Difference between revisions of "Paladin's Warhorse"

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== Allies ==
 
== Allies ==
The warhorse will likewise recognize the value of the paladin’s companions, and will seek to protect them also.  It will not, however, abandon the paladin while doing so. The warhorse will allow any rider whom the paladin directs, and will actively take care of such persons to the best of its ability.  This will be true even if the warhorse is not in the paladin’s company. For example, if the paladin indicated that the warhorse should bear the party’s mage to another land or region, the warhorse would willingly do so, for as long as it took, thereafter returning to the paladin (which is enabled with a magical knowledge).
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The warhorse shall recognise the paladin's connection to his or her companions, and its importance, and so in addition the horse will seek to protect such persons also.  It won't abandon the paladin to do so, but can make choices about the paladin's well-being and that of other persons in the immediate moment.
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The warhorse is ready to allow other riders as the paladin wishes, and always takes care of such persons as well as it's able.  This is true even if the warhorse isn't in the paladin's company. For example, if the warhorse were instructed to bear the party's mage to another land or region, the warhorse would willingly do so, for as long as the task requires ... but thereafter it would return to the paladin, whose location it always knows by means of the spirit dwelling within the warhorse.
  
 
== Description ==
 
== Description ==
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The warhorse is usually a destrier, or heavy warhorse, of enormous size; typically it measures 17 to 18 hands tall, 2,300 lbs., with flanks that make for easy riding and a steady, smooth and even bearing.  The hindquarters are powerful, allowing it to easily react and spring, to stop, spin, turn or sprint forward.  Physically, it has a short back and well-muscled loins, strong bones and a well-arched neck. The mane and tail hair is typically lush and quite long, though it can be trimmed if desired.
  
The warhorse is almost always a destrier, or heavy warhorse, of enormous size, 17 to 18 hands tall, with flanks that make for easy riding and a steady, smooth and even bearing, regardless of what [[Horse Gaits|particular gait]] being taken. If the paladin is too small in stature for such an animal, the paladin’s warhorse may be a medium warhorse that is 16 hands high and only 1,900 lbs. The horse's details shown on the table, however, are the same.
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It's nature is to ease whatever [[Horse Gaits|particular gait]] is being employed. If the paladin is too small in stature for such an animal, the paladin's warhorse might be a medium warhorse, some 16 hands high and a mere 1,900 lbs. Overall, however, the warhorse's performance is about the same.
 
 
The warhorse will appear fine and very strong, and will be most commonly of a colour that best suits the paladin's taste.  The player is free to choose.  The gender may also be chosen.  Males will always be geldings.
 
  
The paladin’s warhorse will have powerful hindquarters, so that it may easily react and spring, to stop, spin, turn or sprint forward. They have a short back and well-muscled loins, strong bones and a well-arched neck. The mane and tail hair is typically lush and quite long, though it can be trimmed if desired. Overall, the warhorse’s colour is startlingly rich, and at night the animal has been seen to shine with a glisten that resembles the surface of frost or rime in moonlight, though no light-source is present.
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In all cases the warhorse appears fine and very strong, commonly of a colour that best suits the paladin's taste. For game purposes, the player is free to choose markings and colour if desired; in any case, the colour will be startlingly rich, so that even by day or night the animal appears glossy and healthy.  The warhorse's gender may also be chosen.  Male warhorses are always be geldings.
  
 
== Advantages ==
 
== Advantages ==
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As a combatant, the paladin's [[Warhorse|warhorse]] conforms to other heavy warhorses, with the following exceptions: intelligence of 18, natural [[Armour Class|armour class]] of 6, [[Hit Dice|hit dice]] 5+5 and it has 6 [[Action Points|action points]].  Attacks with the hoof do 2-9, and with the bite, 2-5.  All meara have 2d6 per [[Hit Points per Die|hit die for hit points]], with a minimum of 40 [[Hit Points|hit points]].
  
When defending itself without a rider, the warhorse will rear upon its hind legs and kick forward, or kick backwards with its hooves. The warhorse can attack either forward or backward in a given [[Combat Round|round]], but not both. If bearing a rider, the animal will be able to attack with its teeth.
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Due to its intelligence, the warhorse doubles the paladin's [[Knowledge Points|knowledge]] of [[Horseback Riding (sage study)|horseback riding]] up to a maximum of 80 points.  If this still doesn't allow the paladin to [[Horse Handling I (sage ability)|handle the horse]], he or she is considered to be an [[Assisted Riding|assisted rider]] — which allows the paladin to be a passenger as a maximum trotting gait, but no faster and the paladin cannot fight from horseback.
  
In caretaking a rider, the warhorse doubles the amount of [[Horseback Riding (sage study)|horseback riding]] [[Knowledge Points|knowledge]] possessed by whatever rider is mounted.  This is true with regards to [[Horse Handling I (sage ability)|horse handling]] or [[Horse-mounted Combat I (sage ability)|horse-mounted combat]]. If the rider has less than 10 points of knowledge, and depends upon [[Assisted Riding|assisted riding]], the warhorse will gently carry the rider as a passenger.
 
  
== Other Notes ==
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See [[Warhorse]]
  
The warhorse cannot be sold or given permanently to other persons. When its tasks are done, it will always return to its liege paladin. If the horse is deliberately sent away forever, it will wither and die within 60 to 90 days.
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[[Category: Don't Review until 2024]]

Latest revision as of 04:08, 27 January 2024

Paladin-warhorse-image.jpg

The paladin's warhorse, also known as a "meara," is an unusual breed of wild horse, the largest of which are chosen to be worthy of paladins by holy spirits called "a luris," or beings of light. Upon entering the meara, the spirit acts as a familiar within the warhorse; it and the warhorse together await the paladin whom they are destined to serve.

This explains the meara's intelligence and long life (it won't die before the paladin does), as well as the warhorse's eternal service to the paladin once his or she has reached the 4th level of experience.

Communication

Upon reaching that milestone, the paladin's warhorse shall present itself and the first opportunity, usually within 3-12 hours — unless the paladin is in a place that horses cannot enter, such that might be the case within an underground dungeon. Thereafter, the warhorse acts as companion, mount and protector, not only of the paladin but also of anyone the paladin loves. It shares an understanding of the paladin's needs that resembles ESP ... but while the warhorse may understand the paladin perfectly, this communication isn't reciprocal.

The paladin must somehow communicate with the warhorse as he or she would any other equine — though naturally, the warhorse can express its thoughts intelligently through body language. As the warhorse understands the paladin's spoken word, it can also be asked questions, to sort out what the warhorse might know. Of course, if the paladin finds a way to speak with animals, a full understanding can be reached.

Allies

The warhorse shall recognise the paladin's connection to his or her companions, and its importance, and so in addition the horse will seek to protect such persons also. It won't abandon the paladin to do so, but can make choices about the paladin's well-being and that of other persons in the immediate moment.

The warhorse is ready to allow other riders as the paladin wishes, and always takes care of such persons as well as it's able. This is true even if the warhorse isn't in the paladin's company. For example, if the warhorse were instructed to bear the party's mage to another land or region, the warhorse would willingly do so, for as long as the task requires ... but thereafter it would return to the paladin, whose location it always knows by means of the spirit dwelling within the warhorse.

Description

The warhorse is usually a destrier, or heavy warhorse, of enormous size; typically it measures 17 to 18 hands tall, 2,300 lbs., with flanks that make for easy riding and a steady, smooth and even bearing. The hindquarters are powerful, allowing it to easily react and spring, to stop, spin, turn or sprint forward. Physically, it has a short back and well-muscled loins, strong bones and a well-arched neck. The mane and tail hair is typically lush and quite long, though it can be trimmed if desired.

It's nature is to ease whatever particular gait is being employed. If the paladin is too small in stature for such an animal, the paladin's warhorse might be a medium warhorse, some 16 hands high and a mere 1,900 lbs. Overall, however, the warhorse's performance is about the same.

In all cases the warhorse appears fine and very strong, commonly of a colour that best suits the paladin's taste. For game purposes, the player is free to choose markings and colour if desired; in any case, the colour will be startlingly rich, so that even by day or night the animal appears glossy and healthy. The warhorse's gender may also be chosen. Male warhorses are always be geldings.

Advantages

As a combatant, the paladin's warhorse conforms to other heavy warhorses, with the following exceptions: intelligence of 18, natural armour class of 6, hit dice 5+5 and it has 6 action points. Attacks with the hoof do 2-9, and with the bite, 2-5. All meara have 2d6 per hit die for hit points, with a minimum of 40 hit points.

Due to its intelligence, the warhorse doubles the paladin's knowledge of horseback riding up to a maximum of 80 points. If this still doesn't allow the paladin to handle the horse, he or she is considered to be an assisted rider — which allows the paladin to be a passenger as a maximum trotting gait, but no faster and the paladin cannot fight from horseback.


See Warhorse