<page>
   <title>Horse Classes</title>

   <summary>A discussion of various classes for horses.</summary>

     <p>In the middle ages, new breeds of horses were developed for
     the knighthood.  For general riding, the palfrey was preferred,
     for its easy gait and temperment.  Coursers were used for battle
     and warfare.  If you were serious about mounted cavalry, and had
     the money (and the guts!) for it, you got the top-of-the-line:
     the destrier.</p>

     <p>There seems to be contention over the particular definitions
     of the medieval horse types.  Some people say, for example, that
     the courser was the premier warhorse, while the destrier was a
     generic term used for all cavalry horses.  Other references say
     the opposite.  Some say that the courser is a light warhorse,
     while others say it was principally used for messages.  I have
     chosen definitions herein that I believe comply with current
     scholarly research: I would love to <link
     href='mailto:svincent@svincent.com'>hear about any differences of
     opinion</link>, if well-researched.</p>

     <p>The following sections detail various aspects of the medieval
     horse types: they are described (both physically and mentally),
     and some notes on getting and keeping each type of horse are
     shared.</p>

     <!-- ================================================================= -->

     <head>The Destrier: Heavy Warhorse</head>

       <p>The destrier is the ultimate knight's horse.  Sleek and
       muscular, fast and intelligent, the highly-trained destrier
       sometimes kills as many foes as his rider.  Destriers are not
       as large as farm horses (they need agility as well as raw
       strength and sheer force) but they are still large enough to be
       classed as a heavy horse.  The destrier is specially bred and
       trained to be a formidable foe, worthy of the most skilled
       rider.</p>

       <p>Expected to carry heavy knights, armor, and equipment, the
       destrier is a very powerful animal.  Twice as heavy as normal
       riding horse, the horse's bulk and power gives its rider an
       enormous advantage when wielding a lance.</p>

       <p>Destriers are usually armored and are sometimes given
       special equipment to make them more effective on the
       battlefield.  Spikes are sometimes mounted to the horse's armor
       to slash foes foolish enough to draw near, and sharp nailheads
       are mounted to the horse's shoes to aid in trampling enemies
       underfoot.</p>

       <head2>Appearance</head2>

       <p>The destrier is a powerful animal, with a gleaming coat,
       intense eyes, and rippling muscles.  Their manes and tails are
       sometimes kept clipped short to provide fewer distractions on
       the battlefield.  While not as large as a plow horse, it still
       looms over most riding horses.</p>

       <p>Destriers owned by particularly rich or well-connected
       noblemen are sometimes imbued with mystic energies to make them
       even more effective on the background.  Shimmering auras,
       blurred outlines, or orbiting spheres of energy are among the
       strange effects that can be seen around these eerie horses.</p>

       <p>When bedecked in armor, with a skilled rider in the heat of
       battle, the destrier is an awesome sight.  Rider and horse move
       as one, lashing out at enemies on all sides.  The horses armor
       gleams beneath streams of enemy blood as it screams defiance.
       The enemy who would take on a destrier and rider in their prime
       is either very brave, or very foolish.</p>

       <head2>Personality</head2>

       <p>The destrier is agressive and fearless.  Where a normal
       horse might stop or bolt, the destrier has no qualms about
       placing itself in the thick of things.</p>

       <p>Destriers are very intelligent animals, and often develop
       extremely intense bonds with their chosen riders.  If they do
       not respect their rider, however, they can be mean, surly, and
       uncooperative.  These creatures are willful in every sense of
       the word.</p>

       <p>- untying knots, unfastening latches, etc</p>

       <p>- some destriers can go berserk in battle, striking until no
       foes remain or its own death</p>

       <head2>Acquiring a Destrier</head2>

       <p>Destriers are very expensive and rare animals.  Prices
       upwards of 400gp not being uncommon.  Good bloodlines and
       well-known trainers can increase this price by up to 150%.</p>

       <p>Destriers are not usually available every place one buys
       horses.  These specialist mounts are typically found only from
       specialist breeders (usually near major cities).  The exception
       to this is the nobleman who breeds their own mounts.</p>

       <p>Some noblemen breed and train their own destriers.  This
       helps manage the cost of ownership, as well as being a
       particularly manly hobby.  Such noblemen can even afford
       sometimes to give these horses as gifts, or in payment for
       particularly valuable services (such as adventurers).</p>

       <p>Training is vital: a destrier's training can be more
       important than its bloodlines.  Finding a good trainer can be
       as difficult as finding a good horse.  Often breeders will also
       train horses, and even those who don't will know of some
       trainers.  On the other hand, good training of a destrier is so
       important, it often pays to seek out and find specialist
       trainers yourself.</p>

       <p>Pleasantly, the level of deception and snake-oil involved at
       this level of horse dealership is lower than at other levels,
       as repeat business by rich noblepersons is very valuable.
       Noblemen are often powerful enough to inflict serious harm on
       horse dealers who try to pass off inferior destriers, and get
       favorite sons or nieces killed on the battlefield.</p>

       <head2>Owning a Destrier</head2>

       <p>Skilled rider needed to handle these tempermental beasts.
       This is no tame riding horse for the weak or aged: this is a
       beast trained to kill, and it needs to be handled as such.
       Injuries abound when inexperienced riders dare to mount a
       destrier.</p>

       <p>- schools for horsemen: train for years to handle and
       understand horses -- prized cavalrymen.</p>

       <p>How much grain does a destrier need?  Lots, I imagine: high
       energy horse.</p>

       <p>A destrier requires lots of exercise.  It is a high-energy
       horse, trained and bred for battle.  It does not want to be a
       pasture ornament, or kept in a stall.</p>

       <head2>Class Description</head2>

         <p><strong>Alignment:</strong> Any</p>
         <p><strong>Hit Die:</strong> d8</p>

         <p><strong>Requirements:</strong> No hard requirements,
         although high strength and intelligence are valued in these
         mounts.</p>

         <p><strong>Class Skills:</strong> The destrier class skills
         (and the key ability for each skill) are Climb (Str), Intuit
         Direction (Wis), Intimidate (Cha), Jump (Str), Sense Motive
         (Wis), and Swim (Str).</p>

         <p><strong>Weapon and Armor Proficiency:</strong> A destrier
         is proficient with all simple and martial weapons and all
         armor and shields.  The weapons a destrier can use are, of
         course, limited to those that a horse could reasonably
         use.</p>

         <figure caption="Class Progression">
         <table>
         <tr> <th>Base Level</th> <th>Attack Bonus</th>
              <th>Fort Save</th> <th>Ref Save</th> <th>Will Save</th>
              <th>Special</th> </tr>
         <tr><th>1st</th><td>+1</td> <td>+2</td><td>+0</td><td>+0</td>
             <td>talent, bite attack</td></tr>
         <tr><th>2nd</th><td>+2</td> <td>+3</td><td>+0</td><td>+0</td>
             <td>bonus feat</td></tr>
         <tr><th>3rd</th><td>+3</td> <td>+3</td><td>+1</td><td>+1</td>
             <td>talent</td></tr>
         <tr><th>4th</th><td>+4</td> <td>+4</td><td>+1</td><td>+1</td>
             <td>bonus feat</td></tr>
         <tr><th>5th</th><td>+5</td> <td>+4</td><td>+1</td><td>+1</td>
             <td>talent</td></tr>
         <tr><th>6th</th><td>+6/+1</td> <td>+5</td><td>+2</td><td>+2</td>
             <td>bonus feat</td></tr>
         <tr><th>7th</th><td>+7/+2</td> <td>+5</td><td>+2</td><td>+2</td>
             <td>talent</td></tr>
         <tr><th>8th</th><td>+8/+3</td> <td>+6</td><td>+2</td><td>+2</td>
             <td>bonus feat</td></tr>
         <tr><th>9th</th><td>+9/+4</td> <td>+6</td><td>+3</td><td>+3</td>
             <td>talent</td></tr>
         <tr><th>10th</th><td>+10/+5</td> <td>+7</td><td>+3</td><td>+3</td>
             <td>bonus feat</td></tr>
         <tr><th>11th</th><td>+11/+6/+1</td><td>+7</td><td>+3</td><td>+3</td>
             <td>talent</td></tr>
         <tr><th>12th</th><td>+12/+7/+2</td><td>+8</td><td>+4</td><td>+4</td>
             <td>bonus feat</td></tr>
         <tr><th>13th</th><td>+13/+8/+3</td><td>+8</td><td>+4</td><td>+4</td>
             <td>talent</td></tr>
         <tr><th>14th</th><td>+14/+9/+4</td><td>+9</td><td>+4</td><td>+4</td>
             <td>bonus feat</td></tr>
         <tr><th>15th</th><td>+15/+10/+5</td><td>+9</td><td>+5</td><td>+5</td>
             <td>talent</td></tr>
         <tr><th>16th</th><td>+16/+11/+6/+1</td>
             <td>+10</td><td>+5</td><td>+5</td>
             <td>bonus feat</td></tr>
         <tr><th>17th</th><td>+17/+12/+7/+2</td>
             <td>+10</td><td>+5</td><td>+5</td>
             <td>talent</td></tr>
         <tr><th>18th</th><td>+18/+13/+8/+3</td>
             <td>+11</td><td>+6</td><td>+6</td>
             <td>bonus feat</td></tr>
         <tr><th>19th</th><td>+19/+14/+9/+4</td>
             <td>+11</td><td>+6</td><td>+6</td>
             <td>talent</td></tr>
         <tr><th>20th</th><td>+20/+15/+10/+5</td>
             <td>+12</td><td>+6</td><td>+6</td>
             <td>bonus feat</td></tr>
         </table>
         </figure>

         <p><strong>Bite attack:</strong> At first level, the destrier
         gains the ability to kick and bite an opponent in the same
         round (normal horses can do one or the other).</p>

         <p><strong>Bonus Feats:</strong> At every even level, the
         destrier gets a bonus feat in addition to the feat that any
         1st-level character gets and the bonus feat granted to
         humans.  These bonus feats must be drawn from the following
         list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge
         (Mobility, Spring Attack), Exotic Weapon Proficiency*,
         Expertise (Improved Disarm, Improved Trip, Whirlwind Attack),
         Improved Critical*, Improved Initiative, Improved Unarmed
         Strike (Deflect Arrows, Stunning Fist), Mounted Combat
         (Mounted Archery, Trample, Ride-By Attack, Spirited Charge),
         Power Attack (Cleave, Improved Bull Rush, Sunder, Great
         Cleave), Quick Draw, Two- Weapon Fighting (Improved
         Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon
         Specialization*.</p>

         <p>Some of the bonus feats available to a destrier cannot be
         acquired until the destrier has gained one or more
         prerequisite feats; these feats are listed parenthetically
         after the prerequisite feat. A destrier can select feats
         marked with an asterisk (*) more than once, but it must be
         for a different weapon each time. A destrier must still meet
         all prerequisites for a feat, including ability score and
         base attack bonus minimums.</p>

         <p><strong>Talents:</strong> At every odd level, the destrier
         selects a talent from the following talent trees. Some trees
         have a set order that must be followed, while others provide
         a list to choose from. As long as the hero qualifies, he or
         she can select freely from any and all talent trees. No
         talent can be selected more than once unless expressly
         indicated.</p>

         <figure caption="Extreme Effort Talent Tree">
         <p>A destrier can push him or herself to make an extreme
         effort. The effort must relate either to a Strength check or
         a Strength-based skill check. You must decide to use this
         ability before making the check.</p>

         <p><strong>Extreme Effort:</strong> The effort requires a
         full-round action and provides a +2 bonus on the check.</p>

         <p><strong>Improved Extreme Effort:</strong> The effort
         requires a full-round action and provides a +2 bonus that
         stacks with the bonus provided by extreme effort (+4 total).
         <strong>Prerequisite:</strong> Extreme effort.</p>

         <p><strong>Advanced Extreme Effort:</strong> The effort
         requires a full-round action and provides a +2 bonus that
         stacks with the bonuses provided by extreme effort and
         improved extreme effort (+6 total).
         <strong>Prerequisites:</strong> Extreme effort, improved
         extreme effort.</p>
         </figure>

         <figure caption="Ignore Hardness Talent Tree">

         <p>The destrier has an innate talent for finding weaknesses
         in objects. This allows a destrier to ignore some of an
         object's hardness when making a melee attack to break it.</p>

         <p><strong>Ignore Hardness:</strong> The destrier ignores 1
         point of an object's hardness.</p>

         <p><strong>Improved Ignore Hardness:</strong> The destrier
         ignores 1 additional point of an object's hardness (for a
         total of 2).  <strong>Prerequisite:</strong> Ignore
         hardness.</p>

         <p><strong>Advanced Ignore Hardness:</strong> The destrier
         ignores 1 additional point of an object's hardness (for a
         total of 3).  <strong>Prerequisites:</strong> Ignore
         hardness, improved ignore hardness.</p>

         </figure>

         <figure caption="Melee Smash Talent Tree">

         <p>The destrier has an innate talent that increases melee
         damage.</p>

         <p><strong>Melee Smash:</strong> The destrier receives a +1
         bonus on melee damage.</p>

         <p><strong>Improved Melee Smash:</strong> The destrier
         receives an additional +1 bonus on melee damage (+2 total).
         <strong>Prerequisite:</strong> Melee smash.</p>

         <p><strong>Advanced Melee Smash:</strong> The destrier
         receives an additional +1 bonus on melee damage (+3 total).
         <strong>Prerequisites:</strong> Melee smash, improved melee
         smash.</p>

         </figure>

       <head2>Typical Destrier: 1st level Heavy Horse Destrier</head2>

         <stats>
         <stat><name>Type</name><value>Large Animal</value></stat>
         <stat><name>Hit Dice</name><value>4d8+6 (23 hp)</value></stat>
         <stat><name>Initiative</name><value>+1 (Dex)</value></stat>
         <stat><name>Speed</name><value>50 ft.</value></stat>
         <stat><name>AC</name><value>13 (-1 size, +1 Dex, +3 natural)</value></stat>
         <stat><name>Attacks</name><value>2 hooves +4 melee, bite +1 melee (XXX GOT BITE??)</value></stat>
         <stat><name>Damage</name><value>Hoof 1d6+2; Bite 1d4+2 (XXX BITE DAMAGE??)</value></stat>
         <stat><name>Face/Reach</name><value>5 ft. by 10 ft./5 ft.</value></stat>
         <stat><name>Special Attacks</name><value>-</value></stat>
         <stat><name>Special Qualities</name><value>Scent</value></stat>
         <stat><name>Saves</name><value>Fort +7, Ref +4, Will +2</value></stat>
         <stat><name>Abilities</name><value>Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6</value></stat>
         <stat><name>Skills</name><value>Listen +6, Spot +6 ( ADD SKILLS HERE )</value></stat>
         <stat><name>Feats</name><value>-</value></stat>
         <stat><name>Climate/Terrain</name><value>Any land</value></stat>
         <stat><name>Organization</name><value>Solitary</value></stat>
         <stat><name>Challenge Rating</name><value>2</value></stat>
         <stat><name>Treasure</name><value>None</value></stat>
         <stat><name>Alignment</name><value>Always neutral</value></stat>
         <stat><name>Advancement</name><value>-</value></stat>
         </stats>

         <p>With more levels, new feats like Trample or Improved Evasion
         can be taken by the horse, which makes it even more
         effective.</p>

         <p><note>this is roughly similar in power to the listed heavy
             warhorse in the SRD.  However, feats haven't been applied,
             yet, etc.</note></p>

     <!-- ================================================================= -->

     <head>The Courser: Light Warhorse</head>

       <p>General cavalry horse.  Steady, long-winded, good for
       messages.  Less expensive, and lower quality, than a destrier.
       fast horse used for messages.  Probably had Arabian, Barb, or
       Turkish blood in them.  Source: Naples, bred African stock to
       European stock, very popular source of horses.  150gp</p>

       <head2>Appearance</head2>

          <p>- sleek and muscular</p>
          <p>- fit, athletic</p>

       <head2>Personality</head2>

          <p>- look at racehorses</p>
          <p>- steady + calm, spirited but obedient</p>

       <head2>Acquiring a Courser</head2>

          <p>- horse breeder</p>
          <p>- nobles</p>

          <p>150gp</p>

       <head2>Owning a Courser</head2>

          <p>competent rider - powerful horse.</p>



       <head2>Class Description</head2>

         <p><strong>Alignment:</strong> Any</p>
         <p><strong>Hit Die:</strong> d8</p>

         <p><strong>Requirements:</strong> No hard requirements,
         although high dexterity and intelligence are valued in these
         mounts.</p>

         <p><strong>Class Skills:</strong> The courser class skills
         (and the key ability for each skill) are Climb (Str), Intuit
         Direction (Wis), Intimidate (Cha), Jump (Str), Sense Motive
         (Wis), and Swim (Str).  -- XXX same as courser's.</p>

         <p><strong>Weapon and Armor Proficiency:</strong> A courser
         is proficient with all simple and martial weapons and all
         armor and shields.  The weapons a courser can use are, of
         course, limited to those that a horse could reasonably
         use.</p>

         <figure caption="Class Progression">
         <table>
         <tr> <th>Base Level</th> <th>Attack Bonus</th>
              <th>Fort Save</th> <th>Ref Save</th> <th>Will Save</th>
              <th>Special</th> </tr>
         <tr><th>1st</th><td>+1</td> <td>+2</td><td>+0</td><td>+0</td>
             <td>talent, bite attack</td></tr>
         <tr><th>2nd</th><td>+2</td> <td>+3</td><td>+0</td><td>+0</td>
             <td>bonus feat</td></tr>
         <tr><th>3rd</th><td>+3</td> <td>+3</td><td>+1</td><td>+1</td>
             <td>talent</td></tr>
         <tr><th>4th</th><td>+4</td> <td>+4</td><td>+1</td><td>+1</td>
             <td>bonus feat</td></tr>
         <tr><th>5th</th><td>+5</td> <td>+4</td><td>+1</td><td>+1</td>
             <td>talent</td></tr>
         <tr><th>6th</th><td>+6/+1</td> <td>+5</td><td>+2</td><td>+2</td>
             <td>bonus feat</td></tr>
         <tr><th>7th</th><td>+7/+2</td> <td>+5</td><td>+2</td><td>+2</td>
             <td>talent</td></tr>
         <tr><th>8th</th><td>+8/+3</td> <td>+6</td><td>+2</td><td>+2</td>
             <td>bonus feat</td></tr>
         <tr><th>9th</th><td>+9/+4</td> <td>+6</td><td>+3</td><td>+3</td>
             <td>talent</td></tr>
         <tr><th>10th</th><td>+10/+5</td> <td>+7</td><td>+3</td><td>+3</td>
             <td>bonus feat</td></tr>
         <tr><th>11th</th><td>+11/+6/+1</td><td>+7</td><td>+3</td><td>+3</td>
             <td>talent</td></tr>
         <tr><th>12th</th><td>+12/+7/+2</td><td>+8</td><td>+4</td><td>+4</td>
             <td>bonus feat</td></tr>
         <tr><th>13th</th><td>+13/+8/+3</td><td>+8</td><td>+4</td><td>+4</td>
             <td>talent</td></tr>
         <tr><th>14th</th><td>+14/+9/+4</td><td>+9</td><td>+4</td><td>+4</td>
             <td>bonus feat</td></tr>
         <tr><th>15th</th><td>+15/+10/+5</td><td>+9</td><td>+5</td><td>+5</td>
             <td>talent</td></tr>
         <tr><th>16th</th><td>+16/+11/+6/+1</td>
             <td>+10</td><td>+5</td><td>+5</td>
             <td>bonus feat</td></tr>
         <tr><th>17th</th><td>+17/+12/+7/+2</td>
             <td>+10</td><td>+5</td><td>+5</td>
             <td>talent</td></tr>
         <tr><th>18th</th><td>+18/+13/+8/+3</td>
             <td>+11</td><td>+6</td><td>+6</td>
             <td>bonus feat</td></tr>
         <tr><th>19th</th><td>+19/+14/+9/+4</td>
             <td>+11</td><td>+6</td><td>+6</td>
             <td>talent</td></tr>
         <tr><th>20th</th><td>+20/+15/+10/+5</td>
             <td>+12</td><td>+6</td><td>+6</td>
             <td>bonus feat</td></tr>
         </table>
         </figure>

         <p><strong>Bite attack:</strong> At first level, the courser
         gains the ability to kick and bite an opponent in the same
         round (normal horses can do one or the other).</p>

         <p><strong>Bonus Feats:</strong> At every even level, the
         courser gets a bonus feat in addition to the feat that any
         1st-level character gets and the bonus feat granted to
         humans.  These bonus feats must be drawn from the following
         list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge
         (Mobility, Spring Attack), Exotic Weapon Proficiency*,
         Expertise (Improved Disarm, Improved Trip, Whirlwind Attack),
         Improved Critical*, Improved Initiative, Improved Unarmed
         Strike (Deflect Arrows, Stunning Fist), Mounted Combat
         (Mounted Archery, Trample, Ride-By Attack, Spirited Charge),
         Power Attack (Cleave, Improved Bull Rush, Sunder, Great
         Cleave), Quick Draw, Two- Weapon Fighting (Improved
         Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon
         Specialization*.</p>

         <p>Some of the bonus feats available to a courser cannot be
         acquired until the courser has gained one or more
         prerequisite feats; these feats are listed parenthetically
         after the prerequisite feat. A courser can select feats
         marked with an asterisk (*) more than once, but it must be
         for a different weapon each time. A courser must still meet
         all prerequisites for a feat, including ability score and
         base attack bonus minimums.</p>

         <p><strong>Talents:</strong> At every odd level, the courser
         selects a talent from the following talent trees. Some trees
         have a set order that must be followed, while others provide
         a list to choose from. As long as the hero qualifies, he or
         she can select freely from any and all talent trees. No
         talent can be selected more than once unless expressly
         indicated.</p>

         <figure caption="Defensive Talent Tree">

         <p>The courser gains the ability to improve his or her innate
         defensive talents as the hero attains new levels.</p>

         <p><strong>Evasion:</strong> If the courser is exposed to any
         effect that normally allows a character to attempt a Reflex
         saving throw for half damage, the courser suffers no damage
         if he or she makes a successful saving throw. Evasion can
         only be used when wearing light armor or no armor.</p>

         <p><strong>Uncanny Dodge 1:</strong> The courser retains his
         or her Dexterity bonus to Defense regardless of being caught
         flat-footed or struck by a hidden attacker. (The hero still
         loses his or her Dexterity bonus to Defense if the hero is
         immobilized.) <strong>Prerequisite:</strong> Evasion.</p>

         <p><strong>Uncanny Dodge 2:</strong> The courser can no
         longer be flanked; the hero can react to opponents on
         opposite sides of him or herself as easily as he or she can
         react to a single attacker. <strong>Prerequisites:</strong>
         Evasion, uncanny dodge 1.</p>

         <p><strong>Defensive Roll:</strong> The courser can roll with
         a potentially lethal attack to take less damage from it. When
         the courser would be reduced to 0 hit points or less by
         damage in combat (from a ranged or melee attack), the courser
         can attempt to roll with the damage.</p>

         <p>A courser spends 1 action point to use this talent. Once
         the point is spent, the hero makes a Reflex saving throw (DC
         = damage dealt). If the save succeeds, he or she takes only
         half damage. The courser must be able to react to the attack
         to execute a defensive roll-if the hero is immobilized, he or
         she can't use this talent.</p>

         <p>Since this effect would not normally allow a character to
         make a Reflex save for half damage, the courser's evasion
         talent doesn't apply to the defensive roll.
         <strong>Prerequisites:</strong> Evasion, uncanny dodge 1.</p>
         
         <p><strong>Opportunist:</strong> The courser can spend 1
         action point to use this talent. Once the point is spent, the
         hero can make an attack of opportunity against an opponent
         who has just been struck for damage in melee by another
         character. This attack counts as the courser's attack of
         opportunity for that round. Even a courser with the Combat
         Reflexes feat can't use this talent more than once per
         round. <strong>Prerequisite:</strong> Evasion.</p>

         </figure>

         <figure caption="Increased Speed Talent Tree">

         <p>The courser can increase his or her natural base
         speed.</p>

         <p><strong>Increased Speed:</strong> The courser's base speed
         increases by 5 feet.</p>

         <p><strong>Improved Increased Speed:</strong> The courser's
         base speed increases by 5 feet. This talent stacks with
         increased speed (10 feet total).
         <strong>Prerequisite:</strong> Increased speed.</p>

         <p><strong>Advanced Increased Speed:</strong> The courser's
         base speed increases by 5 feet. This talent stacks with
         increased speed and improved increased speed (15 feet
         total). <strong>Prerequisites:</strong> Increased speed,
         improved increased speed.</p>

         </figure>

       <head2>Typical Light Warhorse: 1st level Light Horse
       Courser</head2>

         <stats>
         <stat><name>Type</name><value>Large Animal</value></stat>
         <stat><name>Hit Dice</name><value>4d8+6 (23 hp)</value></stat>
         <stat><name>Initiative</name><value>+1 (Dex)</value></stat>
         <stat><name>Speed</name><value>60 ft.</value></stat>
         <stat><name>AC</name><value>13 (-1 size, +1 Dex, +3 natural)</value></stat>
         <stat><name>Attacks</name><value>2 hooves +3 melee; bite +1 melee (XXX GOT BITE??)</value></stat>
         <stat><name>Damage</name><value>Hoof 1d4+1; bite 1d3+1 (XXX BITE DAMAGE??)</value></stat>
         <stat><name>Face/Reach</name><value>5 ft. by 10 ft./5 ft.</value></stat>
         <stat><name>Special Qualities</name><value>Scent (XXX add feats)</value></stat>
         <stat><name>Saves</name><value>Fort +7, Ref +4, Will +2</value></stat>
         <stat><name>Abilities</name><value>Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6</value></stat>
         <stat><name>Skills</name><value>Listen +6, Spot +6 (XXX add skill slots)</value></stat>
         <stat><name>Feats</name><value>-</value></stat>
         <stat><name>Climate/Terrain</name><value>Any land</value></stat>
         <stat><name>Organization</name><value>Solitary</value></stat>
         <stat><name>Challenge Rating</name><value>2</value></stat>
         <stat><name>Treasure</name><value>None</value></stat>
         <stat><name>Alignment</name><value>Always neutral</value></stat>
         <stat><name>Advancement</name><value>-</value></stat>
         </stats>

         <p><note>this variant is a little tougher than the listed light
         warhorse in the SRD.  This is probably ok, though.</note></p>

     <!-- ================================================================= -->

     <head>Catzurius: Hunting Horse</head>

       <p>Bred and trained for the chase.  Larger than the palfrey,
       but smaller than most warhorses.</p>

     <!-- ================================================================= -->

     <head>The Palfrey: Riding Horse</head>

       <p>The ultimate riding horse.  Also known as Jennet.  smooth
       gait, travel horse, good for knights when not in battle, and
       for the wounded, aged, and female.  Most people of money had a
       palfrey to ride.  75gp</p>

       <head2>Appearance</head2>

          <p>- beauty, image, smooth gait, desterity</p>

          <p>- ambling gait</p>

       <head2>Personality</head2>

          <p>- calm</p>

       <head2>Acquiring a Palfrey</head2>

          <p>- bloodlines, appearances, hucksters</p>

          <p>- expensive, mostly nobility ride palfreys.  Most
          commoners ride rouncys.</p>

          <p>- trained to have a smooth gait?</p>

       <head2>Owning a Palfrey</head2>

          <p>- grooming, maintenance</p>

     <!-- ================================================================= -->

     <head>Priestly Horse - Chosen</head>

       <head2>Appearance</head2>

       <head2>Personality</head2>

       <head2>Acquiring</head2>

       <head2>Owning</head2>

       <p><note>Ability to turn undead at high levels?</note></p>

     <!-- ================================================================= -->

     <head>Arcane Horse</head>

       <head2>Appearance</head2>

       <head2>Personality</head2>

       <head2>Acquiring</head2>

       <head2>Owning</head2>

     <!-- ================================================================= -->

     <head>Druidic Horse</head>

       <head2>Appearance</head2>

       <head2>Personality</head2>

       <head2>Acquiring</head2>

       <head2>Owning</head2>

     <!-- ================================================================= -->

     <head>Rougish Horse</head>

       <head2>Appearance</head2>

       <head2>Personality</head2>

       <head2>Acquiring</head2>

       <head2>Owning</head2>

     <!-- ================================================================= -->

     <head>Demontouched Horse</head>

       <head2>Appearance</head2>

       <head2>Personality</head2>

       <head2>Acquiring</head2>

       <head2>Owning</head2>

     <!-- ================================================================= -->

     <head>Animal Champion</head>

       <head2>Appearance</head2>

       <head2>Personality</head2>

       <head2>Acquiring</head2>

       <head2>Owning</head2>


     <!-- ================================================================= -->

     <head>The Rouncy: Hack Horse</head>

       <p>Also known as hackneys: general purpose horse, used for
       riding as well as being a pack animal.  Common-grade horses of
       no particular bloodlines.  50gp</p>

       <head2>Appearance</head2>

          <p>- dregs of horse world</p>
          <p>- everyday horses, no particular bloodlines</p>
          <p>- wide variety of types</p>


       <head2>Personality</head2>
       <head2>Acquiring a Rouncy</head2>

          <p>- cheap, careful of hucksters</p>

       <head2>Owning a Rouncy</head2>

     <!-- ================================================================= -->

     <head>The Sumpter: Pack Animal</head>

       <p>Sumpter: pony, pack animal (donkeys + mules fit here)
       30gp</p>

       <head2>Appearance</head2>

          <p>- short, stocky, strong</p>

       <head2>Personality</head2>

          <p>- highly intelligent</p>

          <p>- willful: when brought into dangerous situations, may
          balk rather than place themselves into danger.</p>

       <head2>Acquiring a Sumpter</head2>

          <p>- mining + logging towns</p>

       <head2>Owning a Sumpter</head2>

          <p>- sumpter in combat?</p>

     <!-- ================================================================= -->

     <head>Draft Horse: Work Animal</head>

       <p>Draft horse: 200gp</p>

       <head2>Appearance</head2>

          <p>- massive: bred for strengh, power, endurance, size, slow</p>

       <head2>Personality</head2>

          <p>- kindly, quiet, calm, obedient</p>

       <head2>Acquiring a Draft</head2>

          <p>- farming communities</p>
          <p>- large purchase for independent farmer</p>
          <p>- vs. oxen</p>

       <head2>Owning a Draft</head2>

          <p>- drafts in combat.</p>

     <!-- ================================================================= -->

     <head>References</head>
       <p>WEBSITE: http://www.alveus.com/tab/harn/Horses.htm -- Horse
       Guidelines -- developed for the roleplaying game world Harn, this
       document provides roleplaying statistics (and gives some
       interesting historical background) for medieval horses.</p>

</page>

