Horses in Combat:
Warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. If you don't dismount, you must make a DC 20 Ride
check each round as a move action
to control such a horse. If you succeed, you can perform
a standard action
after the move action
. If you fail, the move action
becomes a full round action and you can't do anything else until your next turn.
Your mount acts on your initiative
count as you direct it. You move at its speed
, but the mount uses its action to move.
A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.
Combat while Mounted:
With a DC 5 Ride
check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed
, you don't take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge
. If you make an attack at the end of the charge
, you receive the bonus gained from the charge
. When charging on horseback, you deal double damage
with a lance (see Charge
You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll
. You can use ranged weapons while your mount is running (quadruple speed
), at a -8 penalty. In either case, you make the attack roll
when your mount has completed half its movement
. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions
Casting Spells while Mounted:
You can cast a spell normally if your mount moves up to a normal move (its speed
) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a Concentration
check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed
), you can cast a spell when your mount has moved up to twice its speed
, but your Concentration
check is more difficult due to the violent motion (DC 15 + spell level).
If Your Mount Falls in Battle:
If your mount falls, you have to succeed on a DC 15 Ride
check to make a soft fall and take no damage
. If the check fails, you take 1d6 points of damage
If You Are Dropped:
If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you're in a military saddle). Otherwise you fall and take 1d6 points of damage
Without you to guide it, your mount avoids combat.
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