Paladin without a mount?

Bobitron

Explorer
What do you folks consider a fair trade for a Paladin giving up his mount? I have a character who won't be a traditional mounted knight, and it fits the campaign world just fine. I was considering giving him the Ranger's animal companion, making him a noble falconer of sorts. I'm not the best at judging game balance, though. Any thoughts or alternate ideas?
 

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Bobitron said:
What do you folks consider a fair trade for a Paladin giving up his mount? I have a character who won't be a traditional mounted knight, and it fits the campaign world just fine. I was considering giving him the Ranger's animal companion, making him a noble falconer of sorts. I'm not the best at judging game balance, though. Any thoughts or alternate ideas?

I don't see any problem with providing him with some other type of animal companion, such as a falcon or hawk. I believe the Holy Liberator prestige class receives a celestial animal companion, at is is kind of a spin-off of the standard Paladin.

You could also look into providing him with some kind of holy weapon, and have the power of the weapon scale up as the character gains levels. I've used this approach, and if done properly you can maintain game balance, and the character will develop a unique attachment to his weapon.
 


I'd say that if you're going to dump the "mount" part, at least keep something similar, either a special weapon or an animal companion. The problem is, once you get past level 10 or so there's no need for rideable creatures (once you can teleport, wind walk, gate, plane shift, etc.), and they actively impede your ability to go through dungeons or other planes. So, just replacing the horse with a non-rideable creature, keeping all other bonuses the same, results in an increase in power. On the other hand, at high levels the standard Mount is often so vulnerable that it's not worth bringing into combat, unless you buy tons of horse-sized magic items, so it could USE an increase in power... unless you use the rules for having Celestial horse mounts, or Dragon mounts, in which case they become too strong again.


A while back, my group switched the base Mount rules to a more customizable system; any Animal would do, even if it wasn't large enough to ride, and you selected abilities from a small list as it levelled up. If you wanted a rideable creature you could have one, but if you wanted a more combat-oriented companion you could do that, too.

I posted an early version of it on this board a couple years back:
http://www.enworld.org/showthread.php?t=48419
That post is up-to-date except that we made the change mentioned in a later post in that thread, where the bonuses are split so that there's always something at every level.

It's a definite increase in raw power for the Paladin, but it hasn't been unbalancing, and it makes things a lot of fun. In our campaign we ended up having two Paladins at various times; one was an Elf with a horse Mount that closely mimicked the PHB progression, and the other was a Halfling with a Dire Weasel "companion" that would fight side-by-side with him. Both ways worked well.
 


I am playing a Paladin now who is mucking through a swamp created by a Black Dragon and its allies. Going into it I knew this was going to be the campaign setting (I helped create the setting in general terms) and so upfront talked to the DM about a Celestial Animal companion inplace of a Mount. Unlike a Mount the animal can only be summoned for 2xPaladin Level hours per day. Nearlly to that point, and I am planning on summoning a Celestial Hound as a hunting dog (using the Riding Dog as the base animal).

Not that you asked, but my turn mechanic is for evil outsiders rather than undead. This is relevant because the order was founded by angels in the distant past and the two abilites, a celestial companion and turning evil outsiders, are related. All of this is based on material found in the excelent Dragon article in #310 (I think).
 

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