Eclipse – The Advancing Warrior, Part III

This got out of order, so for today it’s fighters with Mounts instead of Archers and Tricksters. Ah well.

The Mounted Warrior:

The first step in becoming a mounted warrior is getting a (preferably either intelligent or combat-trained) mount. The problem here is that normal-animal mounts short of elephants, mammoths, and major dinosaurs have about the same life expectancy on an adventure as Cure Wounds potion – and cost about the same too. That’s why one of my first edition Paladin’s rode a transfomed Brontosaurus. While this does suggest getting “mounts-in-a-bottle” at some small surcharge (Pathfinder’s L2 Carry Companion spell covers this) that doesn’t solve the “easy to kill” problem.

  • The most obvious and easy way is, of course, to take a Companion and – for practicalities sake – stick a +2 ECL Template on it that includes Returning and some boosted speed and self-healing and such to go along with its basic enhancements. This also makes it easy to get an intelligent mount and skip control checks. You’ll have to wait to fairly high level to – say – ride a dragon, but it’s quite possible and you can start out with a decent mount at level one. (12 CP).
  • Leadership, Specialized / only to get a companion that serves as a mount (3 CP) is classic – but you’ll need to wait until level four or more to get anything at all. In practice, you’ll probably have to make do with real mounts until level five or six. Worse, many game masters won’t allow Leadership at all.
  • If you’re using Witchcraft (and if you’re a Fighter, why aren’t you?) you can take Birth Of Flames to create a permanent sixth level Astral Construct (per The Practical Enchanter). That’s about the toughest mount you can get early on, quite customizable (I like to give them Fast Healing and Intelligence so they get Feats), they return after 2d6 days if “killed”, and can be Summoned or Dismissed for one Power point. That’s a fairly impressive – and convenient – mount right out of the box for a mere (6 CP).
  • You can use temporary summons: while most spells aren’t great for combat mounts there’s Hound Of Doom at L3 – just right for an Inherent Spell with +4 Bonus Uses (12 CP). Those are actually pretty decent mounts.
  • If you want to get – say – a little Rune Magic (Summoning) and Mana, Specialized and Corrupted (Probably for Reduced Cost, since if you can talk the game master into Increased Effect you will only need a +12 total to hit caster level eighteen and ninth level effects) / only for Summon Mount spells you can quite easily produce mounts as needed.

Summon Mount (Simple Spell Template):

The general Summon Mount spell closely resembles Summon Nature’s Ally, but it only summons creatures to ride on, offers a considerably smaller (three at each level) selection, and they always show up next to the caster. It does, however, includes appropriate saddle, tack, and harness and the creatures are considered to be well-trained mounts. If you summon a mount one level less powerful than you are entitled to you get two of them. If two or more levels less you get four. Variants on the basic spell include: 1) summons a specific creature (-1 Spell Level), lasts for one minute per caster Level (+1 Spell Level), and lasts for one hour per caster level (+2 Spell Levels). This isn’t a bad route either.

Available Mounts from Summon Mount:

  • L1: Riding Dog (Medium), Equine (Pony/Mule/Light Horse) (Large), Hippocampus (Large).
  • L2: Axe beak (Large), Hippogriff (Large), Heavy Horse (Large).
  • L3: Giant Eagle (L), Pegasus (Large), Large Wolf (4 HD).
  • L4: Dire Boar (Large), Griffon (Large), Giant Scorpion (Large).
  • L5: Manticore (Large), Orca (Huge), Unicorn (Large).
  • L6: Elephant (Huge), Nightmare (Large), Wyvern (Large).
  • L7: Kirin (Large, CR7 version), Mastodon (Huge), Triceratops (Huge).
  • L8: Dragon Horse (Large), Roc (Gargantuan), Young Dragon (Chromatic, Metallic, or otherwise as the GM permits. Usually Large).
  • L9: Androsphinx (Large), Celestial Charger Unicorn (Large), Dragon Turtle (Huge).

Yes, you can vary the list if you like. There are lots of other things you could ride.

Finally, if you want to be really over the top take…

  • Blood Mount: Shapeshift, with the Growth, Dire, and Dragon modifiers, all Specialized and Corrupted for Reduced Cost / the user cannot actually shapeshift, only to allow the user to produce creatures to use as mounts and combat aides (6 CP) plus Extended Creatures Of Blood and Magic Of Blood (18 CP). That will let the user take a number of points of damage equal to the maximum a creature of the Animal, Dire Animal, or Dragon type of equal or lesser hit dice could have to create an obedient creature of that type that will last for the next (Level) days unless slain sooner. Sure, you will need a few Heal spells to do it – but if you’re high enough level, you can make yourself a pack of dragons or something.

So you have a mount. Fortunately, the summarized rules for mounted combat aren’t all that complicated:

  • The mount acts on your initiative, but has it’s own actions, movement rate, and attacks.
  • If it moves, it carries you along, so you can use your movement action for something else.
  • If it charges, you are charging.
  • You can use a standard action to attack someone your mount passes.
  • While you can take a full-round action while the horse moves, you can’t normally make a full attack on a single target – although the rules don’t really say if you can use a full attack to strike multiple creatures along the mounts route. I’d say “yes”, but that’s just me.
  • When the mount moves, it triggers Attacks Of Opportunity on itself, not on you.
  • Being mounted often provides an “On Higher Ground” advantage.
  • Ranged attacks made while the mount is moving are made at -2 per full movement multiplier used (-2 for 1x Speed, -4 for 2x, -6 for 3x, -8 for 4x, and so on).
  • Spellcasting while your mount is moving requires a Concentration check.
  • Lances get a +1 Damage Multiplier on their first attack when used to Charge.
  • If you ride a mount out of a threatened area, it provokes one Attack of Opportunity which may be taken against either the mount or the rider.
  • There’s a bunch of stuff about Ride rolls for various tricks, but you can look that up when you need it. Usually you won’t. In fact, if you’re making a serious mounted warrior you will make sure that you don’t ever need to roll.

Now, as for the basics… in Eclipse, most of the damage boosters, charge boosters, or similar items care if you are on a mount or not. Your extra damage, charge multipliers, and other tricks from the Smasher and Charger paths still work just fine. About the only things that don’t are the things that let you move when they’re triggered. Those won’t work unless you get off the mount because the mount isn’t moving.

  • Natural Rider: Mastery: You can “Take 10″ under stress for (3 x Int Mod, Minimum 3) skills, Specialized and Corrupted / only for Ride. So for 2/3/4 CP you may take 10/15/20. You should be able to just pick what you need to avoid every having to make Ride checks at all.
  • Mounted Caster: Mastery, as above, but only for Concentration checks required for spellcasting while riding.
  • Battle Dance: Blessing, Specialized and Corrupted / only to transfer triggered movement opportunities to your mount (2 CP). With this, for example, if you have the equivalent of Great Cleave available, your mount can take the 5′ steps instead of you and if you have Reflex Training it could be used to allow your mount to move.
  • Shielded Mount: Blessing, Specialized for Reduced Cost and Corrupted for Increased Effect / The user’s Shield Bonus to AC, including any Enhancement, Martial Arts, or other boosts applies to his or her mount while he or she is riding it (3 CP).
  • Legendary Rider: 1d6 (4) Mana with Reality Editing, Specialized and Corrupted for Increased Effect / only for tricks that directly involve your mount, Rite of Chi with +4 Bonus Uses, Specialized and Corrupted for Reduced Cost / only to recharge the Legendary Rider pool above (10 CP). Do you want your horse to gallop up a rolling avalanche? Skip across the bits of rock floating in a mighty river of lava? Appear out of nowhere when needed? Carry you safely through that pyroclastic cloud? Smash down that might adamant door? Stomp on and break the chains holding you? Carry that child to safety through the mountains despite that legion of demons in pursuit? Do you want your Night Fury to breathe down the great dragons throat and set off it’s own breath weapon internally? Then you want Legendary Rider. You won’t be able to pull such stunts more than once or twice a fight unless you upgrade your Mana reserve, but when you really need to do something that’s pretty much impossible, you can pull it off.
  • Finally, of course, you’ll want a good chunk of the Rider ability sequence. It can get expensive, but most Riders will be able to Specialize and/or Corrupt it to reduce the cost – perhaps applying it only to the Astral Construct they got with Birth Of Flames, or to their Animal companion rather than to anything they try to ride (Or, for that matter, pilot). So a character could purchase Rider (roll to negate attacks on the mount), Might (Add the Faithful Steed Template), Psychic Bond (with Calling) (Communicate with and summon your mount), Improved Stable Seating (eliminate all penalties for acting from a mounts back), Battle Dance (add your Wis Mod to the mounts AC), and Spirited III (+30 to the mounts base movement) for a total of (18 CP).

The Mounted Warrior path costs 50-60 CP – about five levels worth of special purchases for our Fighter – if he or she wants the whole thing. That’s expensive – but the advantages of extra mobility, actions, and damage can be well worthwhile.

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