If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.
Check: Typical riding actions do not require checks. You can saddle, mount, ride and dismount from a mount without a problem.
The following tasks do require checks:
|Guide with knees||5|
|Stay in saddle||5|
|Fight with warhorse||10|
|Control mount in battle||20|
|Fast mount or dismount||201|
1 Armour check penalty applies.
Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand in the round because you need to use the other to control your mount.
Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This does not take an action.
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This is a free action.
Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You cannot attack or cast spells while using your mount as cover. If you fail your Ride check, you do not get the cover benefit. This does not take an action.
Soft Fall: You can react instantly to try to take no damage when you fall off a mount, such as when it is killed or when it falls. If you fail your Ride check, you take 1d6 points of falling damage. This does not take an action.
Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Acrobatics modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount and take the appropriate falling damage, which is at least 1d6 points, when it leaps. This does not take an action but is part of the mount’s movement.
Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for one round but deals one point of damage to the creature. You can use this ability every round but each consecutive round of additional speed deals twice as much damage to the mount as the previous round: two points, four points, eight points and so on.
Control Mount in Battle: As a move action, you can attempt to control a light horse, workhorse or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You cannot use fast mount or dismount on a mount more than one size category larger than yourself.
Action: Mounting or dismounting normally is a move action. Other checks are move actions, free actions or no action at all, as noted above.
Special: If you are riding bareback, you take a –5 penalty on Ride checks.
If your mount has a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle. The Ride skill is a prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge and Trample.
If you have the Animal Affinity feat, you get a +2 bonus on Ride checks.