FLYING MOUNTS


To Fall or Not to Fall
-
Proficiency in Airborne Riding
-
Fatigue and Exhaustion: 
Flying Mounts
ENCUMBRANCE AND MOVEMENT
-
-
-
DMG

Using a flying mount changes the way a character looks at things,
in more ways than one.
Terrain becomes scenery.
Standing water is just that --
it stands there,
and you cross it without getting wet.
The concept of "long distance" takes on a whole new meaning --
you can cover dozens of miles in a day,
and your new boots will be just as new at sunset as they were at sunrise.

Those are some of the good things.
But, as all adventurers know,
every gold piece has two sides.
For a character astride a flying mount,
there is no place to hide from a flock of arrows,
a barrage of hailstones,
or a bolt of lightning.
If the beast gets upset and flies off the handle,
so to speak,
all you can do is go along for the ride.
Falling out of the saddle produces a lot more than momentary discomfort when the saddle is several hundred feet above the ground.

Despite the disquieting aspects of doing so,
many characters will prefer to ride flying mounts on a cross-country journey,
when they can obtain them.
And,
indeed,
a large variety of eligible creatures exist in most campaigns --
but creatures that have been trained for use as mounts may not be at all easy to locate,
and they will not come cheap.
A creature that has not been trained and is not cooperative can still be ridden,
but (in the absence of any magical assistance) the rider will be completely at the mercy of the beast;
the creature will go where it wants to go and will not voluntarily allow the rider to remain on its back.

Table 27: CHARACTERISTICS OF FLYING MOUNTS

<slight variant from Stamina to Stamina / Rest>

CATEGORY A:
Dragons and Dragonlike Creatures


- Normal Load (#) Maximum Load (#) Move Rate MC Stamina / Rest
Dragon.Black 900 1800 24 / 12 E 24 / 6
Dragon.Blue 1500 3000 24 / 12 E 27 / 6
Dragon.Brass 900 1800 24 / 12 E 24 / 6
Dragon.Bronze 1500 3000 24 / 12 E 27 / 6
Dragon.Celestial 500 1000 48 / 24 E 12 / 6
Dragon.Cloud * 1800 3600 39 / 18 E 30 / 6
Dragon.Coiled 300 4500 12 / 6 E 9 / 3
Dragon.Copper 1200 2400 24 / 12 E 24 / 6
Dracolisk 300 500 15 / 6 E 2 / 1
Dragonne 1500 - 9 / 0 E 2 / 1
Dragonnel 600 1000 18 / 9 D 12 / 3
Dragon.Earth 200 300 24 / 12 E 9 / 3
Dragon.Gold 2100 4200 30 / 15 E 30 / 6
Dragon.Green 1200 1800 24 / 12 E 24 / 6
Dragon.Mist * 1800 3600 33 / 15 E 30 / 6
Dragon.Red 1800 3600 24 / 12 E 30 / 6
Dragon.Silver 1800 3600 24 / 12 E 30 / 6
Dragon.Spirit 400 6500 12 / 6 E 9 / 3
Dragon.White 600 1200 30 / 15 E 18 / 6
Wyvern 1000 2000 24 / 12 E 18 / 6

* - Can only be ridden when in solid form.

<
[fr1et, idea: stamina.
1st number = number of miles that can be travelled before 'lagging' / 2nd # = a deduction from movement]
[0 = the mount must land, too tired to fly]
>
 

CATEGORY B: Birds and Birdlike Creatures
- Normal Load (#) Maximum Load (#) Move Rate MC Stamina / Rest
Boobrie 100 150 15 / 9 E 3 / 3
Eagle, Giant 100 150 48 / 18 E 9 / 3
Pteranodon 150 - 12 / 0 D 2 / 1
Pterosaur, Giant 200 - 12 / 0 E 3 / 1
Roc 50 100 30 / 15 E 30 / 6
Vulture, Giant 100 150 15 / 9 E 3 / 2

CATEGORY C: Winged Mammalian Creatures


-

- Normal Load (#) Maximum Load (#) Move Rate MC Stamina / Rest
Chimera 450 - 18 / 0 E 12 / 3
Griffon 550 800 30 / 15 D 18 / 6
Gorgimera 500 - 15 / 0 E 9 / 3
Hippogriff 400 600 36 / 18 D 15 / 3
Manticore 300 - 18 / 0 E 6 / 3
Opinicus 100 150 30 / 15 C 3 / 1
Pegasus 400 650 48 / 24 D 12 / 3

CATEGORY D: Fantastic Creatures
- Normal Load (#) Maximum Load (#) Move Rate MC Stamina / Rest
Aarakocra 150 - 36 / 0 D 3 / 2
Dragon Horse 300 500 48 / 24 C 12 / 3
Mantis.Giant 200 300 12 / 6 E 6 / 3
Yeth Hound 200 300 27 / 12 C 9 / 3
Sphinx.Andro 750 950 30 / 15 E 18 / 6
Sphinx.Crio 500 800 24 / 12 E 15 / 6
Sphinx.Hieraco 700 850 36 / 18 E 18 / 6

[the format for D is correct. the math is 100% intact, but presented in the (default) proper way]

<note, (#) was added to the tables above, and the figures converted to pounds>

Normal load is the amount of encumbrance value,
in gold pieces,
that a creature can carry and still be able to fly at its full movement rate.
<(see note on Encumbrance, below)>
<revise>

Maximum load is the greatest amount of encumbrance value that a creature can carry while aloft.
Any mount that is asked to carry more than this amount will be unable or unwilling to leave the ground,
or (if it's already in the air) will immediately plummet toward the nearest landing spot.
An entry of "--" indicates that the creature's normal load is also its maximum load.
<(see note on Encumbrance, below)>

Move rate gives two values in most cases.
The number to the left of the slash is the creature's full normal flying movement rate in miles per half-day.
The number to the right of the slash is the creature's reduced movement rate,
which goes into effect whenever it is burdened with more than a normal load of encumbrance.
An entry of "0" at the right of the slash indicates that the creature only has one movement rate,
which always applies as long as it is able and willing to fly.

MC is the creature's maneuverability class when it is carrying a rider or any amount of equipment.
This is always one class lower (B to C, C to D, etc.) than the creature's natural maneuverability class,
except for beasts that have a natural maneuverability class of E (which cannot be reduced any further).

Stamina consists of two values.
    The <#> number to the left of the slash is the number of consecutive turns that the creature can safely remain aloft while carrying a normal load.
If a mount is carrying more than a normal load, its safe flying time is reduced by one <1> turn or one-third <1/3> of its normal stamina rating,
whichever is greater.
(Obviously, this does not apply to creatures that do not have a maximum load rating;
they cannot fly at all if their normal load amount is exceeded.)
    The <#> number to the right of the slash is the number of turns that the creature must rest between flights to retain its full strength and carrying capacity.
For details of what happens when a flying mount is kept aloft longer than its safe flying time,
see the section on Fatigue and Exhaustion.
<make link>

The mounts listed on the preceding table include flying creatures from the Monster Manual, FIEND FOLIO Tome, and Monster Manual II that meet these requirements:
    (1) native to, or normally found on the [Prime Material Plane];
    (2) normally found in a wilderness environment (as opposed to a subterranean one);
    (3) size M or L with a physical form that enables the creature to carry passengers or objects through the air.
It is possible --
within the scope of the game,
virtually anything is possible --
for a character to acquire the services of a creature not listed that is willing and able to serve as a mode of aerial transportation.
In such a case,
the Dungeon Master should assign statistics to the creature to reflect its capabilities,
using the creature's game description and the figures on the table as guidelines.

When a character is using any type of flying mount,
the Dungeon Master should refer to that creature's description (in the appropriate book) to ascertain general facts about the creature's demeanor and behavior,
and take the circumstances into account as well.
Some creatures,
in the right circumstances,
might freely offer their services
    (or at least agree to serve as carriers if they are asked).
For other creatures,
there may never be any "right circumstances":
Just because the table contains an entry for "Gold Dragon,"
that doesn't mean that the one who lives in the mountains nearby will swoop down,
let some characters climb onto its back,
and carry them over the peaks --
certainly not without a lot of compensation,
or unless taking them for a ride will benefit the dragon at least as much as it benefits the characters.

<bold headings were added>

Unwilling Mounts: If a beast if not charmed or otherwise influenced and is being forced to serve as a mount against its will,
it may refuse to carry anything more than the rider who is coercing it;
it may fly more slowly than its full normal movement rate
    (except when the instinct for self-preservation takes over);
or it may be uncooperative or less useful in some other fashion.
For a character to receive the full benefit of a flying mount in terms of carrying capacity,
movement rate,
maneuverability,
and stamina,
the creature should be willing to serve --
even if that willingness is temporary and artificially induced.
Of course,
this is true of any animal,
whether it can fly or not,
but willingness is an especially important quality in a mount that does its work several dozen or several hundred feet above ground level.

Food: A flying mount is no different from a horse,
a mule,
or a camel in one important respect:
It must be well-fed to perform at its best.
Most flying mounts need to consume at least triple <(x3)> rations of food and water each day
    (compared to what a human needs),
and the larger ones have correspondingly larger appetites --
perhaps as much as fifty <50> rations per day for one of the biggest dragon types.
Some flying creatures have unusual dietary needs
    (such as the manticore's instinctive preference for human flesh),
which can make them untenable or even dangerous to employ.
Any mount with a very large or specialized appetite will probably have to be allowed to hunt and forage on its own to satisfy its needs.
Of course,
the mount may have to be accompanied
    (i.e., ridden)
while it hunts to make sure it doesn't fly the coop,
and this may expose the rider(s) to danger from falling or the threat of damage from combat when the mount attacks its prey.

Encumbrance: The figures for carrying capacity in the preceding table assume that the animal is outfitted with the equivalent of a saddle,
saddlebags,
and other devices and containers that will comfortably hold the load it is being asked to carry
    (and which, of course, all contribute to the encumbrance value of its load).
Although the Dungeon Master is free to rule as he pleases on this subject,
a flying mount will rarely be able or willing to carry equipment or cargo that is not contained in something;
you can't simply tie a treasure chest on the back of a dragon and expect it to carry a chest without (at least) a reduction in its movement rate.
Ideally,
the load carried by a creature should be distributed evenly in containers on both sides of its body so that the mount can retain its balance and its full movement ability when aloft.
If a character fails to do this,
the Dungeon Master should compensate by increasing the encumbrance value of the item(s) being carried.
As a general rule,
the encumbrance value of a load carried by a flying mount increases according to the proportion of weight carried on the side of its body that is more heavily loaded;
the encumbrace value of the entire load is doubled <(x2)> if the weight carried on one side is twice <(x2)> as great as the weight carried on the other side,
and so forth.

To Fall or Not to Fall


 

A character always has a chance of falling from the back of an airborne mount unless he is securely fastened to the creature.
This chance is increased if he is sitting in a saddle (or some other kind of seat) without being actually attached to the creature,
and it is further increased for a character who is riding without a saddle or some means of retaining his hold on the mount.

The base chance of a character falling from his mount is 0%.
This assumes that the mount is giving the rider(s) a smooth and level flight at its full normal movement rate.
The base chance is modified by any of the following factors that apply:

<add a note to getting into & out of armor:
a guess is that an airborne saddle gives both the LEGSTRAP & BODYSTRAP options, once a character is mounted>

<to mount, in combat, move the fig. adjacent to the mount>
<to mount, ENCAMP > ALT > ORDER>
 
-200% Rider's entire body (upper and lower) securely strapped onto mount. 
-150% Rider's lower body only securely strapped onto mount. 
-50% Rider has proficiency in airborne riding (in the appropriate category).
-10% Rider using saddle. 
-10% Saddle equipped with stirrups. 
-02% per each point of rider's dexterity above 12, and rider's strength above 12 (considering 18 as maximum strength).
+50% Rider not strapped onto mount and not holding on (hands are free or carrying something).
+20% Mount is carrying more than its normal load limit.
+20% Mount is moving faster than full normal movement rate (diving, dodging, performing combat maneuvers, etc.)
+20% Mount's demeanor is unwilling or rebellious, and the creature is not charmed, subdued, or similarly influenced. 
+20% Inclement weather (sandstorm, heavy precipitation, or worse).
+10% Mount is not flying level (making sharp turns, loops, etc.).
+02% per each point of rider's dexterity below 12, and rider's strength below 12.
+01% per mph of wind velocity greater than 30.

A character's chance of falling is checked at least once <(1)> every three <(3)> turns while he and the mount are airborne,
beginning the count anew each time the mount lands and takes off.
Again,
this assumes that the flight is smooth and normal in all respects.
If the weather is bad,
or the mount is very uncooperative,
or if it is abruptly changing direction and speed (such as in a combat or evasion situation),
a check may be called for much more frequently --
perhaps as often as once <(1)> per round while the unusual conditions persist.

Proficiency in Airborne Riding


 

The section on Wilderness Proficiencies describes special feats that a character with proficiency in airborne riding can perform.
If a nonproficient character attempts any of these feats,
he will automatically fail and suffer the consequences.

When a player chooses airborne riding as a proficiency for his character,
he must specify the category of mount (from the preceding table) to which the skill pertains.
A character cannot be proficient in riding both a dragon and a griffon,
for instance, without using <another> two <2> proficiency slots.
<clarified in above table>

As noted earlier,
a character with proficiency in airborne riding also enjoys a -50% modifier to his chance of falling.
This effectively negates the +50% modifier for riding without holding on,
so that under normal conditions a character can ride safely with both hands free.
(See airborne riding skill number 3 in the section on Wilderness Proficiencies). <trim & link>

This proficiency does not impart any special ability to control or cajole an unwilling or uncooperative mount.
What it does impart is the ability to ride with a greater degree of safety from falling && the ability to perform special feats under ideal (i.e., not perilous) conditions.