Beast Movement Methods
(checks uses athletics of a lower difficulty than it does Strength or Dexterity)
Turning
A Beast character who is moving may stop at any time they could normally take a Free action, providing they are Walking or moving at a Canter. If they are moving faster than this, they run into difficulty.
Stopping
Spring
A character with Beast Movement may immediately move at a Gallop or Dash by making a Standard or Hard Strength Feat check respectively. Alternatively, a character may substitute Athletics for this and decrease the difficulty by one step. A Successful Hard Riding check from a rider adds +5 to this check.
Doing this, a Hard Constitution check every round after the first with a cumulative -3 penalty when Dashing or -2 for Galloping or -1 penalty for Cantering until they Stop. The Constitution checks continue with no additional cumulative penalty every round when the character moves at Walk. Each failure doubles the FP cost for moving until the character has stopped.