Ride: Difference between revisions
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| Skill-Use = Perform Actions While Mounted | | Skill-Use = Perform Actions While Mounted | ||
| Benefit = Most typical riding actions don't require Ride 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. | | Benefit = Most typical riding actions don't require Ride checks: you can saddle, mount, ride, and dismount from a mount without a problem. Riding long distances over roads or level terrain require no checks. However, quite a few actions are so challenging that they do require checks. The most common of these are combat, and doing challenging things both during and out of combat. | ||
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). | 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). | ||
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While mounted, the rider may use the mount's movement abilities during move actions, to move around the battlefield, but doing so uses the rider's move action for the round. If the mount moves, full-attack actions are not possible, although you can direct the mount to take a five foot step and still make a full attack action, as normal. Ranged attacks made while mounted take a -4 circumstance penalty if the mount moves, or a -8 circumstance penalty if the mount Runs. | While mounted, the rider may use the mount's movement abilities during move actions, to move around the battlefield, but doing so uses the rider's move action for the round. If the mount moves, full-attack actions are not possible, although you can direct the mount to take a five foot step and still make a full attack action, as normal. Ranged attacks made while mounted take a -4 circumstance penalty if the mount moves, or a -8 circumstance penalty if the mount Runs. | ||
Space and reach: You must ride a Mount at least one size category larger than your current size. If you grow too large to obey this rule, you are forced to dismount at the start of your next action. When you dismount, place yourself as a separate figure on the board in any legal space adjacent to your mount. If there is no legal safe space, you dismount anyway and suffer the consequences, typically falling or collisions. | |||
While mounted, you are considered to be merged into the upper spaces of your mount. Choose which space or spaces you are occupying at the start of each encounter. You may change your space within your mount by spending a move action to re-designate your space. You are not considered to be squeezing, and neither is your mount. | |||
Once you have chosen your space within the space of your mount, this is the space you now occupy, and all your attacks are calculated as coming from that space. For example, if you are size medium and riding a size Large creature, you choose one of the four 'uppermost' spaces of the Large creature, and that is the square from which all your attacks are made. Note that if you have a very large mount, it may be so large that you cannot make attacks that reach the ground. The Cavalry Whip is designed to remedy this issue. | |||
While you are mounted, it is possible that you will be the subject of Clamber maneuvers by your enemies. Such maneuvers are carried out against the Maneuver Defense of your mount, as normal, and as a result of this Clamber, you may find yourself able to make attacks even if you would not normally have sufficient reach. Note that your enemies will be able to attack you in turn, which is why they performed the Clamber in the first place.... | |||
It is also possible, if enemies have flight, or are mounted themselves, that they may be within your reach even if you cannot reach the ground with your weapons. | |||
If there is more than one creature riding a single mount, each chooses their space in the upper surface. In theory, up to four small or medium creatures can ride a single Large creature, nine can ride a Huge creature, etc. Referees are allowed to lower this theoretical maximum to "what makes sense." A size Titanic dragon may theoretically fit thirty six size medium creatures, but it makes sense that only eight or nine could fit single-file along it's sinuous spine. Similarly, more than two people on a size Large horse would require squeezing, but four could fit on the wide shell of a size Large turtle. All odd cases are adjudicated by the referee, such as howdah towers, or large fighting platforms suspended beneath Rocs. Honestly, Rocs with castles tied to their bellies are just too cool not to allow. | |||
While mounted, if you spend a move action you gain access to the movement powers of your mount. You gain no access to any other abilities of the mount unless specifically laid out in the rules for the creature, or, the game master rules you may use that ability, typically at the cost of a move action. You always gain the bonuses laid out in the Ride skill, assuming you have not failed a Ride skill check. | |||
While you are mounted and have made a Ride skill roll, your mount will not take actions on its own. if you are removed from the mount, it rolls an initiative roll and begins to take actions on its own. The DM plays the loose mount as an NPC, and works with it accordingly. Horses and other domesticated creatures tend to flee combat if uncontrolled, while monsters will frequently act in ways they feel best for themselves, which can...complicate things. | |||
| Action = Mounting and dismounting are typically move actions. Other checks are a move action, a free action, or no action at all, as noted below. | | Action = Mounting and dismounting are typically move actions. Other checks are a move action, a free action, or no action at all, as noted below. |
Revision as of 19:43, 27 May 2017
Description
Ability Score Used: Dexterity Usable Untrained? Yes Armor Check Penalty Applies? Yes
The ride skill allows a character to control a mount in or out of combat. 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, nor does it apply to piloting vehicles, directing a carriage team, or any other vehicle- or mount-related skill checks, including magic items such as flying carpets, which is the domain of Piloting.
Perform Actions While Mounted
Most typical riding actions don't require Ride checks: you can saddle, mount, ride, and dismount from a mount without a problem. Riding long distances over roads or level terrain require no checks. However, quite a few actions are so challenging that they do require checks. The most common of these are combat, and doing challenging things both during and out of combat.
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 bonus damage to each of the rider's attacks, equal to 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 movement abilities during move actions, to move around the battlefield, but doing so uses the rider's move action for the round. If the mount moves, full-attack actions are not possible, although you can direct the mount to take a five foot step and still make a full attack action, as normal. Ranged attacks made while mounted take a -4 circumstance penalty if the mount moves, or a -8 circumstance penalty if the mount Runs. Space and reach: You must ride a Mount at least one size category larger than your current size. If you grow too large to obey this rule, you are forced to dismount at the start of your next action. When you dismount, place yourself as a separate figure on the board in any legal space adjacent to your mount. If there is no legal safe space, you dismount anyway and suffer the consequences, typically falling or collisions.
While mounted, if you spend a move action you gain access to the movement powers of your mount. You gain no access to any other abilities of the mount unless specifically laid out in the rules for the creature, or, the game master rules you may use that ability, typically at the cost of a move action. You always gain the bonuses laid out in the Ride skill, assuming you have not failed a Ride skill check.
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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? |
No | |||||||||||||||||||||||||||
Allows Assists? |
Yes, if the Assisting character is also on the same mount | |||||||||||||||||||||||||||
Results of Success |
You remain in control and firmly seated upon the mount. You are able to take actions and access the mounts movement abilities by spending your own Move actions. | |||||||||||||||||||||||||||
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 |