Ride Skill

Ride (Dex)
Use this skill to ride any kind of mount, including tauntauns, dewbacks, and banthas, among others.

Check: 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 asking the animal to perform an unusual technique also requires a check.

Riding Task DC
Guide with Knees 5
Stay in Saddle 5
Cover 15
Soft Fall 15
Leap 15
Control Mount in Battle 20
Fast Mount or Dismount 20*
Unfamiliar Mount +5
*Armor check penalty applies

Guide with Knees: 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 round. If you fail, you can only use one hand this round because you need to use the other to control your mount.

Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage.

Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You can’t attack while using your mount as cover. If you fail, you don’t get the cover benefit.

Soft Fall: You react instantly when you fall off a mount, such as when it is killed or when it falls, to try to avoid taking damage. If you fail, you take 1d6 points of falling damage.

Leap: 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. You check against DC 15 to stay on the mount when it leaps.

Control Mount in Battle: As a move action, you can attempt to control a mount while in combat. If you fail, you can do nothing else that round. You do not need to roll for war mounts (riding animals specifically trained for battle).

Fast Mount or Dismount: You can mount or dismount as a free 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.)

Special: If you are riding bareback, you take a -5 penalty on Ride checks.

You can take 10 when making a Ride check, but you can’t take 20.

A character with the Animal Affinity feat gets a +2 aptitude bonus on Ride checks.

Time: Ride is a move action, except when otherwise noted for the special tasks listed above.

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