TEXT: By Rob Manning
  Frog God 
  Games
  
  2
  Lost Lore: Horses of the Wild
  Author
  Rob Manning
  Developer
  John Ling
  Copy Editor
  John Ling
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  Charles A. Wright
  Layout and Typesetting
  Charles A. Wright
  Front Cover Art
  Andrew DeFelice
  Interior Art
  Andrew DeFelice
  Credits
  CEO — Bill Webb
  Creative Director: Swords & Wizardry — Matthew J. Finch
  Creative Director: Pathfinder — Greg A. Vaughan
  Art Director — Charles A. Wright
  Lead Developer — John Ling
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  Wasn’t Even Supposed To Be Here Today — Skeeter Green
  Shadow Frog — James Redmon
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  Frog  
  God 
  Games
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  3
  Lost Lore: Horses of the Wild
  KING RICHARD III: A horse! A horse! My kingdom for a horse! 
   
  CATESBY: Withdraw, my lord; I’ll help you to a horse. 
  — From William Shakespeare’s Richard III, 1594
  While most overland travelers only need use of a generic light or heavy 
  horse as described in the Pathfinder Roleplaying Game, some players 
  might have use for a more exciting animal in their adventures. One that 
  needs protection from theft or destruction. More expensive, yes, but well 
  worth the extra coin. The equines below feature a wide variety of bonuses 
  for a multitude of needs as the player desires.
  Other riders may want to learn new tricks to make their mounted combat 
  shine. For there are bandits on nearly every road and the wilderness is full 
  of dark and terrible creatures. Having a way to incorporate the mount in 
  battle could help the combatant shine in such situations.
  The Common 
  Light Riding Horse
  The basic stat block of a light horse is as follows
  LIGHT RIDING HORSE 
  CR 1
  XP 400 
  N Large animal 
  Init +2; Senses low-light vision, scent; Perception +6
   
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) 
  hp 15 (2d8+6) 
  Fort +6, Ref +5, Will +1
   
  Speed 50 ft.  
  Melee 2 hooves –2 (1d4+1)  
  Space 10 ft.; Reach 5 ft.
   
  Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 
  Base Atk +1; CMB +5; CMD 17 (21 vs. trip) 
  Feats Endurance, RunB
  Skills Perception +6 
  SQ docile
   
  Docile (Ex) Unless specifically trained for combat (see 
  the Handle Animal skill), a horse’s hooves are treated as 
  secondary attacks.
  This average light horse costs 75 gp (110 gp if combat-trained). 
  On average, the light horse carries a light load of up to 228 lbs., 
  a medium load of between 231 and 459 lbs., and a heavy load is 
  more than 462 lbs. to a maximum of 690 lbs. for up to eight hours, 
  day after day. Loads of medium size or larger reduce the speed of 
  the horse by 10 ft. (1 mile/hour). Medium-weight loads reduce the 
  maximum Dexterity bonus to AC to +3, and a heavy load only allows 
  a +1 maximum. A light horse may drag up to 3450 lbs. at half speed.
  Light Horse Variants
  All of the prices below are negotiable (if the GM sees fit). Add any 
  stat bonuses listed below to the basic block above. Horse breeders 
  have a long history of encouraging stronger, faster, and smarter 
  stock. Over centuries, the beasts have evolved and adapted to their 
  environment. Each of these animals represents a variant bloodline.
  Light Horse Variants
  Name
  Price
  Price with  
  Combat Training
  Staunton Palfrey
  90 gp
  125 gp
  Swift Rouncey
  90 gp
  125 gp
  Muckfoot
  100 gp
  —
  High Plains 
  Thoroughbred
  100–300 gp
  —
  Highborn Jennet
  100–300 gp
  up to 1,000 gp
  Highborn Jennet The pride of the upper-class, aristocrats and 
  other nobles seek out these bloodlines breeding stock in nearly every 
  country. Pale gray with white fetlocks and mane or dark charcoal 
  with black mane and tail, their striking stance and impatient stomping 
  create quite a scene. When at auction, bidding is fast and loud for 
  these large beasts (12 hands high) and their temperament commands 
  exorbitant prices. Just riding one of these horses can open certain 
  nobles’ doors or perceptions.
  When dealing with nobility or other upper-class citizens, this 
  horse’s presence adds +5 to the rider’s Diplomacy check.  Followers 
  of gods with the horse as a servant but without the Handle Animal 
  skill gain the ability to teach one trick to the Jennet; those with the 
  skill gain a bonus trick from their deity.
  High Plains Thoroughbred A runner, the thoroughbred moves 
  across sand or soil with equal ease. Tangled underbrush, uneven 
  rocks, and deep water keep this horse from taking over the other 
  breeds. Nobles spend large amounts of coin on these beasts to use in 
  controlled racing events. The thoroughbred is never combat-trained.
  The competitive Thoroughbred can travel 3 miles in 10 minutes 
  then needs an hour of complete rest. If kept to its base movement (not 
  pushed) in the desert, it can move at 3 miles/hour (30 ft./round) over 
  the trackless sandy waste. This animal also lends a +2 to its rider’s 
  Diplomacy skill when dealing with any civilized humanoid. Followers 
  of gods with the horse as a servant, but without the Handle Animal 
  skill gain the ability to teach one trick to the Thoroughbred; those with 
  the skill gain a bonus trick from their deity. The thoroughbred suffers 
  1/2 speed movement penalty through any sort of difficult terrain.
  Muckfoot Huge hooves carry these lightweight beasts through 
  the trackless swamp and bogs they call home. Slightly domesticated, 
  these animals tend to balk at carrying riders and cannot be combat-
  Horses of the Wild
  How Many Hands?
  To measure a horse’s height, one starts by putting his 
  hand against the horse’s front hoof, pinky side against the 
  ground. Then, moving his other hand to touch the first, he 
  matches forefinger to forefinger. Then traveling from the 
  ground to the withers (the highest non-variable point just 
  above the shoulders), he gets the total amount of “hands” 
  (fractions of hands are given in inches i.e. 15 hands and 2 
  inches). The hand is approximately 4 inches in width, and 
  therein lies the majority of the “horse-trading” discrepancies 
  — different sized hands make for “different” sized horses.
  
  4
  Lost Lore: Horses of the Wild
  trained. The muckfoot’s coat is oily and their musk is repellant to 
  many flying insects of the swamps.
  At about 12 hands high, the pace of the Muckfoot tops out at 4 
  miles/hour (40 ft./round), even if on a highway or a level plain. In 
  bogs, swamps, and moors it keeps its 4 miles/hour when on roads and 
  trails and slows to 3 miles/hour when off the trails (unless overloaded). 
  These animals try to run from any combat situation and require calming 
  (Handle Animal DC 15) to remain in the area. If a Muckfoot takes any 
  damage, it will try to buck its rider (Ride DC 20). The muckfoot’s huge 
  hooves grant it a +4 CMD bonus vs. Bull Rush and Trip.
  Any vermin (under 3 HD) without another subtype avoid all 
  contact with these horses and their riders. Summoned or augmented 
  vermin, or those with sufficient HD strength, attack as designed.
  Staunton Palfrey The Staunton ranch standardized this breed. So 
  much so, their name is closely associated with nearly any palfrey in 
  the world. Bred for mountainous winds, they usually grow their coat 
  long to combat the cold. Shorter than 10 hands high, the palfrey’s 
  gait is better suited to the narrow trails of the mountains. The palfrey 
  has spread across the lands and is more common than most breeds.
  When traveling in mountainous areas, The Staunton Palfrey moves 
  its full 5 miles/hour (50 ft./round) and 40 miles/day unless carrying 
  more than 231 lbs or in trackless areas, in which case apply all 
  movement penalties. This horse also adds a Resist Cold 2 to its defense 
  stats, transferring a Resist Cold 1 to its rider from the heat it emanates. 
  Swift Rouncey Small (average 10 hands), light, and fast; the 
  rouncey covers more ground in a shorter time than most horses. 
  Usually used by a posse for pursuit, or outlaws for escape, these 
  beasts run fast and far for a short time.
  The rouncey can use two of its eight hours of daily movement to 
  travel at a base 6 miles/hour (60ft./round, affected by terrain). It also 
  gains a +2 racial bonus to its Reflex save.
  The Heavy Horse
  DRAFT (HEAVY) HORSE 
  CR 2
  XP 600 
  N Large animal 
  Init +4;  low-light vision, scent; Perception +8
   
  AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 
  natural) 
  hp 19 (2d8+10) 
  Fort +8, Ref +7, Will +3
   
  Speed 50 ft.  
  Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)  
  Space 10 ft.; Reach 5 ft.
   
  Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 
  Base Atk +1; CMB +7; CMD 21 (25 vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +8 
  SQ docile
   
  Docile (Ex) Unless specifically trained for 
  combat (see the Handle Animal skill, a 
  horse’s hooves are treated as secondary 
  attacks.
  An average heavy horse costs 200 gp (300 gp if combat-
  trained). On average, the heavy horse carries a light load of up to 300 
  lbs., a medium load of between 303 and 600 lbs., and a heavy load is 
  more than 603 lbs. to a maximum of 900 lbs. for up to eight hours, day 
  after day. Loads of medium size or larger reduce the speed of the horse 
  by 10 ft. (1 mile/hour). Medium-weight loads reduce the maximum Dex. 
  bonus to AC to +3, and a heavy load only allows a +1 maximum. A 
  heavy horse may drag up to 4500 lbs. at half speed.
  Heavy Horse Variants
  Heavy Horse Variants
  Name
  Price
  Price with  
  Combat Training
  Mammoth Jack
  300 gp
  400 gp
  War Destrier
  550–1,000 gp
  —
  Moorish Stallion
  350 gp
  —
  Raza
  425 gp
  —
  Eastern Sea 
  Grullo
  225 gp
  325 gp
  All the prices below are negotiable (if the GM sees fit). Add any 
  stat bonuses listed below to this basic block above. Bred for work 
  originally, the heavy horse eventually became the desired choice for 
  battle. Tougher and stronger than the light counterparts, the heavy 
  horse excels in battle, charging into the enemy’s ranks to carry its 
  rider to victory. Each of these animals represents a variant bloodline.  
  Eastern Sea Grullo A powerful chest and forelegs distinguishes 
  this horse from the others, as does its bluish-tinted coat. Its coloring 
  fades to gray as it moves from the extremities to the horse’s core and 
  belly. This horse moves swiftly and surely in water.
  This horse gains a +8 bonus to its Swim skill. It also gains +6 on 
  its Perception check to detect poisoned or diseased water and +6 to 
  detect quicksand.
  
  5
  Lost Lore: Horses of the Wild
  Mammoth Jack The Jack is the tallest of the heavy horses (over 17 hands 
  high at the withers). The eyes of these cantankerous but intelligent mounts 
  give their owner hints that they know more than they let on. Druids have 
  formed a particular fondness with the Jack because of their comprehension. 
  So rare are these beasts, only a few dozen are in each country.
  The Mammoth Jack has a +2 racial bonus to Perception, as well 
  as a +2 racial bonus to Will saves. Rangers, druids, paladins, and 
  cavaliers with horse as their animal companion or mount gain a +2 
  on all Survival checks while mounted on a Jack.
  Moorish Stallion The true war horse, they fight just as ferociously 
  as their rider. They experience blood lust and sometimes fly into a 
  berserker’s rage, biting and raking their hooves on those unfortunate 
  to face them. The stallion is always combat trained.
  These beasts have a +4 bonus to Strength, and receive Iron Will 
  and Great Fortitude as bonus feats. However, they suffer a –2 penalty 
  to Dexterity. In addition, the Stallion can rage as a barbarian for a 
  number of rounds per day equal to 4 plus its Constitution modifier. 
  Whenever the Stallion gains additional Hit Dice — whether by 
  simply being an advanced specimen or by virtue of its owner’s class 
  features — it can rage for an additional 2 rounds per day.
  Raza A purebred horse mainly used in the south for war. These 
  mounts do not suffer the cold well. They also sport “horns,” calcium 
  deposits under the skin near the ears. Because of these traits, many 
  claim they are fiendish in nature. A raza is always combat trained.
  This animal can withstand 2 hours of forced march without making 
  a Constitution check, gaining up to an extra 10 miles of travel in a 
  day. It grants its rider a +4 bonus to Intimidate checks while mounted. 
  When traveling under cold conditions, this horse eats one-and-a-half 
  times as much food as normal and can only travel six hours in a day.
  War Destrier Rarer than the Mammoth Jack, these beasts are 
  sought out by kings, chiefs, and great warriors and command the 
  highest prices. Only a few have surfaced in recent times. Thick 
  chains tie down their metal barding and their hooves strike sparks on 
  the rocky ground. A war destrier is always combat trained.
  War destriers automatically have Heavy Armor Proficiency as well 
  as Greater Bull Rush as bonus feats and usually wear agile half-plate 
  barding. The Destrier has a +4 racial bonus to Perception, and a +2 
  racial bonus to all saving throws. Druids, paladins, and cavaliers with 
  horse as their animal companion or mount gain a +2 on all Survival 
  checks while mounted on a Destrier. A War destrier is slower than 
  most horses, and has a speed of only 30 feet.
  The Rider
  The bond between rider and mount is synonymous with excellence. 
  The trust that each gains in the other allows both to dominate the open 
  road and the battlefield. It almost becomes a symbiotic relationship, 
  if nurtured over time. The rider gains new abilities when paired 
  with a willing and able mount. The options below allow players to 
  customize their mounts.
   
  New Handle Animal Tricks
  In the Pathfinder Roleplaying Game, there are several tricks listed 
  for the Handle Animal skill. The following should give new ideas for 
  the mount’s usefulness other than combat or trick riding.
  Calm (DC 10): The bond between mount and rider is greater with 
  the animal taught this trick. The animal meets its master’s eyes and 
  they lock in; creating a calming effect.
  Benefit: +2 bonus on an initial Will save against any fear effects. 
  +4 on subsequent checks, if allowed.
  Nest (DC 25): The animal’s preservation instincts allow it to find a safer 
  place to set up camp. Depending on how the GM determines a wandering 
  monster attack, the nest might either make it more difficult for a monster 
  to find the PCs or give a penalty to the level of monster that finds them. 
  Benefit: When checking for encounters overnight, apply a –1 on 
  the chance of wandering monsters and/or –10% on the severity of the 
  encounter roll.
  Preen (DC 15): The mere presence of the horse plays on the 
  onlookers’ sense of child-like wonder.
  Benefit: When trying to procure a bed or stable for the night, the 
  mount’s apparent attractiveness adds +5 to influence the outcome of 
  the encounter.
  Stealth (DC 25): The precise gait and inner coyness of the mount 
  come to the forefront to evade tracking. 
  Benefit: Losing 5 feet per round of movement is the small 
  payment to gain +5 to the DC of a party’s ability to track the mount. 
  The mount leaves no dust cloud and it knows instinctively where to 
  step to leave the smallest evidence of its passage. 
  Warm (DC 15): The animal lies down beside the rider, sheltering 
  them him the elements.
  Benefit: When not moving, the rider gains a +2 bonus to resist 
  cold effects from weather. The mount with this trick must be in an 
  adjacent square.
  Feats of the Advanced Rider
  These feats are for those trained in mounted combat and allow 
  those warriors to shine in their field of expertise.
  Focused Mounted Archery (Combat)
  You have dedicated your combat-training to the skill of using a 
  missile weapon while riding at top speed.
  Prerequisites: Dex 18, Ride 8 ranks, Mounted Archery, Mounted 
  Combat, base attack bonus +6.
  Benefit: Completely negate the penalty you take when using a 
  ranged weapon while mounted. In addition, you add the mount’s 
  Dexterity bonus, if any, to your AC while firing from its back. 
  Archers may use Rapid Shot and Mythic Rapid Shot to gain multiple 
  attacks per round.
  Improved Trample (Combat)
  You have honed your ability to crush your opponents under your 
  mount’s hooves.
  Prerequisites: Dex 13, Ride 6 ranks, Mounted Combat, Trample, 
  base attack bonus +4.
  Benefit: You do not provoke an attack of opportunity when 
  performing an overrun combat maneuver while mounted. In addition, 
  you receive a +2 bonus on checks made to overrun a foe while mounted. 
  Intimidating Mount
  You and your mount dishearten your opponent. 
  Prerequisites: Handle Animal 4 ranks, Ride 4 ranks.
  Benefit: While mounted, you gain a +4 bonus to your Intimidate 
  check to either influence or demoralize the targeted creature. In 
  addition, you may use your mount’s size in place of your own if 
  doing so is beneficial to your check. The shaken effect lasts twice as 
  long with this feat.
  Mounted Spring Attack (Combat)
  Prerequisites: Dex 13, Ride 6 ranks, Mounted Combat, Ride-By 
  Attack, base attack bonus +4.
  Benefit: As a full-round action, you can move your mount up to its 
  speed and make a single melee attack without provoking any attacks 
  of opportunity from the target of your attack. You can move both 
  before and after the attack, but you must move at least 10 feet before 
  the attack and the total distance that you move cannot be greater than 
  
  6
  Lost Lore: Horses of the Wild
  your speed. You cannot use this ability to attack a foe that is adjacent 
  to you at the start of your turn. You can move in any direction after 
  the attack, even backwards (at half speed). 
  Normal: You cannot move before and after an attack.
  Two-Handed Spirited Charge (Combat)
  Prerequisites: Handle Animal 10 ranks, Ride 10 ranks, Spirited 
  Charge, Two-Weapon Fighting, base attack bonus +6.
  Benefit: When mounted and using the charge action, you make a 
  single melee attack with both weapons you have equipped (including 
  a shield bash). Make your attack rolls separately to determine if 
  each weapon hits your target, but add the damage together for the 
  purposes of overcoming damage resistance and similar abilities. 
  Both weapons must be used to attack the same foe.
  Feats of the Awakened Mount
  Certain awakened mounts gain harmonization with their riders. The 
  sorcerous bond between them allows the mount to access the rider’s 
  magical energy. Those animal companions with the right qualities can 
  use their turn to cast specific spells from their rider’s list of daily spells.
  Spell Pull
  You can feel the spells of your rider and have access to certain 
  ones.
  Prerequisites: Int 13
  Benefit: A non-awakened mount can pull any of the following 
  spells from its master’s list of spells useable for the day and cast the 
  spell on itself. The spells pulled are marked as used from the rider’s 
  daily total of spells. Air bubble*, alter winds†, ant haul†, barkskin, 
  bear’s endurance, blur, bullet shield*, bull’s strength, cat’s grace, 
  cloak of shade†, cure light wounds, cure moderate wounds, endure 
  elements, entropic shield, feather fall, glide†, grace†, groundswell**, 
  haste, instant armor†, invisibility, lesser restoration, mage armor, 
  miserable pity^, obscuring mist, owl’s wisdom, protection from 
  arrows, protection from good/evil/law/chaos, rally point†, remove 
  paralysis, resist energy, sanctuary, shield of faith, silence, tactical 
  acumen*, veil of positive energy†. GMs may substitute other spells in 
  this list as they see fit. It is a list of mostly non-combative spells that 
  might enhance the mounts abilities, defense, or movements. Tailor 
  any other allowed spells to follow that basic idea.
  An awakened mount may cast any spell its rider knows up to 2nd 
  level that does not require material components (or any spell if the rider 
  has the Eschew Materials feat, unless the spell requires a component 
  worth more than 1 gp) in addition to the spells listed above. 
  * Pathfinder Roleplaying Game Ultimate Combat 
  † Pathfinder Roleplaying Game Advanced Player’s Guide 
  ** Pathfinder Roleplaying Game Advanced Race Guide
  ^ Pathfinder Roleplaying Game Ultimate Magic
  Advanced Spell Pull
  Prerequisites: Int 16, Spell Pull
  At 9th level, an awakened animal companion may pull any spell its 
  rider knows up to 4th level that does not require material components 
  (or any spell if the rider has the Eschew Materials feat, unless the 
  spell requires a component worth more than 1 gp). 
  New Equestrian Animal 
  Companion Bloodlines
  If a player takes an animal companion, they may sacrifice a 
  feat slot for a special “bloodlined” mount. Acquiring these special 
  companions always requires a special quest undertaken by the player. 
  The suggested quests are only a guideline. If the GM and the player 
  come up with a better-fitting quest to serve the story, go with it. Not 
  all bloodlines have skills, arcana, or spells as sorcerer bloodlines 
  do. Apply the templates below to either the light or heavy horse stat 
  block, as appropriate. And of course, don’t forget to advance the 
  horse as per the animal companion rules. Use the sorcerer table to 
  determine levels at which bonus feats are gained.
  The Equidae Sortiarius Bloodline
  Under the full moon during the equinox, the world sprang forth 
  a new bloodline of horses, the Equidae Sortiarius. Appearing from 
  beyond the normal ken, these beasts galloped across the known earth 
  in a single night, mingled with their brethren, and disappeared into 
  the aether, producing a new line of horse.
  To acquire an Equidae Sortiarius-bloodlined horse, the rider 
  must give up a feat slot (writing Horse Bond in its place). The rider 
  must wait until a night of the full moon and defeat an evil outsider 
  of appropriate CR in solo combat. As the outsider’s soul departs, 
  moonbeams glitter and coalesce, revealing the Equidae Sortiarius 
  mount.
  Equidae Sortiarius
  Class skill: Stealth
  Bonus Feats: Advanced Spell Pull, Agile Maneuvers, Alertness, 
  Dodge, Fleet, Mobility, Spell Pull
  Bloodline Arcana: When using the aid another action with 
  the rider, this bloodline allows the bonus to double (+4 in combat 
  situations and Perception checks).
  Bloodline Powers: This horse gains +2 Dexterity, +2 Constitution, 
  and –2 Wisdom. They are a nomadic breed and impetuous. 
  Night eye (Ex): At 3rd level, the horse gains darkvision 30 feet. At 
  9th level, it gains darkvision 60 feet. 
  Hide Aura (Sp): At 9th level, the horse can conceal itself from 
  prying magic. This ability acts like a constant nondetection spell cast 
  upon itself. The horse can end or restore this protection as a move 
  action.
  Air Travel (Su): At 15th level, the horse gains the ability to fly 40 
  feet (average) as a special movement bonus.
  Bonded to the Rider (Su): At 20th level the horse serves its rider 
  and no one else, gaining immunity to all charms, compulsions, and 
  adverse morale effects (including all fear effects).
  Primal Beast Bloodline
  These robust beasts stand out when put to task. They can 
  jump farther, run faster, and carry more weight than their normal 
  counterparts. They are stubborn and do not react well to standing 
  still. They crave hard work. They also grow throughout their life, 
  never stopping that process. The growth is miniscule, but does 
  continue up to their death.
  To acquire a Primal Beast-bloodlined horse, the rider must give 
  up a feat slot (writing Horse Bond in its place). The rider finds this 
  colt in a giant’s campsite. Whether the rider tricks, steals, outwits, 
  or overpowers its owner is up to the player and the GM. The giant 
  should be a challenge to the hero and will doggedly pursue its colt, 
  if left alive.
  Primal Beast
  Bonus Feats: Acrobatic, Agile Maneuvers, Diehard, Great 
  Fortitude, Improved Great Fortitude, Toughness
  Bloodline Arcana: When performing an action that causes non-
  lethal damage (running, swimming, etc.) these tough horses receive 
  a –2 to the damage roll (minimum of 1).
  Bloodline Powers:
  Touch of Power (Sp): At 1st level, the horse can bestow upon its 
  rider a morale bonus on attack rolls, damage rolls, and Fortitude 
  
  7
  Lost Lore: Horses of the Wild
  saving throws equal to 1/2 its animal companion level (minimum 1) 
  for 1 round. The horse can use this ability a number of times per day 
  equal to 3 + its Charisma modifier (minimum 1). 
  Fearless (Ex): At 3rd level, the horse gains a +4 bonus on saving 
  throws made against fear and an additional +1 natural armor bonus 
  above what the animal companion chart says. At 9th level, these 
  bonuses double (+8 vs. fear, +2 to armor).
  Powerful Growth (Ex): At 7th level, compute the horse’s carrying 
  capacity as if it was one size category larger than it actually is. The benefits 
  of this ability stack with the effects of powers, abilities, and spells that 
  change the subject’s size category. When subjected to a size modifier, treat 
  the primal beast as one size larger if doing so is advantageous. Consider 
  it one size larger when determining whether a creature’s special attacks 
  based on size (such as grab or swallow whole) can affect it. 
  Giant Form (Su): At 20th level, the horse can assume the Huge 
  size category. Once it assumes its new size, it gains the following 
  abilities:
  • +8 size bonus to Strength
  • –2 penalty to Dexterity
  • +4 size bonus to Constitution
  • +4 natural armor bonus
  • and darkvision 60 feet
  The horse can make this change up to six times a day in one-hour 
  increments. Reverting back to its original size does not count against 
  its daily total.  
  The Thunderhorse Bloodline
  The quintessential riders of the storm, these beasts are touched by 
  the elements. Primordial elemental essences course through the heart 
  and soul of these creatures.
  To acquire a Thunderhorse-bloodlined equine, the rider must give 
  up a feat slot (writing Horse Bond in its place). During the peak of 
  an electrical storm, the rider must summon an air, earth or water 
  elemental and defeat it in solo combat. The storm gives its energy 
  to the elemental, bolstering it for the fight. The elemental must 
  have a challenge rating equal to at least the character’s class levels; 
  enhance the elemental as though it were summoned by a creature 
  with the Augment Summoning feat. If the rider is unable to summon 
  a monster on his own, he may commission a single-use magic item 
  to accomplish the task. As the elemental is defeated a thunderclap 
  deafens the rider momentarily as the horse steps to its new master.
  Thunderhorse 
  Bonus Feats: Advanced Spell Pull, Alertness, Improved Iron 
  Will, Iron Will, Run, Spell Pull, Toughness
  Bloodline Powers: 
  Electrical Ray (Sp): Starting at 1st level, the horse can unleash 
  an electrical ray from its eyes as a standard action, targeting any foe 
  within 30 feet as a ranged touch attack. This ray deals 1d6 points of 
  damage (electricity), + 1 for every two animal companion levels it 
  possesses. The horse can use this ability a number of times per day 
  equal to 3 + its Charisma modifier. 
  Electrical Resistance (Ex): At 3rd level, the horse gains energy 
  resistance 10 against electricity. At 9th level, its energy resistance 
  increases to 20.
  Electrical Blast (Sp): At 9th level, the horse can unleash a blast 
  of elemental power once per day. This 20-foot radius burst does 
  1d6 points of damage (electricity) per animal companion level 
  (maximum of 20d6). Those caught in the area of the blast (except 
  the rider) receive a Reflex save for half damage. Creatures that fail 
  their save gain vulnerability to electricity until the end of the horse’s 
  next turn. The DC of this save is equal to 10 + 1/2 the horse’s animal 
  companion level + its Charisma modifier. At 9th level, the horse can 
  use this ability once per day. At 14th level, it can use this ability twice 
  per day. At 19th level, it can use this ability three times per day.
  Thunderclap Strike (Sp): At 20th level, once per day, the horse can 
  strike the ground with its hooves and cause an earthquake (as the 
  spell). Caster level equals its animal companion level. 
  Sample Bloodlined Horse: 
  Hammer Hoof
  Hammer Hoof’s master is a 14th level ranger, making his effective 
  animal companion level 11th.
  HAMMER HOOF  
  CR —
  XP —
  Male horse animal companion (primal beast bloodline)
  N Large animal 
  Init +3; Senses low-light vision, scent; Perception +13
   
  AC 31, touch 12, flat-footed 28 (+7 armor, +3 Dex, +12 
  natural, –1 size)
  hp 85 (9d8+36 plus 9)
  Fort +10, Ref +9, Will +6; +4 vs enchantment, +8 vs fear
  Defensive Abilities evasion
   
  Speed 35 ft.
  Melee bite +12 (1d4+6), 2 hooves +9 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 11th)
  1/day—touch of power (+5)
   
  Str 22, Dex 16, Con 18, Int 2, Wis 12, Cha 6
  Base Atk +6; CMB +13; CMD 26 (30 vs. trip)
  Feats Combat Reflexes, Endurance, Iron Will, 
  MultiattackB, RunB, Skill Focus (Perception), ToughnessB, 
  Weapon Focus (bite)
  Skills Perception +13, Swim +9
  SQ bloodline arcana (receive –2 to damage when 
  taking nonlethal damage), , combat trained, link, 
  powerful growth, share spells, tricks (attack, come, 
  defend, down, guard, nest, preen, stay, track, warm)
  Other Gear +1 breastplate
  Barding for Horses
  A conscientious owner protects his mount when riding into 
  trouble. Listed on the following page are the standard armor types, 
  adjusted for a horse or other similar-sized mount. Magical bardings 
  are listed below.
  It takes a single person about 20 minutes to bard a horse and 
  about 5 minutes to remove and hang/store the barding. Two 
  people can halve the time of the job. Enchanters and crafters can 
  add any special ability to barding they can apply to humanoid 
  armor — remembering that it costs twice as much in materials to 
  imbue a set of barding with a magical glamer. Armorers seek out 
  the mystical lighter metals and monster hides (specifically rhino 
  hide) to create the elite barding needed by heroes and master 
  villains alike.
  Magical Barding
  In addition to the standard barding, three specific suits of barding 
  have surfaced from time to time. 
  Bright Barding of Bordeaux
  Aura strong evocation; CL 15th
  Slot armor; Price 139,450 gp; Weight 100 lbs.
    
  DESCRIPTION
  This glowing adamantine +1 half-plate is inlaid with 
  
  8
  Lost Lore: Horses of the Wild
  golden reliefs of the sun. It has up to four constantly-
  glowing spheres of light tethered to the barding 
  available (as the spell dancing lights). At will, the horse 
  (if awakened) or its rider can command the armor to 
  shine with a daylight spell for 10 minutes. Once per 
  day, the awakened horse or its rider can command the 
  barding to shine as per the sunburst spell. The sunburst 
  centers on the barding. Only the horse and its rider 
  are immune to the spell. The adamantine damage 
  reduction only applies to the horse.
   
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, dancing 
  lights, daylight, sunburst; Cost 78,500 gp
  Octopi Hide
  Aura faint abjuration; CL 3rd
  Slot armor; Price 26,210 gp; Weight 50 lbs.
   
  DESCRIPTION
  The arms of octopi still live to snatch arrows fired at 
  the horse or its rider. Equivalent to +1 hide barding, 
  this armor can act as if the horse had the Snatch 
  Arrows feat up to eight times per day. The octopus’s 
  appendages pass the missile weapon to the rider or 
  drop them, as desired. This armor must be splashed with 
  a gallon of salt water once every 24 hours or one arm 
  withers (and one Snatch Arrow ability per day is lost). 
  If soaked in the salt water before the eighth day, all 
  withered appendages revive.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, protection 
  from arrows; Cost 13,210 gp
  Pegasi Winged Barding
  Aura moderate transmutation; CL 10th
  Slot armor; Price 55,170 gp; Weight 25 lbs.
   
  DESCRIPTION
  Hidden among the folds along the sides of this +1 
  padded barding is a large pair of wings of either black, 
  leathery cloth, or silks of blue, embroidered with a 
  feather motif.
  When the awakened horse commands it, the barding 
  unfurls into a pair of bat or bird wings that empower it 
  (and its rider) to fly with a speed of 60 feet (average 
  maneuverability), also granting a +5 competence 
  bonus on Fly checks. The wings may remain unfurled for 
  up to 8 hours, after which time the effect ends. If the 
  horse was airborne when the effect ends, it and its rider 
  glide back to earth safely. The duration need not be 
  used consecutively, but it must be used in increments of 
  one minute.
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fly; Cost 
  27,670 gp
  Table: Light Barding
  Type
  Cost
  AC Bonus
  Max Dex
  Armor Check Penalty
  Speed Adj.
  Weight
  Padded
  20 gp
  +1
  +8
  0
  —
  20 lbs.
  Leather
  40 gp
  +2
  +6
  0
  —
  30 lbs.
  Studded leather
  100 gp
  +3
  +5
  –1
  —
  40 lbs.
  Chain shirt
  400 gp
  +4
  +4
  –2
  —
  50 lbs.
  Table: Medium Barding
  Type
  Cost
  AC Bonus
  Max Dex
  Armor Check Penalty
  Speed Adj.
  Weight
  Hide
  60 gp
  +4
  +4
  –3
  –5ft.
  50 lbs. 
  Scale mail
  200 gp
  +5
  +3
  –4
  –10 ft.
  60 lbs.
  Chainmail
  600 gp
  +6
  +2
  –5
  –15 ft.
  80 lbs.
  Breastplate
  800 gp
  +6
  +3
  –4
  –10 ft.
  60 lbs.
  Table: Heavy Barding
  Type
  Cost
  AC Bonus
  Max Dex
  Armor Check Penalty
  Speed Adj.
  Weight
  Splint mail
  800 gp
  +7
  +0
  –7
  –20 ft.
  90 lbs.
  Banded mail
  1,000 gp
  +7
  +1
  –6
  –15 ft.
  70 lbs.
  Half-plate
  2,400 gp
  +8
  +0
  –7
  –20 ft.
  100 lbs.
  Full plate
  6,000 gp
  +9
  +1
  –6
  –20 ft.
  100 lbs.
  
  9
  Lost Lore: Horses of the Wild
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  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
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  Lost Lore: Horses of the Wild - Copyright 2014 Frog God Games; Author 
  Rob Manning
  
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