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Skills

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Mental-physical Skills: Riding, Airborne to Riding, Sea-based
Riding, Airborne (Mental 1, Physical 1, Wisdom/Intuition -2, Dexterity/Balance -2) — The character is trained in handling a flying mount. The particular creature must be chosen when this skill is chosen. A character may take this skill multiple time to learn how to handle other types of mounts. Unlike Land-based Riding, a character must have this skill (or ride with someone who does) to handle a flying mount.
A character with a skill score of 50% or higher who learns the Airborne Riding skill for a second species benefits from his knowledge of the basics of handling a flying mount. The second (and subsequent) Airborne Riding skills may be learned as recommended skills.
In addition, a proficient character can do the following:
  • Leap onto the saddle of the creature (when it is standing on the ground) and spur it airborne as a single action. This requires no skill check. (Dwarves, gnomes, uldra, halflings, kobolds and other small creatures may not leap into the saddle unless they also possess the Jumping skill).
  • Leap from the back of the mount and drop 10 feet to the ground or onto the back of another mount (any type). Those with only light encumbrance can drop to the ground without a skill check. In all other situations, a skill check is required. A failed roll means the character takes normal falling damage (for falling flat on his face) or misses his target (perhaps taking large amounts of damage as a result). A character who is dropping to the ground can attempt an immediate melee attack if his skill check is made with a -20% penalty to the ability roll. Failure results in the consequences above.
  • Spur his mount to greater speeds on a successful check, adding four to the Movement Rate of the mount. This speed can be maintained for four consecutive turns. A skill check must be made each turn to maintain the speed. If the check fails, an attempt can be made again the next round. If two checks fail, no additional attempt can be made for a full turn. After the period of increased speed, the mount's Movement Rate drops to two-thirds its normal rate and its Maneuverability Class becomes one class worse. These conditions last until the mount lands and is allowed to rest for at least an hour.
  • Guide the mount with his knees and feet, keeping his hands free. A skill check is made only after the character suffers damage. If the check is failed, the character is knocked from the saddle. A second check is allowed to see if the character manages to catch himself (thus hanging from the side by one hand or in some equally perilous position). If this fails, the rider falls. Of course a rider can strap himself into the saddle, although this could be a disadvantage if his mount is slain and plummets toward the ground.
Paladins: When riding his bonded mount, a paladin automatically receives all of the benefits of the Airborne Riding skill as if it were a bonus skill. He does not need the skill itself. But, if he has the Airborne Riding skill he receives a +10% bonus when riding his bonded mount. For instance, if he has a griffon as a bonded mount, he earns a +10% bonus when attempting to increase the creature’s Movement Rate.
Ranger: A ranger cannot use his species enemy as an airborne mount.
Barbarians: A barbarian may only ride airborne mounts native to his homeland. Because of his exceptional physical prowess, a barbarian can execute any of the special feats listed under the normal skill description without the use of a saddle. For instance, he can leap onto an airborne mount’s back and spur it into the air as a single action. He must still make all required skill checks.
Riding, Land-based (Mental 1 or Physical 1, Wisdom/Intuition +3, Dexterity/Balance +3) — Those skilled in land riding are proficient in the art of riding and handling horses or other types of ground mounts. When the skill is learned, the character must declare type of mount with which he is proficient. Possibilities include bulls, horses, unicorns, dire wolves and virtually any creature used as a mount by humans, demihumans or humanoids.
A character with a skill score of 50% or higher may learn to handle other species by learning a second Land-based Riding skill. However, since the basics of Land-based Riding are already known to a character who takes this skill twice, the new skill (and subsequent skills) is learned as a recommended skill.
A character with Riding skill can perform all of the following feats. Some of them are automatic, while others require a skill check for success.
  • The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor. This does not require a skill check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a skill check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground — presumably quite embarrassed.
  • The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character makes a successful skill check, the mount can be urged to leap obstacles up to seven feet high, or jump across gaps up to 30 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another skill check to determine whether he retains his seat or falls to the ground.
  • The character can spur his steed on to great speeds, adding six to the animal’s Movement Rate for up to four turns. This requires a skill check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, the steed must be walked by its dismounted rider for one turn.
  • The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a skill check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains 1d6 points of damage.
  • The character can drop and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor heavier than leather armor while performing this feat. The character’s Armor Class is lowered by six while this maneuver is performed. Any attacks that would have struck the character’s normal Armor Class are considered to have struck the mount instead. No skill check is required.
  • The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful skill check with a -20% penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.
Riding specialization: A character with a skill score of 90% or higher is assumed to be a riding specialist. A specialist gains certain benefits according to the type of the mount he is specialized in riding. Specialization only applies to a specific type of creature. If any other mount is used — including related creatures such as zebras or unicorns by a horse specialist — the benefits do not apply.
Camel specialist: A character who is a master of camels gains the following benefits:
  • The rider can fall from a camel and suffer no damage upon making a successful skill check at -40%;
  • The character can vault onto a moving camel upon making a successful skill check at -50% — assuming there are ropes, saddles, or patches of fur to allow such mounting. (This feat is more difficult than vaulting onto a horse and only one skill check is required.) Failure indicates that the individual is sprawled in the dust, but suffers no damage beyond a battered pride;
  • Upon making a successful skill check at -40%, the camel-rider can grab an item while riding past it, provided the item is within reach (typically having a handhold at least three feet above the ground). Living targets can fight back, and if they succeed in striking the rider, the attempt to grab is foiled;
  • The character can ride a camel without a saddle and suffer no discomfort or loss in ability. The character can even use spears or lances while riding bareback;
  • The rider can persuade a camel to move at twice its normal daily movement rate for up to 10 days without ill consequence, provided that a skill check is made each day. This does not mean that the rider’s camel is moving faster — only that the character has urged an otherwise recalcitrant beast to keep to its path;
  • A rider with this specialization is also a master at caring for camels, able to identify camel afflictions and immediately discern the quality of a camel (See Chapter 6 in the DMG.)
A camel-rider who also has the Animal Training skill can break a camel of unpleasant traits in 1d4 weeks, provided both skill checks are made. Similarly, an individual with both skills can train a camel more effectively. The camel-rider can teach the camel one more trick or task than normal and he can teach it to perform a particular trick in 1d4 weeks (such as “come when called” or “don’t bite unless I give the command”) or a task in six weeks.
Horse specialist: A horse-riding specialist can ride and perform stunts on horseback better than most who have studied the skill of riding a horse. Horse specialization enables a rider to do everything that Land-based Riding involves, plus the following:
  • The rider suffers no damage from falling from a horse, provided that a skill check is made at -40%;
  • The character can leap or vault onto a moving horse upon making a successful skill check at -40% (only one check necessary). Failure indicates that the rider lies sprawled in the dust, suffering no damage other than battered pride;
  • While seated, the rider can grab an item from the ground, even if the horse is at a full gallop, upon making a successful skill check at -40%. A handkerchief is easy to snare. A living target, however, has the opportunity to fight back. Should, for example, a damsel happen to punch her would-be rescuer, the horseman’s attempt would fail.
  • The character automatically can ride bareback with no discomfort or loss in ability. The character can even use spears or lances without need of a saddle.
In addition to combat benefits, characters with horse specialization are masters at caring for horses, able to identify horse afflictions and tell immediately the quality of a horse (as noted in Chapter 6 of the DMG).
Characters who combine specialization with Animal Training can break a horse of unpleasant traits in 1d4 weeks, provided both skill checks are made. Similarly, an individual with both skills can train a horse more effectively. The camel-rider can teach the camel one more trick or task than normal and he can teach it to perform a particular trick in 1d3 weeks (such as “come when called” or “don’t bite unless I give the command”) or a task in five weeks.
Paladins: When riding his bonded mount, a paladin automatically receives all of the benefits of the Land-based Riding skill as if it were a bonus skill. He does not need the skill itself. But, if he has the Land-based Riding skill he receives a +10% bonus when riding his bonded mount. For instance, if he has a war horse as a bonded mount, he earns a +10% bonus when attempting to increase the creature’s Movement Rate.
Ranger: A ranger may not use his species enemy as a mount.
Barbarians: A barbarian may only ride land-based mounts native to his homeland. Because of his exceptional physical prowess, a barbarian can execute any of the special feats listed under the normal skill description without the use of a saddle. For instance, he can leap onto a mount’s back and spur it movement as a single action. He must still make all required skill checks.
Racial modifiers: Dwarves are penalized by -25% to their skill score when using this skill.
Riding, Sea-based (Mental 1, Physical 1, Wisdom/Intuition -2, Dexterity/Balance -2) — This skill allows the character to handle a particular species of sea-based mount. The type of mount must be specified when the skill is acquired.
A character with a skill score of 50% or higher may learn to handle other species by learning a second Sea-based Riding skill. However, since the basics of Sea-based Riding are already known to the character, the new skill (and subsequent skills) is learned as a recommended skill.
In addition to riding the mount, the skill enables the character to do the following:
  • When the mount is on the surface of the water, the character can leap onto its back and spur it to move in the same round. No skill check is required.
  • The character can urge the mount to leap over obstacles in the water that are less than 3' high and 5' across (in the direction of the jump). No skill check is required. Greater jumps require a skill check, with bonuses or penalties assigned by the DM according to the height and breadth of the obstacle and the type and size of mount. Failure means the mount balks; an immediate second check determines if the character stays on the mount or falls off.
  • The character can spur the mount to great speeds. If an initial skill check fails, the mount resists moving faster than normal. Otherwise, the mount increases its Movement Rate by 2d6 points beyond its normal rate. A skill check must be made every five rounds to maintain the increased Movement Rate. If a skill check is failed, the mount’s movement drops to half its normal rate. It continues to move at this half-speed rate until allowed to rest for an hour. So long as the checks succeed, the mount continues to move at the faster rate for up to two turns. After the mount moves at this accelerated rate for two turns, its rate then drops to two-thirds of its normal rate. It can move no faster until allowed to rest for a full hour.
  • If a sea-based mount on the surface of the water is attacked, it will normally submerge unless it makes a successful morale roll. If the morale roll fails, the rider can command the mount to resurface by making a successful skill check. If the check fails, the rider can attempt another check each round thereafter, so long as he is physically able. While submerged with the mount and attempting to force it to surface, the rider risks drowning. Because he’s exerting himself, the number of rounds the rider can hold his breath is equal to half his Constitution/Health score.
Paladins: When riding his bonded mount, a paladin automatically receives all of the benefits of the Sea-based Riding skill as if it were a bonus skill. He does not need the skill itself. But, if he has the Sea-based Riding skill he receives a +10% bonus when riding his bonded mount. For instance, if he has a killer whale as a bonded mount, he earns a +10% bonus when attempting to increase the creature’s Movement Rate.
Ranger: A ranger may not use his species enemy as a mount.
Barbarians: A barbarian may only ride sea-based mounts native to his homeland. Because of his exceptional physical prowess, a barbarian can execute any of the special feats listed under the normal skill description without the use of a saddle. For instance, he can leap onto a mount’s back and spur it movement as a single action. He must still make all required skill checks.

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