3.5 Paladin Mounts: What The? [Archive] - Wizards Community

Post/Author/DateTimePost
Doomhawk

12-09-04, 11:22 PM
Okay, I don't know how I never noticed this before. It only recently came to my attention, practically by accident. What I'm referring to is this:
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Why did the paladin's special mount suddenly change from "the paladin is gifted with an exceptional mount which even has a degree of intelligence," to "The Paladin steps into a phone booth, removes his glasses, and steps out with a massive warhorse!"? I don't get it. The 3.5 way seems counterintuitive; in fact, it makes little sense at all. Were Paladin players complaining about the money they had to spend feeding their horses or something?
What's even more annoying, the Paladin can suddenly keep his horse around all day beginning at 12th level. He just has to spend a full-round action each morning resummoning the thing.

Well, maybe someone can convince me as to why the new way is mechanically superior and/or thematically cooler. Currently, I dislike it.
Jell_Moo

12-09-04, 11:32 PM
While I don't really know, my gut instinct is that this was created so that Paladins no longer had to worry about their mount when they started a dungeon crawl. Instead of leaving the horse outside, with a giant "Eat Me" sign, they can now unsummon it, and know it's safe.

Personally, I like the change since I feel it makes the mount more magical and special. Then again, that's just me...
Wil Harvey

12-09-04, 11:34 PM
It doesn't make sense.

But to me it doesn't make sense why a ranger or paladin would be casting spells, so take my opinion for whatever it's worth.
Arcane Guyver

12-09-04, 11:34 PM
Mechanically, it's superior because the paladin in a dungeon can climb a ladder and summon his mount afterwards. The mount is a huge part of the paladin's class features, and in 3e the paladin couldn't take advantage of it most of the time (especially in dungeons).

Thematically, I think it sucks in all kinds of nasty ways. I would rather them, for 4e, at least give the option to gain something other than a special mount. Or maybe make the mount non-summonable, and give the paladin some unique abilities (which they could really use after about level 10).

Or, preferably, make the paladin a prestige class....
Kolo

12-10-04, 12:36 AM
Pokémount!

And that's all I have to say about that. Take it as you will. :pbbbtt:
Scarlet Knight

12-10-04, 12:48 AM
I think it's very cool thematically. Before I thought of the paladin's mount as a horse with some extra powers. Now I think of it as a celestial minion, summoned from the heavens to serve the paladin whenever he's in need.
Bulabase

12-10-04, 12:54 AM
I suspect it's for the convenience of being able to have the mount when it is useful, but not have to worry about it if you don't need it. It certainly is simpler to not have to lug the animal around everywhere. I don't like the flavor of the new ability, though. First of all, the bond between a knight and his faithfull steed is an important character development consideration. Secondly, the new rule requires a lower level paladin to have a regular mount if she wants to travel any long distance, because the thing winks out after only a few hours.

It's nice for the paladin to have the horse exactly where she needs it at any moment (hi ho silver, awaaaay), but the current system just doesn't cut it IMHO. In a campaign back in 2e, the DM created an item that alowed my paladin to effectively "store" his mount in a pocket plane of rolling hills covered in fresh grass. This "Horseland" served effectively to solve all of the problems generated by the mount class feature.
hawktalisman

12-10-04, 01:01 AM
Thematicly, I like the idea of the mount being a celestial companion, as opposed to a horse that gets smarter because it hangs out with holy guys.

Mechanicly, unless you were playing a wilderness game, the paladins mount always used to be more trouble than it was worth, just because of how inconviently big and heavy it is, and how bad horses are at stairs, ladders, rappelling, and the like.

It is actualy one of the changes between 3.0 and 3.5 that I like the most!
glimeral

12-10-04, 03:02 AM
Someone on a different thread said that the way they handle the mount is that whatever riding mount they are currently using gets infused with celestial powers effectively gaining the "paladin mount" template.

IMO, this is thematically better, but still doesnt solve the dungeon crawl thing. IMO, if you are in a dungeon heavy campaign where a mounted character of any kind cant really take advantage of a mount, let a paladin opt out their summon mount ability for something else.
Nyferto

12-10-04, 09:10 AM
I think its significantly worse because it exposes the horse to a number of bizzare counter options.

Can it be banished with Blashphemy? Can it enter a circle against Evil? Can it be dispelled or banished?

I've never seen a Paladin who relied on the mount that much, and the whole concept seems like a wasted point for the class who may never really get much use out of it.

What happens when the mount enters an AMF? It is a summoned extraplanar creature after all.
Ipsissimus

12-10-04, 09:18 AM
I think its significantly worse because it exposes the horse to a number of bizzare counter options.

Can it be banished with Blashphemy? Can it enter a circle against Evil? Can it be dispelled or banished?

I've never seen a Paladin who relied on the mount that much, and the whole concept seems like a wasted point for the class who may never really get much use out of it.

What happens when the mount enters an AMF? It is a summoned extraplanar creature after all.

I personally enjoy the ability, for many reasons however it's not the first time I had my mount "dispelled" since it is a summon. Just special and having a incredibly long duration. If you look more into the weakness of a summonable mount it doesn't seem as ridiculous or as overpowered. So, yes a magic circle against good would block your mount from entering, etc. It's a spell like ability and a conjuration (calling) effect. Which could possibly provoke an AoO. The penalties for it dying aren't fun either, sure -1 doesn't sound bad but to be constantly reminded that for 30 game days isn't fun. Fortunately although my mount did get dispelled he hasn't perished yet.

Whenever we see dark riders and our DM points out you have this bad feeling about one particular rider (usually a blackguard of sorts me being a paladin and all), I lance his mount and hope his mounted combat roll is lower than my to hit.
detectevil

12-10-04, 09:26 AM
The idea here is that a paladin character that is forced to go into a dragon's den or something doensn't have to leave his mount behind nor force it into a place where horses would not normally be willing to enter (how the dragon itself got in there is not a concern). If it was just about leaving the mount behind, I think it was fine, because at least in my campaigns a heavy warhorse can take pretty good care of himself (a 6th level paladin's mount is almost as effective as the paladin himself), and since the mount is suposed to be lawful good, I don't think it would mind going anywhere in order to make good prevail.

But there is the problem of travelling though the undergound, or in a baloon, or some other way that the mount could not go, and there would be no way to retrieve the mount afterwords. So they made it unsumonable. I dislike it too. It's silly.

When I am the DM, I make the mount able to teleport itself to its home plane at will, and them back when the paladin summons it. Simple, easy, not unflavorful at all.
Kursk

12-10-04, 10:10 AM
Thematically, I think it would be cool if they could have a feature in 4.0 so my 1st level Dwarf fighter could summon an earth elemental 2/hours per level. I never bothered to read the Paladin in 3.5 The designers went nuts.
lukelightning

12-10-04, 10:22 AM
If I ran a D&D game, I would give a player the option to choose an "always there" or "summonable" mount. And I would extend the same choice to druids and their animal companion; you could say that instead of a regular animal, you have a "spirit animal" that you can summon. That would make it a lot easier for druids when they go to town, so they don't freak out the villagers with their dire hippo.
pres_man

12-10-04, 10:50 AM
Man, I wish I had thought about this more before the paladin in my game got her mount. How about acting like the mount wanders off and when the paladin "summons" them, by blowing a whisle, the mount shows up the next round somewhere in sight. You know sort of long how Gandalf summoned Shadowfax.
Then the players can all ask, "How did the mount get into this cave and find the place where we are at?"
The DM just says, "Hey, it's magic."
And after a paladin has reached 12th level (s)he has earned the undevoted attention of the mount and it sticks around for as long as the paladin wishes.
Conners_of_Sharptooth

12-10-04, 10:58 AM
Pokémount!

I can see it now, the paldin is about to fight some wicked monster and he throws down his magical paldin ball and says " I choose you hipogrif "

HA HA HA HA HA
detectevil

12-10-04, 11:32 AM
How about acting like the mount wanders off and when the paladin "summons" them, by blowing a whisle, the mount shows up the next round somewhere in sight. You know sort of long how Gandalf summoned Shadowfax. I had a NPC do that once. My party is that kind that screams "This are the rules, you cannot temper with them". So I had the paladin sent his mount "off-screen" everytime it was about to disapear. The effect was really kind of nice, but that was just because they were in the desert and could only travel for a few hours a day any way. If the paladin had to bring a secondary horse or travel on foot half the way, it would have been really ridiculous.
detectevil

12-10-04, 11:36 AM
Fortunately although my mount did get dispelled he hasn't perished yet.

Actually, if I remember correctly, Skip said the paladin's mount is not considered an extraplanar creature (reason why it can die on the material plane). In other words, it is a summon, but it is not. The mount is not blocked by any magic circle, it cannot be dispelled, it cannot be sent back to it's original plane, etc etc.

Yes, D&D is confusing some times.
glimeral

12-10-04, 01:05 PM
What happens when the mount enters an AMF? It is a summoned extraplanar creature after all.

As far as I understand it, a summoned creature can enter an AMF without winking out (but dont quote me, its been a while since i have read up on summoning rules) in much the same way an undead creature can enter an AMF. The magic that brought them to the plane is suppressed until after the creature leaves the AMF however (which means that you could potentially have the creature remain indefinately provided it stayed in the AMF, the spells duration continues to expire, but it doesnt dissapear until the AMF duration expires.. hmmmm, abuse there)
Thanatos02

12-10-04, 04:08 PM
It was one of the rules that I had missed the first time I went through the 3.5 rulebook.

Let's see, it stems from the fact that I'm not impressed with Paladins as a PC class, and always thought that they should have been replaced with a kind of noble philosopher-warrior or bonded warrior theme that would catch all the cavaliers, samurai, and what have you. Thus, I did not read it as closely as I should have, and when I allowed a character to be a Paladin in a one-shot, I was really surprised.

My player said, "Ok, now I call to the heavens in Marduk's name and summon my horse from the inter-dimensional potal."

To which I naturally replied : :uh-huh:

It seemed so bizarre to summon a horse on the middle of a busy city street, and I believe I house-ruled then and there that horse-teleporting simply would not do. It felt like a contrived bit of text to allow the Paladin to sidestep a real, llogical vulnerability of his class. Horses sometimes do not go into caves, appear in buildings, and magically teleport into dungeons without some real wizarding.

I did compremise, though, in order to keep flavor in-key. Instead of walking out of a portal, the horse (if not kept nearby) has a supernatural bond with the Paladin, and can come when called in 1d4+1 rounds. I pretty much just let it walk in from off camera, so to speak... :)
Ancient Wyrm

12-10-04, 04:35 PM
Man, I wish I had thought about this more before the paladin in my game got her mount. How about acting like the mount wanders off and when the paladin "summons" them, by blowing a whisle, the mount shows up the next round somewhere in sight. You know sort of long how Gandalf summoned Shadowfax.
Then the players can all ask, "How did the mount get into this cave and find the place where we are at?"
The DM just says, "Hey, it's magic."
And after a paladin has reached 12th level (s)he has earned the undevoted attention of the mount and it sticks around for as long as the paladin wishes.

Exactly. Think Epona in The Legend of Zelda, only able to show up in more places than just the blasted central plains...
kasthevampire

12-11-04, 12:54 PM
if you think about it 2 hours per level means that you can have it for 10 hours at 5th when you get it and when your 12th you can choose to have it all the time. also get in a situation where the mount is about to die you just send it back summon it the next day and it is fully healed
GoodTeletubby

12-11-04, 01:26 PM
the Conjuration (Calling) makes the mount immune to a lot of things that were listed earlier.

Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

So:
No dispelling
No winking out in AMF
Not Affected by Magic Circles (they aren't summoned creatures, they are real creatures transported to the material plane, or whereever you happen to be)
Banishment is questionable, Warhorses aren't naturally extraplanar, and they may be extraplanar on the plane they're called from, and native to the material
Sir Ferdinand

12-11-04, 01:57 PM
I was very sceptical about this when I first heard about it, but after testing it out, I think it works well enough. I don't think it's as good as the old system, but it isn't bad either. With the new system you have to think more when to use your mount and for what. For battle? For travelling (usually on day time)? For night watch? At lower levels the mount can't do all that, as 2 hours/level simply isn't enough for all that.

I usually called it at morning (8 am. not that it's realistic to say that it's 8 am. in "medieval" setting but still) as our group starts travelling at that time. But it depends on the case, for example if I know that we must do travel on foot, then I could call the mount whenever I want during that day, but it affects when I could call it again on the next day. If I remember right, we have a rule that "once per day" means 24 hours gap.