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Qik |
![Rocking Horse](http://cdn.paizo.com/image/avatar/Plot-horsie.jpg)
Hi All.
I'm currently planning a character which will make use of a mount for the first time, and I'm finding it difficult to get a complete sense of the rules related to using one, and therefore what is necessary to use one, so I was hoping to get some help. The character will be a gnome master summoner, which has sort of added to the questions to me.
My main area of ambiguity comes from the fact that I'll mostly be casting spells/SLAs from the mount, and I don't plan to be attacking with the mount itself. What feats and skills are still necessary/useful? I imagine Mounted Combat might still be a good idea, as would Ride. Do I still need the Mount evolution if I'm not planning to fight with the eidolon?
Basically, if anyone could help fill me in in terms of action economy while using a mount, necessary/useful feats and skills, etc, I'd be much appreciated. I've been doing my own research, but haven't really reached a comfortable understanding with things.
Many thanks.
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Rats Archive |
![Tikoloshe](http://cdn.paizo.com/image/avatar/PZO9040-Tikoloshe.jpg)
I'm actually doing something similar with my summoner right now. Yes, you really do need the mount evolution even if you aren't going into combat with it, otherwise it will be an "inappropriate" mount and at best subject you to a -5 penalty to ride checks. Ride is worth investing in; arguably necessary in fact. Mounted combat less so, on account of you being able to use your mount's mobility to help keep out of the melee, with flight for example. If you have a spare feat, you could take it, but something non-mount related would probably be better. Most of the mounted combat tree involves getting in there and mixing it up, or kiteing slow enemies with a bow. The Extra Evolution would be a better choice, as an example.
At low level, I found it necessary to have the increase stat (str) evolution to avoid encumbering the eidolon. For the eidolon skills, invest in the climb skill heavily if you intend on giving him a climb speed, as many of the DCs are really high, and the bonus for climb speed isn't enough to allow him to climb anywhere, anytime.
For feats, my eidolon is working up the bodyguard feat tree, as your mount is always ajacent to you the bonus to AC is worth it. Also remember that you can give the eidolon your hp, but not the other way around. You want any enemy lucky enough to get close to be in melee to be attacking him instead of you. This isn't strictly necessary however.
Any other questions?
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AerynTahlro |
![Hand of the Inheritor](http://cdn.paizo.com/image/avatar/Herald-of-Iomedae2.jpg)
I'm currently planning a character which will make use of a mount for the first time, and I'm finding it difficult to get a complete sense of the rules related to using one, and therefore what is necessary to use one, so I was hoping to get some help. The character will be a gnome master summoner, which has sort of added to the questions to me.
Can you please clarify if you are using your eidelon as a mount, or if you just plan to be mounted (on an actual mount like a horse)?
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Qik |
![Rocking Horse](http://cdn.paizo.com/image/avatar/Plot-horsie.jpg)
Many thanks for the quick responses.
Yes, it's the eidolon that I'm using as my mount.
Rats, sounds like there's a lot of good advice in there; the bodyguard tree is certainly an interesting idea. I hadn't crunched the numbers yet to look at encumbrance, so I'll have to look into that. Climb is also an interesting thought; I hadn't even considered it. If I have the evolution points for it, Skilled (Climb) + Climb as a class skill + the Climb evolution would make it viable (+20 at level 1); I'll have to take a look at that.
Can't think of any other questions off the top of my head, though some will probably come up after I spend some more time with the character. In the meantime, if anyone else has any thoughts/recommendations, I'm all ears.
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Serisan |
![Hooded Man](http://cdn.paizo.com/image/avatar/templeofzyphus_final.jpg)
Many thanks for the quick responses.
Yes, it's the eidolon that I'm using as my mount.
Rats, sounds like there's a lot of good advice in there; the bodyguard tree is certainly an interesting idea. I hadn't crunched the numbers yet to look at encumbrance, so I'll have to look into that. Climb is also an interesting thought; I hadn't even considered it. If I have the evolution points for it, Skilled (Climb) + Climb as a class skill + the Climb evolution would make it viable (+20 at level 1); I'll have to take a look at that.
Can't think of any other questions off the top of my head, though some will probably come up after I spend some more time with the character. In the meantime, if anyone else has any thoughts/recommendations, I'm all ears.
The single biggest feat to take is Uncanny Concentration as it will allow you to ignore riding-based Concentration checks. This is a must-have by level 3 if you are planning to ride the eidolon full time. Mount Evolution is required in order to ride the eidolon at all, but that shouldn't be a big concern at a mere 1 evo point. Also, keep in mind that you won't be able to ride an eidolon until level 8 if you are a medium sized creature.
Another option for the eidolon, rather than Climb, is to get Fly. The Flight evolution is fairly expensive, however, so you might need to wait on that.
You will need the Ride skill for yourself, but other skills are fairly optional. Mounted Combat is very useful for maintaining your eidolon's health. If you're feeling particularly frisky, Skill Focus: Ride and Trick Riding are available, but neither are necessary.
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Rats Archive |
![Tikoloshe](http://cdn.paizo.com/image/avatar/PZO9040-Tikoloshe.jpg)
The single biggest feat to take is Uncanny Concentration as it will allow you to ignore riding-based Concentration checks. This is a must-have by level 3 if you are planning to ride the eidolon full time. Mount Evolution is required in order to ride the eidolon at all, but that shouldn't be a big concern at a mere 1 evo point. Also, keep in mind that you won't be able to ride an eidolon until level 8 if you are a medium sized creature.
I could maybe see taking uncanny concentration, if it didn't have a pretty useless feat as a prereq. The DC is 10+spell level for normal movement, or 5 higher if your mount runs. Meanwhile you add your level+RCM to the d20 roll.
For starters, you will almost never have the space or the need to have your already fast mount run all out. Even if you do, you'll just end up putting yourself out of spellcasting range for most spells. The check for vigorous movement will be more common, but the check isn't very difficult, and you will autosucceed not long after you can take the "must have" feat.
I'm assuming a charisma 17 gnome summoner, based off of the original post. Each stat increase goes into the casting stat, and the next tier stat boosting item is purchased at 7, 11, and 14, when they would account for less than half the wealth by level.
level 1: DC 11 Mod. +4 % chance of failure 30%
level 2: DC 11 Mod. +5 % chance of failure 25%
level 3: DC 11 Mod. +6 % chance of failure 20%
level 4: DC 12 Mod. +8 % chance of failure 15%
level 5: DC 12 Mod. +9 % chance of failure 10%
level 6: DC 12 Mod. +10 % chance of failure 5%
level 7: DC 13 Mod. +12 % chance of failure 0%
level 8: DC 13 Mod. +13 % chance of failure 0%
level 9: DC 13 Mod. +14 % chance of failure 0%
level 10: DC 14 Mod. +15 % chance of failure 0%
level 11: DC 14 Mod. +17 % chance of failure 0%
level 12: DC 14 Mod. +19 % chance of failure 0%
level 13: DC 15 Mod. +20 % chance of failure 0%
level 14: DC 15 Mod. +22 % chance of failure 0%
level 15: DC 15 Mod. +23 % chance of failure 0%
level 16: DC 16 Mod. +24 % chance of failure 0%
level 17: DC 16 Mod. +25 % chance of failure 0%
level 18: DC 16 Mod. +26 % chance of failure 0%
level 19: DC 16 Mod. +27 % chance of failure 0%
level 20: DC 16 Mod. +29 % chance of failure 0%
Admittedly, the going is a bit rough at the begining, but I have found that I rarely want to move more than a 5' step and cast a spell in the same round. If something gets within threat range of me, I typically either move and shoot, or step and cast a save v. suck. At level 7 it will be a non-issue in any case.
Another option for the eidolon, rather than Climb, is to get Fly. The Flight evolution is fairly expensive, however, so you might need to wait on that.
Also you can't get Flight until level 5. Long term, flight is the way to go, but for the first 4 levels, climb can be very useful depending on what kind of terrain you find yourself in. In some games, swimming could be a better choice, but most games don't spend a ton of time near bodies of water.
Mounted Combat is very useful for maintaining your eidolon's health. If you're feeling particularly frisky, Skill Focus: Ride and Trick Riding are available, but neither are necessary.
Mounted combat might be worth it, if it weren't for the fact that if they can attack the eidolon, they can attack the signifigantly more dangerous squishy riding on top of it.
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Qik |
![Rocking Horse](http://cdn.paizo.com/image/avatar/Plot-horsie.jpg)
I will definitely be taking Flight at 5, but as the PC starts at level 1, and it's for PbP, it will be a while before I have access to that.
After seeing Rats' numbers, I have to admit that taking two feats that that will cease to be useful around level 6-7 (the second of which I wouldn't even get until level 3) seems to be a bit too much. I'd rather take Extra Evolution at level 1 and Superior Summons at level 3, and just have to be a bit more choosy about when I move.
So let me see if I understand this right:
- If my mount moves more than 5 feet in a round, I have to make a concentration check to cast a spell or SLA.
- If my mount moves more than 5 feet in a round, I can attack instead (with, say, a crossbow), without penalty.
Does this hold true regardless of movement type (i.e. when flying)?