Items Carried Ludovico 180 lbs, Ludovico's Gear 66.5 lbs, Lance 10 lbs, Bit and Bridle 1 lb, Military Saddle 30 lbs, Saddle Bags 8 lbs (50' Silk Rope 5 lbs, Grappling Hook 4 lbs) Total 304.5 lbs
Movement and Encumbrance
Light Load (to 228 lbs) one round: 50', one minute: 500', one hour: 5 miles, one day: 40 miles, run x4
Medium Load (to 459 lbs) one round: 35', one minute: 350', one hour: 3.5 miles, one day: 28 miles, run x4
Heavy Load (to 690 lbs) one round: 35', one minute: 350', one hour: 3.5 miles, one day: 28 miles, run x3
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.
Cavalier's Mount:
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Tricks:
attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
come: The animal comes to you, even if it normally would not do so.
defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
down: The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
guard: The animal stays in place and prevents others from approaching.
heel: The animal follows you closely, even to places where it normally wouldn't go.
stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Military Saddle:
Saddle, Military: This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.