*The Armor Check Penalty applies only when attempting to Fast Mount or Fast Dismount.
Time: Ride is a Move Action, except when otherwise noted for the special tasks listed above.
Ride Mount Edit
Typical riding actions don't require checks. You 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 convincing the animal to do something unusual also requires a check.
|Guide with Knees||10|
|Stay in Saddle||10|
|Control Mount in Battle||20|
|Fast Mount or Dismount||20*|
*Armor Check Penalty applies.
Control Mount in Battle Edit
Fast Mount or Dismount Edit
You can mount or dismount as a Swift Action. If you fail the check, mounting or dismounting is a Move Action. (You can't attempt a Fast Mount or Dismount unless you can perform the Mount or Dismount as a Move Action this round, should the check fail.)
Guide with Knees Edit
You can react instantly to guide your mount with your knees so that you can use both hands in combat or to perform some other Action. Make the check at the start of your turn. If you fail, you can only use one hand this round because you need the other to control your Mount.
You can get your mount to leap obstacles as part of its movement. Use your Ride skill modifier or the Mount's Jump skill modifier, whichever is lower, to see how far the Mount can jump. A DC 15 Ride check is required to stay on the mount when it leaps.
Soft Fall Edit
You react instantly when you fall off a Mount, such as when it is killed or when it falls, to avoid taking damage. If you fail, you take 1d6 points of Falling Damage.
Stay in Saddle Edit
You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage.