Joshua |
Mounts have always been one of my favorite concepts regarding the fantasy genre in general. As such, I was also somewhat disappointed in the lack of improving mounts as the campaign wears on, much like Quijenoth and other posters. What I've done is I created a system where mounts are quantified as an "item" using the item level system in MIC (I know, ain't Paizo or PF, but bear with me), with a roughly analogous correlation between their CR and their effective item level - a CR 1 Worker Giant Ant might be valued as an item level 1 creature. This corresponds to the middle of the item level range, and certain traits that the creature in question has modifies it's level up or down by a certain amount - flight's an effective +1, while a timid nature's a -1, for instance. Using the above example, the Worker Giant Ant would be priced as an effective CR 2 creature because of it's possession of a Climb speed (+1), and thus cost 275 gp. For a higher level example, a Rust Monster would be an effective CR/item level 6 (base 3, +2 for Rust, +1 for Aberration type) and price it at 2,050 gp. Low-level exotic creatures could go below an item level of 1/2, and I just eyeballed a price of 3 gp for 1/6 "CR" and 15 gp for 1/3 "CR" with these bottom two tiers being there for anything that goes below an effective item level of 1/2.
Iunno, maybe you'd want to adopt something similar. It's worked pretty well for our game so far, since it gives a quick and easy way to give a price for an exotic creature (mount or not) and you can just more-or-less follow the standard Ride and Handle Animal rules from there. I'll just copy what I've been using for extra price modifiers in case anyone's interested.
*Edit - If you wanted to use such a system with standard mounts, maybe allow players to find elixirs or some such to advance their mounts by a CR or so and gain some HD to keep them competitive at higher levels?
Template(s)
Add Templates' CR increase(s); add other modifiers resulting from template(s)
Additional Movement Forms (any)
+1; applies once regardless of how many additional forms
Fast Fly Speed (speed 100 feet or more)
+1; stacks with Add. Movement Forms modifier
Highly Maneuverable (good or perfect)
+1; stacks with Add. Movement Forms modifier
Dragon or Outsider
+2
Aberration, Construct, Magical Beast, Plant, or Undead
+1
Non-Combatant (runs from all dangers)
-2
Timid (doesn't normally fight)
-1
Poisonous
+1
Ability Damage/Drain or Energy Drain
+2 per attack form
Breath Weapon / Damaging Natural Ranged Attack
+1
Swallow Whole
+2
Improved Grab
+1
Above-Animal Intelligence (Int 3+)*
+1
Brilliant Intellect (Int 13+)*
+1; stacks with Above-Animal Intelligence modifier
Spellcasting Ability
Add highest level spell available on a daily or at-will basis
* Creatures with either of these traits cannot be taught Tricks, and must spend a skill point to accept riding and battle training instead. These creatures are not otherwise subject to Handle Animal and must be reasoned with using Diplomacy and other social skills.