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*Pathfinder & Starfinder
Paladin Mount Question
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<blockquote data-quote="Spatzimaus" data-source="post: 3055704" data-attributes="member: 3051"><p>Granted, it's not a good general-purpose solution, but IMC we simply changed it so that the Mount became more like an "animal companion"; it could be as small as one size less than the Paladin, which'd obviously prevent it from being rideable. We had a Halfling Paladin with a Dire Weasel mount; he COULD ride it, but in most battles he wouldn't.</p><p></p><p>Other solutions I've seen:</p><p>> Replace the mount with a simple cohort (as the Leadership feat, minus followers). I'd limit the cohort to being another Paladin, creating a Jedi-style master/apprentice system. (If you allow the cohort to be any other class, then it tends to take the focus away from whatever other group member overlaps the cohort's class.)</p><p>> Better spellcasting. Little things; instead of caster level being 1/2 class level, just equate the two. Add a few more spells to the spell list. Give one more spell slot per day at each spell level. That sort of thing.</p><p>> Improve the "Lay On Hands" ability. For instance, you could simply increase the number of points they get; currently it's (level x CHAmod), which is never a really huge value, so you could just double it in exchange for the mount.</p><p>Or, you could then say that instead of X points of healing, the Paladin could choose to manifest certain spell-like abilities when they lay hands on someone.</p><p>5 points gets you a <em>lesser restoration</em>. 10 gets a <em>remove paralysis</em> or <em>delay poison</em>. 15 gets <em>remove blindness</em> or <em>remove curse</em>, and 20 gets <em>neutralize poison</em>, <em>break enchantment</em>, or <em>restoration</em>. All of these are on the Paladin's spell list already, this just lets them use it more spontaneously. And, you can mix it; maybe you want to heal for 8 AND restore a few stat points, for a cost of 13 points of healing.</p><p>> Have the Paladin's sword be magically bonded and aware (use the Psicrystal rules); no extra combat bonuses, really, but a few extra little perks. If the weapon is lost/destroyed or if you find a better one later, allow the "crystal" to freely move to the new weapon without penalty.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3055704, member: 3051"] Granted, it's not a good general-purpose solution, but IMC we simply changed it so that the Mount became more like an "animal companion"; it could be as small as one size less than the Paladin, which'd obviously prevent it from being rideable. We had a Halfling Paladin with a Dire Weasel mount; he COULD ride it, but in most battles he wouldn't. Other solutions I've seen: > Replace the mount with a simple cohort (as the Leadership feat, minus followers). I'd limit the cohort to being another Paladin, creating a Jedi-style master/apprentice system. (If you allow the cohort to be any other class, then it tends to take the focus away from whatever other group member overlaps the cohort's class.) > Better spellcasting. Little things; instead of caster level being 1/2 class level, just equate the two. Add a few more spells to the spell list. Give one more spell slot per day at each spell level. That sort of thing. > Improve the "Lay On Hands" ability. For instance, you could simply increase the number of points they get; currently it's (level x CHAmod), which is never a really huge value, so you could just double it in exchange for the mount. Or, you could then say that instead of X points of healing, the Paladin could choose to manifest certain spell-like abilities when they lay hands on someone. 5 points gets you a [i]lesser restoration[/i]. 10 gets a [i]remove paralysis[/i] or [i]delay poison[/i]. 15 gets [i]remove blindness[/i] or [i]remove curse[/i], and 20 gets [i]neutralize poison[/i], [i]break enchantment[/i], or [i]restoration[/i]. All of these are on the Paladin's spell list already, this just lets them use it more spontaneously. And, you can mix it; maybe you want to heal for 8 AND restore a few stat points, for a cost of 13 points of healing. > Have the Paladin's sword be magically bonded and aware (use the Psicrystal rules); no extra combat bonuses, really, but a few extra little perks. If the weapon is lost/destroyed or if you find a better one later, allow the "crystal" to freely move to the new weapon without penalty. [/QUOTE]
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