The alt.Mount Rules!

Spatzimaus

First Post
There have been a lot of discussion on the balance issues of Paladin mounts. There's confusion on the PHB rules (Is that Natural Armor a bonus, adding to what the creature has, or a straight Natural Armor? Are those bonus HD Magical Beast dice or Animal dice?). There's debate on how badly Mounts suck at high level. Then, there are the DotF rules for picking a Dragon or something. Wait one level to call your Mount, and you can get a Celestial template, which tremendously increases its survivability. Take Leadership, and you can summon a mount more powerful and more intelligent than you are.

After a certain point, my group just got sick of it and rewrote the whole thing. We wanted a system where you'd pick a mundane creature, like a horse, and have it evolve into something with the abilities of a Celestial template. The final result is the Build-A-Mount (tm) system below; note that it substantially increases the power of these mounts at high level, but we wanted to do that to make up for the fact that the Paladin would have to buy magical items for his mount out of his own share of the treasure. So, most of these abilities mimic things the Paladin would buy for his Mount just to keep it useful.

Note: IMC, we have four Paladin subclasses for the four extreme alignments (LG, LE, CG, CE), in an attempt to replace some PrCs like the Blackguard. It's not important for this discussion; just plug LG into the template below. We also allow Paladins and Monks to multiclass to/from their race's Favored Class without halting their Pal/Mnk progression.

It's long, I know (almost 2 pages in 12-point text in Word), but feedback would be nice; in our view the Mount should be the most important ability a Paladin gets, and he shouldn't have to leave it behind every time things get hairy. We also wanted to give the Paladin a customizable ability to keep things interesting, sort of like how Rangers pick Favored Enemies.

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Crazy Spatz's Build-A-Mount (tm) Rules:

The Paladin?s Mount, unlike a Familiar, starts as a mundane creature (Animal or Beast only, with Intelligence less than 3); supernatural templates and creature advancement may not be applied. It must be of a type that can be domesticated, although the individual creature can be wild. Upon selection, it becomes imbued with divine energy, increasing in power as the Paladin gains in level.
The term "Mount" does not automatically imply a riding beast; many Paladins choose a smaller creature (more commonly referred to as a "Companion"). This is most common among Crusaders (CG) and Blackguards (LE), although Paladins of all alignments have chosen small creatures. The exact type of creature acquired is dependent on the individual Paladin's patron deity, each of whom has several favored creatures from which the Paladin must choose. At least one of these creature types will always be rideable. The ritual of selection also varies from order to order, but always takes a minimum of one full day to complete.
The base creature must be an unintelligent Animal or Beast with a number of HD less than the Paladin's Class Level, and must be within one size category of its new master in either direction. A Paladin may delay calling a Mount to acquire a more exotic (or powerful) base creature, but this has no effect after level 10, so the base creature can never have more than 9 HD before being called. To be used as a steed, the creature must be larger than its rider and must be physically capable of mounting a rider.
The creature at first appears identical to its mundane cousins. As it gains levels it slowly takes on the appearance of a corresponding Outsider; for example, a LG Mount begins to look like a cross between a Celestial and an Axiomatic creature. At class level 15, the creature becomes a true Native Outsider of the appropriate alignment subtypes; it does not gain any template features other than those described below and this change does not retroactively alter previous hit dice. As a side effect of the taint of evil, the Mounts of Evil Paladins are healed by negative energy and harmed by positive; they are not undead, however, and cannot be turned.

When first summoned, all Mounts gain certain enhancements. They immediately gain the following abilities: Share Saving Throws, Share Spells, Darkvision 60', Empathic Link, and Evasion. All of these abilities are listed in the PHB. (Note that it's Evasion, not Improved Evasion.)
Their creature type changes to Magical Beast, and they gain two Magical Beast hit dice (providing 2d10 hit points, +2 BAB, saving throws, skill points, and a general Feat); these hit dice are not true creature advancement and so do not count towards size increases, although they are still modified by Constitution. The previous hit dice remain their original types.
The Intelligence of the Mount is increased to 8, its base land speed increases by 10', its Natural Armor increases by 2, and it gains Spell Resistance equal to the Paladin class level of its master. The Mount understands all languages its master understands, although it is incapable of speech. All of these increases are inherent, Extraordinary abilities. In most ways, this is similar to the effects of the Druid spell Awaken, except that the creature is not truly sentient; it does not earn XP, and cannot take a normal class.
The creature's elemental resistances also increase, depending on its two alignments. Add the two appropriate lines from the following table to any resistances the creature already possesses.
Good: Acid 5, Cold 5, Electricity 5
Evil: Fire 5, Cold 5
Lawful: Fire 3, Cold 3, Electricity 4, Sonic 4
Chaotic: Fire 3, Cold 3, Electricity 3, Acid 3, Sonic 3
These changes are permanent. Even if the Paladin dies or Falls from favor, the Mount retains these bonuses. These Mounts have been touched by a deity, and so are treasured by the Paladin's Order. They will never take another master.

At every odd Paladin class level, the Mount's abilities increase further. Add all of the following at every odd class level (7, 9, 11, 13, 15, 17, 19)
Bonus HD: The creature gains one hit die; at class levels 7, 9, 11, and 13 these are Magical Beast dice, while at 15, 17, and 19 they are Outsider dice. These dice are not true advancement and do not cause size increases. These gain a Constitution bonus as normal. These dice may also result in extra general Feats (1 + 1 per 4 Magical Beast and Outsider HD). A Mount never suffers a "multiclassing" XP penalty for mixing different types of hit dice.
Natural Strength: Increase any 1 attribute by 1 point; this is treated similarly to the attribute increase characters receive every 4 levels. Increase Natural Armor by 1.
Fast Movement: Increase all existing natural movement modes (walk, climb, burrow, swim, fly) by 5'. This does not provide any new movement modes, or modify the speed provided by other sources. This is a Supernatural movement ability, and does not stack with other magical movement increases (such as horseshoes of speed).
Special Abilities: Choose an ability from the following table. Each of these abilities may be selected multiple times unless specified otherwise. All are Supernatural abilities unless specified otherwise.
Steady Pace: The creature is capable of riding over water, sand, mud, and swamp as if it were firm ground (as if it were wearing horseshoes of a zephyr). In addition, the Mount does not tire when moving for long periods of time. This ability may only be selected once.
Improved Evasion (Ex): If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful check and half damage on a failed check. This ability may only be selected once.
Smite: This is always either Smite Law (for Mounts of Chaotic Paladins) or Smite Chaos (for Mounts of Lawful Paladins). Once per day, the creature may perform an exceptionally powerful attack. The Mount adds its HD to both the attack roll and damage roll against a creature of the appropriate alignment. If the Mount accidentally smites a creature of the wrong alignment, the smite has no effect but is still used up for that day. Each successive time chosen adds one more use per day.
Damage Reduction: The first time this ability is chosen, it bestows Damage Reduction of 5/+1. Each successive time chosen increases the threshold by +1 and the soak by 5 (to 10/+2, 15/+3, and so on). As this is inherent creature-based Damage Reduction, it also allows the Mount to bypass similar Damage Reduction in other creatures.
Elemental Resistance: The first time this ability is chosen, the amount of elemental resistance the Mount receives from the deity is doubled. Amounts from other sources, or those inherent to the creature type, are unchanged. Each successive time chosen doubles the resistances again (remember that a doubled double is a triple)
Spell Resistance: Each time this ability is chosen, it increases the Mount?s granted Spell Resistance by 5. This is always relative to the Paladin?s current class level, and so increases each time he gains a level. The first time this ability is chosen increases SR to (level+5), the second to (level+10), and so on.
Bonus Feat (Ex): Gain any one Feat. The Mount must still meet all normal prerequisites. This may be taken multiple times.

If a Mount suffers a level drain, his abilities decrease as if he were the Mount of a lower-level Paladin.
This enhancement is provided by the Paladin's deity, as part of the Paladin's daily magical preparation. These abilities are contingent on the continued loyalty and devotion of the Paladin; if he Falls from favor, fails to pray at least once per week, dies, or is separated from the Mount during his prayer time, the Mount begins to return to its original abilities. For each week that passes, the Mount's abilities decrease as if his owner had lost two levels, until it either reaches the abilities it possessed when first called, or the Paladin reenters his deity's favor. At this point, the Mount instantly returns to its full power.
Note that these power increases are not retroactive, and always occur at the beginning of the appropriate level; if a Paladin chose to delay calling his Mount to receive a more powerful creature type, it does not gain any missed upgrades.

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We also added a Feat, "Improved Mount", that provides magical wings for flight as well as more options for the Special Ability table. I'll post that later, along with a couple examples, if anyone actually reads this dissertation.

I know it's long, but the question is, how would you change this? It's stronger than the PHB rules, and weaker than most of the DotF rules... does it work?
 
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Personally, I'd just take a heavy warhorse, stick the celestial template on it (giving it 3 Int), and let it gain fighter levels as a cohort. This is what the knight in my Britannia 3E campaign is gunning for, in fact.
 
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as you stated, it looks incredibly powerful, but I like the image that it grants. You might want to limit some of the abilities to higher levels only. A 7th level paladin with a horse that can gallop over water at super speeds (15 higher than normal for its type) could be unbalancing.

~hf
 

I thought of limiting them by level, but it just isn't that unbalanced in the long run in practice.
I probably should have mentioned that our campaign uses a different weapon proficiency system than the core rules, which slightly nerfs some classes (including Paladins and Rangers).

From the sound of it, you're objecting to the Steady Pace ability, but:
> The Horseshoes of a Zephyr, which it's imitating, only cost 3000gp. Not a tiny amount, but not enough to deter people.
> It's almost verbatim the level 8 and level 10 abilities of the spell Phantom Steed, a 3rd-level spell. Or, you can view the "move over water" part as the 3rd-level Cleric spell Water Walk
> By the time you can take that ability, the Wizards and Sorcerers in the group are already using Fly.

So, even if it's not quite appropriate for a level 7 ability, I wouldn't move it much further down the line. The problem is, if the mounts DON'T get this sort of movement capability, they just end up getting left behind. How many high-level groups Wind Walk everywhere, with the occasional Teleport? So, I'd rather err on the side of "too soon" than "too late", but it's a fine line.

It also saves some headaches if I don't have to limit certain abilities to certain levels.

One thing to note: even though these sound like a lot of abilities, compare a horse-based Mount using these rules to a Celestial Warhorse-based mount using the old rules: as a 10-HD creature the Celestial Warhorse would have Acid 15, Cold 15, Electrical 15, and DR 10/+3. It'd have Improved Evasion, SR 20, and Smite Evil. It'd receive a +10 Natural Armor boost, +4 STR, and have an INT of 9.

Coincidentally, using the Build-A-Mount system, you'd have +9 Natural Armor, 7 points to put into stats (starting from an INT of 8), SR 20. You'd have 7 Special Abilities; 1 gives you Improved Evasion, 1 gives extra resistances to be comparable to the Celestial template, 3 give you DR 15/+3, and one gives Smite Chaos. At this point, you're pretty much even with the Celestial Warhorse, with 1 spare Special Ability.

Except, you have less HP/saves/BAB since the Hit Dice weren't changed retroactively, so that means you're pretty much dead even with the Paladin who waited ONE LEVEL to take a Celestial horse.
 

So, I should post the Feat that accompanies this:

IMPROVED MOUNT (General)
Prerequisite: Paladin or Paladin's Mount. NOTE: that means the Mount can take this as a Feat from its own set, instead of always costing the Paladin a Feat. A Mount of a level 20 Paladin only has 6 Magical Beast HD and 3 Outsider HD, so it'd have 3 Feats, one of which is practically guaranteed to be Power Attack.
The Mount has more abilities than usual.

The Mount gains the ability to sprout magical wings. These give it a supernatural flight speed of 40' (clumsy), and may be activated or dismissed at will as a Free Action. This mode may only be used under light encumbrance. If the creature is already capable of flight, its speed increases by 20' and it follows the normal encumbrance rules. For the purposes of dispelling, these wings have caster level equal to the Paladin class level of the master; if successfully dispelled (and the Mount has no natural flight), the Mount falls as if under the effects of feather fall. The +5' movement increase the Mount receives at every upgrade level applies to this mode as well.

Instead of the standard +5' movement increase at each upgrade level, the Mount may choose to improve its flight maneuverability by one level. This applies to the magical wings above as well as any natural flight.

Add the following options to the list of Special Abilities the Mount can select from:
Deflection (Su): The first time this ability is chosen it provides a deflection bonus of +2 to AC. Each successive time chosen increases the bonus this ability provides by an additional 2. While this ability stacks with itself, it does not stack with other sources of Deflection AC.
Mettle of Fortitude (Ex): If exposed to any effect that normally allows a character to attempt a Fortitude save for a partial or half effect (such as slay living), the Mount suffers no effect with a successful saving throw.
Mettle of Will (Ex): If exposed to any effect that normally allows a character to attempt a Will save for a partial or half effect (such as inflict light wounds), the Mount suffers no effect with a successful saving throw.
Spell-like Abilities (Sp): The first time this ability is chosen, choose one spell from the following list: Haste, Shadow Walk, Ethereal Jaunt, Plane Shift, True Seeing, or Teleport. The Mount gains the ability to cast the chosen spell once per day as a Sorcerer with Caster Level equal to the class level of the Paladin, even if this isn't high enough to normally cast the spell. These spells only affect the Mount and its Paladin (and only if he remains within 5'). Each successive time chosen allows another spell to be used once per day; the same spell may be chosen if you want additional uses per day.
Telepathy (Su): The Mount gains the ability to communicate telepathically with any intelligent creatures other than its owner that it has line of sight to, and with which it shares a common language. It also gains the ability to Command members of its own species, as the PHB ability.

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So, it gives a lousy flight mode, and if you want to upgrade this you have to sacrifice speed. And, it gives a bunch of miscellaneous Special Abilities. Balanced?
 
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Someone in my group made a suggestion that I liked, so we're changing the system a bit:

Instead of giving all these bonuses at the odd levels, give half of them (say, the hit dice, speed increase, and stat increase) at the even levels, and the rest (natural armor and special abilities) at the odd levels. That way, every level gives a "cookie".

Any comments?
 

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