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HORSE

Horses are widely domesticated for riding and as beasts of burden.

Workhorses Warhorses Ponies Donkey/Mule Riding/Elven

Combat

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

Horse, Heavy
  Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof –1 melee (1d6+1*)
Full Attack: 2 hooves –1 melee (1d6+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —

The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.

  Horse, Light
  Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Advancement: —

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.

 

Warhorse, Heavy
  Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Advancement: —

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

  Warhorse, Light
  Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

 

PONY

Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Hoof –3 melee (1d3*)
Full Attack: 2 hooves –3 melee (1d3*)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 1/4
Advancement: —

The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.

Combat

*A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.

Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.

PONY, WAR

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Hoof +3 melee (1d3+2)
Full Attack: 2 hooves +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Endurance
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1/2
Advancement: —

Warponies are bred for strength and aggression, and are similar to light warhorses.

Combat

A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a warpony is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A warpony can drag 1,500 pounds.

 

DONKEY

Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d2)
Full Attack: Bite +1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Balance +3, Listen +3, Spot +2
Feats: Endurance
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 1/6
Advancement: —

These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.

Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.

Combat

A donkey bites only when it has no way to escape.

Skills: Donkeys have a +2 racial bonus on Balance checks.

MULE

Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —

Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.

Combat

A mule’s powerful kick can be dangerous.

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.

Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

 

Horse, Riding
  Large Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 70 ft. (14 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+7
Attack: Hoof –3 melee (1d4+1)
Full Attack: 2 hooves –3 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 13, Dex 14, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Advancement: —

The statistics presented here describe an exceedingly light horse with short legs and a long body.  These horses are well known for their gentle gait and even tempers.  They easily can serve as mounts for women and the elderly without reservation.  Due to these qualities, many people seek these animals out as the preferred riding animal for leisure riding.  Nobles will often keep several of these horses around for pleasure riding as well as aiding visitors who may not be skilled riders. 

These horses are seldom trained in the art of warfare.  Their gentle natures tend to make them unwilling to tolerate melee combat.  Mounted archers sometimes train Riding Horses as their steeds to capitalize on the steady gait to minimize interruptions in their aim. A Riding Horse can live 30 years with good care.

Carrying Capacity: A light load for a riding  horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A riding horse can drag 2,250 pounds.

  Horse, Elven War
  Large Animal
Hit Dice: 5d8+5 (36 hp)
Initiative: +2
Speed: 80 ft. (16 squares)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+8
Attack: 2 hooves +4 melee (1d6+5)
Full Attack: 2 hooves +4 melee (1d6+5), bite +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, long lifespan
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 20, Dex 15, Con 17, Int 6, Wis 11, Cha 8
Skills: Listen +11, Spot +11, Move Silently +6
Feats: Endurance, Run, Weapon Focus (bite)
Environment: Temperate plains
Organization: Domesticated (Never found wild, always with riders)
Challenge Rating: 4
Advancement: —

These horses are the specially breed steeds of the barbaric wild elves.  Normally, these steeds are only gained by outsiders by either doing a service to the tribe or capturing one after slaying his rider. 

Sometimes, a Elven War Horse will walk away from the tribe and seek out some deserving paladin.  Nobody knows why this happens but the Wild Elves believe that the horse is "cursed by the gods" to leave the tribe.  Wild elves never seek to recover these horses but will grant their riders respect when encountered.

Elven War Horses will not submit to wearing armor.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.

Long Lifespan: The horses bred by the Wild Elves have been bred for strength, speed, and health.  Consequently, these horses can live for up to 300 years.  A foal reaches maturity after 20 years.  After 250 years, the horse starts to show its age.   Most horses that reach this age are used to train its master's children in how to ride.

Combat

A Elven war horse’s powerful kick can be dangerous.

Carrying Capacity: A light load for an Elven war horse  is up to 400 pounds; a medium load, 401–750 pounds; and a heavy load, 751–1200 pounds. An Elven war horse can drag 6,000 pounds.

Go to the Wild Elves