever will be</p><p></p><p>Size/Type: Large Magical Beast</p><p>Hit Dice: 3d10+15 (31 hp)</p><p>Initiative: +3</p><p>Speed: 50 ft. (10 squares), fly 100 ft. (average)</p><p>Armor Class: 25 (-1 size, +3 Dex, +8 natural, +5 light chain barding)</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: Claw +8 melee (1d6+5)</p><p>Full Attack: 2 claws +8 melee (1d6+5) and bite +3 melee (1d8+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Darkvision 60 ft., low-light vision, scent, Thick Skinned breed, Excellent Learner</p><p>Saves: Fort +8, Ref +6, Will +2</p><p>Abilities: Str 20, Dex 17, Con 20, Int 2, Wis 13, Cha 8</p><p>Skills: Listen +4, Spot +8</p><p>Feats: Dodge, Wingover, improved natural attack</p><p>Advancement: 4-6 HD (Large); 7-9 HD (Huge)</p><p>Light load: 1-399 lbs</p><p></p><p>chain is only 50 lbs for a large non-humanoid creature so that still leaves you 349 for rider and equipment... its pretty easy to stay within those limits, and if it isn't, just add the +4 to strength instead of constitution and you have yourself a 519 lbs light load instead.</p><p></p><p>throw in a exotic military saddle for +2 to all ride checks (and make sure you have at least 5 ranks in handle animal to get the +2 ride synergy bonus) and you have yourself a versatile mount.</p><p></p><p>Yes the hit points are still a little low as far as hight levels go but talk to your DM and see if he will allow you to buy an advanced version (4-7 hit die and its still a large creature)</p></blockquote><p></p>
[QUOTE="Diomeneus, post: 3203611, member: 47147"] I have recently become interested in mounts and have discovered quite a bit of information that might help a few things. first. If your in Eberron, make sure you are buying a magebred mount. They cost twice as much but benefit from a hell of a lot +2 natural armor AC +4 to one physical attribute (str, dex, con) +2 to BOTH the other physical attibutes [I]excellent learner[/I] (-2 to all handle animal DCs, can learn eight tricks instead of 6, time to train for any purpose is lessened by one week) +one feature - picked from swift [+10 speed], thick [another +2 natural AC], tracking [+4 to follow tracks or scent] + one of the following bonus feats: alertness, athletic, endurance, improved natural attack, multistrike the increased stats, +4 AC and improved natural attack can really boost the combat staying power of your mount. so take a young magebred hiipgriff (just get an egg if your really stingy) for 6000 (training is still 1000) and you have yourself a fairly versatile and powerful mount. Not to mention that you can armor it with an additional +5 AC with simple masterwork light chain for 550 and the ACP will still only be -1 and the max dex will be higher then the mounts modifier ever will be Size/Type: Large Magical Beast Hit Dice: 3d10+15 (31 hp) Initiative: +3 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 25 (-1 size, +3 Dex, +8 natural, +5 light chain barding) Base Attack/Grapple: +3/+12 Attack: Claw +8 melee (1d6+5) Full Attack: 2 claws +8 melee (1d6+5) and bite +3 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent, Thick Skinned breed, Excellent Learner Saves: Fort +8, Ref +6, Will +2 Abilities: Str 20, Dex 17, Con 20, Int 2, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover, improved natural attack Advancement: 4-6 HD (Large); 7-9 HD (Huge) Light load: 1-399 lbs chain is only 50 lbs for a large non-humanoid creature so that still leaves you 349 for rider and equipment... its pretty easy to stay within those limits, and if it isn't, just add the +4 to strength instead of constitution and you have yourself a 519 lbs light load instead. throw in a exotic military saddle for +2 to all ride checks (and make sure you have at least 5 ranks in handle animal to get the +2 ride synergy bonus) and you have yourself a versatile mount. Yes the hit points are still a little low as far as hight levels go but talk to your DM and see if he will allow you to buy an advanced version (4-7 hit die and its still a large creature) [/QUOTE]
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