(Dex, Use Untrained)
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.
Animals ill suited as mounts inflict a -2 penalty to Ride checks.
Guide with Knees (DC 5): You can react instantly to guide his or her mount with your knees so that the character 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 (DC 5): You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you takes damage.
Fight while Mounted (DC 20): While in combat, you can attempt to control a mount that is not trained in combat riding (see Handle Animal If you succeed, you use only a move action, and you can use your attack action to do something else. If you fail, you can do nothing else that round. If you fail by more than 5, you lose control of the animal. For animals trained in combat riding, you do not need to make this check. Instead, you can use his or her move action to have the animal perform a trick (commonly, to attack). You can use your attack action normally.
Cover (DC 15): 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 (DC 15): 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 (DC 15): You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump modifier (if any, whichever is lower) when the mount makes its Jump check (see the Jump skill). You make a Ride check (DC 15) to stay on the mount when it leaps.
Fast Mount or Dismount (DC 20; armour penalty applies): 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.)
Synergy: Handle Animal grants a synergy bonus to Riding an animal.
Special: If you are riding bareback, you take a -5 penalty on Ride checks.
You can take 10 when making a Ride check, but can’t take 20.
Time: Ride is a move action, except when otherwise noted for the special tasks listed above.