| mach1.9pants |
Just a quick one, I can see how long the weapon lasts for and also how many times per day you can call the mount. But for how long? And can you dismiss it? Back to where? Does it heal when it is away etc etc. There seems to be a real lack of info on the mount option, although the weapon bit is covered well.
Cheers
lastknightleft
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Just a quick one, I can see how long the weapon lasts for and also how many times per day you can call the mount. But for how long? And can you dismiss it? Back to where? Does it heal when it is away etc etc. There seems to be a real lack of info on the mount option, although the weapon bit is covered well.
Cheers
Um the horse is now permanent. It's always there, you can summon it to your location if you don't have it with you, but it no longer goes into limbo, it just hangs out with you on the material plane.
Think of the scene in LotR when gandalf whistles and the lord of horses comes to him. It's basically like that.
hida_jiremi
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The paladin mount ability was always somewhat retarded, so I guess it was kept for compatibility's sake and the weapon bond thingy is the intended replacement :)
But... I like the paladin's mount. It lets you be a noble knight on a shining white steed.
The new summoning ability is neat to me. It gives you the cinematic thing where you whistle and your mount runs in from "off screen." XD
Jeremy Puckett
Alizor
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OK fair enough, hardly a great ability to be able to call it to your side four times a day.
Actually, I think it's wonderful. So you think that mount is about to die? Dismiss it. Need to keep it outside, but worried about baddies coming and killing it? Dismiss it. Need to stable it at an inn? Dismiss it. Crawling through a long tunnel for a few hours to reach an underground passage? Dismiss it and then bring it back. Seems pretty good to me.
Jadeite
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Actually, I think it's wonderful. So you think that mount is about to die? Dismiss it. Need to keep it outside, but worried about baddies coming and killing it? Dismiss it. Need to stable it at an inn? Dismiss it. Crawling through a long tunnel for a few hours to reach an underground passage? Dismiss it and then bring it back. Seems pretty good to me.
According to the PRD, the paladin can't dismiss his horse, he can just call it. The ability might be useful if he could have a big cat mount, but with the only halfway decent animal being the dog, he's better of using Leadership to gain a mount if he wants one.
lastknightleft
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Alizor wrote:Actually, I think it's wonderful. So you think that mount is about to die? Dismiss it. Need to keep it outside, but worried about baddies coming and killing it? Dismiss it. Need to stable it at an inn? Dismiss it. Crawling through a long tunnel for a few hours to reach an underground passage? Dismiss it and then bring it back. Seems pretty good to me.According to the PRD, the paladin can't dismiss his horse, he can just call it. The ability might be useful if he could have a big cat mount, but with the only halfway decent animal being the dog, he's better of using Leadership to gain a mount if he wants one.
By dismiss it I think she means let it go run free doing whatever the hell it wants. You just took it to mean the DnD term :)
| mach1.9pants |
No the original 3.5 Pals mount was useful, send it back to the planes to heal and await your call. Being able to call it into your presence 4 times a day is weak. Once is useful (call it from your home when you are off adventuring) but once it is there you are very unlikely to leave it (on most adventures, where would you... please Mr Goblin, hold this mount while I slaughter the rest of the dungeon, there is a shiny SP in it for ya!) and then call it again. just a weird nerf, not like sending it off is over powered. Or maybe they just couldn't be bothered putting those rules in?
| Quandary |
The ability might be useful if he could have a big cat mount, but with the only halfway decent animal being the dog, he's better of using Leadership to gain a mount if he wants one.
Yeah, the 7th level Large Cat/Wolf seem pretty dang decent.
For Small Paladins, options like Medium Velociraptor or Alligator seem interesting.If you haven't checked out the Bestiary preview, several new Companions are detailed there (Dire Rat & Bat). It'll be interesting to see how 'higher Tier' Companions are handled, if they will be freely available based on Class Level, or if a "Improved Companion" Feat will be necessary. I got the impression from Jason's posts during the playtest that more types of Companions will be available, e.g. Magical Animals, Fey, and even Plant Creatures.
About the Dismissing-Mount-back-to-Outer-Planes thing, this is a case of Jason listening to fan feedback:
People wanted a more 'solid' Companion that the Paladin would have an actual relationship with, not a mystical "Pokemon" that disappears in a puff of smoke when you snap your fingers. Now that the Paladin has the same access to Companions as a Druid, with higher powered creatures (inluding Medium-Sized ones - you don't HAVE TO ride it, after all), alot of the 'negatives' of the Mount aren't necessarily written in stone anymore.
| mach1.9pants |
About the Dismissing-Mount-back-to-Outer-Planes thing, this is a case of Jason listening to fan feedback:
People wanted a more 'solid' Companion that the Paladin would have an actual relationship with, not a mystical "Pokemon" that disappears in a puff of smoke when you snap your fingers. Now that the Paladin has the same access to Companions as a Druid, with higher powered creatures (inluding Medium-Sized ones - you don't HAVE TO ride it, after all), alot of the 'negatives' of the Mount aren't necessarily written in stone anymore.
fair enough, although I disagree. If you want a companion go Rgr/Drd, if you want a hoss to ride while you lance the hell outta bad guys, go Pal. Just IMO and I was obviously in the minority. I'll just use the 3.5E summoning rules with the PF druid companion stats...sorted.
| Abraham spalding |
...And plenty enough people don't see why they should put up with the smell of horse poo,
so will enjoy their fancy new holy sword instead... :-)
Up until the first time it gets sundered. It's like asking for people to break your stuff. At least the mount you can use mounted combat to protect once a round, and get it more armor.
lastknightleft
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Quandary wrote:Up until the first time it gets sundered. It's like asking for people to break your stuff. At least the mount you can use mounted combat to protect once a round, and get it more armor....And plenty enough people don't see why they should put up with the smell of horse poo,
so will enjoy their fancy new holy sword instead... :-)
Well, since +x increases hardness and hit points, technically by enchanting your weapon you're increasing its armour :)
by the by that's just me being silly, don't take it too seriously.
| Quandary |
The Weapon Bond is replaceable within a month (or upon next Paladin level) if the weapon it's inhabiting is destroyed, meaning you're LESS tied to a specific expensive weapon than any other melee character. And I don't really see any reason (beyond spiteful, metagaming DM) for enemies to want to sunder the paladin's flaming, holy (via Weapon Bond) greatsword +4 more than the fighter's flaming, holy (normally enchanted) greatsword +4. If you're really paranoid about your easily replacable Weapon Bond Weapon getting Sundered, you could always call the Weapon Bond into your fists for Unarmed Strikes.
Honestly, this seems a wierd argument: During the playtest, the complaint about Companions was that they were too easily killed and too much effort to keep alive. I'm sure you can choose to turn down BOTH the Companion and Weapon Bond if you REALLY want to.
| TheBenWalker |
I was wondering about taking a wolf... does this companion have to be something you ride at level 5 or can it be something your can ride at 7 like a wolf or large cat? Do you even have to be able to ride it? (the text calls it mount but mentions that you may want a more exotic feel... other than a spitting camel what are my options?)
| eyelessgame |
No the original 3.5 Pals mount was useful, send it back to the planes to heal and await your call.
I've always found it the most useful as free extradimensional storage: call the mount, load treasure into its saddlebags, dismiss it. Call it again when you exit the dungeon. :)
Once lost a valuable wyvern's egg that way (still haven't figured out what the gods wanted it for). But also seems to have removed at least one curse on an unidentified item, so I think it balances out.
| eyelessgame |
I've always found it the most useful as free extradimensional storage: call the mount, load treasure into its saddlebags, dismiss it. Call it again when you exit the dungeon. :)
Once lost a valuable wyvern's egg that way (still haven't figured out what the gods wanted it for). But also seems to have removed at least one curse on an unidentified item, so I think it balances out.
Oh, and this paladin waited a few extra levels, and called a griffon instead of a horse. Much more useful for travel and scouting that way.
| Slim Jim |
God yes, and all the teamwork feats now. Paired Opportunist AoO smorgasbord if you set it up right.Gorbacz wrote:The paladin mount ability was always somewhat retarded, so I guess it was kept for compatibility's sake and the weapon bond thingy is the intended replacement :)But... I like the paladin's mount.
The new summoning ability is neat to me. It gives you the cinematic thing where you whistle and your mount runs in from "off screen."
Cavalier, putting away his block-and-tackle while all covered in Grease, "Well that was a pain in the ass, but I'm finally into this dungeon with Bessie."
Paladin, looking on: <whistle> "Here, boy!" *Poof*! <mammoth appears>
Cavalier, to paladin: "I hate you..."