Skills‎ > ‎

    Ride (Dex; Armor Check Penalty)

    FastPlay Rules
    See this skill in FastPlay format.
    Table: Ride Skill DC's
    Task Ride DC
    Guide with knees 5
    Stay in saddle 5
    Fight with a combat-trained mount 10
    Cover 15
    Soft fall 15
    Leap 15
    Spur mount 15
    Control mount in battle 20
    Fast mount or dismount 20

    You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.


    Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

    Guide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.

    Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.

    Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

    Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).

    Soft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.

    Leap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount’s jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.

    Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.

    Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.

    Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.


    Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.


    • If you are riding bareback, you take a –5 penalty on Ride checks.
    • If you have the Animal Affinity feat, you get a +2 bonus on Ride skill checks. If you have 10 or more ranks in Ride, the bonus increases to +4.
    • If you use a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.

    Ride is a prerequisite for Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, and Trample.

    FYI There are feats intended for Animals (such as mounts). Here are a few:

    Riding Animals

    When reared from birth, the following animals can easily be ridden by Small or Medium humanoids, depending on the riding animal's size. In addition, most of these animals can be purchased already trained for combat. The animals are listed here for convenience when referencing the Ride skill, but are also listed on the Goods & Services Animals and Gear page.

    Animal Price Price if Combat Trained
    Aurochs 300 gp 450 gp
    Bison 50 gp 75 gp
    Boar 100 gp 150 gp
    Elk 100 gp 150 gp
    Giant chameleon 225 gp 350 gp
    Giant frilled lizard 375 gp 550 gp
    Giant gecko 100 gp 150 gp
    Giant owl 6,000 gp 9,000 gp
    Giant vulture 750 gp 1,125 gp
    Goblin dog 35 gp 50 gp
    Lion 200 gp 300 gp
    Ram 25 gp 50 gp
    Rhinoceros 1,000 gp 1,500 gp
    Roc 7,200 gp 10,800 gp
    Tiger 325 gp 500 gp
    Woolly rhinoceros 2,000 gp 3,000 gp

    Dinosaurs and Megafauna

    The following animals are classified as either dinosaurs or megafauna, and garner a significantly higher price than most animals on the open market. The prices listed are for dinosaurs and megafauna that have been reared from birth in order to serve as pets or mounts. Combat-trained dinosaurs and megafauna are incredibly rare and have similarly extravagant costs (if one can even find a seller). Though not normally readily available, combat-trained dinosaurs and megafauna typically cost an amount equal to 1-1/2 × the price of the standard animal.

    Animal Price
    Allosaurus 3,850 gp
    Ankylosaurus 3,000 gp
    Archelon 1,750 gp
    Arsinoitherium 3,150 gp
    Baluchitherium 4,800 gp
    Basilosaurus 10,200 gp
    Brachiosaurus 9,000 gp
    Compsognathus 25 gp
    Deinonychus 600 gp
    Dimetrodon 600 gp
    Elasmosaurus 3,500 gp
    Glyptodon 2,700 gp
    Iguanodon 2,700 gp
    Megalania 3,500 gp
    Megaloceros 800 gp
    Megatherium 1,750 gp
    Pachycephalosaurus 1,000 gp
    Parasaurolophus 1,200 gp
    Pteranodon 750 gp
    Spinosaurus 11,000 gp
    Stegosaurus 4,200 gp
    Triceratops 5,600 gp
    Tylosaurus 4,000 gp
    Tyrannosaurus 8,100 gp

    Aquatic Animals

    Many of the following aquatic animals can be bought at seaside markets or from fisherfolk merchants out at sea. Pirates often make use of sharks, eels, and other nasty sea denizens when interrogating captured prisoners, searching for underwater traps, or retrieving sunken treasure. Some of the larger or rarer creatures, such as whales, are obviously much more difficult to find on the open market, and may only be available in seedy underground bazaars. Most aquatic animals can be trained as normal, though they are rarely sold already trained.

    Animal Price
    Blue whale 12,500 gp
    Crimson whale 8,000 gp
    Crocodile 55 gp
    Dolphin 105 gp
    Dwarf caiman 7 gp
    Electric eel 125 gp
    Gar 90 gp
    Giant frog 75 gp
    Giant gar 1,200 gp
    Giant moray eel 1,000 gp
    Giant octopus 1,800 gp
    Giant squid 2,500 gp
    Giant toad 150 gp
    Great white whale 12,600 gp
    Manta ray 25 gp
    Marine iguana 6 gp
    Narwhal 350 gp
    Orca 1,350 gp
    Sea krait 5 gp
    Seal 45 gp
    Shark 325 gp
    Squid 25 gp
    Stingray 18 gp
    Whale 10,000 gp

    Dire Animals

    These feral beasts are all but untamable, and are typically only sought out by violent brawlers or cruel lords, either for brutish protection or to pit against equally vicious creatures in violent animal fights. At the GM's discretion, PCs who acquire dire animals may be required to attempt wild empathy or Handle Animal checks every day to keep their pets from running away or attacking them and their allies. Dire animals are not generally suitable as mounts, though the GM may make exceptions at her discretion.

    Animal Price
    Dire ape 450 gp
    Dire badger 125 gp
    Dire bat 220 gp
    Dire bear 1,750 gp
    Dire boar 370 gp
    Dire crocodile 2,700 gp
    Dire hyena 250 gp
    Dire lion 1,000 gp
    Dire shark 3,375 gp
    Dire tiger 1,055 gp
    Dire wolf 380 gp
    Dire wolverine 500 gp

    Other Animals

    The following reared animals don't fit into one of the aforementioned categories, but can still be purchased by sellers who have access to them. Some may be purchased already combat-trained at the GM's discretion, and typically cost an amount equal to 1-1/2 × the price of the standard animal.

    Animal Price
    Antelope 45 gp
    Baboon 15 gp
    Behemoth hippopotamus 7,900 gp
    Cheetah 160 gp
    Constrictor snake 90 gp
    Dodo 5 gp
    Eagle 40 gp
    Emperor cobra 1,600 gp
    Giant anaconda 6,300 gp
    Giant porcupine 135 gp
    Giant skunk 190 gp
    Giant snapping turtle 5,200 gp
    Gorilla 175 gp
    Great horned owl 22 gp
    Grizzly bear 740 gp
    Hippopotamus 1,050 gp
    Hyena 80 gp
    Kangaroo 30 gp
    Leopard 100 gp
    Mongoose 4 gp
    Monitor lizard 150 gp
    Osprey 45 gp
    Poison frog 60 gp
    Porcupine 5 gp
    Snail kite 18 gp
    Snapping turtle 5 gp
    Thylacine 18 gp
    Toucan 40 gp
    Vulture 30 gp
    Wolf 100 gp
    Wolverine 125 gp