Riding, Land Based
Riding, Land Based(General, 1)
Ability: Dexterity
Modifier: 0
Those skilled in land riding are proficient in the art of riding and handling horses of other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success:
1 ‐ The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor without making a proficiency check. He must a proficiency 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 while taking 1d6 damage.
2 ‐ 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 tall or the gap is less than 10 feet wide. If the character wants to roll a proficiency 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 means that it balks, and the character must make another proficiency check to see whether he retains his seat or falls to the ground. The above distances assume the animal can actually jump those distances. The DM may adjust them according to the mount chosen.
3 ‐ The character can spur his steed on to great speeds, adding 6 to the animal’s movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts can 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, its dismounted rider must walk the steed for one turn.
4 ‐ The character can guide his mount with his knees, enabling him to use weapons that require two hands while mounted. This form does not require a proficiency 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 an additional 1d6 points of damage.5 ‐ The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character’s Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character’s normal Astruck the mount instead. No proficiency check is required.
Ability: Dexterity
Modifier: 0
Those skilled in land riding are proficient in the art of riding and handling horses of other types of ground mounts. When the proficiency slot is filled, the character must declare which type of mount he is proficient in. A character with riding proficiency can perform all of the following feats. Some of them are automatic, while others require a proficiency check for success:
1 ‐ The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armor without making a proficiency check. He must a proficiency 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 while taking 1d6 damage.
2 ‐ 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 tall or the gap is less than 10 feet wide. If the character wants to roll a proficiency 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 means that it balks, and the character must make another proficiency check to see whether he retains his seat or falls to the ground. The above distances assume the animal can actually jump those distances. The DM may adjust them according to the mount chosen.
3 ‐ The character can spur his steed on to great speeds, adding 6 to the animal’s movement rate for up to four turns. This requires a proficiency check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts can 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, its dismounted rider must walk the steed for one turn.
4 ‐ The character can guide his mount with his knees, enabling him to use weapons that require two hands while mounted. This form does not require a proficiency 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 an additional 1d6 points of damage.5 ‐ The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armor while performing this feat. The character’s Armor Class is lowered by 6 while this maneuver is performed. Any attacks that would have struck the character’s normal Astruck the mount instead. No proficiency check is required.
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