Argh! Tough decision to be made [Archive] - Wizards Community

Post/Author/DateTimePost
Squidmaster

09-30-04, 12:15 AM
In an upcoming game, my DM is allowing the Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) feat to stack with the Paladin Mount ability, with the notable exception of stacking hit die or armor bonuses.

To take this feat, I'll need to take a character flaw (I plan to take the "Mounted Warrior" flaw from the latest Dragon Mag, giving me a -2 penalty to all attacks when not mounted.) Since I'll be riding a mount suitable for dungeon use, (see my halfling Paladin posts lately on the topic), this may not be a big factor in play.

Think it's worth this investment for the other bonuses such as stat stacking and having the liberty of choosing the higher of the two numbers at any given level?

Thanks as always.
Zendu

09-30-04, 03:48 AM
I dont see the advantage, i may not have a book handy, but over all what do you gain from this feat? I know that paladins mounts get pretty good...
Karkul

09-30-04, 04:35 AM
In an upcoming game, my DM is allowing the Wild Cohort feat to stack with the Paladin Mount ability, with the notable exception of stacking hit die or armor bonuses.
If you want to maximize your mount get the Celestial mount feat from BoED.

I cant really see any good reason to take that feat though. If you really want your mount to be stronger get him a collar that adds to str, your feats are too valuable to use one for this though.

The most important aspect of a mount imho is survivability. Its up to the character riding it to dish out the damage (which isnt too difficult with a class like Cavalier and a lance).
Squidmaster

09-30-04, 04:23 PM
Here's a breakdown (my mount is a giant bee, which lets me fly in dungeons with my halfling at the cost of decent mount stats. The bee can barely just carry me with heavy armor and some gear....

At level 7 (our starting level)
+2 hit die/+4 nat armor/+1 str with just paladin ability
+3 hit die/+4 nat armor/+2 str/+1 dex with both

At level 10
+4 hit die/+6 nat armor/+2 str with just paladin ability
+5 hit die/+6 nat armor/+4 str/+2 dex with both

At 14
+6 hit die/+8 nat armor/+3 str with just paladin ability
+7 hit die/+8 nat armor/+6 str/+3 dex with both

At 18
+8 hit die/+10 nat armor/+4 str with just paladin ability
+11 hit die/+11 nat armor/+9 str/+5 dex with both

Now, the Celestial Mount feat gives the creature DR x/good, and a few resistances, right? How's that better?
Squidmaster

10-01-04, 02:15 PM
:bump:
Squidmaster

10-02-04, 04:11 PM
I want to add a question to the list here...

Is a small lance still a reach weapon? If not, where can I find the reference detailing it?

Thanks again.
malaegoth

10-03-04, 12:05 PM
no. you would need to monkey-grip a medium lance to get reach back.
lonewolf

10-03-04, 12:12 PM
no. you would need to monkey-grip a medium lance to get reach back.

wrong
weapon size doesnt change its reach.
Squidmaster

10-03-04, 03:30 PM
Surely there's proof somewhere on this issue, right?
malaegoth

10-03-04, 03:33 PM
are you kidding me? quote me some documentation that says otherwise, cause there is no way a small, much less a fine or diminutive lance is a reach weapon.
lonewolf

10-03-04, 03:54 PM
here you are:

Most reach double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Ashaman Nash

10-03-04, 04:30 PM
Keep in mind that a small weapon is not literally half the size of a medium weapon. If anything, let's say a medium lance has a reach of 9.5 feet precisely, and a small one 8. That's still two squares.
Sang-Drax

10-04-04, 07:22 AM
Squidmaster, is there a Dragon Mag issue with new flaws?