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    Lightbulb [4E] Expanded Mount Options

    Expanded Mount Options


    A dwarf cavalry regiment riding upon the backs of raging grizzly bears. The frost giant astride a massive mammoth. The drow assassin stalking the Underdark on his stealthy lizard. The kobold on his loyal weasel companion. All are famous aspects of mounted combat, and yet none works out that well based on the current rules for D&D 4E. Here I've attempted to expand the options available to characters and enemies by including new mounts and optional rules for mount advancement.



    New Mounts

    The following creatures are new creature options that players may purchase and use as mounts. All are appropriate for Small or Medium riders, except the Mammoth (which is appropriate for Medium or Large riders). Prices and carrying capacities are listed below.


    Giant Crab
    Spoiler
    Show


    Giant Owl
    Spoiler
    Show


    Grizzly Bear
    Spoiler
    Show


    Icerime Mammoth
    Spoiler
    Show


    Infernal Charger
    Spoiler
    Show


    Riding Hippopotamus
    Spoiler
    Show


    Riding Lizard
    Spoiler
    Show


    Riding Weasel
    Spoiler
    Show


    War Bat
    Spoiler
    Show


    War Ram
    Spoiler
    Show





    Mount Equipment and Prices

    The following charts list prices for new mounts and equipment useful for characters with such steeds. The exotic saddle is appropriate for mounts that climb or burrow (like the riding lizard), while the flying mount is required for flying mounts.


    *Quadrupeds have +25% carrying capacity.
    **The icerime mammoth has +50% carrying capacity.




    Mount Advancement

    The 4E rules, as of now, do not provide rules for advancing mounts other than the general rules in the DMG for advancing monsters. However, these rules are generally not meant for increasing a creature's level by more than 5; after this, the authors suggest finding a new creature. Many riders, though, may not want to find a new mount of an appropriate level, and with the lack of mounts in the MM at high Paragon and Epic levels (12 possibilities, with on the Rimefire Griffon being higher than level 13 and being only level 20 itself) this leaves a lot of gaps.

    The following are a possible solution to the problem. Mounts are "upgraded" as normal, but they also increase ability scores, damage dice, and such, which is normally not an option for advancing a monster via the DMG method. Furthermore, this method attempts mostly to keep mounts alive and part of a mounted character's repertoire rather than being a powerful character in and of itself. The optional advancement method is as follows.

    Each time it gains a level, improve a mount as per the rules for advancing monsters (see DMG 174). Increase its level, hit points, attack, defenses, skills, initiative, and ability modifiers as normal. Do not increase its damage (see below). Every even-numbered level, increase the creature’s highest ability score by 1 or 2 (by 2 at levels divisible by four and by 1 at other even levels) and increase each other ability score by 1 (except Intelligence for natural beasts).

    At levels 4, 7, and 10, and every three levels thereafter, consult the table “Damage By Level” (DMG 185) to determine the damage a mount does with its attacks. Work with your DM to find values that approximately correspond to those for its attacks at its original level. For instance, a War Ram deals 1d10 + 4 damage at level 4, which is Medium Normal damage for a creature of 4th level. At 7th level, the value for Medium Normal damage is 2d6 + 5 damage, which will suffice given DM consent. If the normal amount is not agreeable, instead consider using the High Normal Damage category for the level equal to the mounts level - 3 or the Low Normal Damage category for the level equal to the mount's level + 3.

    When a creature reaches a level equal to its original level + 10, the mount gains the devoted mount power in addition to its other powers.



    When a mount reaches a level equal to its original level + 20, the mount gains the legendary mount power in addition to its other powers.



    ____________________________

    I haven't seen anything like this yet, so I took a stab at it. This is what I've got so far. Questions? Comments? Wild screams of protest?

    I know the advancement rules seem like something anyone could have come up with, but I figured I'd try to just codify them in case I need to make list o' houserules or anything.

    Prices on the mounts are determined as if they were a magic item of their level (based on the warhorse, a level 3 creature, with a cost equal to that of a level 3 magic item). The stat blocks aren't set in stone and may change (since some of them are just what I could cobble together for lack of anything better), but it's good enough for now.
    Last edited by RTGoodman; 2008-09-11 at 07:50 PM.
    The Playgrounder Formerly Known as rtg0922

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    Default Re: [4E] Expanded Mount Options

    I like what you've done mechanically. I'm a little uncertain of whether the precise workings of the Devoted and Legendary mount work in actual gameplay. I'm also impressed with the statblocks you used, could you PM me with your method?
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    Default Re: [4E] Expanded Mount Options

    I have to say, this is exactly what I was looking for. I need a mount, and none of the MM ones fit the flavour of my character well. It is unfortunate that giving the riding lizard its signature feature would break the game (wall walk), but other than that, I love them. Good job. And also, good stat blocks.
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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by Shadow_Elf View Post
    It is unfortunate that giving the riding lizard its signature feature would break the game (wall walk), but other than that, I love them. Good job. And also, good stat blocks.
    Actually, it CAN walk on walls and ceilings and whatnot. A climb speed lets a creature move on vertical surfaces at the listed speed (though it can't shift or charge) without making checks, and spider climb allows it to do the same on ceilings and overhangs.

    Otherwise, thanks! Glad you liked it! Any suggestions for more mounts or things like that? I couldn't think of anything else cool.

    Oh, and I'm also thinking about putting together a "Poor Man's Guide to Making Fancy 4E Stat Blocks" soon, if you're interested. I'll probably post it here once I'm done.
    Last edited by RTGoodman; 2008-08-25 at 11:26 AM.
    The Playgrounder Formerly Known as rtg0922

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    Default Re: [4E] Expanded Mount Options

    You put Dire Weasels back in the game. If only for that, I would love you.

    Additionally, I really like the War Ram, it looks like a potent mount and is one of the earliest available. Headbutt and Dire Gore look like very useful abilities. I'd love to pick up one of those for a PC of mine.

    The Bear Cavalry bonus to intimidate makes me grin.

    All around, they look pretty good, but I don't know much about balance. The Mammoth's level seems too high or 'inapproachable', though. I'm not sure any natural animals should have Paragon-tier levels of difficulty to defeat. Did you place them that high out of a desire for more paragon-tier mounts?

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by Zuki View Post
    The Mammoth's level seems too high or 'inapproachable', though. I'm not sure any natural animals should have Paragon-tier levels of difficulty to defeat. Did you place them that high out of a desire for more paragon-tier mounts?
    Well, it's half that there needed to be some higher-level mounts, and half that I think Mammoth is a more appropriate NPC mount for Giants (like this) than as a PC mount and most Giants (even though Frost Giants haven't officially been created yet) are Large-sized creatures of levels 13 to 18. Making the Mammoth around that level just helps out encounter balance. I guess you could call it a "Dire Mammoth" or something if 16 seems like too high a level for a "normal" animal.
    The Playgrounder Formerly Known as rtg0922

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by rtg0922 View Post
    Actually, it CAN walk on walls and ceilings and whatnot. A climb speed lets a creature move on vertical surfaces at the listed speed (though it can't shift or charge) without making checks, and spider climb allows it to do the same on ceilings and overhangs.
    I did not notice the climb speed and spider climb. My DM says that would be unfair as it "makes you immune to melee attacks". So does a Blade Spider, and they are in the rulebooks. I will definitely make this point to him. And buy myself one of those lizards.
    How about a riding panther, scorpion, Roc, manticore, bullette, kruthik, hyena, hound, unicorn, worg, or chimera?
    Also, I like the Infernal Charger, but there is already a Nightmare, and it is already a mount (page 196 of the MM)
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    Default Re: [4E] Expanded Mount Options

    I agree on the Mammoth being a bit too strong... maybe level 9 or 10, but a Paragon tier mundane animal...
    Also, I think its Wisdom is too high. I've never thought of pachyderms being the most aware animals in the world.

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by Shadow_Elf View Post
    I did not notice the climb speed and spider climb. My DM says that would be unfair as it "makes you immune to melee attacks". So does a Blade Spider, and they are in the rulebooks. I will definitely make this point to him.
    Also, you shouldn't ever be fighting an encounter that always depending on JUST melee attacks. The 4E DMG and MM really make sure to tell you that you should have a good mix of artillery, controller, skirmisher, and lurker enemies alongside your brutes and soldiers. And since mounted combat is balanced by adding another enemy of your mount's level, he can just add in something with ranged attacks if he really needs to. I mean, it's strong, but a Griffon (an official, RAW, MM creature) is a Level 5 Skirmisher and FLIES (and gives +1 to all defenses!). With the few options available for real, extended flight in 4E, that's easily better than spiderclimbing unless all of your adventures are in tunnels, dungeons, and other enclosed spaces.

    How about a riding panther, scorpion, Roc, manticore, bullette, kruthik, hyena, hound, unicorn, worg, or chimera?
    Manticores are already in the MM with a mount power (guided sniper), so I probably won't do anything with those.

    Chimeras, Hounds, Hyenas, Panthers, Rocs, Scorpions, Unicorns, Worgs are in the MM but don't have mount abilities, so I might do something with them. Of course, you can ride anything that's Large or larger, so some are good besides having mount powers. Another problem is that, since mounts have to be at least Large, some don't work as well because of their smaller size (especially Hounds and Hyenas). I'm actually surprised that Unicorns aren't mounts already, though.

    Also, I like the Infernal Charger, but there is already a Nightmare, and it is already a mount (page 196 of the MM)
    Yeah, I didn't see the Nightmare in the Horse area (where the Celestial Charger is) so I assumed it wasn't in the MM. I happened to see it in its own section after I statted it all out, so I just changed the name to Infernal Charger and left it in. It makes a nice dichotomy with the Celestial Charger (same level and role, but EVIL!) and is available earlier than the Nightmare, so I guess it fills its own little niche.

    Quote Originally Posted by Mando Knight View Post
    I agree on the Mammoth being a bit too strong... maybe level 9 or 10, but a Paragon tier mundane animal...
    Also, I think its Wisdom is too high. I've never thought of pachyderms being the most aware animals in the world.
    When I get a chance, I'll probably change it to be a Frostrime Mammoth or something (Huge elemental beast) so it's not a ridiculously powerful mundane animal. Maybe some cold resistance and fire weakness.

    For the Wis, the suggested score is (10 + 1/2 level + 3) for the highest ability score of a pair. I figured it's probably not that Charismatic, so Wis would have to be the higher score. A 19 isn't even the suggested score. Also, without the decent Wis, it's defenses aren't all that great. I might drop it a little bit, but probably not much. Or when I change it to an elemental beast I might swap the Wis and Cha around. High Cha seems like it'd be okay for an elemental mount.
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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by rtg0922 View Post
    Also, you shouldn't ever be fighting an encounter that always depending on JUST melee attacks. The 4E DMG and MM really make sure to tell you that you should have a good mix of artillery, controller, skirmisher, and lurker enemies alongside your brutes and soldiers. And since mounted combat is balanced by adding another enemy of your mount's level, he can just add in something with ranged attacks if he really needs to. I mean, it's strong, but a Griffon (an official, RAW, MM creature) is a Level 5 Skirmisher and FLIES (and gives +1 to all defenses!). With the few options available for real, extended flight in 4E, that's easily better than spiderclimbing unless all of your adventures are in tunnels, dungeons, and other enclosed spaces.
    I think the issue is that he learned in our last adventure that putting me on an elevated platform with his monsters sucks to be him (I Thunderwaved them all off a platform, and a few got banged up badly and one or two died from the fall). With a riding Lizard I could run up the wall, Thunderwave them all off of it, and then pummel them with Magic Missiles and Scorching Bursts. So its not unfair per say, but its sorta unfair for an AOE wizard like mine.
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    Default Re: [4E] Expanded Mount Options

    Every even-numbered level, increase the creature’s highest ability score by 1 or 2 (by 2 at levels divisible by four and by 1 at other even levels) and increase each other ability score by 1 (except Intelligence for natural beasts).
    That is honestly too fast.

    Every even-numbered level, increase the creatures three highest ability scores by 1.

    Every level that is a multiple of 4, increase the other 3 abilities by 1.

    That matches the DMG 'build a creature' rules more closely.

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by rtg0922 View Post
    For the Wis, the suggested score is (10 + 1/2 level + 3) for the highest ability score of a pair. I figured it's probably not that Charismatic, so Wis would have to be the higher score. A 19 isn't even the suggested score. Also, without the decent Wis, it's defenses aren't all that great. I might drop it a little bit, but probably not much. Or when I change it to an elemental beast I might swap the Wis and Cha around. High Cha seems like it'd be okay for an elemental mount.
    Yeah, but that's far too high: a Thunderhawk, which should be known for its perceptive vision (like a normal hawk), and thus have a high Wis, only has 16. And it's a Level 22 Elite... so the Mammoth is 6 levels lower but with 3 more Wis than a hawk.

    Animal mental scores were never meant to be advanced like a normal sapient monster. They should have lower mental defenses. The DMG's suggested 13 + 1/2 level is for beings that are meant to have a chance at challenging its foes and resist attacks, not for simply carrying warriors into and during battle. I'd knock the Mammoth's Wis down to 13 like its Dex... yes, it'll have low defenses in those areas, but I don't think that a non-sapient pachyderm should be able to resist Eyebite better than half of the Elder Dragons (Upper Paragon to low Epic Solo monsters). (Black and White Elders have less than 30 despite being higher level than the Mammoth, and Green Elders have 31. The Red and Blue Elders are the only ones more robust mentally, and they're the bookends for the Epic threshold.)

    In return, its Str and Con should be quite higher than normal, since they're quite robust beasts. Again, I don't think that mounts should have much higher stats than dragons of the same level. (Dex and Wis are the primary exceptions: Wis for exceptionally perceptive mounts, and Dex for exceptionally agile beasts like birds and Manticores.)

    I think that mount ability advancement should be quite limited: Wis only, but only if it is a perceptive mount (i.e. its Perception is higher than Wis modifier + 1/2 level). It should also be limited to having stat gains equal to or less than those of PCs, or else they might eclipse the PCs abilities (something that is a no-go for any non-Elite/Solo 4E monster). I'd say a boost of 1 to 2 abilities every even level... possibly with a +1 to all at base level +10 and +20.

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    Default Re: [4E] Expanded Mount Options

    Ah, okay, good points guys. I'll admit I haven't done much at all as far as paragon and epic level stuff, so I don't know as much about it's balance.

    @Yakk: That actually sounds pretty good. My first attempt was something like that, but it ended up not increasing scores enough. I just sort of overshot and didn't look back.

    @Mando Knight: Yeah, I see your point looking through the MM at higher-level stuff now. I'm just gonna redo the Mammoth in a little while (making it an Elemental Beast) and increase Str and Con a bit and drop Wis as you suggest. Now that I look at it, it's Str is too low anyway for what it's supposed to do (i.e., carry giants).

    I'm still gonna fiddle around with the numbers a bit for mount advancement; they should get bonuses, but since you don't determine damage, attack bonuses, or anything like that by using ability scores I don't think having them be high-ish is that big of a problem. The only thing they affect is defenses, and that's primarily what the method is seeking to increase.

    Quote Originally Posted by Shadow_Elf View Post
    (I Thunderwaved them all off a platform, and a few got banged up badly and one or two died from the fall)
    Did your DM remember that creatures get to roll a saving throw to avoid being pushed off things? PHB 274 says if you're forced over a precipice by a power or bull rush, you make a saving throw; on 10+, you fall prone at the edge, while less than 10 you fall off. That's a 55% chance to avoid falling entirely.
    Last edited by RTGoodman; 2008-08-26 at 06:22 PM.
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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by rtg0922 View Post
    Did your DM remember that creatures get to roll a saving throw to avoid being pushed off things? PHB 274 says if you're forced over a precipice by a power or bull rush, you make a saving throw; on 10+, you fall prone at the edge, while less than 10 you fall off. That's a 55% chance to avoid falling entirely.
    It was kinda our first session and he 4got a few of the rules. Like using ranged attack in melee provokes AOs. We had Kobold Slingers whacking us Point Blank with slings and we didn't get our AO's.
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    Default Re: [4E] Expanded Mount Options

    Alright, I changed the original Mammoth a bit into the Icerime Mammoth, an elemental beast, and edited some stats and abilities? How's it look now?

    Also, I just added the first of a few aquatic mounts, the Riding Hippo. I don't actually know how big hippos are (though they're supposedly quite deadly), but if this is too small just imagine it's a specially-bred little one meant for riding. I'll probably come up with more water-related mounts, too, since that seems to be a deficiency in the MM.
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    Default Re: [4E] Expanded Mount Options

    The mammoth looks good now.
    The hippo is a bit off. Its strength is only that of a riding horse, and its wisdom is that of a hawk. IRL, hippos can snap crocodiles in half with their jaws... so I'd give them a 21 or 23 in Str, more in line with the Warhorse and the Celestial Charger. I'm not too sure on their perception, but I think that a 14 or 15 might be enough... again, those are the stats used by the Warhorse and the Celestial Charger. The Con and Dex look fine, though... except that you might want to boost the Con if you're boosting its Str.

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    Default Re: [4E] Expanded Mount Options

    I dislike the execution of the Riding Hippo. They're more deadly and less fast, at least IRL.
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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by Jaerc View Post
    I dislike the execution of the Riding Hippo. They're more deadly and less fast, at least IRL.
    You're calling something that can out-run an Olympic sprinter "less fast?" Perhaps a low normal speed is in order, but its speedy encounter power is perfect for it.
    On a completely tangential side-note, I Wikipedia'ed hippopotamus while writing the post, then went into various articles about female mammal reproductive systems, then went and completed some homework, then finished posting. 10 or more minutes later.

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    Default Re: [4E] Expanded Mount Options

    Alright, I've had a bunch of other stuff to do and I've been sick for a few days, but I've got an update finally.

    Note: Because I re-uploaded some stuff with duplicate file names, you may have to hit your F5 key to force the page to fully refresh/reload everything.

    Some stuff that's changed:

    -Edited the Hippo, changing the stats and whatnot as others suggested. I left the speed as it was though - hippos can be surprisingly fast, and with a speed 6 and the burst ability it can keep up with or occasionally OUTRUN a human.
    -Added the Giant Crab, and it's open for critique.

    I haven't edited the mount advancement stuff yet, but I'll get to it soon.
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    Default Re: [4E] Expanded Mount Options

    Here's a few.

    Code:
    Battle Shark					Level 3 Skirmisher
    Large natural beast (aquatic, mount)	                    XP 150
    ---------------------------------------------------------
    Initiative +5		Senses Perception +8, tremorsense 10
    HP 49; Bloodied 24
    AC 17; Fortitude 16; Reflex 15; Will 15
    Speed swim 8
    ---------------------------------------------------------
    Savage Bite (standard; at-will)
      +8 vs. AC; 1d8 + 3 damage, and ongoing 2 damage (save ends).
    ---------------------------------------------------------
    Blood Sense
      A battle shark gains a +4 bonus on Perception checks made against
      bloodied creatures.
    ---------------------------------------------------------
    Brutal Rush ♦ Mount
      The battle shark grants its rider a +5 bonus to damage rolls on charge
      attacks.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 20 (+6)	Dex 14 (+3)	Wis 14 (+3)
    Con 17 (+4)	Int 2 (–2)	Cha 10 (+1)
    ---------------------------------------------------------
    Carrying Capacity 200 lb. (normal); 400 lb. (heavy); 1,000 lb. (push/drag)
    Market Price 680 gp
    Code:
    Clockwork Steed					Level 5 Brute
    Large natural animate (construct, mount)	       XP 200
    ---------------------------------------------------------
    Initiative +4		Senses Perception +9
    HP 78; Bloodied 39
    AC 17; Fortitude 18; Reflex 17; Will 17
    Immune disease, poison
    Speed 8
    ---------------------------------------------------------
    Kick (standard; at-will)
      +8 vs. AC; 1d8 + 5 damage.
    ---------------------------------------------------------
    Steel Harness ♦ Mount
      A clockwork steed’s rider gains a +5 bonus on saving throws to avoid being
      forced to dismount. A rider of at least 5th level also gains a +2 bonus to
      AC while mounted.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 18 (+6)	Dex 15 (+4)	Wis 15 (+4)
    Con 15 (+4)	Int 5 (–1)	Cha 10 (+2)
    ---------------------------------------------------------
    Carrying Capacity 270 lb. (normal); 540 lb. (heavy); 1,350 lb. (push/drag)
    Market Price 1,000 gp
    Code:
    Dire Bat					Level 4 Skirmisher
    Large natural beast (mount)	                            XP 175
    ---------------------------------------------------------
    Initiative +6		Senses Perception +8, darkvision
    HP 52; Bloodied 26
    AC 18; Fortitude 16; Reflex 18; Will 15
    Speed 2 (clumsy), fly 8
    ---------------------------------------------------------
    Blood Drain (standard; at-will)
      +9 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends). A dire bat
      deals an extra 2 damage against bloodied targets.
    ---------------------------------------------------------
    Blood Frenzy ♦ Mount
      A rider of at least 4th level gains a +2 bonus on attack rolls against
      bloodied targets while mounted.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 15 (+4)	Dex 21 (+7)	Wis 12 (+3)
    Con 12 (+3)	Int 2 (–2)	Cha 8 (+1)
    ---------------------------------------------------------
    Carrying Capacity 150 lb. (normal); 300 lb. (heavy); 750 lb. (push/drag)
    Market Price 840 gp
    Code:
    Giant Firefly					Level 1 Skirmisher
    Large natural beast (mount)	                            XP 100
    ---------------------------------------------------------
    Initiative +5		Senses Perception +8, low-light vision
    HP 29; Bloodied 14
    AC 15; Fortitude 13; Reflex 14; Will 13
    Speed 2 (clumsy), fly 6
    ---------------------------------------------------------
    Bite (standard; at-will)
      +6 vs. AC; 1d6 + 3 damage.
    ---------------------------------------------------------
    Bioluminescence
      A giant firefly sheds dim light within 6 squares of its body. It can end
      or resume this effect as a free action.
    ---------------------------------------------------------
    Search Party ♦ Mount
      The rider gains a +4 bonus on Perception checks while mounted.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 12 (+1)	Dex 14 (+2)	Wis 13 (+1)
    Con 13 (+1)	Int 1 (–5)	Cha 12 (+1)
    ---------------------------------------------------------
    Carrying Capacity 150 lb. (normal); 300 lb. (heavy); 750 lb. (push/drag)
    Market Price 360 gp
    Last edited by Dracomortis; 2008-09-16 at 03:44 PM.

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    Default Re: [4E] Expanded Mount Options

    A larger, more ferocious shark mount for sahuagin barons and other oversized riders.

    Code:
    Bloodfin Shark					Level 7 Skirmisher
    Huge natural magical beast (aquatic, mount)	            XP 300
    ---------------------------------------------------------
    Initiative +8		Senses Perception +11, tremorsense 10
    HP 83; Bloodied 41
    AC 21; Fortitude 21; Reflex 19; Will 19
    Speed swim 8
    ---------------------------------------------------------
    Savage Bite (standard; at-will)
      +12 vs. AC; 2d6 + 5 damage, and ongoing 5 damage (save ends).
    ---------------------------------------------------------
    Devour Blood (standard; recharges when a target saves against savage bite)
      The bloodfin shark gains 5 temporary hit points.
    ---------------------------------------------------------
    Blood Sense
      A bloodfin shark gains a +4 bonus on Perception checks made against
      bloodied creatures.
    ---------------------------------------------------------
    Blood Frenzy ♦ Mount
      A rider of at least 7th level gains a +2 bonus on damage rolls against
      bloodied targets while mounted.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 21 (+8)	Dex 16 (+6)	Wis 16 (+6)
    Con 19 (+7)	Int 4 (+0)	Cha 12 (+4)
    ---------------------------------------------------------
    Carrying Capacity 263 lb. (normal); 525 lb. (heavy); 1,313 lb. (push/drag)
    Market Price 2,600 gp
    Last edited by Dracomortis; 2008-09-16 at 03:43 PM.

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    Default Re: [4E] Expanded Mount Options

    Two more before I go to bed: the deathclaw behemoth and the spikeshield behemoth (the utahraptor and the triceratops, respectively).


    Code:
    Deathclaw Behemoth				Level 6 Skirmisher
    Large natural beast (mount)	         		    XP 250
    ---------------------------------------------------------
    Initiative +9		Senses Perception +10
    HP 70; Bloodied 35
    AC 20; Fortitude 18; Reflex 19; Will 18
    Speed 10
    ---------------------------------------------------------
    Claw (standard; at-will)
      +11 vs. AC; 1d10 + 4 damage.
    ---------------------------------------------------------
    Spring Attack (standard; at-will)
      The deathclaw behemoth moves up to 10 squares and makes one melee
      basic attack at any point during that movement. The deathclaw behemoth
      doesn’t provoke opportunity attacks when moving away from the target of
      the attack.
    ---------------------------------------------------------
    Agile Movement ♦ Mount
      A deathclaw behemoth’s rider gains a +2 bonus to Reflex defense.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 16 (+6)	Dex 19 (+7)	Wis 15 (+5)
    Con 14 (+5)	Int 2 (-1)	Cha 6 (+1)
    ---------------------------------------------------------
    Carrying Capacity 160 lb. (normal); 320 lb. (heavy); 800 lb. (push/drag)
    Market Price 1,800 gp
    Code:
    Spikeshield Behemoth				Level 10 Soldier
    Huge natural beast (mount)	                          XP 500
    ---------------------------------------------------------
    Initiative +7		Senses Perception +11
    HP 111; Bloodied 55
    AC 26; Fortitude 24; Reflex 18; Will 19
    Speed 6
    ---------------------------------------------------------
    Gore (standard; at-will)
      +17 vs. AC; 2d6 + 5 damage.
    ---------------------------------------------------------
    Powerful Charge (standard; at-will)
      The spikeshield behemoth makes a charge attack: +18 vs. AC; 1d8 + 5
      damage, and the target is knocked prone.
    ---------------------------------------------------------
    Shielding Frill ♦ Mount
      A spikeshield behemoth’s rider gains a +2 bonus to AC while mounted.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 21 (+10)	Dex 10 (+7)	Wis 12 (+6)
    Con 23 (+11)	Int 2 (+2)	Cha 7 (+3)
    ---------------------------------------------------------
    Carrying Capacity 315 lb. (normal); 630 lb. (heavy); 1,575 lb. (push/drag)
    Market Price 5,000 gp
    Last edited by Dracomortis; 2008-09-16 at 03:37 PM.

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    Default Re: [4E] Expanded Mount Options

    Three more dinosaur* mounts: the dreadfang behemoth, the lesser deathclaw behemoth, and the terrorfin behemoth (tyrannosaurus, deinonychus, and elasmosaurus, respectively).

    Elite Mounts: Since an elite monster counts as two creatures of its level, you should include two additional creatures of the mount's level in each encounter, instead of the one additional creature for non-elite mounts. Also, an elite mount costs twice as much as a non-elite mount of the same level.

    *Elasmosaurus is not actually a dinosaur. Hopefully the fanboys won't kill me now.

    Code:
    Dreadfang Behemoth				Level 10 Elite Brute
    Huge natural beast (mount)	         		    XP 1,000
    ---------------------------------------------------------
    Initiative +6		Senses Perception +12
    HP 264; Bloodied 132
    AC 24; Fortitude 27; Reflex 19; Will 23
    Saving Throws +2
    Speed 8
    Action Points 1
    ---------------------------------------------------------
    Bite (standard; at-will)
      Reach 2; +13 vs. AC; 3d6 + 5 damage.
    ---------------------------------------------------------
    Jaws of Dread (standard; at-will)
      The dreadfang behemoth makes two bite attacks. If both bite attacks hit
      the same target, the dreadfang behemoth makes a secondary attack
      against the target. Secondary Attack: +11 vs. AC; the target is grabbed
      (until escape).
    ---------------------------------------------------------
    Crushing Fangs (standard; at-will)
      The dreadfang behemoth deals 6d6 + 5 damage to a grabbed creature (no
      attack roll required).
    ---------------------------------------------------------
    Terror Incarnate ♦ Mount
      If he is at least 10th level, a dreadfang behemoth’s rider may make a melee
      basic attack as a free action once per round at the beginning of his turn
      against a target grabbed by the dreadfang behemoth’s jaws of dread. A
      rider gains a +4 bonus to Intimidate checks while mounted.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 25 (+12)	Dex 12 (+6)	Wis 15 (+7)
    Con 22 (+11)	Int 2 (+1)	Cha 10 (+5)
    ---------------------------------------------------------
    Carrying Capacity 250 lb. (normal); 500 lb. (heavy); 1,250 lb. (push/drag)
    Market Price 10,000 gp
    Code:
    Lesser Deathclaw Behemoth			Level 3 Skirmisher
    Medium natural beast (mount)	         		    XP 150
    ---------------------------------------------------------
    Initiative +9		Senses Perception +7
    HP 44; Bloodied 22
    AC 17; Fortitude 15; Reflex 16; Will 15
    Speed 10
    ---------------------------------------------------------
    Claw (standard; at-will)
      +8 vs. AC; 1d10 + 3 damage.
    ---------------------------------------------------------
    Spring Attack (standard; at-will)
      The lesser deathclaw behemoth moves up to 10 squares and makes one
      melee basic attack at any point during that movement. The lesser
      deathclaw behemoth doesn’t provoke opportunity attacks when moving
      away from the target of the attack.
    ---------------------------------------------------------
    Agile Movement ♦ Mount
      A lesser deathclaw behemoth’s rider gains a +2 bonus to Reflex defense.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 14 (+3)	Dex 17 (+4)	Wis 13 (+2)
    Con 12 (+2)	Int 2 (-3)	Cha 6 (-1)
    ---------------------------------------------------------
    Carrying Capacity 140 lb. (normal); 280 lb. (heavy); 700 lb. (push/drag)
    Market Price 680 gp
    Code:
    Terrorfin Behemoth			Level 7 Elite Skirmisher
    Huge natural beast (mount)	         		  XP 600
    ---------------------------------------------------------
    Initiative +9		Senses Perception +9, low-light vision
    HP 160; Bloodied 80
    AC 23; Fortitude 22; Reflex 23; Will 18
    Saving Throws +2
    Speed swim 8
    Action Points 1
    ---------------------------------------------------------
    Bite (standard; at-will)
      Reach 2; +12 vs. AC; 2d6 + 5 damage.
    ---------------------------------------------------------
    Darting Bite (standard; at-will)
      The terrorfin behemoth swims up to 8 squares and makes one melee basic
      attack at any point during that movement. The terrorfin behemoth doesn’t
      provoke opportunity attacks when moving away from the target of the
      attack.
    ---------------------------------------------------------
    Snapping Jaws (standard; at-will)
      The terrorfin behemoth makes a bite attack, shifts 3 squares, and makes
      another bite attack.
    ---------------------------------------------------------
    Rise from the Deep ♦ Mount
      A rider of at least 7th level has combat advantage against any target the
      terrorfin behemoth has combat advantage against, and vice versa. The
      rider deals an extra 2 damage against any target he has combat advantage
      against.
    ---------------------------------------------------------
    Alignment Unaligned		LanguagesStr 18 (+7)	Dex 21 (+8)	Wis 13 (+4)
    Con 16 (+6)	Int 2 (-1)	Cha 9 (+2)
    ---------------------------------------------------------
    Carrying Capacity 180 lb. (normal); 360 lb. (heavy); 900 lb. (push/drag)
    Market Price 5,200 gp
    Last edited by Dracomortis; 2008-09-18 at 11:47 AM.

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    Default Re: [4E] Expanded Mount Options

    Hey, thanks for these - most of them look really good. Also, I'm kicking myself for not thinking about doing dinosaur mounts - I did a whole 3.x PrC for dino-riders and already did a woolly mammoth, so I'm not sure why I didn't think of dinosaurs. I'll look over them just to check stuff, and then (as long as you don't mind) I'll probably put 'em in fancy stat blocks like the ones I've done in the OP and include them up there.

    One thing I did notice is that at least one of your mounts is Medium-sized, which is technically illegal in 4E - all mounts have to be at least Large. One thing I thought of was, instead of just kicking it out, turning this into a Expanded Mount and Companion Options (or Expanded Pet Options or something), which could work, too.

    Note: I've got another big homebrew project I'm working on, though, so I may not get to that for a few days or until I unleash the other upon the Playground (depending on how well I like the results).
    The Playgrounder Formerly Known as rtg0922

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by rtg0922 View Post
    Hey, thanks for these - most of them look really good. Also, I'm kicking myself for not thinking about doing dinosaur mounts - I did a whole 3.x PrC for dino-riders and already did a woolly mammoth, so I'm not sure why I didn't think of dinosaurs. I'll look over them just to check stuff, and then (as long as you don't mind) I'll probably put 'em in fancy stat blocks like the ones I've done in the OP and include them up there.

    One thing I did notice is that at least one of your mounts is Medium-sized, which is technically illegal in 4E - all mounts have to be at least Large. One thing I thought of was, instead of just kicking it out, turning this into a Expanded Mount and Companion Options (or Expanded Pet Options or something), which could work, too.

    Note: I've got another big homebrew project I'm working on, though, so I may not get to that for a few days or until I unleash the other upon the Playground (depending on how well I like the results).
    Sounds fine with me. I would have done the stat blocks myself, but I'm not entirely sure how to.

    I only vaguely remember where it mentions that mounts have to be at least Large size - I suppose I either thought it was an unnecessary restriction or I simply forgot about it. We can either ignore the size requirement, come up with a new optional rule to do the same, or I can simply remove the lesser deathclaw, depending on whichever is more convenient for you.

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    Default Re: [4E] Expanded Mount Options

    I just picked up Adventurer's Vault, and it turns out it's got several pages full of mounts and stuff. You know what's sad though? I like a lot of the ones we've done here better. (Dracomortis's sharks, for instance, are much cooler.)
    The Playgrounder Formerly Known as rtg0922

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by rtg0922
    I just picked up Adventurer's Vault, and it turns out it's got several pages full of mounts and stuff. You know what's sad though? I like a lot of the ones we've done here better. (Dracomortis's sharks, for instance, are much cooler.)
    I might have to grab a copy of that myself, just to check it out, though I doubt it has anything cooler than my kobold rogue riding around on an icerime mammoth - turns out not a lot of people in our DM's campaign call you short when you're riding one of those, so many thanks for that. I'm taking a day or two off from D&D to play some Oblivion, but expect to see a few of these when I return:

    --Battlebriar mount
    --Claw of Torog
    --Drow riding spider
    --Dwarven war rhino
    --Hound of Gruumsh
    --Sandskitter scorpion
    --Skeletal warhorse
    Last edited by Dracomortis; 2008-09-18 at 04:14 PM.

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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by Dracomortis View Post
    --Drow riding spider
    Already got one of those in teh MM.

    I really like all of the things presented here. I think that some of it could also be modified to be a makeshift druid's companion, or even for animal forms. It makes me sad that PHB2 is so far away...
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    Default Re: [4E] Expanded Mount Options

    Quote Originally Posted by Shadow_Elf View Post
    Already got one of those in teh MM.

    I really like all of the things presented here. I think that some of it could also be modified to be a makeshift druid's companion, or even for animal forms. It makes me sad that PHB2 is so far away...
    Whoops, missed the mount subtype on the blade spider. Has the druid been confirmed as being in the next Player's Handbook? I haven't really been keeping up on book previews / schedules lately, but I thought it wasn't set to release until next year? If our furry-shifting friend is included, I'll convert the creatures I've made to animal forms when I get a hold of the book, but given Wizards' current stance on summons / minions, I doubt the druid will still have an animal companion.
    Last edited by Dracomortis; 2008-09-18 at 04:15 PM.

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    Default Re: [4E] Expanded Mount Options

    The Druid is, as far as I know, gonna be in the PHB2 sometime in the Spring. Either way, though, the Ranger is indeed going to have Animal Companions as per a new build option that'll be in Martial Power sourcebook (I think) and that was revealed in the AV. Basically, I assume it'll work just like a mount but you won't ride it. Each mount and companion has one magic item slot (and Mount item slot or a Companion item slot) that can be filled with some of the various Mount and Companion magic items in Adventurer's Vault.

    The creature's we've included here are more focused on mounts, but they could work as companions, too (you just wouldn't get the mount bonus). I guess we could throw together some companions, too, but since we haven't seen any yet so we don't know any specifics.

    One thing I'll have to do later is look at mount prices in the AV - last night they didn't look like they conformed to normal price guidelines for magic items, as we've done here, so I'll have to see if that's true and if it is, what the formula for them is.
    Last edited by RTGoodman; 2008-09-18 at 04:44 PM.
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