Straight outta Oakhurst
Cheat Sheet - Mounted Combat
Space & Movement
- You share your mount’s space during combat.
- Your mount acts on your initiative count.
- You move at its speed, but the mount uses its action to move.
- Opponents get AoO against both of you.
- If you made your previous “Fight with warhorse” check, both you and your mount can attack this turn. Otherwise, only one of you gets to.
- If you made your previous “Fight with warhorse” check, both you and your mount get each AoO. Otherwise, only one of you gets each AoO.
- +1 when you attack a creature smaller than your mount.
- If mount moves > 5’ (but no more than one normal move), you can only make a single melee attack before or after; only 5’, full attack allowed.
- Can’t attack if mount moves more than one normal move (except for charges).
- If mount charges, you also get attack bonus and AC penalty.
- Double damage when charging with horse & lance.
- Single attack before or after normal move, no penalty.
- While taking a double move: –4, while running: –8 (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.
- You can take move actions normally – for instance, you can load and fire a light crossbow in a round while your mount is moving.
- You can cast normally if mount makes only one normal move before or after you cast.
- While taking a double move: Concentration DC10 + spell level, while running: DC15 + spell level (you cast when your mount has completed half its movement)
- Concentration DCs to maintain a spell are the same as casting.
- If your mount falls, make soft fall ride check or take 1d6 damage.
- If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle) (but 0% if riding bareback). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.
- Is part of the mount’s move action, max once per round, generates AoO.
- If oppononent avoids, just keep moving; if you have Trample, you can prevent them from avoiding.
- Your mount makes Str check vs opponent’s Str or Dex (use best). Each combatant gets +4/-4 for every size category away from Medium, and you get +2 if during charge.
- If you fail, opponent gets free attempt to knock your mount down.
- If you have Trample, your mount gets one hoof attack against the now-prone opponent.
Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.
|Guide with knees||
||check at start of each turn to keep both hands free (failure → only one hand free)|
|Stay in saddle||
||if mount rears/bolts, or you take damage|
|Fight with warhorse||
||[free] enable both of you to attack in the same turn, as well as to take advantage of the same AoO; otherwise, only one of you gets to attack this turn or take advantage of each AoO|
||[free] when someone attacks, use mount as cover for +4 AC (can’t use while attacking or casting spells)|
||[free] avoid taking 1d6 dmg when falling off mount|
||[part of mount’s move] have mount leap obstacle; use option with lower total modifier
option 1: use mount’s Jump modifier + speed modifier to determine how high/far you can leap, followed by DC15 ride check to stay on (fail → leap aborted, you fall off where leap would have started)
option 2: use Ride modifier to determine how high/far you can leap (also counts as ride check for staying on)
||[move] increase speed 10’ 1rd, 1 dmg to mount, doubling each consecutive round|
|Control mount in battle||
||[move] control non-war-trained mount; fail → do nothing that round, and your mount most likely uses the withdraw action to make a double move away from danger|
|Fast mount or dismount||
||[free if move action remaining] fail → is a move action (ACP applies)|
- bareback → –5 penalty
This feat simply reduces the attack penalties you suffer when making ranged attacks from a moving mount. Your penalty is -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. Remember that if your mount makes only a single move (or does not move at all), you make your ranged attack either before or after your mount moves and your mount is assumed to be stationary when you shoot (or throw).
This feat allows you to negate hits against your mount. You can use this feat once each round when your mount is hit by a melee or ranged attack. You usually use the feat during another creature’s turn, but you can use it during your own turn to protect your mount from an attack of opportunity. You can wait until you know if an attack hits before deciding to use the feat, but you should do so before the damage roll from a successful attack. (Your DM should give you a moment to make your decision before any damage rolls.) When you use the feat, your Ride check result effectively becomes your mount’s Armor Class if it is higher than your mount’s current Armor Class. If the foe has rolled a natural 20 for the attack, it hits your mount automatically no matter what your Ride check (or your mount’s Armor Class) is.
This feat works something like the Spring Attack feat. You can charge a foe, attack, and then keep moving. The total distance you move cannot exceed twice your mount’s speed. You and your mount’s movements don’t provoke attacks of opportunity from the foe you attack. Since you must charge in a straight line and you cannot move through another creature’s space when charging, exactly how you use this feat is problematical. According to the D&D FAQ, you charge directly toward your target as normal. After your attack, you can change direction so you can move away in a straight line.
This feat allows you to deal double damage with a melee weapon when you and your mount charge, or triple damage with a lance. You can use this feat along with a ride-by attack. This feat doesn’t increase the damage your mount deals if it also attacks during the charge.
This feat keeps your opponent from simply stepping aside to avoid you and your mount when you make a mounted overrun (see the notes on mounted overruns in Part Three). In addition, if your foe is knocked down in the overrun, your mount can make a free hoof attack. According to the D&D FAQ, a mount that lacks hooves can instead make an attack with any natural weapon it has on its front feet.