Riding

Riding (choose type): This skill includes the basic care and feeding of a riding animal and the ability to control it under difficult circumstances. Riding rolls are required if a character is trying to use a weapon from the back of a riding animal; failure means that the mount is moving too much for the character to use the weapon. Each Riding skill allows the character to ride one type of animal; if a character wishes to know how to ride two different types of beasts, he must buy two different Riding skills. Horses constitute one type of animal; giant eagles constitute another. When a character uses his Riding skill on the wrong animal (for example, when a horse rider tries to ride a camel), he suffers a +4 to his Riding rolls. When a character with no Riding skill at all tries to ride an animal, he must make a Dexterity check at a +8 penalty to his die roll. However, a character doesn’t have to make the success roll except in difficult situations, such as when the animal is spooked. Otherwise, he can stay on the animal’s back without difficulty.

🐎 Racial Variants #

VariantNameDescription
ElvenWhisper-ReinedElves ride without bits or bridles. By using subtle shifts in weight and soft vocal cues, they can direct a mount silently. They gain a +4 bonus to Stealth checks while mounted.
DwarvenLow-Saddle BraceDwarves prefer low-slung, sturdy mounts (ponies, boars, rams). They “lock” themselves into the saddle. They gain a +2 bonus to stay mounted when an effect would knock them off.
HalflingBeast-BrotherHalflings treat mounts like family. If their mount is spooked, they can use Persuasion instead of Riding to calm it. Their mounts recover from exhaustion 25% faster.
CentaurInternal Kinship(Note: Applied to others riding them). A Centaur can act as the “saddle.” A rider on a Centaur uses the Centaur’s Dexterity for Riding checks instead of their own.

🗺️ Regional Variants #

  1. The High-Cavalry Knight (Metropolitan/Palatial)

In the grand empires, riding is a Formal Discipline.

  • Specialty: Combat Maneuverability. When fighting from the back of a horse, they ignore the penalty to use a weapon on a successful roll. If they fail the roll, they can still attack, but at a -2 penalty (instead of being unable to attack at all).
  1. The Nomad of the Waste (Desert/Plains)

In the open world, your mount is your life.

  • Specialty: Water-Sense. They have learned to read their mount’s instincts. If the animal detects water, weather changes, or predators, the rider is alerted. They gain the Alertness skill benefits while mounted.
  1. The Vertical Rider (Mountain/Subterranean)

Trained to ride sure-footed beasts (giant lizards, mountain goats) on 60-degree inclines.

  • Specialty: Center of Gravity. They can ride on slopes and narrow ledges that would normally require a Mountaineering check. They never suffer the “height vertigo” penalty when mounted.
  1. The Sky-Jockey (Aerial/Cloud-Kingdoms)

Trained on flying beasts where “down” can change in a second.

  • Specialty: 3D-Kinesthetics. They are experts at “Rolling.” If their flying mount is hit or performs a barrel roll, they gain a +4 bonus to stay in the saddle. They also know how to use the mount’s wings to provide Cover from ranged attacks.

🐎 The “Wrong Animal” Penalty #

As mentioned, riding a camel when you’re a horse-rider incurs a +4 penalty.

  • Design Tip: You might rule that if a character spends one week traveling with the “wrong” animal, the penalty drops to +2. After a month, they effectively gain that specific Riding type for free through experience.

⚔️ Combat Riding Rule #

Riding Success: You fire your bow or swing your sword with no penalty.
Riding Failure: You spend your entire turn simply trying to stay on the animal or bring it back under control.

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Updated on February 17, 2026