A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed (per full round of movement).
Dogs. Dogs are almost exclusively bred by humans (or occasionally, demi-humans) and won't normally be found wild. Those breeding a dog will also train the dogs. It's uncommon for dogs to be sold, unless to those known in the community.
Wardogs, due to rarity and specialized training, are the domain of the local lord (or noble class) and are not for sale (and requests are deemed rude at best or illegal; similar to offering to buy one's family member).
Most dogs will not attack humanoids and will run if humanoids attack them. Unless specially trained for fighting humanoids and other creatures, a dog, even if goaded into an attack, will run as soon as it is wounded. The only dogs trained for such fighting are war dogs. If trained, or fighting in a pack, a dog may grapple, attempting to slow or disable it's victim.
Guard dogs are useful as they bark at things they detect and can be trained to watch an area (attacking those entering, unless commanded not to—but fleeing if taking damage). Hunting dogs are trained primarily for flushing sport game (and are otherwise incessantly loud when excited).
For statistics by type and breed, see the Dog entry in Vile Monsters.
Falcons. These birds are highly prized by nobles and can be used to hunt small prey (on behalf of their master). Trained birds are rare and rarely offered for sale. These birds cannot normally be trained to attack larger creatures unless magic is used (over the course of their training/lifetime).
Mounts. Most horses found in a typical township offered for sale are "riding" horses which are light horses trained to carry humans and demi-humans if properly equipped (saddled, bit and bridle, etc.). However, such mounts are skittish and if faced with loud noises, strange smells, or exotic animals, they will flee 90% of the time.
Some mounts can be trained for combat which will remove this trait. War-trained mounts can be directed by a rider to attack. A war-trained mount without a rider will flee melee but will remain in the area if it appears their rider is alive. A war-trained mount can be called near and will approach but tries to stay out of melee range (but within 30 feet).
Barding can only be worn by mounts or animals specifically trained to use it (ex. warhorses).
Armor Bonus. Add this bonus to the creature’s normal AC.
Armor Type. This indicator is used for certain types of mounts. For example, a light war horse cannot wear medium barding. For other types of mounts or creatures, work with the GM. For example, a war dog can be outfitted with light barding only.
Note: For mounts, if two bulk ratings exist, a heavier mount will use the lower bulk rating given (e.g. a medium war horse can wear leather barding as if Non- bulky).
Armor Bulk. As with armor for humanoids, armor bulk will affect the creature’s encumbrance rating not withstanding it’s carrying capacity.
Expertise. All PCs know how to ride a horse. All elves, fighters, rangers, and paladins know how to direct a warhorse in combat and how to fight from horseback. All PCs know how to drive and maintain a cart, carriage, canoe or rowboat. Other vehicles require a background or training (see Language rules) in order to master (some adjusted for simplicity or others, complexity, such as watercraft).
Mount Encumbrance Rating. Encumbrance noted will modify a mount's tactical movement rate as per normal Encumbrance rules.
However, because mounts are typically ridden or worked for long periods, encumbrance is important primarily when considering long time frame or overland movement, which is measured in miles per day.
See Movement for details relating to overland movement rate by base speed adjusted for encumbrance.
Carrying Capacity by Land Vehicle. This table notes the approximate amount of weight a vehicle can carry based on horse-or-dog-power pulling it. Encumbrance is used to derive the Overland Speed of the vehicle based on the slowest animal pulling it.
Tactical Movement for Carts and Carriages. For round-by-round movement, a mount (or mounts) pulling a wheeled vehicle over smooth terrain moves at their normal speed adjusted by encumbrance listed in the Carrying Capacity by Land Vehicle table. This speed assumes a driver forcing them into top speed (and, for a single round of movement per 10 rounds, up to charging speed). Thus, a small wagon hitched to a draft horse has a speed of 120-ft. per round for short distances.
All figures have been generalized and are rough approximations. Individual craft will typically have unique characteristics. Historical examples are given in italicized text.
Power. Brackets are used to denote secondary modes based on the construction of the particular vessel. Modes not in brackets can be used interchangeably.
Crew. This is the number of persons that would typically operate such a craft. The minimum crew size is typically one-half or less for larger vessels. War ships and longships are crewed by oarsmen (e.g. slaves) and/or warriors. Variability exists based on the expected duration of the voyage and type of run (commerce or war).
Passgrs. This is the maximum number of non-crew passengers that can be carried. If crew size is reduced, more passengers can be carried. A passenger is usually expected to pay 5 s.p. per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 g.p. per day.
Tonnage. This is a rough estimate of the amount of cargo that can be carried in long tons (or in pounds for small vessels). It is also a rough estimate of the number of barrels (tuns) of liquid the vessel can hold (often used for taxation purposes).
Vessel Speed. Miles per hour are given for reference. Miles per day figures are also given for ease of play. They assume beneficial weather and, for water travel other than rivers, assume currents are favorable. The GM will adjust for wind speed, weather, and currents. See Adventuring, Environment for more information regarding waterborne travel.
Examples. A sculled (large) barge can travel across a lake at base 20 miles per day; It can travel upriver (against the current) at 2.5 miles per day. A sloop (treat as keelboat) under sail will travel across a lake at 80 miles per day not counting weather/wind and can travel upriver (against the current) at 7.5 miles per day not counting effects of wind.