Mounts and Related Gear
Mount |
Cost
| Size |
Bulgrif |
2,400 shillings
| Huge |
Falcon or Hawk |
50 shillings
| Tiny |
Grollok |
1,000 shillings
| Large |
Hauncher |
900 shillings
| Large |
Norling |
4,000 shillings
| Large |
Teekon |
1,000 shillings
| Huge |
War Elephant |
1,500 shillings
| Huge |
|
Mount Quality |
Cost
|
Excellent Quality Mount |
+50% normal cost
|
Good Quality Mount |
+20% normal cost
|
Poor Quality Mount |
-50% normal cost
|
Superior Quality Mount |
4x normal cost
|
|
Mount Traits |
Cost
|
Hunter |
2x normal cost
|
Recreation |
2x normal cost
|
Show |
4x normal cost
|
Stock |
1x normal cost
|
Trail |
1½x normal cost
|
War |
3x normal cost
|
|
Breeding Quality |
Cost
|
Agile |
+150 shillings
|
Alert |
+50 shillings
|
Fast |
+500 shillings
|
Personable |
+50 shillings
|
Smart |
+100 shillings
|
Strong |
+200 shillings
|
Tough |
+250 shillings
|
Trained |
+100 shillings
|
|
Item |
Cost
| Weight |
Barding, Full Chainmail |
600 shillings
| 80 lbs. |
Barding, Full Full Plate |
4,800 shillings
| 100 lbs. |
Barding, Full Half-Plate |
2,000 shillings
| 100 lbs. |
Barding, Full Leather |
40 shillings
| 30 lbs. |
Barding, Partial Chainmail |
400 shillings
| 60 lbs. |
Barding, Partial Full Plate |
32,00 shillings
| 75 lbs. |
Barding, Partial Half-Plate |
1,500 shillings
| 75 lbs. |
Barding, Partial Leather |
36 shillings
| 20 lbs. |
Battle Harness |
10 shillings
| 10 lbs. |
Bladed Shoes |
25 shillings
| 3 lbs. |
Emergency Belt |
6 shillings
| 7 lbs. |
Feedbag |
3 shillings
| 2 lbs. |
Grooming Brush |
5 pennies
| 1 lb. |
Horn Talask |
75 shillings
| 15 lbs. |
Jousting Key |
35 shillings
| 8 lbs. |
Mount Cape |
5 shillings
| 2 lbs. |
Saddle, Aerial |
60 shillings
| 40 lbs. |
Saddle, Flat |
30 shillings
| 25 lbs. |
Saddle, Jousting |
40 shillings
| 35 lbs. |
Saddle, Stock |
10 shillings
| 25 lbs. |
Saddlebags, Armor |
20 shillings
| 10 lbs. |
Spiked Horseshoes |
10 shillings
| 1 lb. |
Talon Blades |
100 shillings
| 3 lbs. |
Travois |
2 shillings
| 10 lbs. |
Unicorn Razorhooves |
15 shillings
| 3 lbs. |
Unicorn's Blade |
50 shillings
| 4 lbs. |
This is a collection of nonstandard mounts and gear for riding mounts, including barding. Only weapons or armor intended to be worn or used by a mount will be listed here.
This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to
Sourcebook Abbreviations.
All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.
Mount Descriptions
Bulgrif: (
Mercenaries) Bulgrifs are enormous flying creatures that can be trained as beasts of burden. They are quite useful to anyone who needs to move supplies over difficult terrain - the best way through a jungle or across broken ground is to fly over it after all. They can carry up to 2,000 pounds of cargo on their backs, or up to 5 Medium humanoids on their back, plus their handler. Because of their immense size, bulgrifs require 1 shilling worth of feed every day.
Grollok: (
Mercenaries) A big, square-shouldered, bad-tempered creature that can be used either as a cavalry mount or a draft animal. Grolloks seem to enjoy battle, but only attack at the urging of their riders. They can accomodate 1 Medium or 2 Small humanoids on their back.
Hauncher: (
Mercenaries) Unlike most cavalry mounts, haunchers go about on only two legs and maintain a semi-upright posture. This makes it difficult for footsoldiers to attack a hauncher's rider with anything other than polearms or longspears. Because of their height, haunchers cannot be brought into spaces with little overhead space like dungeons. They can accomodate 1 Small or Medium humanoid rider.
Norling: (
Mercenaries) The exhorbiant price of this mount reflects the sheer diffciulty of finding one for sale. The sub-arctic tribesmen who raise and rise these warhorse-sized magical beasts feel an almost mystical attachment to them and rarely part with them, and they do not occur in nature outside the forbidding lands of the far north.
Teekon: (
Mercenaries) Low-slung, lizard-like creatures useful as cavalry mounts when speed is not essential. They can carry 3 Small or 2 Medium humanoid riders on their flat backs. They consume 5 pennies worth of feed per day because of their size. Teekons are highly prized because of their carrying capacity, even temper, and ability to function well in a variety of environments.
War Elephant: (
Mercenaries) An ordinary elephant captured from the wildand trained to respond to commands as a cavalry mount. Commanders who use them in battle count on their size and aspect to provoke fear in their enemies, but war elephants have an unfortunate tendency to panic in the miodst of battle. They consume 25 bits worth of feed per day because of their size.
Mount Quality
Mounts have variable degress of quality, based on breeding, care, and temperament. The higher the quality, the more expensive the mount. There are five degrees of quality, which are generally applicable to horses, riding dogs, and other common mounts. These qualities may be applicable to other types of mounts as well. The standard prices for mounts are for average quality mounts, which have the standard statistics listed for creatures of their type.
Excellent Quality: (
Cavalier's Handbook) An excellent mount is an animal that comes from good breeding. These mounts sell for 50% above the normal listed value, and training them is slightly easier than normal, so anyone training an excellent quality mount gains a +2 bonus on all Handle Animal checks made working with the creature. An excellent steed applies the following modifiers to its ability scores: Strength +2, Dexterity +2, and Constitution +2. In addition, it gains a +5 foot enhancment bonus to its speed.
Good Quality: (
Cavalier's Handbook) A good mount is an animal that arises from standard breeding, but is exceptional for its kind. These animals sell for 20% above the listed value, but training a good mount is no more or less difficult than for a standard animal. A good steed applies the following modifiers to its ability scores: Strength +2 and Dexterity +2.
Poor Quality: (
Cavalier's Handbook) A poor mount is old, diseased, mistreated, or otherwise unhealthy, and sells for half the normal listed value. In addition, training a poor mount is more difficult, so anyone training a poor quality mount suffers a -2 penalty on all Handle Animal checks made while working with the creature. A poor mount applies the following modifiers to its ability scores: Strength -4, Dexterity -2, and Constitution -4. In addition, it takes a -10 foot penalty to its speed.
Superior Quality: (
Cavalier's Handbook) A superior mount is an animal that comes fromselective generations of good breeding. These mounts sell for four times the normal listed value, and training them is easier than normal, so anyone training a superior quality mount gains a +4 bonus on all Handle Animal checks made working with the creature. A superior steed applies the following modifiers to its ability scores: Strength +4, Dexterity +2, Constitution +4, Wisdom +2, and Charisma +2. In addition, it gains a +10 foot enhancement bonus to its speed.
Mount Traits
All riding animals fall into six basic catergories based on their training and intended purpose. Adventurers typically choose trail, hunter, or war mounts since these types are less likely to bolt when danger arises. An animal's purpose or role is taught from an early age, and cannot be changed. A stock horse could not become a warhorse no matter how much barding is laid upon it. Only a creature of the Animal type may have one of these traits, and they can only have one kind of trait.
Hunter: (
Path of the Sword) A mount earns the title of hunter by showing an extreme knack for tracking and hunting in the wild. They are adept at responding to commands, picking the best paths, and traversing obstacles. Courageous and possessed of good stamina, a hunter mount makes a decent traveling companion due to its ease of riding and low maintenance. A hunter mount is not the brightest creature in the world, and will not wear medium or heavy barding. All hunter mounts have the Track feat and can signal that prey is nearby with either a snort or a pull. A hunter mount only spooks 10% of the time.
Recreation: (
Path of the Sword) Bred for the enjoyment of nobility, recreation mounts like to ride and jump for the mere fun of it all. While beautiful and strong, these mounts tire easile and are highly fickle. Extreme care must be spent on the maintenance and handling of recreation mounts, so stable costs should be doubled for these animals. A recreation mount is very self-oriented, and required a DC 25 Ride check to remain in the presence of a deadly threat. The impressive breeding and luxurious nature of these animals bestows a temporary +2 bonus to all Charisma-based skill checks and ability checks made by the rider for so long as the rider and horse remain within 5 feet of one another. This bonus applies only to targets that would be impressed by such an animal. Recreation mounts automatically have a +2 bonus to Charisma. A recreation mount spooks 100% of the time.
Show: (
Path of the Sword) Due to the long training necessary to raise a show mount, they are the most expensive type to purchase. Show mounts are trained to entertain and perform. Because of their innate speed and intelligence, show mounts make ideal traveling companions, but they demand extra food and attention from their riders. As such, double the price of food and water for these mounts. Show animals are reliable, if somewhat testy, and require a lot of skill o handle. They are commonly found working as circus or racing animals. Show mounts begin with 10 ranks in a Perform skill and a +2 bonus to Dexterity. A show mount also bestows a +5 circumstance bonus to its rider's Perform checks when they perform together. A show mount spooks 50% of the time.
Stock: (
{Path of the Sword) All animals are stock animals unless otherwise specified. Stock mounts are commonly called beasts of burden because they are mainly used for manual labor. Pulling carts, skiffs, pouws, and carriages are just some of the mundane duties performed by stock animals. These mounts are tireless in their labors and complain very little. A DC 20 Ride check is required each round to keep a stock mount from fleeing in the middle of battle. They spook easily and are extremely hard to control when injured. Stock mounts are cheap, easy to handle in non-combat situations, and are a good choice for inexperienced riders. All stock mounts have the Endurance feat. Stock mounts spook 100% of the time.
Trail: (
Path of the Sword) Trailm mounts are bred to travel. They are the ideal riding companion for most merchants, nobles, and some adventurers along the road. A trail mount is relatively easy to ride, eats and drinks little, and will remain with a master unless wounded or highly frightened. Because of their innate need to move, trail mounts become restless if forced to stay in one spot for too long. After a long battle in an underground dungeon, an adventurer might emerge to sunlight only to find his mount has broken its harness and wandered off. When stabled in towns and villages, a trail mount must be allowed to walk andgraze daily or it becomes irate. If a trail mount is not ridden each day, apply a -1 penalty per day to all subsequent Ride checks for one week. If it is ignored for a week or more, consider the mount hostile until it has been calmed and retrained using the Handle Animal skill. Trail mounts have a +1 bonus to Constitution. Trail mounts spook 30% of the time.
War: (
Path of the Sword) The favored mount of soldiers and adventurers, a war mount is raised for battle. They are quick, strong, and fearless. In heavy armor, a war mount can move at one-half speed instead of one-quarter speed. They do not flinch in battle, and obey a skilled rider with stubborn zeal and devotion. These mounts do not require their rider to control them in combat, and are therefore the only type that gets a separate attack from the rider. War mounts cannot stand an inexperienced rider and will buck and throw an individual that has less than 4 ranks in the Ride skill. War mounts recieve a +1 bonus to Strength and Constitution. War mounts do not spook. Warhorses, riding dogs, and most exotic mounts are already trained as war mounts, and their cost and statistics already reflect this training.
Breeding Quality
Through selective breeding, certain characteristics emerge to make an animal better suited for an owner's particular needs, and when purchasing a mount, a buyer can request certain traits assuming that a wide enough stock of animals is available. These traits only apply to mounts of the Animal type and each increases the cost of the animal over and above the costs for quality. In addition, all mounts are restricted to three of the following breeding qualities.
Agile: (
Cavalier's Handbook) This mount is agile and quick, gaining a +2 bonus to Dexterity.
Alert: (
Cavalier's Handbook) This cautious mount is aware of its environment, gaining a +2 bonus to Wisdom.
Fast: (
Cavalier's Handbook) Bred for speed, this mount gains +5 feet to its speed.
Personable: (
Cavalier's Handbook) This friendly mount has a pleasant disposition, gaining a +2 bonus to Charisma.
Smart: (
Cavalier's Handbook) This mount is exceptionally bright, and anyone who training this animal gains a +2 bonus to all Handle Animal checks while working with it.
Strong: (
Cavalier's Handbook) This mount is exceptionally strong for its breed, gaining a +2 bonus for Strength.
Tough: (
Cavalier's Handbook) This mount is bred for war and is able to resist injury, gaining a +2 bonus to Constitution.
Trained: (
Cavalier's Handbook) This animal knows one trick.
Item Descriptions
Barding, Full Chainmail: (
Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as medium armor, provides a +5 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Full Half-Plate: (
Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +7 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Full Full Plate: (
Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Full Leather: (
Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Partial Chainmail: (
Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as medium armor, provides a +4 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Partial Half-Plate: (
Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +6 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Partial Full Plate: (
Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Barding, Partial Leather: (
Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.
Battle Harness: (
Relics & Rituals: Excalibur) This harness provides a mount with a +1 armor bonus to its Armor Class. Any mount wearing a battle harness also does an additional 1d6 points of damage while bull-rushing an opponent.
Bladed Shoes: (
Path of the Sword) Bladed shoes are designed for horses and ponies. The tips of the shoes have small, jagged blades that deal 1d6 points of slashing damage on a successful strike. Bladed shoes made for warhorses deal 1d8 points of slashing damage on a successful strike with bladed shoes. Long travel can wear down bladed shoes, so most mounted combatants learn to fit the shoes onto their horses themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the bladed shoes every few days. Traveling more than 10 miles on bladed shoes makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit bladed shoes onto a mount, or remove them after battle.
Emergency Belt: (
Path of the Sword) A set of thick leather straps designed to thoroughly tie a rider into asaddle. An emergency belt makes it virtually impossible for a rider to fall .
off his mount. As a result, unconscious riders have a 90% chance to stay in the saddle, and all checks to avoid being pulled from a mount gain a +8 bonus. It takes a full-round action to attach or undo the straps.
Feedbag: (
Path of the Sword) A feedbag attaches directly to a mount's mouth and allows it to eat while walking. The feedbag must be removed before the mount moves faster than a walk.
Grooming Brush: (
Path of the Sword) Only useful for mounts that have hair, a grooming brush keeps a mount happy and healthy-looking.
Horn Talask: (
Path of the Sword) Elephants are sometimes fitted with a pair of hor talasks, which attach snugly over the tips of their tusks and have either a sharp blade or a bludgeoning ball at the tips. An elephant with bladed horn talasks deal an additional 1d8 points of damage with its gore attack, while ball and chain talasks increase the elephant's reach with its slam attack by +5 feet.
Jousting Key: (
Path of the Sword) A jousting key connects to the right side of a horse's bridle and has a small circular spot for the placement of a lance. It takes a full round action to slide a lance into the ring, and a full round action to slide it back out. The reason for a jousting key is to add extra support so that the lance does not bounce with the rider. Jousting keys convey a +6 bonus to a chargin character's attack roll, but only against targets directly in front of the mount.
Mount Cape: (
Path of the Sword) A mount cape is merely a large piece of cloth draped over the mount's torso and tied at the nape of the neck. These ornaments are often printed with plain colors or exotic designs and are mainly used to improve the regal appearance of a mount. The cape confers a +1 bonus to Charisma to mounts in jousting tournaments.
Saddle, Aerial: (
Path of the Sword) An aerial saddle is necessary for most aerial mounts and attaches directly to the mount's torso with numerous straps and emergency clips. Riders literally attach themselves to the aerial saddle and cannot fall off without first unhooking themselves. Riders gain a +10 bonus against anyone attempting to pull them from the saddle. Riding an airborne mount without such a saddle is incredibly dangerous, requiring a DC 15 Ride check each time the mount changes speeds, lands, takes off, or performs an aerial maneuver. It takes three rounds to attach or get out of an aerial saddle.
Saddle, Flat: (
Path of the Sword) The flat saddle resembles a normal saddle that is missing some of its strappings, making it easier for a rider to fall off, but giving the horse more freedom of movement. Flat saddles grant a mount a +2 circumstance bonus to Jump checks, but an unconscious rider only has a 30% chance of remaining on such a mount. In addition, the rider suffers a -2 circumstance penalty on all checks to avoid being pulled from their mount.
Saddle, Jousting: (
Relics & Rituals: Excalibur) This saddle adds +4 to any checks made by a rider to resist being knocked backwards.
Saddle, Stock: (
Path of the Sword) A stock saddle resembles a regular saddle in all aspects exceptione: It has a horn located on the front end that a rider can use to attach ropes. Stock saddles give a +2 circumstance bonus to Ride checks involving dragging or pulling.
Saddlebags, Armor: (
Relics & Rituals: Excalibur) These are saddlebags specifically crafted for carrying plate armor. eachpiece of the armor fits into its own leather pouch and tey are strung together to create a surprisingly compact package - the entire set could be fit into a large backpack and carried on one's back. They are most often used by traveling knights who do not want to wear their armor while on the road.
Spiked Horseshoes: (
Relics & Rituals: Excalibur) These horseshoes add +2 to a warhorse's damage rolls for hoof attacks.They also convert the damage type from bludgeoning to piercing.
Talon Blades: (
Path of the Sword) Talon blades are made for mounts with talons, such a griffons. The blades have small, jagged blades that deal 1d8 points of slashing damage on a successful strike. Long travel can wear down talon blades, so most mounted combatants learn to fit the blades onto their mounts themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the talon blades every few days. Traveling more than 20 miles in talon blades makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit talon blades onto a mount, or remove them after battle.
Travois: (
Mercenaries) A travois is a simple device pulled by a mule or horse, dragging goods or wounded men. It has no wheels, and is simply three long sticks bundled together into a triangle shape, with cloth strung between the sticks. A travois can hold up to 300 pounds.
Unicorn Razorhooves: (
Path of the Sword) Resembling horsheos at first glance, closer inspection reveals the sharp, serrated edges and the structural support that makes these weapons of war. A unicorn wearing razorhooves deals 1d8 slashing damage with its hoof attacks rather than 1d4 bludgeoning damage.
Unicorn's Blade: (
Path of the Sword) This serrated blade is mounted on a cap that is placed over a unicorn's horn. It increases the critical threat range of the unicorn's horn to 19-20.
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