Horses in Elderun

  With the gradual disappearance of exotic fauna in elderun the importance of the horse as a mount or working animal has increased dramatically.  Typical riding, draft, and warhorses are available at approximately the same prices and quality listed in the Player's Handbook and Monster Manual.  However, some houses and a few duchies have invested over the decades in special breeding and training programs to produce exceptional mounts.  Specifically, Houses Markal, Rodmoor, Swift, Demay, and Kyrk have produced special mounts that are in high demand and cost two to five times more than a typical horse of that type.  Rodmoor specializes in Heavy Warhorses, Markal in Warhorses, Swift and Demay in Light Horses (riding), and Kyrk in Heavy Horses (work).  The smallfolk of various duchies have also nearly matched these noble houses quality of horseflesh.  Use the tables below to create a horse of special quality:

Light and Heavy Warhorses:

D%

Roll…

D20

Table A

Table B

00-10

1 A, 2 B

1

+1 base speed

-2base speed

11-50

2 A, 2 B

2

+2 base speed

-1 base speed

51-75

2 A, 1 B

3

+1 initiative

-1 initiative

76-90

3 A, 1 B

4

+2 initiative

-1 initiative

91-100

3 A, 0 B

5

+30 lbs to carrying capacity

-20 to carrying capacity

 

 

6

+50 lbs to carrying capacity

-35 to carrying capacity

 

 

7

+1 to rider's AC & -1 to horse AC

-1 horse AC

 

 

8

+5 HP for horse

-5 HP for horse

 

 

9

+1 to Ride check (athletics, acrobatics)

-1 to Ride check

 

 

10

+2 to Ride check

-2 to Ride Check

 

 

11

Roll on "trick table"earn tricks only every 5 levels

 

 

12

No bareback penalty (-2)  to ride check

-4 total penalty to bareback ride check

 

 

13

+1 to hit when charging on horse-1 to hit when charging on horse

 

 

14

+3 bonus to Intimidate check

-1 AC to rider when flanked

 

 

15

encounter: rider use at will pwr w/charge

-2 spaces when double running

 

 

16

roll again on this table twice (reroll if already had this result)

ATH or ACR check each round near fire (+3 with mounted combat feat)

 

 

17

horse will keep functioning till -10 HP

Weakness: unconscious at 3 HP

 

 

18

+1 to Spot and Listen Checks

restless: -3 to perception checks

 

 

19

+2 (0 modifier) to ranged attacks while moving

DC 15 ATH or ACR check when mount hit

 

 

20

horse can ignore first END failure

-2 (-4 total) to ranged attacks if moving

In addition to the characteristics the horse naturally has from the tables above, mounts used for riding or war gain new abilities as they develop a relationship with their rider.  For every four rider levels gained while working with or riding a mount the horse will receive a feat or trick from the following tables as per breeder.

D%

House Markal and Rodmoor:

1-10

1.  Unmounted Attack:  will attack designated humanoid or animal on command

11-25

2.  Come:  will attempt to come when whistled for under any conditions

26-40

3.  Defend:  will stay near rider (or designee) and defend against enemies

41-55

4.  Guard:  will defend particular area or object

55-70

5.  Seek:  will search given area and indicate if anything moves or is alive

71-80

6.  Track:  will track the scent presented to it

81-85

7.  Mounted Combat:  gain feat, if known, +5 modifier to ride check for this feat

86-90

8.  Trample: gain trample feat, if known, add one hoof attack to feat

91-95

9.  Precise Charge: +2 charge bonus to rider's attack role when mounted

96-00

10. Defender:  +2 AC bonus for rider against melee attacks due to positioning

 

Horses in Elderun

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