So I am running my campaign set in Yggsburg, and one of the party members is a split class Knight/Paladin. I used the optional social class rules (but had people roll 2d10 take the average) and modified it by class. Knight was +2 to the social class. The knight ended up being rather rich, so he was able to start out play with a suit of full plate and a heavy war horse instead of the 3d8 HD riding horse that the knight class usually gets according the players handbook.
Needless to say, the heavy warhorse is gross! Mind you, I have been throwing Warg-Riding goblins at the party with multiple hit die goblins riding them, yet I cannot seem to kill off my party! They always manage to somehow survive.
A lot of this is thanks to that heavy warhorse, Silver! Silver has 4d10 HD, the same as a Warg. However instead of a single bite for 2d4 damage, he gets two hooves 1d6+3 each and a bite 1d4+1! The knight class says that you need to make a ride check if you want your horse to attack in a round that you attack. Lately the player has been declaring that he has the horse attack (unless he is doing a lance charge), THEN rolls a ride check to see if HE can attack, as an afterthought. The horse has a better chance to hit, does more damage on average, and has more attacks per round than the knight riding him. No brainer!
Add this to the fact that the knight is nearly impossible to hit in his plate mail and +1 shield (loot from a previous fight) and +2 AC vs evil creatures, and that he can make ride checks to improve his AC by 4 (and the mount's by 2) and he is really disgusting, even though he only has 12 HP! That knight is one well protected character!
It is no wonder that this party of 1st level PCs managed to repulse a goblin invasion coming to Coverdale! A couple days later, they made their way to the cave that the rest of the goblins went to to recuperate! Fantastic. They leveled up after that fight (with the goblin chief, shaman, and lietenants, with a Warg!)
Now they are back in Yggsburg, and I am thinking of having them face the Gnome Burrows adventure. The only question is do I keep the 8HD will-o-wisp there! It does 2d8 damage with every attack, and can only be harmed by magic missile! I think I might either have it not be there, or change it to some other creature.
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