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Riding, Sea Based

Riding, Sea Based(General, 3)
Ability: Dexterity
Modifier: ‐2
The character is trained in handling a swimming mount. The particular creature must be chosen when the proficiency is taken. Additional proficiency slots can be used to learn how to handle other types of mounts. A character must have this proficiency (or ride with someone who does) to handle an aquatic mount. In addition, a proficient character can do the following:
  1 ‐ Leap onto the saddle of the creature (when it is on the surface) and spur it into motion in the same combat round. This requires no proficiency check.
  2 ‐ Urge the mount to leap over obstacles in the water, so long as the obstacles are less than 3ft high and 5ft wide. There must be water on the opposite side of the obstacle, or the mount takes 1d6 points of damage from the impact. If the character wants to roll a proficiency check, the mount can be urged to leap obstacles up to 5ft high and 10ft wide. Success means that the mount has made the jump. Failure indicates that the mount has balked, and the character must make another proficiency check to see if he remains his seat or falls from the saddle into the water. 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 2d6 to the movement rate of the animal for up to two turns. This requires a proficiency check each five rounds 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 slows to half speed and will be unable to bear the rider for a full turn. In any event, after two turns, its movement drops to two‐thirds its normal rate until the mount is allowed to rest for at least one hour.
  4 ‐ The character can guide his mount with his knees and feet, enabling him to use weapons that require two hands while mounted. This feat does require a proficiency check to use initially and also if the character takes damage while so riding. In this case, a check is required and failure means that the character falls from the mount and is stopped by the water currents. A second check is allowed to see if the character manages to catch himself. If this fails, the rider falls into the water. Of course adle, although this could be a disadvantage if his mount is slain and plunges deeper into thewater. This ability is useful both above and below the water.
  5 ‐ The character can attempt to control the mount if it panics. Under ordinary circumstances, aquatic creatures who takedamage from an attack from above the water will dive below the surface unless they make a morale roll. Should the mount failthe roll, it will attempt to dive below the water, where it will remain for 1d10 rounds. The character may try to force the mountto the surface with a proficiency check. However, the character is considered to be exerting himself for purposes of avoidingdrowning. A successful check will bring the mount back to the surface. Characters who fail to make their proficiency check mayrepeat it every round until successful, or until further action becomes impossible.

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