Goblin Cavalry on Worgs | EN World Tabletop RPG News & Reviews

Call me crazy but I've assumed that Mounted Combat is not a virtual feat granted to goblins, but bonus feat gained by the warg riders because they are 1st level fighters, not 1st level warriors like regular goblins. (Wolf72 seems to have the same opinion).

(As an aside, I'd prefer to screw around quite abit with the goblin definition. For instance, giving them avg. 8 CON (-2) to make thier h.p. more in line with 1st edition norms (and giving them a +4 Fort bonus to resist poison and disease to maintain thier flavor). Also, Goblins should have +1 Stonecunning IMO.)

As far as the charge/trip combo goes, as I see it, there are three situations.

1) At your option, your lance goes first, you get double damage because you are still charging, but not +4 because he's not yet tripped. When the Wolf attacks, it ends its movement (and yours simultaneously) and you are thus no longer charging.

2) OR, at your option, the wolf goes first, you get +4 if the trip is successful but not double damage because movement ended when the wolves attack occured.

3) OR, at your option, the wolf can make an overrun attack. If successful, the opponent is prone, you do double damage, but the wolf may only make a trample attack, which if successful does subdual damage (based on an unarmed strike from a large creature) since the wolf has no hoofs. If you have Ride By Attack, you can continue movement after the charge. Note that under the standard rules, unless you have the Trample feat, the opponent can automatically avoid your overrun. Personally, I find that stupid and only allow overruns to be avoided with successful reflex saves vs. your ride check. I find it ridiculous to think that Granny Arthritis can automatically avoid being run down or tackled if she wants to.

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