Ride Skill in Aertrea | World Anvil
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Ride Skill

General Skills Rules:
  • Taking 10: If you are not threatened or distracted you can take 10 on a roll.
  • Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
  • “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
  • “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
Ride (Dex) Retries: no Requires: usually part of a move or standard action.
  • Typical riding actions don’t require checks, such as saddle, mount, ride, dismount without a problem.
Action and DC: 
  • Mount is ill suited as mount DC:+5 
  • Guide with Knees DC:5
  • Stay in Saddle DC:5 
  • Fight with warhorse DC:10
  • Cover DC:15 
  • Soft Fall DC:15
  • Leap DC:15
  • Spur Mount DC:15
  • Control Mount in Battle DC:20 
  • Fast mount or dismount DC:20
  • Swim a horse DC:10 
  • Leap Into water DC:15
  • Change horses in Mid-stream DC:25 
  • Ride aquatic mount underwater DC:+5
  • Riding Bareback DC:+5
Explanation:
  • Guide with Knees: so you can use two hands in combat, if fail, you can only use one for the round.
  • Stay in the Saddle: avoid falling when mount rears, bolts or you take damage.
  • Fight with Warhorse: direct war-trained mount to attack while you can still make use of own attacks.
  • Cover: Drop down and use mount as cover, if you fail, you don’t have cover, you can’t attack or cast spells at the same time.
  • Soft Fall: avoid damage when you fall off mount, when it is killed or falls, if you fail, take 1d6 damage.
  • Leap: get mount to leap as part of its movement, use your ride or the mount’s jump whichever is lower, if you fail you fall from the horse.
  • Spur Mount: as a move action increase the mounts speed by 10 for 1 round but it takes 1 damage, damage is doubled each consecutive round this is used.
  • Control Mount in Battle: as a move action control mount not trained in combat, if you fail you can do nothing else that round.
  • Fast Mount or Dismount: mount or dismount creature 1 size category (but not larger) as a free action if you still have a move action. If you fail the ride check, it takes a move action.
Synergy: +2 on ride checks if 5 or more ranks in handle animals.

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