The Ascension Project
(Dexterity Based Skill)
Animals ill suited as mounts provide a –2 penalty on their rider’s Ride check.
Check: Typical riding actions don’t require checks. A character can saddle, mount, ride, and dismount without a problem. Mounting or dismounting an animal is a move action. Some tasks, such as those undertaken in combat or other extreme circumstances, require checks. In addition, attempting trick riding or asking the animal to perform an unusual technique also requires a check.
Guide with Knees (DC 5): The character can react instantly to guide their mount with their knees so that the character can use both hands in combat or to perform some other action. Make the check at the start of the character’s round. If the character fails, they can only use one hand this round because the character needs to use the other to control their mount.
Stay in Saddle (DC 5): The character can react instantly to try to avoid falling when their mount rears or bolts unexpectedly or when the character takes damage.
Fight while Mounted (DC 20): While in combat, the character can attempt to control a mount that is not trained in combat riding (see the Handle Animal skill). If the character succeeds, they use only a move action, and the character can use their attack action to do something else. If the character fails, they can do nothing else that round. If the character fails by more than 5, they lose control of the animal.
For animals trained in combat riding, the character does not need to make this check. Instead, the character can use their move action to have the animal perform a trick (commonly, to attack). The character can use their attack action normally.
Cover (DC 15): The character can react instantly to drop down and hang alongside their mount, using it as one-half cover. The character can’t attack while using their mount as cover. If the character fails, they don’t get the cover benefit.
Soft Fall (DC 15): The character reacts instantly when they fall off a mount, such as when it is killed or when it falls, to try to avoid taking damage. If the character fails, they take 1d6 points of falling damage.
Leap (DC 15): The character can get their mount to leap obstacles as part of its movement. Use the character’s Ride modifier or the mount’s Jump modifier (whichever is lower) when the mount makes its Jump check (see the Jump skill). The character makes a Ride check (DC 15) to stay on the mount when it leaps.
Fast Mount or Dismount (DC 20; armor penalty applies): The character can mount or dismount as a free action. If the character fails the check, mounting or dismounting is a move action. (A character can’t attempt a fast mount or dismount unless they can perform the mount or dismount as a move action this round, should the check fail.)
Special: If the character is riding bareback, they take a –5 penalty on Ride checks.
A character with the Animal Affinity feat gets a +2 bonus on all Ride checks.
Time: Ride is a move action, except when otherwise noted for the special tasks listed above.