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udan-adan.blogspot.com/2015/08/legendary-mounts-aka-i-want-horse-1.html
D&D has a long tradition of PCs upgrading their weapons and armour as their careers go
on, so that a character might start off with a regular sword and end up wielding a vorpal
blade or a holy avenger or whatever. Mounts, though, are usually assumed to be pretty
much interchangeable: PCs start off riding a regular horse, and end up riding... another
regular horse. Or maybe the same horse. Did anyone even keep track?
(The fact that mounts didn't scale with their riders also contributes to the lack of
attachment most PCs feel for them. When a party of level 6 PCs find themselves at ground
zero of a 5d6 fireball, they'll probably all live to tell the tale, but their 2-3HD horses are going
to be toast.)
Now, a Horse +1 sounds pretty silly; but, really, any character from a Central Asian-esque
culture should be just as happy to get a better horse as they would be to get a sharper
sword or a more accurate bow. So here are some suggestions for representing that in the
rules.
1/5
Mount Quality: Every mount has a
Quality Level. This level is applied as
a modifier to the following traits:
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Speed: Each level of quality adds 5% to the top speed of the mount. This is unlikely to
matter much in combat, but over a long-distance journey or chase it means that a
higher-quality mount will always outdistance a lower-quality one unless hampered by
a less skilled rider or a heavier load.
Quality 4 and 5 steeds exist, but they are invariably supernatural in some way - the result of
magical breeding programmes, the creations of wizards or spirits, and so on - and many of
them have additional magical abilities. To discover which talent a given magical horse has,
pick or roll 1d6 on the list below:
1. Horse can talk and understand several human languages.
2. When running at full speed, horse can cross water as easily as land. Sinks if it slows
down.
3. Horse can run all day and all night without tiring.
4. Horse has skin of iron and hooves of steel: +3 AC in addition to bonuses from quality
and barding, attacks and trampling deal 1d10 base damage instead of 1d6.
5. Horse can breathe fire: up to once every three rounds, one opponent in melee range
must pass a REF save or take 1d10 damage. May also make a normal attack in the
same round.
6. Horse can jump incredible distances - 50' or more, or 20' straight up - with a decent
run-up.
In the unlikely event of their owners being willing to sell them, such steeds are worth
absolutely enormous sums.
3/5
Handy Mount Quality Table
4/5
4 Magical 6d8 +5 1d6+4 +4/+6 17/19/22 -8 9
HP
5 Exceptional
AND Magical 7d8 +6 1d6+5 +5/+7 18/20/23 -10 8
HP
Note that these quality rules can also be applied to mounts other than horses: camels,
reindeer, bears, giant wolves, brass snout rats, etc, etc. This can make the choice between
mundane and exotic mounts a bit more meaningful: given the choice between riding a
horse and riding a giant wolf, almost every PC is going to pick the wolf, but the choice
between a quality 1 wolf and a quality 4 horse that can breathe fire might be a rather harder
one to make!
5/5