roll d100
1-10 Sprinter - 3 times per day this horse can take a double move as a move action (3E) or just move twice the normal amount in a round (older versions). Or if you're doing a double move action anyway, make it a triple.
11-15 Endurance Runner - 1.5 times normal overland travel rate
16-18 Desert Horse - Needs half the water of any other horse
19-21 Cunning - add +1d6 Int or Wis. Understands commands in 2 languages.
22-25 Scout Horse - Horse can move silently 10% per HD or +2 Stealth/HD if you're using skills. Might also know some hand signs.
26-30 Spirited & Loyal - will try to buck anyone else but its owner off (Horse rolls d20 + str bonus [3E] or HD [older] vs. Ride check or d20 + Dex bonus: if horse wins rider is bucked, if horse loses rider stays on. Keep going until rider is off or you beat the horse by 5)
31-33 Biter - add bite attack 1d6 per HD
34-36 Kicker - improve Hoof attack by one die size
37-42 Mountain Pony - ignores difficult terrain
43-45 Herd Master - other horses naturally follow this horse for whatever reason. Get a bonus to Handle Animal checks or whatever while riding this horse. Set it free near some wild horse herds and in a week it'll come back on its own with 2d6 new horses that wanna hang around it.
46-48 Pack Horse - Add 100 to each of the weight allowance categories
49-50 Wary - add +4 to the horses CMD (pathfinder rules) to avoid combat maneuvers. For older editions, it takes a similar bonus against any attempt to trip it or push it or whatever.
51-55 Cave Horse - this horse will go underground, no problem. Others not so much.
56-58 Nimble - Add +1d8 dex and accompanying AC bonuses etc
59-60 Hardy - better saves than normal by +1/HD
61-63 Pushy - Likes to push opponents back; gets a free Bull Rush or push attempt on successful attack
64-66 Trippy - Free chance to knock something prone or Trip on successful attack
67-71 Tough - 1d3 bonus HD of hit points
72 Lassie-like intelligence - no speech but can answer yes/no by stamping feet and will go get help if you're stuck in a well or whatever
73-77 Sharp Ears - more difficult to surprise by whatever metric your game system uses for that
78-81 River Horse - Bonus to Swim checks; can swim while carrying rider at no penalty
82-86 Extra-Trainable - +2 bonus to Handle Animal checks to train it (or lower the DCs by 2); can learn one more trick than normal
87-90 Jumping Horse - +5 on Jump checks or just know that it can jump like twice as far as other horses
91-93 Battle Evacuation - If rider falls unconscious but not unhorsed, this horse will make a tactical retreat to safety but keep you on it.
94 Ghost Horse - this horse can see spirits, incorporeal undead, ethereal creatures 25% of the time and invisible things 10% of the time. Highly favored by Shamans
95-00 Roll Twice
11-15 Endurance Runner - 1.5 times normal overland travel rate
16-18 Desert Horse - Needs half the water of any other horse
19-21 Cunning - add +1d6 Int or Wis. Understands commands in 2 languages.
22-25 Scout Horse - Horse can move silently 10% per HD or +2 Stealth/HD if you're using skills. Might also know some hand signs.
26-30 Spirited & Loyal - will try to buck anyone else but its owner off (Horse rolls d20 + str bonus [3E] or HD [older] vs. Ride check or d20 + Dex bonus: if horse wins rider is bucked, if horse loses rider stays on. Keep going until rider is off or you beat the horse by 5)
31-33 Biter - add bite attack 1d6 per HD
34-36 Kicker - improve Hoof attack by one die size
37-42 Mountain Pony - ignores difficult terrain
43-45 Herd Master - other horses naturally follow this horse for whatever reason. Get a bonus to Handle Animal checks or whatever while riding this horse. Set it free near some wild horse herds and in a week it'll come back on its own with 2d6 new horses that wanna hang around it.
46-48 Pack Horse - Add 100 to each of the weight allowance categories
49-50 Wary - add +4 to the horses CMD (pathfinder rules) to avoid combat maneuvers. For older editions, it takes a similar bonus against any attempt to trip it or push it or whatever.
51-55 Cave Horse - this horse will go underground, no problem. Others not so much.
56-58 Nimble - Add +1d8 dex and accompanying AC bonuses etc
59-60 Hardy - better saves than normal by +1/HD
61-63 Pushy - Likes to push opponents back; gets a free Bull Rush or push attempt on successful attack
64-66 Trippy - Free chance to knock something prone or Trip on successful attack
67-71 Tough - 1d3 bonus HD of hit points
72 Lassie-like intelligence - no speech but can answer yes/no by stamping feet and will go get help if you're stuck in a well or whatever
73-77 Sharp Ears - more difficult to surprise by whatever metric your game system uses for that
78-81 River Horse - Bonus to Swim checks; can swim while carrying rider at no penalty
82-86 Extra-Trainable - +2 bonus to Handle Animal checks to train it (or lower the DCs by 2); can learn one more trick than normal
87-90 Jumping Horse - +5 on Jump checks or just know that it can jump like twice as far as other horses
91-93 Battle Evacuation - If rider falls unconscious but not unhorsed, this horse will make a tactical retreat to safety but keep you on it.
94 Ghost Horse - this horse can see spirits, incorporeal undead, ethereal creatures 25% of the time and invisible things 10% of the time. Highly favored by Shamans
95-00 Roll Twice
I know there are some detailed and inspired tables and ideas in this space already, but I didn't have them in front of me at work today while I was jotting this down, so this is what I came up with.
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