Mounts for large size PCs


Advice


Would you allow your large size PC to get a mount from class features like:

Divine Bond (Sp)

Spoiler:
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.


Mount (Ex)
Spoiler:
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.

If so, which animals would make suitable mount options for this character?

Silver Crusade

1 person marked this as a favorite.

Sure. Ride an elephant.

Or..tape a bunch of horses together.

Liberty's Edge

A rhinoceros would be a pretty cool mount.


RHINO CHARGE WITH HUGE LANCE!!!


No problem with those starting out as Medium?


I think in 3.5 there were rules for riding a Bulette, could see about adapting that to here.

Dark Archive

RAW doesnt support large or bigger cavaliers... :(

Silver Crusade

1 person marked this as a favorite.
Name Violation wrote:
RAW doesnt support large or bigger cavaliers... :(

Taping a buch of horses together does not sound so stupid now does it?

simpsons movie


Well the truth is the game is not geared or made for large player races. Any GM allowing them needs to adjust more then just what kind of mount you can use.


seekerofshadowlight wrote:
Well the truth is the game is not geared or made for large player races. Any GM allowing them needs to adjust more then just what kind of mount you can use.

I'm sure Advanced Race Guide will have rules for it, just don't want to wait that long.


I probably wouldn't allow a HUGE mount,(let alone a combat mount) especially at low levels, it's cumbersome on you and the player IMO. Assuming the campaign is underway, I'm surprised you aren't having "fat man in a little coat syndrome", aka a medium world with medium doors, medium hallways, medium equipment/loot, etc... freshly(read "always") squeezed adventurer.

A thought however... what about replacing the "mount/bond" ability with "Fast Movement" as per the Barbarian? Remove the armor restriction, just an gain an extra 10' base speed, done. An always "on" ability, no mounting/dismounting, no dumb questions like 'Excuse me stable boy, where do I park my brontosaurus?', etc.

Side Note: That was how Tauren were originally handled in World of Warcraft. I was personally sadden by the introduction/patching of Kodos (retarded rhino/cattle) for mounts. I thought it much more thematic that a large minotaur race based on the American Indian culture could eventually (level 40) channel a wind spirit of sorts.

MMO banter aside, I thought it a practical example.
(Edited... as always until I get my thoughts finalized.)

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(EDIT) One more thought, then I'm done editing, promise!
If you wanted to use "Fast Movement", but don't know how to make it progressive(and wanted to)... tack on feats every 5 or so levels. Two that come immediately to mind are from 3.5E (Ebberon and Miniatures HB), "Powerful Charge" (add dmg when charging, by size) and "Greater Powerful Charge" (increase the dmg added by one size category). Greater requiring the first as a prereq. The Scout Variant(for rogues in the APG) has a few nice abilities when moving in combat, basically replacing the Scout/Skirmisher from 3.5E. Giving him the "Fleet" (or Dash, whatever) feat every 5 levels for an extra +5' wouldn't entirely suck either, but not my personal preference.

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