From knights in shining armor fighting from the backs of mighty destriers to wizards riding atop giant eagles, mounted travel and combat are standard fare in fantasy adventure games. Most of the time, however, a mount is just an interesting way to travel. If that’s how you’re using mounts in your games, you don’t need a lot of rules. Just let the characters mount up and charge off to their next adventure.
There may come a time, however, when the outcomes of a character’s mounted Actions are in doubt. This is especially true in combat situations, where the character’s mount might alter the course of the battle. At times like that, considering using the rules presented here.
Types of Mounts #
The rules here cover four different types of mounts.
- Walking: Walking mounts include horses, mules, donkeys, and other equine companions. Also included are exotic walking creatures, such AS ostriches, rhinos, elephants, wargs, and terror birds.
- Flying: Flying mounts cover creatures like eagles, griffons, wyverns, and sky whales. Most of these mounts can walk, but they perform best in the air.
- Swimming: Swimming mounts encompass creatures like killer whales, giant mantas, dolphins, and giant seahorses. Most swimming mounts cannot survive outside of the water.
- Burrowing: Burrowing mounts include creatures like land sharks, giant moles, and sand worms. Most burrowing mounts can walk on the surface but are slow and clumsy.
For the most part, if the mount is using its preferred type of movement, the same rules apply no matter what type of mount a character is riding. Any exceptions are noted.
Mounts in the Game #
Real animals are intelligent, independent creatures, but in the game, mounts are handled AS an extension of the character. Their purpose in the game is to let the character move more quickly, avoid exhaustion, carry heavier loads, and gain advantages when performing Actions. The player is welcome to roleplay the relationship between the character and their mount AS something greater, but the rules provided here are built around the idea that a mount is an extension of the character and not an NPC.
If you want a mount that is less like a useful animal and more like an intelligent sidekick, consider using the rules for Sidekicks and Animal Companions on page XX.
Alternate Rules: Simplified Mount Rules #
If the rules in this chapter are more complicated than you want for your game, consider using these simplified rules. You lose some of the richness and storytelling elements, but it keeps the game moving and the players focused on the story.
Actions #
When a character uses a mount to perform any sort of Action, adjust the Action Score and Difficulty Score using Benefits and Drawbacks to reflect whether the mount makes the task easier or harder. In addition, if the mount is instrumental to success or failure, such AS when leaping over a chasm, allow the character to make a Riding Check in place of whatever check they might normally make to perform the Action on their own. Finally, when making Riding Checks, set the Difficulty Score based on how hard it is for a rider to direct the mount to successfully complete the Action.
Movement #
When mounted, a character may move up to a Stone Throw AS a Minor Action.
Combat #
Treat the mount AS a weapon. The character makes Attacks with a Riding Check. On a success, add an Effect modifier equal to the mount’s Effect bonus for their attacks AS listed in its Favored Actions. Enemies may still target the mount directly using the listed Defense score and Challenge Points listed for the mount, but the mount never attacks on its own.
Mounts and Actions #
In Open Adventure, mounts are treated AS extensions of the character. That is to say, the mount does not take independent Actions, but rather supports or enhances the character’s Actions.
Commanding Mounts #
A mounted character may command their mount to take one Action each Turn. If a Riding Check is required (see Riding Checks below), the character must use their Major Action to give the command. If no Riding Check is necessary, they may use their Minor Action to give the command. The mount performs the commanded Action AS part of the character’s Turn.
Once the rider successfully gives a command, they may, with the Adventure Guide’s approval, command the mount to maintain the commanded Action. This does not require a Riding Check, but it does require the use of a Minor Action. If the rider uses their Minor Action for this purpose every Turn, the mount will continue to repeat the same Action each Turn. If the rider stops maintaining the commanded Action, the mount stops performing the Action. In addition, the character must give a new command (and possibly make a new Riding Check) if they want the mount to perform the same Action in the future.
Commanding a mount to perform one of the Favored Actions listed in its statblock is a Minor Action, and no Riding Check is necessary. The Adventure Guide may, however, still call for a Riding Check (and thus require a Major Action) to command the mount to perform a Favored Action under unusual conditions, when facing unexpected opposition, or in cases of risk to the mount beyond what is ordinary for the Action.
Uncontrolled Mounts #
If left to their own devices, mounts will perform the following Actions in the order listed:
- RUN to safety or FIGHT if unable to run.
- EAT food.
- Stand around and WAIT.
- SLEEP if they feel safe.
Riding Checks #
Convincing a mount to do what the rider wishes sometimes requires Riding Check. Riding Checks are necessary if the Action is something the mount dislikes or is afraid to do. For simple Actions, like riding down a road or pulling to a stop in front of the tavern, no Riding Check is necessary. Riding through fire or stopping in the path of a charging bull, however, would probably require a Riding Check.
The Action Score for a Riding Check is typically based on the character’s Coordination, Presence, or Intuition, depending on the desired Action and the mount’s temperament. Apply Benefits AS appropriate.
The base Difficulty Score for the Riding Check is determined using the standard rules for Actions Checks. The Adventure Guide should consider the Action the player described and select a base Difficulty Score based on the level of riding expertise one needs to convince the animal to comply under normal circumstances. Apply Drawbacks AS appropriate.
If the command is especially difficult for the mount to perform, the Adventure Guide may also require a follow-up Action Check by the mount to see if it succeeds at the commanded Action. A mount’s willingness to act is not necessarily the same thing AS its ability to do the thing successfully. See Actions by Mounts below for more information.
Untrained Mounts #
When riding an animal not trained AS a mount, whether wild or domestic, every command requires a Riding Check. In addition, every Riding Check is handled AS a Stunt, since controlling an untrained beast is highly improbable. If the mount is a domestic animal, but untrained AS a mount, add a Benefit to the character’s Action Score. If the animal is especially wild, violent, or otherwise upset, the Adventure Guide should add one or more Drawbacks to the Difficulty Scores. If the mount is a predator, add an additional Drawback to the Difficulty Scores.
On a normal failure, the character suffers the usual loss of Body Points, Mind Points, or Spirit Points but remains mounted. On a Critical Failure, the character is thrown from the animal. Regardless of the Primary Attribute used for the Action Check, the character loses Body Points equal to the amount they rolled under the Difficulty Score. Armor (Body) reduces the points lost. If the mount is a predator or violent, it will use its future Actions to Attack the character.
Carts and Chariots #
The rules given above also apply if the mount is pulling a vehicle with a key exception. If the character is riding in a cart or chariot rather than riding the mount, replace the Riding Check with a Teamster Check, Charioteering Check, or other appropriate Driving Check. Driving an animal pulling a vehicle requires a different set of skills than controlling a mount when riding. Additional rules for carts, wagons, and other vehicles are found in the sections below.
Mounted Movement #
Mounted characters may command their mount to move up to a Stone Throw AS a Minor Action. Unless the movement requires the mount to move in a way in which it is unfamiliar or uncomfortable, such AS getting a horse to climb a flight of stairs or a griffon to fly down a narrow alley, no Riding Check is necessary. If a mount is not trained for combat, making it move toward or through a battle requires a Major Action and a Riding Check.
Once a mount is headed in the desired direction or moving down the correct path, the mount will continue moving along the path at the desired speed until commanded to stop or something blocks the mount’s path. Unlike other commands, a Minor Action is not required to maintain the movement/keep the mount moving.
Actions while Mounted #
A character may attempt any reasonable Action while mounted. If the mount is calm or not moving, the character may free their hands for Actions such AS spellcasting or firing a bow. If the mount is moving or active, the Adventure Guide may require the character to hold on with at least one hand. If the Adventure Guide rules the character must hold on, but the character chooses not to, the Adventure Guide may require the use of a Minor Action to not fall from the mount. They may also add one or more Drawbacks to the Difficulty Score for the Action.
Performing intricate or physically demanding Actions from the back of a mount is inherently distracting and disruptive, even if the mount is calm. The Adventure Guide should apply at least one Drawback to the Difficulty Scores for Actions like Spellcasting while mounted. In addition, the need to hold on could result in additional Drawbacks, since Spellcasting, for example, requires freedom of movement and free hands. Appropriate Specializations, such AS Mounted Spellcasting, add Benefits to the Action Score to offset some of these Drawbacks.
If a mount must make an Action Check to fulfill a command, the character may make a Riding Check to perform an Assist or Aid to improve a mount’s Action Score. This is only possible when the command requires a Minor Action, since an Assist or Aid requires a Major Action.
Warheart is riding a horse with leap listed AS one of its favored Actions. Warheart wants his mount to leap over the chasm up they are charging toward. On his Turn, he uses his Minor Action to command the horse to leap the chasm. In addition, he uses his Major Action to make a Riding Check to Aid the mount. If he succeeds, the mount gains a Benefit to its Action Score when making its Leap Check.
For guidance on combat Actions, see Mounted Combat below.
Riding Bareback #
Riding bareback or without an appropriate saddle and reins makes Actions more difficult and applies an additional Drawback to the Difficulty Scores for all Action Checks.
Carts and Platforms #
When riding in a vehicle pulled behind a mount, on a war platform, or in a howdah, only the driver needs to worry about giving commands. Unless the vehicle is specially made to eliminate motion, however, passengers may still suffer one or more Drawbacks on their Difficulty Scores if the Adventure Guide rules the motion of the vehicle is disruptive. The primary Benefit of a vehicle is to allow passengers the freedom to use all their Actions while another character commands the mount.
Mounted Stunts #
Most of the rules above assume the character is commanding their mount to perform a reasonably possible Action. The Adventure Guide may rule that highly Improbable Actions, such AS jumping a canyon in a wagon pulled behind a horse, require the character, the mount, or both to perform a Stunt.
The Adventure Guide should also consider calling for a Stunt when a character tries well-known cinematic riding tricks such AS leaping onto a mount from the upper story of a building, mounting AS the mount races past, or performing an Action while standing on the mount’s back or hanging off its side.
Finally, see Untrained Mounts above for information about using Stunts to command an animal not trained AS a mount.
Actions by Mounts #
If it is unclear that the mount can succeed at the Action the rider commanded them to perform, the player must make an Action Check for the mount immediately after succeeding at the Riding Check. Action Scores are calculated AS for a standard NPC. Use the Action Score listed for an appropriate Favored Action, or calculate the Action Score using an appropriate Attribute score and applying relevant expertise modifiers. The Adventure Guide may award the mount one or more Benefits if the character’s Riding Check was especially high. Difficulty Scores are calculated based on the level of skill the mount needs to have a good chance of pulling off the Action. The more skill and experience required, the higher the Difficulty Score.
Bucking #
An unhappy mount may attempt to throw their rider by making a Buck Check. This is a melee Attack Check made by the mount and is opposed with a Riding Check by the rider. If the rider wins, they remain seated. If the mount wins, the rider is thrown and loses Body Points equal to the difference between the mounts Check and their own. Armor (Body) reduces the Body Point loss.
Mounted Combat #
AS per the Core Rules, combat Actions are just standard Actions made during combat. This means the rules and guidelines presented above also apply to combat. This section contains additional rules specific to combat Encounters.
Combat Training #
If a mount is not a natural fighter or if it is not specially trained for combat, the rider must make a DS 6 Riding Check every Round to maintain Control over the mount in a combat situation. On a failed Riding Check, the mount must make a Spook Check (see Spooking below). The Riding Check to avoid Spooking may be used to give the mount a specific command. Commands that move the mount out of combat get a Benefit to the Action Score, while those that keep the mount in combat or move the mount toward combat suffer a Drawback to the Difficulty Score.
On a Critical Failure, the character is thrown from the animal, and the mount immediately attempts to Withdraw from the Encounter. The character loses Body Points equal to the amount they rolled under the Difficulty Score. Armor (Body) reduces the points lost. If the character is thrown from a flying mount, they might also suffer Body Point loss from falling, depending on how high they are at the time they are thrown. See Falling Damage on page XX.
Melee and Ranged Attack Checks #
Mounted characters make melee Attack Checks in the normal way. The movement of the mount does not apply any Drawbacks to the Attack Check’s Difficulty Score. Apply a number of Drawbacks to the Difficulty Score for mounted ranged Attack Checks equal to the number of Distance increments moved immediately prior to the Attack Check, starting with Across the Room. Characters, NPCs, and Adversaries suffer a Drawback to their Difficulty Score when making melee Attack Checks against mounted targets.
Charging Attack Checks #
A charge Attack utilizes the mount’s momentum to increase the damage of a successful melee Attack Check. Starting with Across the Room, each Distance increment of movement in a straight Line toward the target immediately before the rider makes their Action Check adds a +1 Effect to a successful melee Attack Check, up to +3 Effect. The rider also applies a number of Drawbacks to the Difficulty Score of their Attack Check equal to the Effect bonus.
Warheart is charging the enemy. His mount moves just farther than a Stone Throw Distance before he attacks, meaning Warheart has moved three Distance increments (Across the Room, Stone Throw, and into Bow Shot). Warheart suffers three Drawbacks to his Difficulty Score when attacking the enemy, but he gains +3 Effect if he hits.
Rules Option: Relative Speed #
If the character makes a charging Attack Check against a moving target, use relative movement to determine the Effect bonus and the number of Drawbacks. The relative movement when the target is charging toward the attacker will be greater than the attacker’s actual movement, while the relative movement of a target moving away from the attacker will be less than the attacker’s actual movement. The standard +3 limitation to the Effect applies.
Warheart is charging an enemy that is also running toward him. His mount moves just farther than a Stone Throw Distance before the Attack, meaning Warheart has moved three Distance increments (Across the Room, Stone Throw, and into Bow Shot), but on his target’s last Turn they moved Across the Room (one Distance increment) away from Warheart. The relative speed is two Distance increments. Warheart suffers two Drawbacks to his Difficulty Score when attacking the enemy, but he gains +2 Effect if he hits.
Spiked Wheels #
If the mount is pulling a vehicle with integrated melee weapons, such AS spikes on the wheels or spinning blades, the driver may make a charging Attack Check against a target using their Teamster Check or Charioteering Check. The Difficulty Score is the target’s Body Defense. The driver may only make this style of Attack AS part of a charging Attack Check. Most vehicle mounted melee weapons apply a +2 Effect to successful Attack Checks. This is in addition to any modifiers to Effect from the charge itself.
Attacking Vehicles #
Attack Checks made against the vehicle must overcome a Difficulty Score equal to the vehicle’s Body Defense. Armor scores and Challenge Points for vehicles are listed in the Equipment section below.
If a vehicle’s Challenge Points are reduced to 0, the driver must make a DS 6 Teamster or Charioteering Check. The Adventure Guide should apply a number of Drawbacks to the Difficulty Score equal to the number of Distance increments the vehicle moved on the Turn prior to hitting 0 Challenge Points, beginning with Across the Room.
On a success, the vehicle crashes but the driver, mount, and passengers are safe. On a failure, the driver, mount, and passengers each take damage equal to the amount the driver rolled under the Difficulty Score. Armor (Body) reduces the number of points lost.
Setting Against a Charge #
Characters wielding Long weapons, such AS spears, pole arms, and lances, may take a Ready to set their weapon against an incoming mounted charge Attack. This typically involves jamming the butt of the weapon into the ground and holding the point of the weapon up and toward the enemy’s mount. When the enemy arrives, but before the enemy makes their Attack, the character with the Readied Action may make an Attack Check against the mount. The Readied Attack Check gains the same Effect benefits and suffers the same Drawbacks AS those gained by the charging attacker.
Killing a Mount #
Killing a mount with a rider automatically throws the rider. The Body Points the rider loses are equal to the excess Effect left over after the mount’s Challenge Points are reduced to 0. This means that if a mount had 5 CP remaining and an enemy struck it with Effect 10, the first 5 points of Effect kill the mount and the remaining 5 are applied against the rider. Armor (Body) reduces the number of Body Points lost.
If the character rode a flying mount, they may also lose Body Point from falling, depending on how high they are at the time they are thrown. See Falling Damage on page XX.
If the mount is pulling a vehicle when it is killed, used the rules for a destroyed vehicle in the Attacking Vehicles section to determine if it crashes.
Spooking #
When a character fails a Riding Check in combat for a mount not trained for combat, or if a mount (trained or untrained) loses Challenge Points, the mount must make a Spirit Check to avoid becoming spooked. In both cases, make the Spirit Check immediately after the failed Riding Check or after the mount loses Challenge Points. This is a free Action Check and does not use a Major Action or Minor Action.
The Action Score for the Spirit Check is the mount’s Spirit score plus any bonus for Temperament listed in the Expertise section of its statblock. The base Difficulty Score for the Spirit Check is 3. If the Spirit Check is triggered by Challenge Point loss, increase the Difficulty Score by the number of Challenge Points the mount lost.
On a success, the mount maintains its composure and play continues normally. On a failure, the mount is spooked and the rider suffers Body Point or Spirit Point loss (player chooses) equal to the amount they rolled under the Difficulty Score on the mount’s Spirit Check. This represents the cost to the rider of keeping the mount under Control and staying in the saddle.
On a Critical Failure, the rider still loses Body Points or Spirit Points. Additionally, the mount attempts to Withdraw from the Encounter. If it fails to Withdraw from the Encounter, the mount must make another Spirit Check on the character’s next Turn or it is spooked again.
Injury while Mounted #
If a character loses Body Points from a physical Attack while mounted, they risk getting knocked off their mount. Whenever a mounted character loses Body Points they must immediately make a free Riding Check to remain in the saddle. The Difficulty Score for the Riding Check is equal to the number of Body Points the character lost. On a success, they remain in the saddle. On a failure, they are thrown from the saddle and suffer an additional loss of Body Points equal to the amount they rolled under the Difficulty Score, plus the number of Distance increments, beginning at Across the Room, they moved on their last Turn.
Mounted characters Incapacitated from Body Point loss automatically fall from the saddle and take an additional Wound.
Carrying and Pulling #
Mounts are often used to carry heavy equipment or pull heavy loads. If it becomes important to know how much a mount can pull or carry, use these formulas:
MOUNTED CARRY AND PULL #
| Mount Type | Carry1 | Sustained Drag2 | Short Burst Drag2 | Cart3 |
| Walking | 20% body weight | 2 X body weight | 5 X body weight | 5 X body weight |
| Flying | 50% body weight4 | —5 | 100% body weight | —5 |
| Swimming | 50% body weight | 50% body weight6 | 2 X body weight | 20 X body weight |
| Burrowing | 30% body weight | Body weight7 | 2 X body weight | 2 X body weight |
1 This assumes the character is using a proper saddle or saddle bags.
2 This assumes a proper harness. Without a proper harness, halve the amount listed.
3 This assumes an appropriate cart for the mount, such AS a wheeled cart for a walking mount or a boat or raft for a swimming mount. It also assumes the mount is fitted with the appropriate harness and the vehicle is properly loaded.
4 This is a deeply unscientific number. The reasoning behind this number is it keeps flying creatures’ weights down to a somewhat reasonable level while simultaneously letting them carry riders, fly off with cows in their talons, and do all the other things fantasy flyers are known to do. Again, there is almost zero science behind this number.
5 Flying creatures need full Range of movement to fly. A sustained drag isn’t possible.
6 Most swimming creatures are relatively strong, but a sustained drag assumes a loose load trailing behind the creature. The drag of the water reduces how much they can pull. If they are hauling a specially designed vehicle made for this purpose, see the Cart column.
7 This assumes the creature is dragging the load through the soft soil in its wake.
New Equipment #
Riding Gear #
| Item | ||
| Small Mounts | Combat | Cost |
| Goat, riding | No | 50 SP |
| Dog, riding | Yes | 600 SP |
| Eagle, riding | Yes | 800 SP |
| Medium Mounts | Cost | |
| Donkey | No | 100 SP |
| Mule | No | 120 SP |
| Pony | No | 100 SP |
| Draft horse | No | 120 SP |
| Riding horse | No | 150 SP |
| Riding horse, knight’s | Yes | 1200 SP |
| Warhorse, common | Yes | 5000 SP |
| Warhorse, knight’s | Yes | 15,000 SP |
| Large Mounts | Cost | |
| Elephant | Yes | 20,000 SP |
| Griffon | Yes | 25,000 SP |
| Killer whale | Yes | 25,000 SP |
| Land shark | Yes | 50,000 SP |
| Saddles and Supplies | Cost (S/M/L) | |
| Bit and bridle, riding | 2/5/15 SP | |
| Bit and bridle, war | 5/10/50 SP | |
| Fodder (1 day) | 1/1/5 SP | |
| Blanket | 1/2/10 SP | |
| Collar and harness | 10/25/150 SP | |
| Saddle, exotic | 150/250/1500 SP | |
| Saddle, pack | 35/70/300 SP | |
| Saddle, riding | 35/70/300 SP | |
| Saddle, war | 50/100/500 SP | |
| Saddlebags | 10/20/100 SP | |
| Howdah | 10/60/300 SP | |
| War platform | 100/200/1000 SP | |
| Vehicles | Cost (S/M/L) | |
| Cart | 25/50/250 SP | |
| Chariot | 1000/1900/7000 SP | |
| Wagon | 50/100/500 SP | |
| Other | Cost (S/M/L) | |
| Combat training | 10X normal mount cost | |
| Horseshoe | 4 SP | |
| Spurs | 5 SP |
Riding Gear Descriptions #
Descriptions of riding gear with special properties.
Bit and bridle, riding: This gear is ill-suited to controlling a mount in combat. Apply a Drawback to all Difficulty Scores for Riding Checks made in combat.
Blanket: Using a saddle without a blanket applies a Drawback to the Difficulty Scores for any of the mount’s Action Checks.
Cart: This is a small, two-wheeled cart. It has a bench with enough space for two people and a rear section for cargo or two more passengers.
Chariot: These two-wheeled vehicles have space for one driver and one passenger. Both must stand. Drivers gain a Benefit to Action Scores for Charioteering Checks to maneuver the chariot.
Collar and harness: Each animal pulling a cart, wagon, or other vehicle must be fitted with a collar and harness.
Combat Training: If a mount has No in the Combat column of the price list, the mount is not combat trained. Acquiring a mount of the same type with combat training is 10 times the normal cost.
Howdah: This is an enclosed, canopied seat for two people. Most often used with camels and elephants, but may be constructed for use on other mounts. Animals fitted with a howdah are typically led by a footman on the ground, although some have an outside seat for a driver.
Saddle, exotic: If a mount has physiology significantly different from a standard four-legged riding animal, it requires an exotic saddle. Exotic saddles are particularly important for swimming and burrowing mounts, since the saddles incorporate shields to deflect dirt or water that would otherwise tear the rider from the saddle.
Saddle, pack: Pack saddles evenly distribute the weight of a load to allow mounts to carry heavy loads Long distances.
Saddle, war: Apply a Benefit to the Action Score for Riding Checks to remain in the saddle. Riders using a war saddle remain mounted when Incapacitated.
War platform: War platforms are like miniature castles that allow passengers to Attack from a mobile, protected position on the back of a mount. Attack Checks by warriors on foot against the passengers suffers a Drawback (in addition to the standard Drawback for for soldiers attacking a mounted soldier) due to the defensive walls. Attack Checks made against the passengers or by the passengers against targets on the ground must use ranged weapons or weapons with the Long property. Elephants are the mount most commonly fitted with war platforms. A single elephant war platform has enough space for a driver and four additional people. The Adventure Guide makes the final call on capacity based on the size of the mount and the size of the passengers.
Mounted Weapons #
| Name | Cost | PA | Attack | Parry | Effect | Properties |
| Lance (jousting) | 10 SP | Str/Cor | – | NA | – | brittle1, charging2, Long, Non-Lethal |
| Lance (Long spear) | 6 SP | Str/Cor | – | NA | +1 | charging2, Long |
| Wheel Blades | 50 SP | Special3 | +1 AS | NA | +2 | charging2 |
1 Brittle: On a successful Attack Check where one or more of the dice explode, the Effect is calculated normally but the weapon is destroyed. On a Critical Failure the weapon is destroyed.
2 Charging: When used AS part of a charge Attack Check, the attacker adds a Benefit to their Action Score.
3 Attacks are made using a Charioteering Check, Teamster Check, or appropriate Driving Check.
Barding #
| Name | Cost/Size | Armor | Properties |
| Barding | S/M/L | ||
| Gambeson | 200/500/1500 SP | 1 (Body) | Padded |
| Leather and chain | 500/1000/3000 SP | 2 (Body) | – |
| Plate | 700/1500/5000 SP | 4 (Body) | Hardened, Rigid |
Barding Descriptions #
Descriptions of the different types of barding. The entries use the standard rules for armor found in Chapter 9: Equipment on page XX. Only combat trained mounts may wear barding.
Padded Gambeson: A large quilted blanket secured with heavy buckles. It is especially effective against Non-Lethal attacks. Any mount can wear this type of barding.
Leather and Chain:Hardened leather plates connected with chain mail. Flying mounts may not wear this type of barding.
Plate: Large plates that cover most of the mount. Only walking and burrowing mounts may wear plate barding.
Mounts #
Included here are statblocks for a selection of mounts.
Dog, riding #
Challenge Points: 5 Reaction: 4 Weight: 200 lb.
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 1 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +1, Intimidate +1, Sense +1, Temperament +4, Tracking +1
FAVORED ACTIONS
Donkey #
Challenge Points: 6 Reaction: 3 Weight: 800 lb.
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 2 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +1, Buck +2, Temperament +1
FAVORED ACTIONS
Eagle, riding #
Challenge Points: 3 Reaction: 5 Weight: 20 lb.
| Body | Mind | Spirit | |
| Attributes: | 1 | 1 | 2 |
| Defenses: | 3 | 2 | 3 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +2, Flying +3, Spot +3
FAVORED ACTIONS
Elephant #
Challenge Points: 35 Reaction: 3 Weight: 5 tons
| Body | Mind | Spirit | |
| Attributes: | 5 | 2 | 2 |
| Defenses: | 3 | 3 | 3 |
| Armor: | 1 | 0 | 0 |
EXPERTISE
- Attack (Melee) +1, Empathy +2, Pull +1, Push +1, Trample +2
FAVORED ACTIONS
- Gore: AS 6 (d12); Effect +6
- Grab: AS 6 (2d6); Using trunk
- Pull or Push: AS 6 (2d6)
- Trampling Charge (Area of Effect, Line, AR): AS 7 (d6 + d8); Effect +2
Griffon #
Challenge Points: 30 Reaction: 6 Weight: 800 lb.
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 4 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +2, Flying +2, Spot +3
FAVORED ACTIONS
POWERS & ABILITIES
- Second Attack: If the griffon makes a successful Attack Check using its talons, it may immediately make a second Attack using its beak.
Horse, draft #
Challenge Points: 9 Reaction: 2 Weight: 800 lb.
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 1 |
| Defenses: | 2 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Buck +1, Pull +2, Push +2, Temperament +3
FAVORED ACTIONS
- Haul: AS 6 (2d6)
Horse, riding #
Challenge Points: 7 Reaction: 3 Weight: 800 lb.
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 2 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Buck +1, Jump +2, Run +3, Temperament +1
FAVORED ACTIONS
Horsing, riding (knight’s) #
Challenge Points: 7 Reaction: 4 Weight: 800 lb.
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 2 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +1, Jump +2, Run +3, Temperament +3
FAVORED ACTIONS
Killer Whale #
Challenge Points: 45 Reaction: 3 Weight: 5 tons
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 1 |
| Defenses: | 4 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +3, Courage +2, Drag +2, Swim +3, Temperament +2
FAVORED ACTIONS
- Bite (Melee Attack): AS 6 (d12); Effect +6
- Grab (Melee Attack): AS 6 (2d6)
- Leaping Charge (Melee Attack): AS 7 (d6 + d8); Effect +4; requires a charging Attack Check from below the surface
POWERS & ABILITIES
- Hold Breath: Killer whales can hold their breath for up to 15 minutes.
Land Shark #
Challenge Points: 45 Reaction: 3 Weight: 5 tons
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 1 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 2 | 0 | 1 |
EXPERTISE
- Attack (Melee) +3, Burrow +2, Courage +2, Temperament +2
FAVORED ACTIONS
- Bite (Melee Attack): AS 6 (d12); Effect +6
- Grab (Melee Attack): AS 6 (2d6)
- Leaping Charge (Melee Attack): AS 7 (d6 + d8); Effect +4; requires a charging Attack Check from below the surface
POWERS & ABILITIES
- Burrowing: Thanks to their magical origins, land sharks can burrow through the ground AS easily AS other creatures walk on land.
- Hold Breath: Land sharks can hold their breath for up to 15 minutes.
- Ornery: Whenever a rider suffers a Critical Failure on a Riding Check, the land shark attempts to buck the rider AS a free Action Check.
- Slow: Land sharks must use a Major Action to change their position when on the surface.
Mule #
Challenge Points: 6 Reaction: 3 Weight: 800 lb.
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 3 |
| Defenses: | 2 | 2 | 4 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +2, Balance +1, Stubbornness +1, Temperament +3
FAVORED ACTIONS
POWERS & ABILITIES
- Ornery: Whenever a rider or driver suffers a Critical Failure on a Riding, Teamster, or Charioteering Check, the mule the attempts to buck the rider or Attack the driver AS a free Action Check.
Pony #
Challenge Points: 5 Reaction: 4 Weight: 600 lb.
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 1 |
| Defenses: | 1 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Run +1, Temperament +1
FAVORED ACTIONS
Warhorse #
Challenge Points: 10 Reaction: 4 Weight: 1200 lb.
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 2 | 3 | 3 |
| Armor: | 0 | 0 | 0 |
EXPERTISE
- Attack (Melee) +2, Courage +1, Temperament +4
FAVORED ACTIONS
POWERS & ABILITIES
Warhorse, knight’s #
Challenge Points: 12 Reaction: 5 Weight: 1400 lb.
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 3 | 3 | 3 |
| Armor: | 0 | 0 (1) | 0 (1) |
EXPERTISE
- Attack (Melee) +2, Courage +2, Temperament +5
FAVORED ACTIONS
- Bite (Melee Attack): AS 6 (2d6); Effect +1
- Hooves (Melee Attack): AS 6 (2d6); Effect +3; may Attack to front or rear
- Trample (Area of Effect, Plane, R): AS 4 (d10); Effect +2
POWERS & ABILITIES
