Dungeons and Dragons Pony, War 3.5 PBP RPG

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Pony, War

Pony, War

Medium Animal

Hit Dice:

2d8+4 (13 hp)




40 ft. (8 squares)

Armor Class:

13 (+1 Dex, +2 natural), touch 11, flat-footed 12

Base Attack/Grapple:



Hoof +3 melee (1d3+2)

Full Attack:

2 hooves +3 melee (1d3+2)


5 ft./5 ft.

Special Attacks:


Special Qualities:

Low-light vision, scent


Fort +5, Ref +4, Will +0


Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4


Listen +5, Spot +5




Temperate plains



Challenge Rating:




Level Adjustment:


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


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.

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No, trapmaking is one of the listed craft skills, you don't need to specify the type of trap.

There are 2 obstacles to mundane item crafting. One is simply that doing it in the field is not usually feasible, and most adventuring parties spend a lot of time in the field. The second is the pace of crafting makes anyone wince. Your crafting check times the craft DC equals how much progress you make in a week, in silver pieces.

So let us say you want to make a DC 20 item, and use take ten checks to get a 20 on the roll every time. That's 400 silver, or 40 gold in value per week. That could get you basic weaponry in short order, but basic weapons are so cheap obtaining them is a nonissue unless so poor that crafting tools are also a problem. It is masterwork and special material items that players are generally interested in, and those start at around 350 gp, and go up to several thousand. Given a choice between paying a vendor 10,500 gp to get Mithral plate armor now, or paying the party crafter 5,250 gp to get Mithral plate armor five and a half years from now… It is not hard to see why people aren't happy with the default setup. Especially since the party wizard just popped out a 5,000 gp wand in less than a week, as magic item crafting uses considerably more generous rules (In most ways at least)

Now, with all of that stated, Kntoran uses a rather more generous time table for mundane crafting times. I don't know what guidelines he uses for it, but he's been letting me craft mithral breastplates in another game in 2 weeks rather than the year or so it would have been otherwise.

That still leaves the issue of crafting in the field, but one can get around with that, especially since this group has an armored wagon that could be outfitted with a crafting workspace.

I suggest looking into the 3.5e book called dungeonscape for traps and related things you can do with the trapmaking skill.

At this point, it would also be good to consider how you will fit into the story. One suggestion, the group has hired a scout to take them into the badlands. If Kn is willing, Rivoril could be that scout, and start to take a more active role in events.

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