Spatzimaus
First Post
Artoomis said:Well, I don't see how it's "obvious" that the bonus hit die are not magical beast hit die.
I think he's referring to the fact that Magical Beasts use a d10, while a Paladin's mount explicitly gets d8s (like the Animal it's based on).
Even though the mount changes to Magical Beast, its previous HD aren't retroactively changed to MB d10s. So, I'm guessing it's just for bookkeeping convenience that they say to use d8s; instead of "4d8 + 2d10" or "6d10" for a warhorse mount, it's just 6d8. Nerf the class a bit, to make it far easier to generate the mount on the fly.
The problem I have with this whole thing is, if Mounts only get a token increase (HP, AB, Saves) and nothing else, then they really suck at high levels. Sure, you can buy some magic items to compensate, but it comes out of the Paladin's share of the treasure...
Then, look at the "exotic mount" rules in DotF. By waiting a few levels, you can get FAR more powerful creatures. Heck, wait one level and get a Celestial Warhorse. It's got SR, DR, elemental resists, far better hit dice (including lots more skill points)... for waiting one level. Is this balanced?
Maybe later today I'll post the alt.Mount rules we developed for my campaign.