Post by Toad-Killer-Dog on Jun 5, 2009 20:40:42 GMT -5
Exotic Mounts - For when a horse is just not enough
From many times & lands this menagerie of creatures is brought together for the enjoyment & edification of your adventurers.
For Whether from the back of a sturdy camel, astride a mighty war elephant or racing through the night on a skeletal steed all roads lead to adventure.
So use this collection of creatures both mundane and fantastic to expand the horizons of your gaming world, from glacial wastes to burning deserts and rolling plains there is no location these steeds cannot carry you.
Camel-Bactrian
Description: The Bactrian or two-humped camel and is easy to tell apart from it's cousin the Dromedary by it's longer shaggy hair, more solid build and shorter legs.
STR: 35
IQ: 8
LK: 9
CON: 35
DEX: 10
CHR: 5
SPD: 10
WIZ: 3
Combat Adds: +23
Missile Adds: -
Special Abilities:
The Camel can bite with it's blocky teeth, kick with it's legs and club with their necks for 1D6 + ADDS.
Camel Bite: The Camel's diet leaves it with a veritable swarm of bacteria in it's mouth and it's bite can cause infected wounds. If bitten by a Camel the victim must make a 2nd level SR on CON or suffer from fever and melais, reducing the victims adds by 25% for two-weeks or until the wound is treated with magical or conventional healing.
Spitting: the Camel can if angered spit a sticky wad of half-digested cud from it's first stomach. This does no damage, but can distract or blind the unwary. In missile combat the Camels effective DEX is 18.
Hyper Adaptation: The Camel is one of the most perfectly adapted animal evolution has produced. A Camel can walk for 34 days without food or water and in non-desert conditions the camel can get all the moisture it needs from eating greenery. The Camels red blood cells have an oval shape, unlike those of other mammals, which are circular. This allows the continued smooth operation even when the animal is severely dehydrated. The Camel can take radical temperature changes with ease and can lose up to 30% of it's bodies water without harm. For all SR regarding heat, exhaustion, dehydration or starvation the difficulty is reduced by -3 levels. Also Bactrian Camels have a -1 difficulty level bonus to any cold based SR.
Notes: While not as fast as the Dromedary the Bactrian is if possible even more enduring being able to carry 300 to 600 pounds over 29 miles in a day, for days on end. The Bactrian functions well in cold conditions and is native to North Eastern Asia.
Cost: 100 Gp where available
Customization Costs: The Bactrian Camels base customization cost is the same as the standard costs listed on the Custom Mounts Table except SPD which is doubled.
Personality Table:
Roll 1d6 and consult the table
1: Stolid: Nothing fazes this Bactrian, fire, flood or orc raider are all taken in stride
2: Cantankerous: This Bactrian has a mean streak a mile long and will to use it
3: Playful: The Bactrian like to be around its owner and is a friendly beast
4: Sly: This Bactrian likes nothing better than having one over on it's owner
5: Attached: This Bactrian has imprinted on it's owner, and watches their back
6: Game Masters fiat
Camel-Dromedary
Description: The Dromedary is the single humped Camel most often seen in pictures and movies. Also referred to as the Arabian Camel, the Dromedary is the main type of riding Camel.
STR: 30
IQ: 9
LK: 9
CON: 30
DEX: 12
CHR: 6
SPD: 12
WIZ: 3
Combat Adds: +18
Missile Adds: -
Special Abilities:
The Camel can bite with it's blocky teeth, kick with it's legs and club with their necks for 1D6 + ADDS.
Camel Bite: The Camel's diet leaves it with a veritable swarm of bacteria in it's mouth and it's bite can cause infected wounds. If bitten by a Camel the victim must make a 2nd level SR on CON or suffer from fever and melais, reducing the victims adds by 25% for two-weeks or until the wound is treated with magical or conventional healing.
Spitting: the Camel can if angered spit a sticky wad of half-digested cud from it's first stomach. This does no damage, but can distract or blind the unwary. In missile combat the Camels effective DEX is 18.
Hyper Adaptation: The Camel is one of the most perfectly adapted animal evolution has produced. A Camel can walk for 34 days without food or water and in non-desert conditions the camel can get all the moisture it needs from eating greenery. The Camels red blood cells have an oval shape, unlike those of other mammals, which are circular. This allows the continued smooth operation even when the animal is severely dehydrated. The Camel can take radical temperature changes with ease and can lose up to 30% of it's bodies water without harm. For all SR regarding heat, exhaustion, dehydration or starvation the difficulty is reduced by -3 levels.
Notes: While the Dromedary does suffer from an undeserved reputation as cantankerous and difficult in reality it is an even tempered and tractable beast and less difficult than the horse as far as behavioral problems go. The source of these rumors is the Camels tendency to remember mistreatment and return the favor when least expected. Camels were first used as cavalry when it was realized that horses hated the camels distinctive smell and they became difficult to control when confronted with it. Camels proved to be excellent war mounts, either as light lancers or more commonly as archer's mounts. While it is true that a horse can outrun a Dromedary over a short distance a well trained Dromedary can run at 8-9 mph for hours on end leaving a horse far in it's dust.
Cost: 120 Gp where available
Customization Costs: The Dromedaries base customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Frisky: The Dromedary likes to play games and fool around
2: Grumpy: The Dromedary acts like the whole world is one big annoyance
3: Romantic: The Dromedary is always on the lookout for companionship
4:Loyal: The Dromedary is really tied to it's new master and will not abandon them
5: Companion: The Dromedary has taken a shine to it's owner and looks after them
6: Game Masters fiat
Clock-Work Steed
Description: Most Clock-Work Steeds are made of bronze although some are constructed of iron or steel. They resemble large metallic horses, some appear as basic mechanical armatures while some mimic the lifelike appearance of horses, depending on the tastes of the creator.
STR: 45
IQ: 10
LK: 12
CON: 45
DEX: 14
CHR: 20
SPD: 18
WIZ: 10
Combat Adds: +35
Missile Adds: +37
Special Abilities:
The Clock-Work Steed can deliver 2D6 +ADDS melee damage with its heavy hooves.
Metallic Construction: The Clock-Work Steed's construction provides it with 12 points of armor protection.
Mechanical Invulnerability: The Clock-Work Steed, is invulnerable to poison, disease, hunger, fear and does not need to breath.
Ward-Key: Each Clock-Work Steed has a key with which they must be symbolically wound up once a day. Whoever winds the Clock-Work Steed will control that steed until the next winding.
Mechanical Endurance: The Clock-Work Steed does not tire and as long as it is wound once a day can work tirelessly.
Obedient: The Clock-Work Steed's rider need never make a SR to determine if the steed will obey their commands.
Optional Extras:
Fiery Breath: This Clock-Work Steed has a small flame throwing unit installed in either the front or the rear allowing it to make a 5D6 short range missile attack. Cost: 1,000 Gp
Poison Gas: This Clock-Work Steed has a poison gas projector built in the front or rear allowing it to dispense a cloud of gas in a 5' foot area. Anyone caught in the cloud must make a 2nd level CON SR or suffer the effects of "Spider Venom" as in the T&T rules. Cost: 1,500 Gp
Bladed or Spiked Hooves: The addition of blades or spikes to the striking surfaces of this Clock-Work Steed allow it to do 4D6 +ADDS melee damage. Cost: 500 Gp
Mouth Blades or Fangs: The addition of blades, fangs or tusks to the head of the Clock-Work Steed allow it to deliver 3D6 +ADDS melee damage, as well as cutting ropes or other uses. Cost: 300 Gp
Grapnel & Winch: A grapnel & Automatic winch have been added to the rear of the Clock-Work Steed allowing it to exert it's full STR score in pulling objects. As an extra the grapnel may be fitted with a firing mount allowing the steed to shoot the grapnel for anchoring to far away surfaces or at an opponent for 3D6 +ADDS damage in missile combat. Cost: 500 Gp for the basic, an additional 300 Gp for the launcher option.
Life-Bonded: This Clock-Work Steed has been bonded to obey only one master and will never accept orders from any other individual without the masters consent. Cost: 2,000 Gp
Notes: The creation of sorcerer-artificers the Clock-Work Steed is far to expensive for everyday labor, but did go through a short period of vogue with upper-class warriors & rich dilettantes. Each hand-crafted creation the result of months of labor , arcane wizardry and craftsmanship combine in this steed. While never many they tend to run until destroyed and even today they show up in the most unlikely of places.
Cost: 5000 Gp + optional extras
Customization Costs: The Clock-Work Steed customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: None: This Clock-Work Steed seems purely a thing of metal and magic with no discernible personality
2: Responsive: This Clock-Work Steed obeys commands instantly, almost as if it knows it's riders mind
3: Temperamental: This Clock-Work Steed need the occasional prod or kick to get going in the morning
4: Dependable: A superior example this Clock-Work Steed is always ready to go
5: Quirky: If you didn't know better you'd swear this Clock-Work Steed was alive, it may come without being called or seek to mix with other horses
6: Game Masters fiat
Wyrd-Wire
Level: 2nd
Cost: 3
Range: Touch
Power Up: None
Duration: 24 hours
Availability: Not an official Wizards Guild spell, but very popular with Rogues. It may be found in any large city with a magical underworld or in many old grimoires.
Description: Wyrd-Wire allows an enterprising Wizard or Rogue to bypass a Clock-Work Steed's Ward Key and activate it.
Club-Arcanum
Level: 3
Cost: 2
Range: Touch
Power Up: Double duration
Duration: 24 hours
Availability: An out of date spell, but still on the official guild rolls and easy to find in any large city.
Description: The Club-Arcanum prevents the use of a "Wyrd-Wire" spell cast by a lower level Wizard or Rogue from effecting the recipient steed for the duration of the spell.
Dark Unicorn
Description: Almost a photo-Negative of the more common Unicorn, the Dark Unicorn's hide is the deepest ebon-black and the beard, mane, tail & the fur around the Dark Unicorns hooves is leaden-grey. The Dark Unicorn's Alicorn is also a leaden-grey & unlike the more common Unicorns the Dark Unicorn's Alicorn is a curved saber like shape not a spiral horn.
STR: 40
IQ: 16
LK: 12
CON: 45
DEX: 16
CHR: - 40
SPD: 18
WIZ: 20
Combat Adds: +32
Missile Adds: -
Special Abilities:
The Dark Unicorn does 5D6 damage in melee with it's slashing Alicorn & leaden hooves.
Dark Alicorn: The polar opposite of the normal Unicorns Alicorn, everything the Dark Unicorn's Alicorn touches becomes corrupt. All wounds caused by the Alicorn have a chance to become septic & diseased. All characters wounded by the Alicorn must make a 2nd level SR on CON or have their wounds go septic. If the character has septic wounds the can not recover any CON until they are healed by magic or a skilled healer. If the Alicorn touches water or food it becomes poison and if consumed will causes 2D6 damage and cause a ravaging fever that will decrease the victims STR, DEX, IQ & CON by 2 points a day until treated by magic or complete bed rest. After a week the victim will recover naturally.
Ageless: The Dark Unicorn does not grow old or die like other mortal creatures. Only through violence can the cancer of the Dark Unicorn's life be brought to an end. Unlike the Unicorn the Dark Unicorn will not die of despair or if put into captivity, it feeds off pain and corruption, even that which comes from their own imprisonment.
Sense Darkness: The Dark Unicorn can look into the heart of creatures and see the inner sin and corruption that festers there. If it does not sense any darkness the Dark Unicorn will seek to destroy the source of the antagonizing purity. No magic can fool or befuddle the Dark Unicorn's ability to detect inner darkness.
Blight: If the Dark Unicorn takes up permanent residence in an area all natural creatures begin to twist and sicken and it leads to many stillbirths or the birthing of unnatural monsters. Crops and plants wither and die, trees twist and begin to die and water stagnates and festers.
Notes: One of the rarest of creatures the Dark Unicorn is the offspring of a normal Unicorn that gives birth while captive or in despair. The opposite in nature and temperament to the Unicorn, it seeks to bring darkness and corruption into the world. It will occasionally serve as a mount to a being of consummate evil & corruption, if only to revel in the misery and pain that follows such beings. Even more solitary that the Unicorn it will seek to find a place of peace and beauty and bring it to ruin by it's presence. Once it has destroyed an area it may stay and claim the land as it's territory or seek out new lands to despoil.
Cost: The Dark Unicorn is almost never for sale, if it is the price would be at least 5,000 Gp
Customization Costs: The Dark Unicorn customization cost is the same as the standard costs listed on the Custom Mounts Table except for INT & CHR which are half the standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Vainglorious: The Dark Unicorn is the center of it's own universe, cross it at your peril
2: Despotic: The Dark Unicorn will seek to dominate all those weaker than itself
3: Malignant: Anger and vindictiveness seethe in the soul of this Dark Unicorn, it will avenger any perceived slight
4: Berserk: Filled with an interminable killing lust, only fear of it's master prevents it from killing all it encounters
5: Aberrant: Sly and malicious, the Dark Unicorn will seek to sow discord and strife even among it's allies
6: Game Masters fiat
Demonic Steed
Description: The Demonic Steed can take many forms, although most appear as some sort of monstrous horse.
STR: 35
IQ: 12
LK: 14
CON: 35
DEX: 12
CHR: -30
SPD: 17
WIZ: 20
Combat Adds: +25
Missile Adds: +25
Special Abilities:
The Demonic Steed can deliver 4D6 + ADDS damage with it's crushing hooves & ripping teeth.
Devils Hide: The skin of the Demonic Steed is worth 4 points of armor protection.
Demonic Invulnerability: The Demonic Steed is invulnerable from either fire or ice damage & while the Demonic Steed needs not eat it will become intractable if it's unusual hungers are not catered too.
Infernal Fury: The Demonic Steed can fight with a maddened fury once a day doubling it's attack dice for two combat turns.
Special Abilities: Some Demonic Steeds have special abilities like breathing fire, spitting acid, poison stingers, grasping tentacles or other deadly powers. These can be considered as short range missile combat attacks doing 4D6 + ADDS damage if they hit.
Notes: Demonic Steeds are summoned by Wizards and Demonologists or bought up from the infernal regions by demons & devils on the loose. Unfortunately the Demonic Steed is a demon itself and saying that it is willful is an understatement, unless the Demonic Steed is given special feed it will become intractable after a short time ( such as virgins tears, the flesh of black goats, unborn mice or other demonic savories ).
Cost: 2,000 for a standard steed, 3,000 for a steed with a missile weapon
Customization Costs: The Demonic Steed customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Spiteful: This Demonic Steed will avenge any perceived slight and is hateful towards all other steeds
2: Vicious: This Demonic Steed can not be stabled or picketed near other steeds as it will attack them if left alone with them
3: Berserk: This Demonic Steed loves combat & will never retreat unless forced from combat
4: Malicious Joker: This steed will take every opportunity to make life difficult for it's rider and some of it's pranks can be dangerous
5: Evil Nobility: This Demonic Steed is the epitome of dark nobility, while it serves it's rider it will seek to serve to the utmost of it's ability
6: Game Masters fiat
Elephant-African
Description: The African Elephant is easy to distinguish from it's smaller Indian relative not only because of it's greater size, but by the greater size of it's ears, the dark grey tone of it's skin and the fact that both the male & females have tusks unlike the Indian Elephant.
STR: 100 - 120 War Elephant
IQ: 10 - 12 War Elephant
LK: 9
CON: 135 - 160 War Elephant
DEX: 12 - 14 War Elephant
CHR: 18
SPD: 12 - 15 War Elephant
WIZ: 3
Combat Adds: +88 - +110 for the War Elephant
Missile Adds: +88 - +112 for the War Elephant
Special Abilities:
When called upon the Elephant can deal 4D6 damage + ADDS with it's crushing feet, goring tusks and pummeling trunk.
Tusk Blades: Some War Elephants have their tusks reduced by up to three-feet and Katar like blades affixed to the truncated ends. With these bladed extensions the War Elephant does 6D6 damage + ADDS in melee.
Trunk Weapon: A War Elephant may be taught to use a special large sword, scythe or bludgeon with it's trunk doing 8D6 damage + ADDS in melee.
Tough Hide: The hide of the African Elephant is tough but sensitive giving them 4 points of armor protection.
Dexterous Trunk: The Elephants trunk is massively strong and incredibly dexterous. The Elephant can perform remarkably delicate manipulations with the three finger like extensions at the end of the trunk.
Uncanny Intelligence: While still animal in intelligence the Elephant is capable of remarkably deductive reasoning.
Notes: To speak briefly of the amazing Elephant is almost impossible, from it's ability to remember trails it has not trodden for thirty years or more, it's ability to use it's trunk like a snorkel and the great tenderness they display towards one another the Elephant is class unto itself. The War Elephant is the terror of the ancient world and although many strategies were developed to counter them the shear awe inspiring grandeur of the fully caparisoned War Elephant never truly faded. The African Elephant is larger and harder to train than it's more placid Indian relative, but enough hints have been left through history to believe it has been accomplished.
Cost: 2500 Gp for a Work Elephant & 4000 for a War Elephant where available
Customization Costs: The Elephant customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Cost for Tusk Blades: 175 Gp for a pair & an additional 75 Gp for modifying the Tusks
Cost For Trunk Weapons: 225 Gp each
Personality Table:
Roll 1d6 and consult the table
1: Disagreeable: Temperamental & hard to please, watch ourself with this Elephant
2: Loyal: Unswerving in it's devotion, this Pachyderm is a friend for life
3: Stern: Serious and businesslike, this Elephant is here to get the job done
4: Lazy: Why work when there are so many more fun things to do in life?
5: Glutton: If it's edible ( or drinkable ) this Pachyderm want some
6: Game Masters fiat
Elephant-Dwarf
Description: There are several species of Dwarf-Elephant and of these I have chosen the "Elephas Mnaidriensis" variety to write-up. The "Elephas Mnaidriensis" is 90% smaller than the European "Straight-Tusked Elephant" from which it is descended. The "Elephas Mnaidriensis" is between 5'6 & 6'2 at the shoulder and has relatively small ears for an elephant.
STR: 45 - 50 War Elephant
IQ: 12 -14 War Elephant
LK: 9
CON: 45 - 50 War Elephant
DEX: 14
CHR: 10
SPD: 10 - 12 War Elephant
WIZ: 3
Combat Adds: +35 - +40 for a War Elephant
Missile Adds: +37 - +42 for a War Elephant
Special Abilities:
When called upon the Elephant can deal 2D6 damage + ADDS with it's crushing feet, goring tusks and pummeling trunk.
Tusk Caps: Although to small for the Tusk Swords of larger elephants, when smaller races use Dwarf-Elephant's for war they sometimes cap the elephants tusks with bronze or steel caps to increase the damage the animal can inflict and to help prevent the tusks from splitting. If capped the Dwarf-Elephant can deliver 3D6 + ADDS damage in melee combat.
Tough Hide: The hide of the Dwarf Elephant is tough but sensitive giving them 3 points of armor protection.
Dexterous Trunk: The Elephants trunk is massively strong and incredibly dexterous. The Elephant can perform remarkably delicate manipulations with the three finger like extensions at the end of the trunk.
Uncanny Intelligence: While still animal in intelligence the Elephant is capable of remarkably deductive reasoning.
Notes: Made famous by their inclusion in Plato's "Atlantis" and found many years later to be not only one, but several pachyderm species now extinct, that existed on the islands of the Mediterranean. The Dwarf-Elephant is a favorite mount of the more warlike smaller humanoid races and is popular amongst all peoples for it's intelligence and it's hardy nature that so well lends itself to the role of beast of burden & draft animal.
Cost: 475 Gp for a Work Elephant and 750 Gp for a War Mount where available
Cost for Tusk Capping: 25 Gp for the caps and 20 Gp for mountings
Customization Costs: The Dwarf-Elephant customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Friendly: The Elephant is of a jovial and companionable nature
2: Joker: Beware of a tiny Elephant that thinks it's funny
3: Bonded: Fiercely loyal to it's owner, if it is possible it will aid him
4: Vain: This Elephant can be a pest, unless it is praised and cared for
5: Skittish: This Pachyderm is always on the lookout and hates danger
6: Game Masters fiat
Elephant-Indian
Description: The most widely domesticated species of Pachyderm the Indian Elephant is easy to identify by it's smaller ears, shorter stature,the pinkish tones in it's hide & the fact the females have no tusks.
STR: 90 - 100 War Elephant
IQ: 12 - 14 War Elephant
LK: 9
CON: 125 - 150 War Elephant
DEX: 14 - 15 War Elephant
CHR: 15
SPD: 12 - 14 War Elephant
WIZ: 3
Combat Adds: +80 - +91 for the War Elephant
Missile Adds: +82 - +93 for the War Elephant
Special Abilities:
When called upon the Elephant can deal 4D6 damage + ADDS with it's crushing feet, goring tusks and pummeling trunk.
Tusk Blades: Some War Elephants have their tusks reduced by up to three-feet and Katar like blades affixed to the truncated ends. With these bladed extensions the War Elephant does 6D6 damage + ADDS in melee.
Trunk Weapon: A War Elephant may be taught to use a special large sword, scythe or bludgeon with it's trunk doing 8D6 damage + ADDS in melee.
Tough Hide: The hide of the Indian Elephant is tough but sensitive giving them 3 points of armor protection.
Dexterous Trunk: The Elephants trunk is massively strong and incredibly dexterous. The Elephant can perform remarkably delicate manipulations with the three finger like extensions at the end of the trunk.
Uncanny Intelligence: While still animal in intelligence the Elephant is capable of remarkably deductive reasoning.
Notes: The Indian Elephant is the Pachyderm most often seen in popular fiction and film when Elephants deal directly with humans. The Indian Elephant is trained and guided by a Mahout who may work with the Elephant all his life. It is the use of the Indian Elephant that led to the development of Elephant barding, trunk weapons & Tusk swords. Often mounted on the Back of a War Elephant is a small two or three man tower providing a platform & protection for archers or javelin throwers and in parts of Thailand it is traditional to mount lancers and halberdiers on Elephants.
Cost: 2000 Gp for a Work Elephant & 3500 for a War Elephant where available
Customization Costs: The Elephant customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Cost for Tusk Blades: 175 Gp for a pair & an additional 75 Gp for modifying the Tusks
Cost For Trunk Weapons: 225 Gp each
Personality Table:
Roll 1d6 and consult the table
1: Crafty: With it's high IQ an manipulating trunk this Elephant loves mischief
2: Truculent: Everything is a chore and a burden to this Pachyderm
3: Brave: The Elephant is the king of beasts and this Elephant knows it
4: Jealous: This Pachyderm has a real affection for it's owner and can be jealous
5: Curious: If there is something interesting going on this Pachyderm wants in
6: Game Masters fiat
Elk
Description: The Elk or Wapiti is a member of the Deer family. The Elks massive antlers and imposing build make identification a snap.
STR: 30
IQ: 5
LK: 9
CON: 35
DEX: 10
CHR: 9
SPD: 14
WIZ: 3
Combat Adds: +18
Missile Adds: -
Special Abilities:
The Elk will defend itself with or without it's rider utilizing it's impressive antlers or formidable front-leg kick doing 2D6 Damage + ADDS.
The Location of the Elks eyes allow them to see almost directly behind them, making them very hard to surprise or catch unaware.
Notes: The Elk has long held a place in mythology and folklore, due both to its inherent majesty and formidable prowess. In the early twentieth century there was an attempt in Chicago ( America ) to popularize the Elk as a riding and working animal and although the attempt was successful, the rising popularity of the automobile halted widespread acceptance of the practice.
Cost: 175 Gp where available
Customization Costs: The Elks base customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: On the Make: The Elk is always on the look out for receptive females
2: Needy: Becomes difficult if not given frequent treats or affection
3: Brave: Never backs down from a challenge unless ordered
4: Mean: Will bully other animals and disobey orders unless closely controlled
5: Watchful: Always on the lookout for threats and danger
6: Game Masters fiat
Fire-Hoof Horses
Description: Large white or grey horses with fire for manes & wreathing their hooves.
STR: 26
IQ: 6
LK: 14
CON: 40
DEX: 14
CHR: 20
SPD: 30
WIZ: 12
Combat Adds: + 18
Missile Adds: -
Special Abilities:
The Fire-Hoof can deal 1D6 + ADDS damage in melee with it's mighty hooves.
Unending Endurance: The Fire-Hooves do not tire no matter how far they run & need never make SR's for exhaustion or fatigue.
Untamable: A Fire-Hoof will never accept a saddle and while they will accept riders, any attempt to restrain them or make them wear barding will cause them to flee at the earliest opportunity.
Stride that Devours the Miles: The Fire-Hooves can run faster and farther than any creature in nature. They can cover over a hundred miles in an hour and run for days on end.
Stability: Part of the magic that fuels the Fire-Hooves allows them to ignore all rough terrain riding SR's & modifiers, although they can not run over water.
Unburning Fire: The mystic flame that takes the place of the Hair around the Fire-Hooves hooves, mane & the tail of the horse is pleasantly cool to the touch.
Notes: Fire-Hooves are some of the wildest creatures of magic in the world. Existing since the time of legends, the Fire-Hooves run across the world respecting neither king nor country. Once in a great while a Fire-Hoof will bond with a individual & as long as they do not try to tame or restrain the Fire-Hoof it will be their constant companion. Another oddity of the race is that the female, the mare of the race outnumbers the male of the species by over a hundred to one.
Cost: 10,000 Gp minimum, although the are almost unknown in the marketplace
Customization Costs: The Fire-Hoof customization cost is the same as the standard costs listed on the Custom Mounts Table except SPD which is Ten percent standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Free: Nothing can restrain this Fire-Hoof, hem it in at your own peril
2: Curious: This Fire-Hoof loves to poke it's nose in anything different and interesting
3: Noble: The calm & bearing of this Fire-Hoof impresses all in it's presence
4: Mischievous: This Fire-Hoof likes to perform practical jokes & make life difficult for it's rider
5: Friendly: This Fire-Hoof truly considers it's rider a friend & will always seek to help them
6: Game Masters fiat
Flightless Riding Bird
Description: A large bird of the "Ratite" family, much larger than a man with a heavy hooked beak, thick neck and plumage ranging from black through white and yellow. Multi-colored plumage being the rarest & most valuable specimens.
STR: 25 - 32 War Steed
IQ: 7 - 9 War Steed
LK: 9
CON: 28 - 35 War Steed
DEX: 14 - 16 War Steed
CHR: 10 - 12 War Steed
SPD: 16 - 18 War Steed
WIZ: 3
Combat Adds: +15 - +24 War Steed
Missile Adds: -
Special Abilities:
The Flightless Riding Bird can deliver 3D6 + ADDS damage with its ripping beak and devastating talons.
Advanced Vision: The Flightless Riding Bird has excellent vision even at the most extreme ranges.
Tough Hide & Feathers: The Flightless Riding Bird's tough hide and thick feathers provide it with 3 points of armor protection.
Notes: The Flightless Riding Bird is the product of generations of controlled breeding toward an ideal mount both for war and transport. The Flightless Riding Bird is omnivores able to crop even coarsest of vegetation or devour small creatures whole. The Flightless Riding Bird deals well with either warm or cold weather and can flourish in a wide variety of environments.
Cost: 200 Gp for a standard mount and 600 Gp for a War Mount
Customization Costs: The Flightless Riding Bird customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Goofy: In every species there are the truly gormless, your mount is one of them, good luck
2: Loyal: This mount has imprinted on your character and will follow & defend them without question
3: Hungry: This Bird thinks with it's stomach and will devour anything that crosses it's path
4: Friendly: This Bird gets along with everyone and likes to be of help
5: Obstinate: Stubborn is this Birds default setting, it needs a lot of coaxing to be persuaded
6: Game Masters fiat
Giant Riding Dog
Description: A giant dog large enough to carry a fully armored man into battle or pull a war chariot. Usually of the Molosser breed which includes the Mastiff & the Great Dane. Wether the result of wild magic or some mages whim the Riding Dog is the most loyal of steeds.
STR: 30 - 35 For a War Mount
IQ: 9 - 14 For a War Mount
LK: 12 - 15 For a War Mount
CON: 30 - 35 For a War Mount
DEX: 12 - 14 For a War Mount
CHR: 15 - 25 For a War Mount
SPD: 14 - 17 For a War Mount
WIZ: 3
Combat Adds: +18 - +28 For a War Mount
Missile Adds: -
Special Abilities:
The Riding dog does 2D6 + ADDS damage in melee with it's fearsome jaws & crushing bulk.
Advanced Senses: The Riding Dog has the keen hearing & nose of the canine. All attempts to sneak up on a party including a Riding Dog have the difficulty of the SR increased by +1 level. Also the Riding Dog can make SR's to track & follow prey if they can get the scent.
Leap: Like the Molossers the Riding Dog is derived from the Riding Dog can make leaps. The Riding Dog can jump up 8' feet or 15' feet across. The rider however needs a saddle or they must make a 1st level SR on DEX to avoid being thrown from the Dog.
Responsive: Because of the intelligence and ease of training Riding Dog's have a -1 SR level bonus to all SR's that call for controlling the Dog.
Notes: The Riding Dog is a boon both in trade and war. Like their smaller canine cousins they are used to pull carts & herd animals, some have even been taught to act as guards for caravans. The Riding Dog is an excellent companion for adventures, being able to survive on he same rations the adventures use, freeing up needed pack space from the fodder of horses. In war the Riding Dog is the most dependable and responsive of mount and they have been know to defeat beast far more formidable than themselves to protect their masters. A fully caparisoned Riding Dog with barding is a fearsome site indeed.
Cost: 500 Gp for a standard mount 2,500 Gp for a War Mount where available
Customization Costs: The Riding Dog customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Surly: This Riding Dog is sullen and can be difficult around strangers
2: Doofus: This Riding Dog is a big puppy at heart, hide the dog treats
3: Watchdog: This Riding Dog considers it his job to watch out for his family & likes to stand guard
4: Loyal: Nothing is more loyal than a good dog and this one is willing to lay his life down for his master
5: Courageous: This Riding Dog is brave to the core and will never back down from a fight unless ordered
6: Game Masters fiat
Land Dragon
Description: Not a dragon at all but a saurian more closely akin to a dinosaur than a reptile, the Land Dragon is a bipedal saurianoid. A fierce and swift hunter trained to carry it's rider into battle and over great distances. The Males coloration ranges fro dark-green with yellowish highlights through grey & blue, The females tend to be darker with grey, browns & purples being most common. Some rare female are of a uniform shiny, almost metallic black and these are the most prized both for their distinctive color and their reported fearsomeness in battle.
STR: 95
IQ: 10
LK: 9
CON: 85
DEX: 16
CHR: 30
SPD: 20
WIZ: 10
Combat Adds: +87
Missile Adds: -
Special Abilities:
The Land Dragon deals 4D6 +ADDS damage in melee with it's massive jaws and rending talons.
Armored Scales: The natural scales and hide of the Land Dragon protect it for 6 points of armor protection.
Endurance: The Land Dragon can carry heavy loads for days and fight for hours without rest. However the greater the exertions the Land Dragon is called to make the more raw protein it must be fed or risk that the beast will turn on it's rider.
Tracking Ability: The Land Dragon is a natural hunter & tracker and can follow any trail that has not been obscured by magic or clever artifice.
Vicious Tail: While the Land Dragon's tail is to light to take the weight of a tail-mace it is an effective bludgeon and allows the Land Dragon to engage opponents directly behind it.
Dragon Musk: The pheromones put off by the Land Dragon drive horses into a panic and anyone attempting to lead a horse into battle with a Land Dragon must make a 2nd level SR on IQ or DEX to control their horse well enough to charge a Land Dragon.
Notes: Vicious to the very core the Land Dragon is the sultan of the battlefield, requiring massive upkeep and incredible amounts of fresh meat to feed it's ravenous hunger only a few kingdoms keep these dangerous beasts of war. Few in number but feared by all, a Land Dragon if full barding is one of the most fearsome sights that can grace a field of war. The Land Dragon lays eggs in a clutch of three every other year and in the wild they are a matriarchal species. Grim remnants from the dawn of time, the Land Dragon is a favorite steed of dark warlords and sorcerer tyrants.
Cost: 10000+ almost unheard of on the open market
Customization Costs: The Land Dragon customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Vicious: This Land Dragon hates the world and all that dwell on it, watch your back
2: Glutton: Hunger rules this Land Dragon, any flesh that wanders to close is fair game
3: Dominating: A ruler born, never allows another Land Dragon or beast to assume a place above it without a fight
4: Proud: This Land Dragon reveals in it's demonic majesty and will never stoop to doing menial work
5: Berserk: The fight & the kill consume this Land Dragon, once it tastes blood it will never backdown
6: Game Masters fiat
Llama
Description: A South American member of the Camelid family it is easily identified by its wooly coat and distinctive camel like head and neck.
STR: 16
IQ: 8
LK: 9
CON: 16
DEX: 14
CHR: 8
SPD: 12
WIZ: 3
Combat Adds: +6
Missile Adds: -
Special Abilities:
Surefooted: The Llama is extremely adept in mountainous terrain and on uncertain footing. In game terms the difficulty of any SR involving footing or balance is reduced by -1 level of difficulty.
Good Natured: The Llama is naturally well disposed and easy to control. In game terms this reduces any SR to control or command the Llama by -1 level of difficulty. However this same behavior makes them unsuited to combat riding and any offensive Combat Riding SR is increased by +1 level of difficulty.
Notes: The Llama has been a pack animal for thousands of years and is known for its easy going nature and dependability. The Llama is also used as a light draft animal in mountainous or hilly terrain and is accomplished at pulling carts and traps. While not suitable as a mount for larger humanoids smaller races like the Hobbit, Goblin, Dwarf and Leprechaun will find it a placed and companionable mount.
Cost: 60 Gp where available
Customization Costs: The Llamas base customization cost is the same as the standard costs listed on the Custom Mounts Table except that IQ cost is halved and SPD cost is doubled.
Personality Table:
Roll 1d6 and consult the table
1: Inquisitive: The Llama likes to be around the action and investigate new things
2: Unflappable: Nothing flusters this Llama, he takes everything in stride
3: Irascible: Unlike most of Llamas this one will spit and bite if it feels mistreated
4: Guard: Llamas naturally stand guard over their herds and this ones looks out for it's new master
5: Lazy: This Llama likes to goof-off and will lag behind or shirk if not watched
6: Game Masters fiat
Ostrich
Description: The Ostrich is a large flightless bird native to Central and South Africa. Easily identifiable by its distinctive plumage and ground eating stride the Ostrich is a hardy if dense species and is domesticated throughout the world.
STR: 16
IQ: 5
LK: 09
CON: 16
DEX: 14
CHR: 8
SPD: 15
WIZ: 3
Combat Adds: +6
Missile Adds: -
Special Abilities:
When not carrying a rider the Ostrich is capable of defending itself with devastating kicks from its powerful legs and raking slashes with it's sharp talons doing 2d6 damage + ADDS.
The Ostrich naturally hides when threatened, tucking their bodies as close to the ground as possible or behind cover. If hiding the Ostrich calls for a 1st level SR to spot in the open or a 2nd level SR if behind cover.
Notes: The Ostrich is raced both in Africa and Arabia and while difficult to train is adaptable to most environments being raised in conditions as cold as Sweden and Finland. The Ostrich is an ideal mount for smaller humanoids, Hobbits, Leprechauns, Goblins, small humans, dwarves and the like.
Cost: 75 Gp where available
Customization Costs: The Ostriches base customization cost is the same as the standard costs listed on the Custom Mounts Table except that both the STR & IQ price is doubled.
Ostrich Personality Table:
Roll 1d6 and consult the table
1: Curious: Likes to poke into and explore anything new or unusual things
2: Hungry: Will eat anything that smells like food or is small and shiny
3: Friendly: Likes to stay near it's rider and is affectionate and loyal
4: Ornery: Like to make life difficult for it's rider and is balky
5: Joker: Likes to play trick and get into trouble
6: Game Masters fiat
Oxen
Description: The Ox is easy to recognize by it's massive shoulders and wide sweep of horn. The Ox in all it's bovine glory is found wherever hard work & heavy loads need to be surmounted.
STR: 35-40 For a War Mount
IQ: 5
LK: 9
CON: 35- 45 For a War Mount
DEX: 10
CHR: 7
SPD: 10-12 For a War Mount
WIZ: 3
Combat Adds: +23
Missile Adds: -
Special Abilities:
When enraged an Ox will trample it's opponents with crushing hooves and gore with long slashing horns for 2D6 + ADDS damage.
War Trained: A war trained Ox will need no SR to innate a Charge or a Trample attack.
Hard to Kill: Whether from innate toughness or a simple stubborn refusal to die an ox will continue to fight to negative 10 CON before it dies.
Notes: The Ox is perhaps the mightiest of the draft animals besides the Elephant. The Ox as a riding animal is far more common than might be thought, and saddles in Ox sizes are not that hard to find. The riding gear for an Ox is similar to that of a horse except that instead of a bit the Ox's reins are connected to a ring through its sensitive nose.
Cost: 75 Gp for a riding or draft animal 500 for a War mount where available
Customization Costs: The Oxen customization cost is the same as the standard costs listed on the Custom Mounts Table except for SPD, DEX and IQ which are doubled in price.
Personality Table:
Roll 1d6 and consult the table
1: Stubborn: In this case stubborn as an Ox is truism, intractable and irascible
2: Placid: Easy to control and seldom frightened, a laid back Ox
3: Happy: Gregarious & companionable, a friend in times of need
4: Hungry: If there is food around this Ox wants some, best mind the grain
5: Courageous: Dauntless and loyal, never backs down, never abandons a fight
6: Game Masters fiat
Reindeer
Description: The Reindeer or Caribou is a sub-arctic dwelling member of the deer family, easily identified by its thick coat and impressive rack of antlers.
STR: 25
IQ: 6
LK: 9
CON: 25
DEX: 10
CHR: 7
SPD: 12
WIZ: 3
Combat Adds: +13
Missile Adds: -
Special Abilities:
The Reindeer if threatened will defend itself with it's antlers and hooves for 2D6 +ADDS Damage.
The Reindeer is extremely well adapted to living and working in the coldest of environments and suffer no penalties from doing so. However it suffers double penalties in dessert and hot environments.
Notes: The Reindeer has long been used as both a herd and pack animal and it is frequently used to pull sledges and sleighs. While it is less common as a riding animal it has shown itself to serve admirable in that capacity and special Reindeer riding harness is made for just that purpose.
Cost: 80 Gp where available
Customization Costs: The Reindeers base customization cost is the same as the standard costs listed on the Custom Mounts Table.
Reindeer Personality Table:
Roll 1d6 and consult the table
1: Amorous: The Reindeer always chases after females in heat
2: Fighter: The Reindeer never backs down from a fight
3: Loyal: The Reindeer is extremely loyal and will never abandon it's master
4: Cowardly: The Reindeer is skittish and likely to bolt from danger, real or imagined
5: Grumpy: The Reindeer is intractable and sullen and needs close supervision
6: Game Masters fiat
Rhinoceros-White
Description: The White Rhinoceros is the most social of the existent species of rhino. It is distinguished by it's two horns , grayish armor-like skin and attentive mobile ears.
STR: 75
IQ: 5
LK: 9
CON: 115
DEX: 10
CHR: 16
SPD: 12
WIZ: 3
Combat Adds: +63
Missile Adds: -
Special Abilities:
The White Rhinoceros can deal 7D6 + ADDS damage with it's massive horns and crushing bulk.
Horn Caps: Some Rhinos are given bronze or steel caps on their horns, protecting them from breaking and adding a point and edge to all the power a White Rhinoceros can supply. With Horn Caps a Rhino can do 8D6 + ADDS in Melee combat.
Armor-like Hide: The tough hide of the White Rhinoceros along with it's heavy layer of muscle provide it with 7 points of armor protection.
Unstoppable: The Rhino is famous in myth and legend for it's implacable will and unstoppable power. In a fight the White Rhinoceros will continue to fight to -10 CON with no effect in it's fighting power.
Multi-Directional Hearing; To help compensate for the White Rhinoceros relatively poor eyesight it has the ability to independently focus it's ears, listing for multiple sound sources at once and making it incredible hard to sneak up on even for invisible opponents.
Notes: The debate over wether Rhinos have ever been used in war is a long one and for many years it was believed to be impossible to even train a Rhino to saddle let alone fight on command. However modern evidence has show that if reared by humans Rhinos can indeed be taught to act as mounts and if that is possible perhaps the legends of war Rhinos have some basis in fact.
Cost: 3500 Gp where available
Cost For Horn Caps: 135 Gp plus an additional 55 for preparing the mounts
Customization Costs: The White Rhinoceros customization cost is the same as the standard costs listed on the Custom Mounts Table except for SPD and IQ which are doubled in price.
Personality Table:
Roll 1d6 and consult the table
1: Cantankerous: This Rhino would rather be grazing & likes making trouble
2:Dominating: This Rhino makes it clear he is top dog of the riding animals
3:Unflappable: Nothing fazes this Rhino, calm and controlled is his byword
4:Protective: This Rhino has adopted it's master & will defend them regardless of the cost
5: Courageous: Rhinos are natural fighters and this one likes doing what comes naturally
6: Game Masters fiat
Rhinoceros-Wooly
Description: A titan the Wooly Rhinoceros grew to be 12' feet long and 8' to 12' feet at the shoulder & the main of it's two horns could measure over 3' feet in length. The Wooly Rhinoceros had a long shaggy coat over it's thick skin & it's horn's are made of keratin like other rhinos not bone such as in deer antler.
STR: 110
IQ: 5
LK: 9
CON: 170
DEX: 10
CHR: 20
SPD: 12
WIZ: 3
Combat Adds: +98
Missile Adds: -
Special Abilities:
The Wooly Rhinoceros can deal 9d6 + ADDS damage with it's massive horns and crushing bulk.
Armor-like Hide: The tough hide of the Wooly Rhinoceros along with it's heavy layer of muscle provide it with 9 points of armor protection.
Unstoppable: The Rhino is famous in myth and legend for it's implacable will and unstoppable power. In a fight the Wooly Rhinoceros will continue to fight to -10 CON with no effect in it's fighting power.
Multi-Directional Hearing; To help compensate for the Wooly Rhinoceros relatively poor eyesight it has the ability to independently focus it's ears, listing for multiple sound sources at once and making it incredible hard to sneak up on even for invisible opponents.
Notes: Native to the Eurasian steppe the Wooly Rhinoceros survived the last glaciation period unlike most of the mega-fauna of it's period. A favorite pet and mount of small giants & trolls, the Wooly Rhinoceros is an juggernaut of destruction & has never been successfully broken by civilized humans. Although some primitive cave-men and Neanderthals have trained them into mounts.
Cost: 7500 Gp where available
Customization Costs: Customization Costs: The Wooly Rhinoceros customization cost is the same as the standard costs listed on the Custom Mounts Table except for SPD and IQ which are doubled in price.
Personality Table:
Roll 1d6 and consult the table
1: Unpredictable: The wild has never left this Rhinos soul, it works on sufferance
2: Mean: Unless treated with deference this Rhino can turn nasty
3: Watchful: Naturally on the lookout for trouble this Rhino is always on guard
4: Fighter: If there is a fight this Rhino wants in on it, war is in it's blood
5: Bluff: Remarkably good natured for a Rhino, he just likes to horse around
6: Game Masters fiat
Riding Bear
Description: The Riding Bears most commonly encountered resemble either great Kodiak or Polar bears with a few equally large specimens from the Brown & Black bear families.
STR: 65
IQ: 9
LK: 12
CON: 60
DEX: 12
CHR: 25
SPD: 14
WIZ: 10
Combat Adds: +53
Missile Adds: -
Special Abilities:
The Riding Bear can deal 2D6 +ADDS damage in mell combat with its fearsome jaws and terrible claws.
Tough Hide: The tough hide and hard muscle of the Riding Bear is worth 4 points of armor protection.
Burst of Speed: The Riding Bear can double its speed for short bursts in the chase and may do this once every hour for two combat turns without risk of tiring the bear.
Berserker Rage: When reduced to half it's original CON or cornered without any mean of escape the Riding Bear may enter a state of berserker rage doubling it's STR ADDS for the rest of the current fight, however at the end of the fight the Riding Bear will be utterly exhausted and need at least eight hours rest or complete magical healing before it can carry a rider again. It may walk slowly after an hour of rest.
Notes: Whether used as massed ursine cavalry, a lone hero's mount or pulling a dark wizards chariot the Riding Bear commands respect wherever it treads. These hardy ursine steeds are famous in myth & legend and strike terror into the hearts of their foes. Few sights are as majestic as a Riding Bear arrayed in full barding striding the battlefield like a giant.
Cost: 3500 Gp where available
Customization Costs: The Riding Bear customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Sleepy: This Riding Bear likes his rest and will sack out whenever possible
2: Irascible: This Riding Bear can be grumpy unless treated with respect and given treats
3: Bold: Always in the fore of the fighting and the rear of the retreat, this bear is dauntless
4: Greedy: Hide the honey and watch the supplies around this glutton, too much is never enough
5: True Companion: A loyal friend in adversity & constant companion, this Riding Bear will never abandon it's charge
6: Game Masters fiat
Riding Boar
Description: A colossus of porcine power the Riding Boar dwarfs other swine. As large as a horse with longer legs than other swine the Riding Boar is a deadly sight on the battlefield.
STR: 40
IQ: 8
LK: 10
CON: 45
DEX: 10
CHR: 18
SPD: 16
WIZ: 3
Combat Adds: +28 / +32 when charging
Missile Adds: -
Special Abilities:
The Riding Boar can deal 3D6 +ADDS damage with it's rending tusks and crushing charge.
Tough Hide: The Riding Boar is protected by it's thick hide, hard muscle & fat for 3 points of armor protection.
Poison Resistance: The thick layer of fat protects the Riding Boar from most injected poisons. The Riding Boar has a -1 level of difficulty bonus to all non-ingested poison SR's and is immune to the effects of "Curare".
Keen Sense of Smell: The Riding Boar has a keen sense of smell and is likely to pick up on any unusual scents in it's vicinity.
Charge: If the Riding Boar has sufficient room to mount a charge it may add it's SPD score above 12 to it's combat ADDS.
Berserker Rage: Like it's smaller brethren the Riding Boar may enter a berserk rage if cornered or about to die. In game terms if the Riding Boar falls below 12 CON it doubles it's STR ADDS in melee combat.
Notes: A favorite mount of several tribes of hill dwelling orcs, the Riding Boar can also be found in the ranks of some dwarfish armies. It is unknown if these mighty beasts are the products of magic or a natural species of giant swine. Prized for their fearsome nature and fearless disregard for danger the Riding Boar has dominated many a cavalry engagement.
Cost: 1500 where available
Customization Costs: The Riding Boar customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Gluttonous: This Riding Boar lives to feed, get out of his way
2: Social: Friendly & outgoing, this Riding Boar likes to hang around with people
3: Bloody Minded: Hell in a fight and hard to control outside of one, this Riding Boar is wild
4: Defender: Nothing messes with this Riding Boar's family, luckily that includes the adventurers
5: Clever: Smart as a whip and twice as sharp, this Riding Boar knows what's going on
6: Game Masters fiat
Riding Cat
Description: A magical hybrid of feline and equine attributes, the Riding Cat has longer straighter legs than a great cat, a stronger more level spine and a more even temperament than a feline. The great rending claws and slashing fangs make the Riding Cat a fearsome opponent and though few in number they have become steeds of legend.
STR: 40
IQ: 7
LK: 12
CON: 40
DEX: 18
CHR: 20
SPD: 15
WIZ: 3
Combat Adds: +34
Missile Adds: -
Special Abilities:
The Riding Cat can do 4D6 damage in melee with it's great fangs and claws.
Leaping: The Riding Cat can make terrific bounds up to 15' feet up or 50' feet across, however unless the rider is using the special saddle and harness designed for the Riding Cat he must make a 2nd level SR on DEX to remain upon the Riding Cat's back.
Tough Hide: The hardened muscle and hide of the Riding Cat is worth 2 points of armor protection.
Burst of Speed: Once a hour the Riding Cat can let loose with an amazing burst of speed doubling it's SPD stat for two combat rounds. After that the Riding Cat can not perform this burst for at least another hour as it severely exhausts the animal.
Notes: All Riding Cats are considered war mounts, while they are perfectly suitable riding animals the great cost of upkeep on such a large carnivore and it's rarity guarantee that they are all trained and maintained for combat. The Riding Cat was first created by a cabal of sorcerers to serve as the mounts of a magically created soldier race who later rebelled against the wizards. Combining the combat ability of a great cat with the intelligence and temperament of the mule, the Riding Cat persist to claim it's rightful place as sultan of the battlefield.
Cost: The Riding Cat is rare and valuable costing at least 3,700 Gp and at least 100 Gp a month for upkeep and feeding.
Customization Costs: The Riding Cat customization cost is the same as the standard costs listed on the Custom Mounts Table except for DEX which is half the standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Playful: Against all odds this Riding Cat has a sense of humor, watch out
2: Stalking: This Riding Cat is a hunter born and has great skill in stalking it's prey despite it's size
3: Obstinate: This Riding Cat likes to get it's own way, dealing with it can be a trial
4: Scrapper: This Riding Cat likes nothing more than a fight, a hardy companions in battle
5:Curious: Curiosity will have to be pretty tough to take down this Riding Cat
6: Game Masters fiat
Riding Jackalope
Description: A large rabbit the size of a horse with a formidable rack of antlers like a stag.
STR: 25
IQ: 8
LK: 16
CON: 30
DEX: 16
CHR: 15
SPD: 18
WIZ: 10
Combat Adds: +21
Missile Adds: -
Special Abilities:
The Riding Jackalope can deliver 3D6 +ADDS charging with it's rack of antlers.
Burst of Speed: For up to two combat rounds an hour the Riding Jackalope can double it's SPD score when chased or pursuing an opponent.
Leaping: the Riding Jackalope may make leaps of 10' feet up or 30 feet across. However if the rider is not using a saddle they must make a 1st level SR on DEX or be thrown from the steed.
Mimic Sounds: The Riding Jackalope like it's smaller cousin can mimic the sounds it hears and one of it's favorite tricks is to imitate the sound of thunder to panic it's foes. The Riding Jackalope may use it's repertoire of sounds to panic non-intelligent animals by making a 2nd level SR on CHR.
Notes: The Riding Jackalope is the giant cousin of the Jackalope (Lepus Tempermentalus) and is every bit a ferocious as it's smaller brethren. It comes from the legendary lands of the west where everything is larger. It was natural that the fearsome people that inhabit this inhospitable land would train the mighty Riding Jackalope into steeds. One of the peculiarities of the breed is that they only breed during thunderstorms.
Cost: 2000 Gp where available
Customization Costs: The Riding Jackalope customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Feisty: This Riding Jackalope is always up for adventure & likes a challenge
2: Trickster: This Riding Jackalope loves tricks & playing them with it's unique sound mimicking ability
3: Racer: Nothing pleases this Riding Jackalope more than loping across the plains or against an opponent
4: Amorous: This Riding Jackalope is always on the look out for members of the opposite sex, especially during thunder storms
5: Battler: No matter what the time or place, this Jackalope is up for a fight
6: Game Masters fiat
From many times & lands this menagerie of creatures is brought together for the enjoyment & edification of your adventurers.
For Whether from the back of a sturdy camel, astride a mighty war elephant or racing through the night on a skeletal steed all roads lead to adventure.
So use this collection of creatures both mundane and fantastic to expand the horizons of your gaming world, from glacial wastes to burning deserts and rolling plains there is no location these steeds cannot carry you.
Camel-Bactrian
Description: The Bactrian or two-humped camel and is easy to tell apart from it's cousin the Dromedary by it's longer shaggy hair, more solid build and shorter legs.
STR: 35
IQ: 8
LK: 9
CON: 35
DEX: 10
CHR: 5
SPD: 10
WIZ: 3
Combat Adds: +23
Missile Adds: -
Special Abilities:
The Camel can bite with it's blocky teeth, kick with it's legs and club with their necks for 1D6 + ADDS.
Camel Bite: The Camel's diet leaves it with a veritable swarm of bacteria in it's mouth and it's bite can cause infected wounds. If bitten by a Camel the victim must make a 2nd level SR on CON or suffer from fever and melais, reducing the victims adds by 25% for two-weeks or until the wound is treated with magical or conventional healing.
Spitting: the Camel can if angered spit a sticky wad of half-digested cud from it's first stomach. This does no damage, but can distract or blind the unwary. In missile combat the Camels effective DEX is 18.
Hyper Adaptation: The Camel is one of the most perfectly adapted animal evolution has produced. A Camel can walk for 34 days without food or water and in non-desert conditions the camel can get all the moisture it needs from eating greenery. The Camels red blood cells have an oval shape, unlike those of other mammals, which are circular. This allows the continued smooth operation even when the animal is severely dehydrated. The Camel can take radical temperature changes with ease and can lose up to 30% of it's bodies water without harm. For all SR regarding heat, exhaustion, dehydration or starvation the difficulty is reduced by -3 levels. Also Bactrian Camels have a -1 difficulty level bonus to any cold based SR.
Notes: While not as fast as the Dromedary the Bactrian is if possible even more enduring being able to carry 300 to 600 pounds over 29 miles in a day, for days on end. The Bactrian functions well in cold conditions and is native to North Eastern Asia.
Cost: 100 Gp where available
Customization Costs: The Bactrian Camels base customization cost is the same as the standard costs listed on the Custom Mounts Table except SPD which is doubled.
Personality Table:
Roll 1d6 and consult the table
1: Stolid: Nothing fazes this Bactrian, fire, flood or orc raider are all taken in stride
2: Cantankerous: This Bactrian has a mean streak a mile long and will to use it
3: Playful: The Bactrian like to be around its owner and is a friendly beast
4: Sly: This Bactrian likes nothing better than having one over on it's owner
5: Attached: This Bactrian has imprinted on it's owner, and watches their back
6: Game Masters fiat
Camel-Dromedary
Description: The Dromedary is the single humped Camel most often seen in pictures and movies. Also referred to as the Arabian Camel, the Dromedary is the main type of riding Camel.
STR: 30
IQ: 9
LK: 9
CON: 30
DEX: 12
CHR: 6
SPD: 12
WIZ: 3
Combat Adds: +18
Missile Adds: -
Special Abilities:
The Camel can bite with it's blocky teeth, kick with it's legs and club with their necks for 1D6 + ADDS.
Camel Bite: The Camel's diet leaves it with a veritable swarm of bacteria in it's mouth and it's bite can cause infected wounds. If bitten by a Camel the victim must make a 2nd level SR on CON or suffer from fever and melais, reducing the victims adds by 25% for two-weeks or until the wound is treated with magical or conventional healing.
Spitting: the Camel can if angered spit a sticky wad of half-digested cud from it's first stomach. This does no damage, but can distract or blind the unwary. In missile combat the Camels effective DEX is 18.
Hyper Adaptation: The Camel is one of the most perfectly adapted animal evolution has produced. A Camel can walk for 34 days without food or water and in non-desert conditions the camel can get all the moisture it needs from eating greenery. The Camels red blood cells have an oval shape, unlike those of other mammals, which are circular. This allows the continued smooth operation even when the animal is severely dehydrated. The Camel can take radical temperature changes with ease and can lose up to 30% of it's bodies water without harm. For all SR regarding heat, exhaustion, dehydration or starvation the difficulty is reduced by -3 levels.
Notes: While the Dromedary does suffer from an undeserved reputation as cantankerous and difficult in reality it is an even tempered and tractable beast and less difficult than the horse as far as behavioral problems go. The source of these rumors is the Camels tendency to remember mistreatment and return the favor when least expected. Camels were first used as cavalry when it was realized that horses hated the camels distinctive smell and they became difficult to control when confronted with it. Camels proved to be excellent war mounts, either as light lancers or more commonly as archer's mounts. While it is true that a horse can outrun a Dromedary over a short distance a well trained Dromedary can run at 8-9 mph for hours on end leaving a horse far in it's dust.
Cost: 120 Gp where available
Customization Costs: The Dromedaries base customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Frisky: The Dromedary likes to play games and fool around
2: Grumpy: The Dromedary acts like the whole world is one big annoyance
3: Romantic: The Dromedary is always on the lookout for companionship
4:Loyal: The Dromedary is really tied to it's new master and will not abandon them
5: Companion: The Dromedary has taken a shine to it's owner and looks after them
6: Game Masters fiat
Clock-Work Steed
Description: Most Clock-Work Steeds are made of bronze although some are constructed of iron or steel. They resemble large metallic horses, some appear as basic mechanical armatures while some mimic the lifelike appearance of horses, depending on the tastes of the creator.
STR: 45
IQ: 10
LK: 12
CON: 45
DEX: 14
CHR: 20
SPD: 18
WIZ: 10
Combat Adds: +35
Missile Adds: +37
Special Abilities:
The Clock-Work Steed can deliver 2D6 +ADDS melee damage with its heavy hooves.
Metallic Construction: The Clock-Work Steed's construction provides it with 12 points of armor protection.
Mechanical Invulnerability: The Clock-Work Steed, is invulnerable to poison, disease, hunger, fear and does not need to breath.
Ward-Key: Each Clock-Work Steed has a key with which they must be symbolically wound up once a day. Whoever winds the Clock-Work Steed will control that steed until the next winding.
Mechanical Endurance: The Clock-Work Steed does not tire and as long as it is wound once a day can work tirelessly.
Obedient: The Clock-Work Steed's rider need never make a SR to determine if the steed will obey their commands.
Optional Extras:
Fiery Breath: This Clock-Work Steed has a small flame throwing unit installed in either the front or the rear allowing it to make a 5D6 short range missile attack. Cost: 1,000 Gp
Poison Gas: This Clock-Work Steed has a poison gas projector built in the front or rear allowing it to dispense a cloud of gas in a 5' foot area. Anyone caught in the cloud must make a 2nd level CON SR or suffer the effects of "Spider Venom" as in the T&T rules. Cost: 1,500 Gp
Bladed or Spiked Hooves: The addition of blades or spikes to the striking surfaces of this Clock-Work Steed allow it to do 4D6 +ADDS melee damage. Cost: 500 Gp
Mouth Blades or Fangs: The addition of blades, fangs or tusks to the head of the Clock-Work Steed allow it to deliver 3D6 +ADDS melee damage, as well as cutting ropes or other uses. Cost: 300 Gp
Grapnel & Winch: A grapnel & Automatic winch have been added to the rear of the Clock-Work Steed allowing it to exert it's full STR score in pulling objects. As an extra the grapnel may be fitted with a firing mount allowing the steed to shoot the grapnel for anchoring to far away surfaces or at an opponent for 3D6 +ADDS damage in missile combat. Cost: 500 Gp for the basic, an additional 300 Gp for the launcher option.
Life-Bonded: This Clock-Work Steed has been bonded to obey only one master and will never accept orders from any other individual without the masters consent. Cost: 2,000 Gp
Notes: The creation of sorcerer-artificers the Clock-Work Steed is far to expensive for everyday labor, but did go through a short period of vogue with upper-class warriors & rich dilettantes. Each hand-crafted creation the result of months of labor , arcane wizardry and craftsmanship combine in this steed. While never many they tend to run until destroyed and even today they show up in the most unlikely of places.
Cost: 5000 Gp + optional extras
Customization Costs: The Clock-Work Steed customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: None: This Clock-Work Steed seems purely a thing of metal and magic with no discernible personality
2: Responsive: This Clock-Work Steed obeys commands instantly, almost as if it knows it's riders mind
3: Temperamental: This Clock-Work Steed need the occasional prod or kick to get going in the morning
4: Dependable: A superior example this Clock-Work Steed is always ready to go
5: Quirky: If you didn't know better you'd swear this Clock-Work Steed was alive, it may come without being called or seek to mix with other horses
6: Game Masters fiat
Wyrd-Wire
Level: 2nd
Cost: 3
Range: Touch
Power Up: None
Duration: 24 hours
Availability: Not an official Wizards Guild spell, but very popular with Rogues. It may be found in any large city with a magical underworld or in many old grimoires.
Description: Wyrd-Wire allows an enterprising Wizard or Rogue to bypass a Clock-Work Steed's Ward Key and activate it.
Club-Arcanum
Level: 3
Cost: 2
Range: Touch
Power Up: Double duration
Duration: 24 hours
Availability: An out of date spell, but still on the official guild rolls and easy to find in any large city.
Description: The Club-Arcanum prevents the use of a "Wyrd-Wire" spell cast by a lower level Wizard or Rogue from effecting the recipient steed for the duration of the spell.
Dark Unicorn
Description: Almost a photo-Negative of the more common Unicorn, the Dark Unicorn's hide is the deepest ebon-black and the beard, mane, tail & the fur around the Dark Unicorns hooves is leaden-grey. The Dark Unicorn's Alicorn is also a leaden-grey & unlike the more common Unicorns the Dark Unicorn's Alicorn is a curved saber like shape not a spiral horn.
STR: 40
IQ: 16
LK: 12
CON: 45
DEX: 16
CHR: - 40
SPD: 18
WIZ: 20
Combat Adds: +32
Missile Adds: -
Special Abilities:
The Dark Unicorn does 5D6 damage in melee with it's slashing Alicorn & leaden hooves.
Dark Alicorn: The polar opposite of the normal Unicorns Alicorn, everything the Dark Unicorn's Alicorn touches becomes corrupt. All wounds caused by the Alicorn have a chance to become septic & diseased. All characters wounded by the Alicorn must make a 2nd level SR on CON or have their wounds go septic. If the character has septic wounds the can not recover any CON until they are healed by magic or a skilled healer. If the Alicorn touches water or food it becomes poison and if consumed will causes 2D6 damage and cause a ravaging fever that will decrease the victims STR, DEX, IQ & CON by 2 points a day until treated by magic or complete bed rest. After a week the victim will recover naturally.
Ageless: The Dark Unicorn does not grow old or die like other mortal creatures. Only through violence can the cancer of the Dark Unicorn's life be brought to an end. Unlike the Unicorn the Dark Unicorn will not die of despair or if put into captivity, it feeds off pain and corruption, even that which comes from their own imprisonment.
Sense Darkness: The Dark Unicorn can look into the heart of creatures and see the inner sin and corruption that festers there. If it does not sense any darkness the Dark Unicorn will seek to destroy the source of the antagonizing purity. No magic can fool or befuddle the Dark Unicorn's ability to detect inner darkness.
Blight: If the Dark Unicorn takes up permanent residence in an area all natural creatures begin to twist and sicken and it leads to many stillbirths or the birthing of unnatural monsters. Crops and plants wither and die, trees twist and begin to die and water stagnates and festers.
Notes: One of the rarest of creatures the Dark Unicorn is the offspring of a normal Unicorn that gives birth while captive or in despair. The opposite in nature and temperament to the Unicorn, it seeks to bring darkness and corruption into the world. It will occasionally serve as a mount to a being of consummate evil & corruption, if only to revel in the misery and pain that follows such beings. Even more solitary that the Unicorn it will seek to find a place of peace and beauty and bring it to ruin by it's presence. Once it has destroyed an area it may stay and claim the land as it's territory or seek out new lands to despoil.
Cost: The Dark Unicorn is almost never for sale, if it is the price would be at least 5,000 Gp
Customization Costs: The Dark Unicorn customization cost is the same as the standard costs listed on the Custom Mounts Table except for INT & CHR which are half the standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Vainglorious: The Dark Unicorn is the center of it's own universe, cross it at your peril
2: Despotic: The Dark Unicorn will seek to dominate all those weaker than itself
3: Malignant: Anger and vindictiveness seethe in the soul of this Dark Unicorn, it will avenger any perceived slight
4: Berserk: Filled with an interminable killing lust, only fear of it's master prevents it from killing all it encounters
5: Aberrant: Sly and malicious, the Dark Unicorn will seek to sow discord and strife even among it's allies
6: Game Masters fiat
Demonic Steed
Description: The Demonic Steed can take many forms, although most appear as some sort of monstrous horse.
STR: 35
IQ: 12
LK: 14
CON: 35
DEX: 12
CHR: -30
SPD: 17
WIZ: 20
Combat Adds: +25
Missile Adds: +25
Special Abilities:
The Demonic Steed can deliver 4D6 + ADDS damage with it's crushing hooves & ripping teeth.
Devils Hide: The skin of the Demonic Steed is worth 4 points of armor protection.
Demonic Invulnerability: The Demonic Steed is invulnerable from either fire or ice damage & while the Demonic Steed needs not eat it will become intractable if it's unusual hungers are not catered too.
Infernal Fury: The Demonic Steed can fight with a maddened fury once a day doubling it's attack dice for two combat turns.
Special Abilities: Some Demonic Steeds have special abilities like breathing fire, spitting acid, poison stingers, grasping tentacles or other deadly powers. These can be considered as short range missile combat attacks doing 4D6 + ADDS damage if they hit.
Notes: Demonic Steeds are summoned by Wizards and Demonologists or bought up from the infernal regions by demons & devils on the loose. Unfortunately the Demonic Steed is a demon itself and saying that it is willful is an understatement, unless the Demonic Steed is given special feed it will become intractable after a short time ( such as virgins tears, the flesh of black goats, unborn mice or other demonic savories ).
Cost: 2,000 for a standard steed, 3,000 for a steed with a missile weapon
Customization Costs: The Demonic Steed customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Spiteful: This Demonic Steed will avenge any perceived slight and is hateful towards all other steeds
2: Vicious: This Demonic Steed can not be stabled or picketed near other steeds as it will attack them if left alone with them
3: Berserk: This Demonic Steed loves combat & will never retreat unless forced from combat
4: Malicious Joker: This steed will take every opportunity to make life difficult for it's rider and some of it's pranks can be dangerous
5: Evil Nobility: This Demonic Steed is the epitome of dark nobility, while it serves it's rider it will seek to serve to the utmost of it's ability
6: Game Masters fiat
Elephant-African
Description: The African Elephant is easy to distinguish from it's smaller Indian relative not only because of it's greater size, but by the greater size of it's ears, the dark grey tone of it's skin and the fact that both the male & females have tusks unlike the Indian Elephant.
STR: 100 - 120 War Elephant
IQ: 10 - 12 War Elephant
LK: 9
CON: 135 - 160 War Elephant
DEX: 12 - 14 War Elephant
CHR: 18
SPD: 12 - 15 War Elephant
WIZ: 3
Combat Adds: +88 - +110 for the War Elephant
Missile Adds: +88 - +112 for the War Elephant
Special Abilities:
When called upon the Elephant can deal 4D6 damage + ADDS with it's crushing feet, goring tusks and pummeling trunk.
Tusk Blades: Some War Elephants have their tusks reduced by up to three-feet and Katar like blades affixed to the truncated ends. With these bladed extensions the War Elephant does 6D6 damage + ADDS in melee.
Trunk Weapon: A War Elephant may be taught to use a special large sword, scythe or bludgeon with it's trunk doing 8D6 damage + ADDS in melee.
Tough Hide: The hide of the African Elephant is tough but sensitive giving them 4 points of armor protection.
Dexterous Trunk: The Elephants trunk is massively strong and incredibly dexterous. The Elephant can perform remarkably delicate manipulations with the three finger like extensions at the end of the trunk.
Uncanny Intelligence: While still animal in intelligence the Elephant is capable of remarkably deductive reasoning.
Notes: To speak briefly of the amazing Elephant is almost impossible, from it's ability to remember trails it has not trodden for thirty years or more, it's ability to use it's trunk like a snorkel and the great tenderness they display towards one another the Elephant is class unto itself. The War Elephant is the terror of the ancient world and although many strategies were developed to counter them the shear awe inspiring grandeur of the fully caparisoned War Elephant never truly faded. The African Elephant is larger and harder to train than it's more placid Indian relative, but enough hints have been left through history to believe it has been accomplished.
Cost: 2500 Gp for a Work Elephant & 4000 for a War Elephant where available
Customization Costs: The Elephant customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Cost for Tusk Blades: 175 Gp for a pair & an additional 75 Gp for modifying the Tusks
Cost For Trunk Weapons: 225 Gp each
Personality Table:
Roll 1d6 and consult the table
1: Disagreeable: Temperamental & hard to please, watch ourself with this Elephant
2: Loyal: Unswerving in it's devotion, this Pachyderm is a friend for life
3: Stern: Serious and businesslike, this Elephant is here to get the job done
4: Lazy: Why work when there are so many more fun things to do in life?
5: Glutton: If it's edible ( or drinkable ) this Pachyderm want some
6: Game Masters fiat
Elephant-Dwarf
Description: There are several species of Dwarf-Elephant and of these I have chosen the "Elephas Mnaidriensis" variety to write-up. The "Elephas Mnaidriensis" is 90% smaller than the European "Straight-Tusked Elephant" from which it is descended. The "Elephas Mnaidriensis" is between 5'6 & 6'2 at the shoulder and has relatively small ears for an elephant.
STR: 45 - 50 War Elephant
IQ: 12 -14 War Elephant
LK: 9
CON: 45 - 50 War Elephant
DEX: 14
CHR: 10
SPD: 10 - 12 War Elephant
WIZ: 3
Combat Adds: +35 - +40 for a War Elephant
Missile Adds: +37 - +42 for a War Elephant
Special Abilities:
When called upon the Elephant can deal 2D6 damage + ADDS with it's crushing feet, goring tusks and pummeling trunk.
Tusk Caps: Although to small for the Tusk Swords of larger elephants, when smaller races use Dwarf-Elephant's for war they sometimes cap the elephants tusks with bronze or steel caps to increase the damage the animal can inflict and to help prevent the tusks from splitting. If capped the Dwarf-Elephant can deliver 3D6 + ADDS damage in melee combat.
Tough Hide: The hide of the Dwarf Elephant is tough but sensitive giving them 3 points of armor protection.
Dexterous Trunk: The Elephants trunk is massively strong and incredibly dexterous. The Elephant can perform remarkably delicate manipulations with the three finger like extensions at the end of the trunk.
Uncanny Intelligence: While still animal in intelligence the Elephant is capable of remarkably deductive reasoning.
Notes: Made famous by their inclusion in Plato's "Atlantis" and found many years later to be not only one, but several pachyderm species now extinct, that existed on the islands of the Mediterranean. The Dwarf-Elephant is a favorite mount of the more warlike smaller humanoid races and is popular amongst all peoples for it's intelligence and it's hardy nature that so well lends itself to the role of beast of burden & draft animal.
Cost: 475 Gp for a Work Elephant and 750 Gp for a War Mount where available
Cost for Tusk Capping: 25 Gp for the caps and 20 Gp for mountings
Customization Costs: The Dwarf-Elephant customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Friendly: The Elephant is of a jovial and companionable nature
2: Joker: Beware of a tiny Elephant that thinks it's funny
3: Bonded: Fiercely loyal to it's owner, if it is possible it will aid him
4: Vain: This Elephant can be a pest, unless it is praised and cared for
5: Skittish: This Pachyderm is always on the lookout and hates danger
6: Game Masters fiat
Elephant-Indian
Description: The most widely domesticated species of Pachyderm the Indian Elephant is easy to identify by it's smaller ears, shorter stature,the pinkish tones in it's hide & the fact the females have no tusks.
STR: 90 - 100 War Elephant
IQ: 12 - 14 War Elephant
LK: 9
CON: 125 - 150 War Elephant
DEX: 14 - 15 War Elephant
CHR: 15
SPD: 12 - 14 War Elephant
WIZ: 3
Combat Adds: +80 - +91 for the War Elephant
Missile Adds: +82 - +93 for the War Elephant
Special Abilities:
When called upon the Elephant can deal 4D6 damage + ADDS with it's crushing feet, goring tusks and pummeling trunk.
Tusk Blades: Some War Elephants have their tusks reduced by up to three-feet and Katar like blades affixed to the truncated ends. With these bladed extensions the War Elephant does 6D6 damage + ADDS in melee.
Trunk Weapon: A War Elephant may be taught to use a special large sword, scythe or bludgeon with it's trunk doing 8D6 damage + ADDS in melee.
Tough Hide: The hide of the Indian Elephant is tough but sensitive giving them 3 points of armor protection.
Dexterous Trunk: The Elephants trunk is massively strong and incredibly dexterous. The Elephant can perform remarkably delicate manipulations with the three finger like extensions at the end of the trunk.
Uncanny Intelligence: While still animal in intelligence the Elephant is capable of remarkably deductive reasoning.
Notes: The Indian Elephant is the Pachyderm most often seen in popular fiction and film when Elephants deal directly with humans. The Indian Elephant is trained and guided by a Mahout who may work with the Elephant all his life. It is the use of the Indian Elephant that led to the development of Elephant barding, trunk weapons & Tusk swords. Often mounted on the Back of a War Elephant is a small two or three man tower providing a platform & protection for archers or javelin throwers and in parts of Thailand it is traditional to mount lancers and halberdiers on Elephants.
Cost: 2000 Gp for a Work Elephant & 3500 for a War Elephant where available
Customization Costs: The Elephant customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Cost for Tusk Blades: 175 Gp for a pair & an additional 75 Gp for modifying the Tusks
Cost For Trunk Weapons: 225 Gp each
Personality Table:
Roll 1d6 and consult the table
1: Crafty: With it's high IQ an manipulating trunk this Elephant loves mischief
2: Truculent: Everything is a chore and a burden to this Pachyderm
3: Brave: The Elephant is the king of beasts and this Elephant knows it
4: Jealous: This Pachyderm has a real affection for it's owner and can be jealous
5: Curious: If there is something interesting going on this Pachyderm wants in
6: Game Masters fiat
Elk
Description: The Elk or Wapiti is a member of the Deer family. The Elks massive antlers and imposing build make identification a snap.
STR: 30
IQ: 5
LK: 9
CON: 35
DEX: 10
CHR: 9
SPD: 14
WIZ: 3
Combat Adds: +18
Missile Adds: -
Special Abilities:
The Elk will defend itself with or without it's rider utilizing it's impressive antlers or formidable front-leg kick doing 2D6 Damage + ADDS.
The Location of the Elks eyes allow them to see almost directly behind them, making them very hard to surprise or catch unaware.
Notes: The Elk has long held a place in mythology and folklore, due both to its inherent majesty and formidable prowess. In the early twentieth century there was an attempt in Chicago ( America ) to popularize the Elk as a riding and working animal and although the attempt was successful, the rising popularity of the automobile halted widespread acceptance of the practice.
Cost: 175 Gp where available
Customization Costs: The Elks base customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: On the Make: The Elk is always on the look out for receptive females
2: Needy: Becomes difficult if not given frequent treats or affection
3: Brave: Never backs down from a challenge unless ordered
4: Mean: Will bully other animals and disobey orders unless closely controlled
5: Watchful: Always on the lookout for threats and danger
6: Game Masters fiat
Fire-Hoof Horses
Description: Large white or grey horses with fire for manes & wreathing their hooves.
STR: 26
IQ: 6
LK: 14
CON: 40
DEX: 14
CHR: 20
SPD: 30
WIZ: 12
Combat Adds: + 18
Missile Adds: -
Special Abilities:
The Fire-Hoof can deal 1D6 + ADDS damage in melee with it's mighty hooves.
Unending Endurance: The Fire-Hooves do not tire no matter how far they run & need never make SR's for exhaustion or fatigue.
Untamable: A Fire-Hoof will never accept a saddle and while they will accept riders, any attempt to restrain them or make them wear barding will cause them to flee at the earliest opportunity.
Stride that Devours the Miles: The Fire-Hooves can run faster and farther than any creature in nature. They can cover over a hundred miles in an hour and run for days on end.
Stability: Part of the magic that fuels the Fire-Hooves allows them to ignore all rough terrain riding SR's & modifiers, although they can not run over water.
Unburning Fire: The mystic flame that takes the place of the Hair around the Fire-Hooves hooves, mane & the tail of the horse is pleasantly cool to the touch.
Notes: Fire-Hooves are some of the wildest creatures of magic in the world. Existing since the time of legends, the Fire-Hooves run across the world respecting neither king nor country. Once in a great while a Fire-Hoof will bond with a individual & as long as they do not try to tame or restrain the Fire-Hoof it will be their constant companion. Another oddity of the race is that the female, the mare of the race outnumbers the male of the species by over a hundred to one.
Cost: 10,000 Gp minimum, although the are almost unknown in the marketplace
Customization Costs: The Fire-Hoof customization cost is the same as the standard costs listed on the Custom Mounts Table except SPD which is Ten percent standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Free: Nothing can restrain this Fire-Hoof, hem it in at your own peril
2: Curious: This Fire-Hoof loves to poke it's nose in anything different and interesting
3: Noble: The calm & bearing of this Fire-Hoof impresses all in it's presence
4: Mischievous: This Fire-Hoof likes to perform practical jokes & make life difficult for it's rider
5: Friendly: This Fire-Hoof truly considers it's rider a friend & will always seek to help them
6: Game Masters fiat
Flightless Riding Bird
Description: A large bird of the "Ratite" family, much larger than a man with a heavy hooked beak, thick neck and plumage ranging from black through white and yellow. Multi-colored plumage being the rarest & most valuable specimens.
STR: 25 - 32 War Steed
IQ: 7 - 9 War Steed
LK: 9
CON: 28 - 35 War Steed
DEX: 14 - 16 War Steed
CHR: 10 - 12 War Steed
SPD: 16 - 18 War Steed
WIZ: 3
Combat Adds: +15 - +24 War Steed
Missile Adds: -
Special Abilities:
The Flightless Riding Bird can deliver 3D6 + ADDS damage with its ripping beak and devastating talons.
Advanced Vision: The Flightless Riding Bird has excellent vision even at the most extreme ranges.
Tough Hide & Feathers: The Flightless Riding Bird's tough hide and thick feathers provide it with 3 points of armor protection.
Notes: The Flightless Riding Bird is the product of generations of controlled breeding toward an ideal mount both for war and transport. The Flightless Riding Bird is omnivores able to crop even coarsest of vegetation or devour small creatures whole. The Flightless Riding Bird deals well with either warm or cold weather and can flourish in a wide variety of environments.
Cost: 200 Gp for a standard mount and 600 Gp for a War Mount
Customization Costs: The Flightless Riding Bird customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Goofy: In every species there are the truly gormless, your mount is one of them, good luck
2: Loyal: This mount has imprinted on your character and will follow & defend them without question
3: Hungry: This Bird thinks with it's stomach and will devour anything that crosses it's path
4: Friendly: This Bird gets along with everyone and likes to be of help
5: Obstinate: Stubborn is this Birds default setting, it needs a lot of coaxing to be persuaded
6: Game Masters fiat
Giant Riding Dog
Description: A giant dog large enough to carry a fully armored man into battle or pull a war chariot. Usually of the Molosser breed which includes the Mastiff & the Great Dane. Wether the result of wild magic or some mages whim the Riding Dog is the most loyal of steeds.
STR: 30 - 35 For a War Mount
IQ: 9 - 14 For a War Mount
LK: 12 - 15 For a War Mount
CON: 30 - 35 For a War Mount
DEX: 12 - 14 For a War Mount
CHR: 15 - 25 For a War Mount
SPD: 14 - 17 For a War Mount
WIZ: 3
Combat Adds: +18 - +28 For a War Mount
Missile Adds: -
Special Abilities:
The Riding dog does 2D6 + ADDS damage in melee with it's fearsome jaws & crushing bulk.
Advanced Senses: The Riding Dog has the keen hearing & nose of the canine. All attempts to sneak up on a party including a Riding Dog have the difficulty of the SR increased by +1 level. Also the Riding Dog can make SR's to track & follow prey if they can get the scent.
Leap: Like the Molossers the Riding Dog is derived from the Riding Dog can make leaps. The Riding Dog can jump up 8' feet or 15' feet across. The rider however needs a saddle or they must make a 1st level SR on DEX to avoid being thrown from the Dog.
Responsive: Because of the intelligence and ease of training Riding Dog's have a -1 SR level bonus to all SR's that call for controlling the Dog.
Notes: The Riding Dog is a boon both in trade and war. Like their smaller canine cousins they are used to pull carts & herd animals, some have even been taught to act as guards for caravans. The Riding Dog is an excellent companion for adventures, being able to survive on he same rations the adventures use, freeing up needed pack space from the fodder of horses. In war the Riding Dog is the most dependable and responsive of mount and they have been know to defeat beast far more formidable than themselves to protect their masters. A fully caparisoned Riding Dog with barding is a fearsome site indeed.
Cost: 500 Gp for a standard mount 2,500 Gp for a War Mount where available
Customization Costs: The Riding Dog customization cost is the same as the standard costs listed on the Custom Mounts Table except IQ which is half standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Surly: This Riding Dog is sullen and can be difficult around strangers
2: Doofus: This Riding Dog is a big puppy at heart, hide the dog treats
3: Watchdog: This Riding Dog considers it his job to watch out for his family & likes to stand guard
4: Loyal: Nothing is more loyal than a good dog and this one is willing to lay his life down for his master
5: Courageous: This Riding Dog is brave to the core and will never back down from a fight unless ordered
6: Game Masters fiat
Land Dragon
Description: Not a dragon at all but a saurian more closely akin to a dinosaur than a reptile, the Land Dragon is a bipedal saurianoid. A fierce and swift hunter trained to carry it's rider into battle and over great distances. The Males coloration ranges fro dark-green with yellowish highlights through grey & blue, The females tend to be darker with grey, browns & purples being most common. Some rare female are of a uniform shiny, almost metallic black and these are the most prized both for their distinctive color and their reported fearsomeness in battle.
STR: 95
IQ: 10
LK: 9
CON: 85
DEX: 16
CHR: 30
SPD: 20
WIZ: 10
Combat Adds: +87
Missile Adds: -
Special Abilities:
The Land Dragon deals 4D6 +ADDS damage in melee with it's massive jaws and rending talons.
Armored Scales: The natural scales and hide of the Land Dragon protect it for 6 points of armor protection.
Endurance: The Land Dragon can carry heavy loads for days and fight for hours without rest. However the greater the exertions the Land Dragon is called to make the more raw protein it must be fed or risk that the beast will turn on it's rider.
Tracking Ability: The Land Dragon is a natural hunter & tracker and can follow any trail that has not been obscured by magic or clever artifice.
Vicious Tail: While the Land Dragon's tail is to light to take the weight of a tail-mace it is an effective bludgeon and allows the Land Dragon to engage opponents directly behind it.
Dragon Musk: The pheromones put off by the Land Dragon drive horses into a panic and anyone attempting to lead a horse into battle with a Land Dragon must make a 2nd level SR on IQ or DEX to control their horse well enough to charge a Land Dragon.
Notes: Vicious to the very core the Land Dragon is the sultan of the battlefield, requiring massive upkeep and incredible amounts of fresh meat to feed it's ravenous hunger only a few kingdoms keep these dangerous beasts of war. Few in number but feared by all, a Land Dragon if full barding is one of the most fearsome sights that can grace a field of war. The Land Dragon lays eggs in a clutch of three every other year and in the wild they are a matriarchal species. Grim remnants from the dawn of time, the Land Dragon is a favorite steed of dark warlords and sorcerer tyrants.
Cost: 10000+ almost unheard of on the open market
Customization Costs: The Land Dragon customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Vicious: This Land Dragon hates the world and all that dwell on it, watch your back
2: Glutton: Hunger rules this Land Dragon, any flesh that wanders to close is fair game
3: Dominating: A ruler born, never allows another Land Dragon or beast to assume a place above it without a fight
4: Proud: This Land Dragon reveals in it's demonic majesty and will never stoop to doing menial work
5: Berserk: The fight & the kill consume this Land Dragon, once it tastes blood it will never backdown
6: Game Masters fiat
Llama
Description: A South American member of the Camelid family it is easily identified by its wooly coat and distinctive camel like head and neck.
STR: 16
IQ: 8
LK: 9
CON: 16
DEX: 14
CHR: 8
SPD: 12
WIZ: 3
Combat Adds: +6
Missile Adds: -
Special Abilities:
Surefooted: The Llama is extremely adept in mountainous terrain and on uncertain footing. In game terms the difficulty of any SR involving footing or balance is reduced by -1 level of difficulty.
Good Natured: The Llama is naturally well disposed and easy to control. In game terms this reduces any SR to control or command the Llama by -1 level of difficulty. However this same behavior makes them unsuited to combat riding and any offensive Combat Riding SR is increased by +1 level of difficulty.
Notes: The Llama has been a pack animal for thousands of years and is known for its easy going nature and dependability. The Llama is also used as a light draft animal in mountainous or hilly terrain and is accomplished at pulling carts and traps. While not suitable as a mount for larger humanoids smaller races like the Hobbit, Goblin, Dwarf and Leprechaun will find it a placed and companionable mount.
Cost: 60 Gp where available
Customization Costs: The Llamas base customization cost is the same as the standard costs listed on the Custom Mounts Table except that IQ cost is halved and SPD cost is doubled.
Personality Table:
Roll 1d6 and consult the table
1: Inquisitive: The Llama likes to be around the action and investigate new things
2: Unflappable: Nothing flusters this Llama, he takes everything in stride
3: Irascible: Unlike most of Llamas this one will spit and bite if it feels mistreated
4: Guard: Llamas naturally stand guard over their herds and this ones looks out for it's new master
5: Lazy: This Llama likes to goof-off and will lag behind or shirk if not watched
6: Game Masters fiat
Ostrich
Description: The Ostrich is a large flightless bird native to Central and South Africa. Easily identifiable by its distinctive plumage and ground eating stride the Ostrich is a hardy if dense species and is domesticated throughout the world.
STR: 16
IQ: 5
LK: 09
CON: 16
DEX: 14
CHR: 8
SPD: 15
WIZ: 3
Combat Adds: +6
Missile Adds: -
Special Abilities:
When not carrying a rider the Ostrich is capable of defending itself with devastating kicks from its powerful legs and raking slashes with it's sharp talons doing 2d6 damage + ADDS.
The Ostrich naturally hides when threatened, tucking their bodies as close to the ground as possible or behind cover. If hiding the Ostrich calls for a 1st level SR to spot in the open or a 2nd level SR if behind cover.
Notes: The Ostrich is raced both in Africa and Arabia and while difficult to train is adaptable to most environments being raised in conditions as cold as Sweden and Finland. The Ostrich is an ideal mount for smaller humanoids, Hobbits, Leprechauns, Goblins, small humans, dwarves and the like.
Cost: 75 Gp where available
Customization Costs: The Ostriches base customization cost is the same as the standard costs listed on the Custom Mounts Table except that both the STR & IQ price is doubled.
Ostrich Personality Table:
Roll 1d6 and consult the table
1: Curious: Likes to poke into and explore anything new or unusual things
2: Hungry: Will eat anything that smells like food or is small and shiny
3: Friendly: Likes to stay near it's rider and is affectionate and loyal
4: Ornery: Like to make life difficult for it's rider and is balky
5: Joker: Likes to play trick and get into trouble
6: Game Masters fiat
Oxen
Description: The Ox is easy to recognize by it's massive shoulders and wide sweep of horn. The Ox in all it's bovine glory is found wherever hard work & heavy loads need to be surmounted.
STR: 35-40 For a War Mount
IQ: 5
LK: 9
CON: 35- 45 For a War Mount
DEX: 10
CHR: 7
SPD: 10-12 For a War Mount
WIZ: 3
Combat Adds: +23
Missile Adds: -
Special Abilities:
When enraged an Ox will trample it's opponents with crushing hooves and gore with long slashing horns for 2D6 + ADDS damage.
War Trained: A war trained Ox will need no SR to innate a Charge or a Trample attack.
Hard to Kill: Whether from innate toughness or a simple stubborn refusal to die an ox will continue to fight to negative 10 CON before it dies.
Notes: The Ox is perhaps the mightiest of the draft animals besides the Elephant. The Ox as a riding animal is far more common than might be thought, and saddles in Ox sizes are not that hard to find. The riding gear for an Ox is similar to that of a horse except that instead of a bit the Ox's reins are connected to a ring through its sensitive nose.
Cost: 75 Gp for a riding or draft animal 500 for a War mount where available
Customization Costs: The Oxen customization cost is the same as the standard costs listed on the Custom Mounts Table except for SPD, DEX and IQ which are doubled in price.
Personality Table:
Roll 1d6 and consult the table
1: Stubborn: In this case stubborn as an Ox is truism, intractable and irascible
2: Placid: Easy to control and seldom frightened, a laid back Ox
3: Happy: Gregarious & companionable, a friend in times of need
4: Hungry: If there is food around this Ox wants some, best mind the grain
5: Courageous: Dauntless and loyal, never backs down, never abandons a fight
6: Game Masters fiat
Reindeer
Description: The Reindeer or Caribou is a sub-arctic dwelling member of the deer family, easily identified by its thick coat and impressive rack of antlers.
STR: 25
IQ: 6
LK: 9
CON: 25
DEX: 10
CHR: 7
SPD: 12
WIZ: 3
Combat Adds: +13
Missile Adds: -
Special Abilities:
The Reindeer if threatened will defend itself with it's antlers and hooves for 2D6 +ADDS Damage.
The Reindeer is extremely well adapted to living and working in the coldest of environments and suffer no penalties from doing so. However it suffers double penalties in dessert and hot environments.
Notes: The Reindeer has long been used as both a herd and pack animal and it is frequently used to pull sledges and sleighs. While it is less common as a riding animal it has shown itself to serve admirable in that capacity and special Reindeer riding harness is made for just that purpose.
Cost: 80 Gp where available
Customization Costs: The Reindeers base customization cost is the same as the standard costs listed on the Custom Mounts Table.
Reindeer Personality Table:
Roll 1d6 and consult the table
1: Amorous: The Reindeer always chases after females in heat
2: Fighter: The Reindeer never backs down from a fight
3: Loyal: The Reindeer is extremely loyal and will never abandon it's master
4: Cowardly: The Reindeer is skittish and likely to bolt from danger, real or imagined
5: Grumpy: The Reindeer is intractable and sullen and needs close supervision
6: Game Masters fiat
Rhinoceros-White
Description: The White Rhinoceros is the most social of the existent species of rhino. It is distinguished by it's two horns , grayish armor-like skin and attentive mobile ears.
STR: 75
IQ: 5
LK: 9
CON: 115
DEX: 10
CHR: 16
SPD: 12
WIZ: 3
Combat Adds: +63
Missile Adds: -
Special Abilities:
The White Rhinoceros can deal 7D6 + ADDS damage with it's massive horns and crushing bulk.
Horn Caps: Some Rhinos are given bronze or steel caps on their horns, protecting them from breaking and adding a point and edge to all the power a White Rhinoceros can supply. With Horn Caps a Rhino can do 8D6 + ADDS in Melee combat.
Armor-like Hide: The tough hide of the White Rhinoceros along with it's heavy layer of muscle provide it with 7 points of armor protection.
Unstoppable: The Rhino is famous in myth and legend for it's implacable will and unstoppable power. In a fight the White Rhinoceros will continue to fight to -10 CON with no effect in it's fighting power.
Multi-Directional Hearing; To help compensate for the White Rhinoceros relatively poor eyesight it has the ability to independently focus it's ears, listing for multiple sound sources at once and making it incredible hard to sneak up on even for invisible opponents.
Notes: The debate over wether Rhinos have ever been used in war is a long one and for many years it was believed to be impossible to even train a Rhino to saddle let alone fight on command. However modern evidence has show that if reared by humans Rhinos can indeed be taught to act as mounts and if that is possible perhaps the legends of war Rhinos have some basis in fact.
Cost: 3500 Gp where available
Cost For Horn Caps: 135 Gp plus an additional 55 for preparing the mounts
Customization Costs: The White Rhinoceros customization cost is the same as the standard costs listed on the Custom Mounts Table except for SPD and IQ which are doubled in price.
Personality Table:
Roll 1d6 and consult the table
1: Cantankerous: This Rhino would rather be grazing & likes making trouble
2:Dominating: This Rhino makes it clear he is top dog of the riding animals
3:Unflappable: Nothing fazes this Rhino, calm and controlled is his byword
4:Protective: This Rhino has adopted it's master & will defend them regardless of the cost
5: Courageous: Rhinos are natural fighters and this one likes doing what comes naturally
6: Game Masters fiat
Rhinoceros-Wooly
Description: A titan the Wooly Rhinoceros grew to be 12' feet long and 8' to 12' feet at the shoulder & the main of it's two horns could measure over 3' feet in length. The Wooly Rhinoceros had a long shaggy coat over it's thick skin & it's horn's are made of keratin like other rhinos not bone such as in deer antler.
STR: 110
IQ: 5
LK: 9
CON: 170
DEX: 10
CHR: 20
SPD: 12
WIZ: 3
Combat Adds: +98
Missile Adds: -
Special Abilities:
The Wooly Rhinoceros can deal 9d6 + ADDS damage with it's massive horns and crushing bulk.
Armor-like Hide: The tough hide of the Wooly Rhinoceros along with it's heavy layer of muscle provide it with 9 points of armor protection.
Unstoppable: The Rhino is famous in myth and legend for it's implacable will and unstoppable power. In a fight the Wooly Rhinoceros will continue to fight to -10 CON with no effect in it's fighting power.
Multi-Directional Hearing; To help compensate for the Wooly Rhinoceros relatively poor eyesight it has the ability to independently focus it's ears, listing for multiple sound sources at once and making it incredible hard to sneak up on even for invisible opponents.
Notes: Native to the Eurasian steppe the Wooly Rhinoceros survived the last glaciation period unlike most of the mega-fauna of it's period. A favorite pet and mount of small giants & trolls, the Wooly Rhinoceros is an juggernaut of destruction & has never been successfully broken by civilized humans. Although some primitive cave-men and Neanderthals have trained them into mounts.
Cost: 7500 Gp where available
Customization Costs: Customization Costs: The Wooly Rhinoceros customization cost is the same as the standard costs listed on the Custom Mounts Table except for SPD and IQ which are doubled in price.
Personality Table:
Roll 1d6 and consult the table
1: Unpredictable: The wild has never left this Rhinos soul, it works on sufferance
2: Mean: Unless treated with deference this Rhino can turn nasty
3: Watchful: Naturally on the lookout for trouble this Rhino is always on guard
4: Fighter: If there is a fight this Rhino wants in on it, war is in it's blood
5: Bluff: Remarkably good natured for a Rhino, he just likes to horse around
6: Game Masters fiat
Riding Bear
Description: The Riding Bears most commonly encountered resemble either great Kodiak or Polar bears with a few equally large specimens from the Brown & Black bear families.
STR: 65
IQ: 9
LK: 12
CON: 60
DEX: 12
CHR: 25
SPD: 14
WIZ: 10
Combat Adds: +53
Missile Adds: -
Special Abilities:
The Riding Bear can deal 2D6 +ADDS damage in mell combat with its fearsome jaws and terrible claws.
Tough Hide: The tough hide and hard muscle of the Riding Bear is worth 4 points of armor protection.
Burst of Speed: The Riding Bear can double its speed for short bursts in the chase and may do this once every hour for two combat turns without risk of tiring the bear.
Berserker Rage: When reduced to half it's original CON or cornered without any mean of escape the Riding Bear may enter a state of berserker rage doubling it's STR ADDS for the rest of the current fight, however at the end of the fight the Riding Bear will be utterly exhausted and need at least eight hours rest or complete magical healing before it can carry a rider again. It may walk slowly after an hour of rest.
Notes: Whether used as massed ursine cavalry, a lone hero's mount or pulling a dark wizards chariot the Riding Bear commands respect wherever it treads. These hardy ursine steeds are famous in myth & legend and strike terror into the hearts of their foes. Few sights are as majestic as a Riding Bear arrayed in full barding striding the battlefield like a giant.
Cost: 3500 Gp where available
Customization Costs: The Riding Bear customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Sleepy: This Riding Bear likes his rest and will sack out whenever possible
2: Irascible: This Riding Bear can be grumpy unless treated with respect and given treats
3: Bold: Always in the fore of the fighting and the rear of the retreat, this bear is dauntless
4: Greedy: Hide the honey and watch the supplies around this glutton, too much is never enough
5: True Companion: A loyal friend in adversity & constant companion, this Riding Bear will never abandon it's charge
6: Game Masters fiat
Riding Boar
Description: A colossus of porcine power the Riding Boar dwarfs other swine. As large as a horse with longer legs than other swine the Riding Boar is a deadly sight on the battlefield.
STR: 40
IQ: 8
LK: 10
CON: 45
DEX: 10
CHR: 18
SPD: 16
WIZ: 3
Combat Adds: +28 / +32 when charging
Missile Adds: -
Special Abilities:
The Riding Boar can deal 3D6 +ADDS damage with it's rending tusks and crushing charge.
Tough Hide: The Riding Boar is protected by it's thick hide, hard muscle & fat for 3 points of armor protection.
Poison Resistance: The thick layer of fat protects the Riding Boar from most injected poisons. The Riding Boar has a -1 level of difficulty bonus to all non-ingested poison SR's and is immune to the effects of "Curare".
Keen Sense of Smell: The Riding Boar has a keen sense of smell and is likely to pick up on any unusual scents in it's vicinity.
Charge: If the Riding Boar has sufficient room to mount a charge it may add it's SPD score above 12 to it's combat ADDS.
Berserker Rage: Like it's smaller brethren the Riding Boar may enter a berserk rage if cornered or about to die. In game terms if the Riding Boar falls below 12 CON it doubles it's STR ADDS in melee combat.
Notes: A favorite mount of several tribes of hill dwelling orcs, the Riding Boar can also be found in the ranks of some dwarfish armies. It is unknown if these mighty beasts are the products of magic or a natural species of giant swine. Prized for their fearsome nature and fearless disregard for danger the Riding Boar has dominated many a cavalry engagement.
Cost: 1500 where available
Customization Costs: The Riding Boar customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Gluttonous: This Riding Boar lives to feed, get out of his way
2: Social: Friendly & outgoing, this Riding Boar likes to hang around with people
3: Bloody Minded: Hell in a fight and hard to control outside of one, this Riding Boar is wild
4: Defender: Nothing messes with this Riding Boar's family, luckily that includes the adventurers
5: Clever: Smart as a whip and twice as sharp, this Riding Boar knows what's going on
6: Game Masters fiat
Riding Cat
Description: A magical hybrid of feline and equine attributes, the Riding Cat has longer straighter legs than a great cat, a stronger more level spine and a more even temperament than a feline. The great rending claws and slashing fangs make the Riding Cat a fearsome opponent and though few in number they have become steeds of legend.
STR: 40
IQ: 7
LK: 12
CON: 40
DEX: 18
CHR: 20
SPD: 15
WIZ: 3
Combat Adds: +34
Missile Adds: -
Special Abilities:
The Riding Cat can do 4D6 damage in melee with it's great fangs and claws.
Leaping: The Riding Cat can make terrific bounds up to 15' feet up or 50' feet across, however unless the rider is using the special saddle and harness designed for the Riding Cat he must make a 2nd level SR on DEX to remain upon the Riding Cat's back.
Tough Hide: The hardened muscle and hide of the Riding Cat is worth 2 points of armor protection.
Burst of Speed: Once a hour the Riding Cat can let loose with an amazing burst of speed doubling it's SPD stat for two combat rounds. After that the Riding Cat can not perform this burst for at least another hour as it severely exhausts the animal.
Notes: All Riding Cats are considered war mounts, while they are perfectly suitable riding animals the great cost of upkeep on such a large carnivore and it's rarity guarantee that they are all trained and maintained for combat. The Riding Cat was first created by a cabal of sorcerers to serve as the mounts of a magically created soldier race who later rebelled against the wizards. Combining the combat ability of a great cat with the intelligence and temperament of the mule, the Riding Cat persist to claim it's rightful place as sultan of the battlefield.
Cost: The Riding Cat is rare and valuable costing at least 3,700 Gp and at least 100 Gp a month for upkeep and feeding.
Customization Costs: The Riding Cat customization cost is the same as the standard costs listed on the Custom Mounts Table except for DEX which is half the standard cost.
Personality Table:
Roll 1d6 and consult the table
1: Playful: Against all odds this Riding Cat has a sense of humor, watch out
2: Stalking: This Riding Cat is a hunter born and has great skill in stalking it's prey despite it's size
3: Obstinate: This Riding Cat likes to get it's own way, dealing with it can be a trial
4: Scrapper: This Riding Cat likes nothing more than a fight, a hardy companions in battle
5:Curious: Curiosity will have to be pretty tough to take down this Riding Cat
6: Game Masters fiat
Riding Jackalope
Description: A large rabbit the size of a horse with a formidable rack of antlers like a stag.
STR: 25
IQ: 8
LK: 16
CON: 30
DEX: 16
CHR: 15
SPD: 18
WIZ: 10
Combat Adds: +21
Missile Adds: -
Special Abilities:
The Riding Jackalope can deliver 3D6 +ADDS charging with it's rack of antlers.
Burst of Speed: For up to two combat rounds an hour the Riding Jackalope can double it's SPD score when chased or pursuing an opponent.
Leaping: the Riding Jackalope may make leaps of 10' feet up or 30 feet across. However if the rider is not using a saddle they must make a 1st level SR on DEX or be thrown from the steed.
Mimic Sounds: The Riding Jackalope like it's smaller cousin can mimic the sounds it hears and one of it's favorite tricks is to imitate the sound of thunder to panic it's foes. The Riding Jackalope may use it's repertoire of sounds to panic non-intelligent animals by making a 2nd level SR on CHR.
Notes: The Riding Jackalope is the giant cousin of the Jackalope (Lepus Tempermentalus) and is every bit a ferocious as it's smaller brethren. It comes from the legendary lands of the west where everything is larger. It was natural that the fearsome people that inhabit this inhospitable land would train the mighty Riding Jackalope into steeds. One of the peculiarities of the breed is that they only breed during thunderstorms.
Cost: 2000 Gp where available
Customization Costs: The Riding Jackalope customization cost is the same as the standard costs listed on the Custom Mounts Table.
Personality Table:
Roll 1d6 and consult the table
1: Feisty: This Riding Jackalope is always up for adventure & likes a challenge
2: Trickster: This Riding Jackalope loves tricks & playing them with it's unique sound mimicking ability
3: Racer: Nothing pleases this Riding Jackalope more than loping across the plains or against an opponent
4: Amorous: This Riding Jackalope is always on the look out for members of the opposite sex, especially during thunder storms
5: Battler: No matter what the time or place, this Jackalope is up for a fight
6: Game Masters fiat