Not realy. If you build a mounted character, you shouldn't have too much of a problem finding encounters where you can use that.Question said:Bront : Thats the exception though.
Bront said:That's what's fun with small creatures on riding dogs. They can ride in dungeons and enclosed places.
Sweet, once I get a second attack, I'll have to try that.Hypersmurf said:And let's not forget the 'Full Attack Shuffle'!
Halfing pokes with lance from ten feet away; dog 5' steps in and bites.
Next round: dog bites and 5' steps out; halfling pokes with lance.
Repeat as necessary.
-Hyp.
Great for Dragons too! It makes thier Buffs a fair bit harder to dispel.OStephens said:I happen to be playing a paladin in a game that just reached 13th level, and I'm finding some decisions I made early on are having surprising consequences now. So far, these have all been good, but we are, as a group, startled at how effective some decisions are.
For example:
Practiced Spellcaster: Because my paladin is supposed to be a priest who suffered tragedy and turned to more martial skills after a little divine inspiration, I wanted to run him as spell-heavy for a paladin. As soon as I could, I took Practiced Spellcaster, to represent his more advanced spellcasting training. And then I largely forgot about it.
-4 to touch means squat to giant and makes a great choice for the secondary or third attack.A mount focused build can always find a way to get a mount wherever needed, possibly via:Question said:Bront : Thats the exception though.
If you have the caster leveel or UMD "You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle". You will never be able to charge with this mount either, ever. Controling a non combat mount is a move action, charging is a full round action.mvincent said:1) The mount spell (and a good ride skill)
Random mounts that run out, they have no war training save for the warhorse.5) Bag of tricks
Are you sure that works as well as you think it does? "Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally." sounds like your ally would have to forgo his or her attacks so you can act since they won't have war training.6) Polymorphed or wildshaped ally
No war training, terrible HP, evilalignment and int 0 combine for potential hillarity.7) Skeletal mount (in a bag of holding)
Flying mounts can’t fly in medium or heavy barding and minimum movement can creep up on you so be careful not to crash...8) Flying mount
You are incorrect. I have done so, a lot. Actually, I have used all the suggestions I made (to good effect), so your protests would be moot even if they were mechanically correct.frankthedm said:If you have the caster leveel or UMD "You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle". You will never be able to charge with this mount either, ever.
Charging is a full round action for the horse, but not for the rider. The rules actually say:Controling a non combat mount is a move action, charging is a full round action.
They lasted long enough for me (and several other people that I have seen use this trick). Usually the war horse was easy enough to get, but using the others (especially the rhino) can be a blast if you have a high enough ride skill.Random mounts that run out, they have no war training save for the warhorse.
Now you are just making up stuff to debate about. Anyway, this Rules of the Game article should cover it:Are you sure that works as well as you think it does? "Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally." sounds like your ally would have to forgo his or her attacks so you can act since they won't have war training.
Skeletons retain the weapon proficiencies of the base creature (and evidently armor proficiencies as well, since the Human Warrior Skeleton example is using a shield without penalty). There is no reason to think that an animated warhorse would be difficult to control (and it certainly wouldn't get spooked). But, having used them often, I agree that skeletal mounts have great potential for hilarity. However their DR, immunity to cold and general tirelessness can sometimes make up for it.No war training, terrible HP, evilalignment and int 0 combine for potential hillarity.
Also incorrect. The rules say:Flying mounts can’t fly in medium or heavy barding
Given that flying mounts are a mainstay of D&D, I'm unsure what you are trying to refute.and minimum movement can creep up on you so be careful not to crash...
The emphasis is yours. The spell's description does not say or imply that the mount can only be used by you. Granted, when I used this I did have the caster level to create it for myself, but if the DM said that I could not allow someone else to ride the mount I would have questioned him on it.If you have the caster leveel or UMD "You summon a light horse or a pony (your choice) to serve you as a mount.
mvincent said:You are incorrect. I have done so, a lot. Actually, I have used all the suggestions I made (to good effect), so your protests would be moot even if they were mechanically correct.
mvincent said:Charging is a full round action for the horse, but not for the rider. The rules actually say:
"If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge."
Charging is difficult on an untrained horse (hence the need for a high ride skill), and provokes an AoO, but it can be done.
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
mvincent said:They lasted long enough for me (and several other people that I have seen use this trick). Usually the war horse was easy enough to get, but using the others (especially the rhino) can be a blast if you have a high enough ride skill.
The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
mvincent said:Also incorrect. The rules say:
"A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.)"
Given that flying mounts are a mainstay of D&D, I'm unsure what you are trying to refute.
Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
In D&D, damage that does x2 damage (like power attack) which is then tripled (by a spirited charge) only goes to x4, not x6. That means (unless I'm missing something) that instead of 3d8+99, you'd do 3d8+85. If you crit, it's 5d8+137.OStephens said:With a lance, I have a +18 attack and deal 1d8+6. If I smite evil, that hops up to +21 attack and 1d8+19. If I'm charging, +23 to attack and 1d8+19. If I'm mounted and my target is Medium and not mounted, +25 attack, 1d8+19.
If I trust my +18 was good enough, I can power attack for 7 points. Since a lance is a two-handed weapon, that's +14 damage. That brings me to 1d8+33. However, with spirited charge I deal TRIPLE DAMAGE with a lance, making it 3d8+99. Should I happen to crit (much more likely with bless weapon than otherwise) it's 5d8+165

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.