Ride: Difference between revisions
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! Task || Description || width=" | ! Task || Description || width="110" | Drover DC | ||
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| Guide with knees || You can guide your mount with your knees so you can use both hands in combat. Make your Drover check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action. || 5 +2x mount CR | | Guide with knees || You can guide your mount with your knees so you can use both hands in combat. Make your Drover check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action. || 5 +2x mount CR |
Revision as of 02:39, 17 July 2016
- Ability Score Used: Strength
- Usable Untrained? Yes
- Armor Check Penalty Applies? Yes
The drover skill applies to riding a mount in or out of combat, as well as piloting vehicles, directing a carriage team, or any other vehicle- or mount-related skill checks, including magic items such as flying carpets. It does not apply to skill checks made to move under your own power, such as innate flight, which is the domain of the Movement skill.
Most typical riding actions don't require Drover checks: you can saddle, mount, ride, and dismount from a mount without a problem. However, quite a few actions are so challenging that they do require checks.
Riding a mount in combat often gives a +1 bonus to attack rolls for being on higher ground than your foe (assuming your foe is equal to or less than the size category of your mount). Mounts cannot attack on their own, even if combat-trained. Instead, combat trained mounts provide a bonus to the rider's damage which is based on the mount's CR. Mounts are always counted as allies for purposes of receiving benefits from class abilities, spells and other powers which grant benefits to "all allies". While mounted, the rider may use the mount's speed during move actions, to move around the battlefield, but doing so uses the rider's move action for the round. Full-attack actions are not possible while mounted, if the mount moves. Ranged attacks made while mounted take a -4 penalty if the mount moves. | ||||||||||||||||||||||||||||
Action Required: |
Mounting and dismounting are typically move actions. Other checks are a move action, a free action, or no action at all, as noted below. | |||||||||||||||||||||||||||
DC of Check: |
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Modifiers to Check |
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Take 10? / Take 20? |
{{{Take10-Take20}}} | |||||||||||||||||||||||||||
Allows Assists? |
{{{Assist}}} | |||||||||||||||||||||||||||
Results of Success |
{{{Success}}} | |||||||||||||||||||||||||||
Consequences of Failure |
Failure frequently results in being dismounted. A fall from a mount inflicts damage based on how fast the mount is moving when you are dismounted, and you are left Prone on the ground where you were dismounted. Refer to the Collision rules for details. | |||||||||||||||||||||||||||
Retry Allowed? |
If you are still on your mount, you can retry the action in the next round. | |||||||||||||||||||||||||||
Provokes AOO? |
No |
You can control the speed and direction of a vehicle, as described in the Vehicle Combat and Abstract Encounters rules. | |
Action Required: |
Turns during abstract encounters are measured in intervals, and vehicular combat typically uses 1 hour intervals. |
DC of Check: |
The Drover check has no DC, but is divided by 5 to determine how many d6's are in your action pool each interval. |
Modifiers to Check |
Typically none, though other stations can influence the efficiency of the Drover's action pool check. |
Take 10? / Take 20? |
{{{Take10-Take20}}} |
Allows Assists? |
{{{Assist}}} |
Results of Success |
{{{Success}}} |
Consequences of Failure |
You always receive a minimum of 2 d6's in your action pool, no matter how poorly you roll on your Drover check. |
Retry Allowed? |
No |
Provokes AOO? |
No |