The rules state that your mount acts on your initiative. It also states that only non-combat trained mounts are freightened by combat and require a ride check to control. Yes, your mount may take the spot check for the surprise round but it generally doesn't matter unless you have a non-combat trained mount.
Example 1a: A combat trained mount makes the spot check but the rider fails. The warhorse will not be freightened (unless invoked by a fear effect) and will wait for direction from his rider.
Example 1b: A combat trained mount fails the spot check but the rider makes it. The mount is surprised but still responds and acts on his riders initative (RAW).
Example 2a: A non-combat trained mount makes the spot check but the rider fails. If whatever the mount saw would cause it to be freightened, then the rider makes a ride check to control the mount on the riders initative (RAW). If the rider's check fails, then the horse acts like a freightened beast, fleeing from the source or fighting if cornered.
Example 2b: A non-combat trained mount fails the spot check but the rider makes it. The mount is surprised but still responds and acts on his riders initative (RAW). If the rider engages in combat then he must control the mount accordingly.
Note: The above examples assume the mount is of normal animal intelligence or not able to communicate with its rider. In the case of a mount capable of speach, telepathy, etc. It may react differently if it makes a spot check and his rider did not.
Conclusion: 1. Having a combat trained mount gives you a more reliable, easier to control and harder to freighten mount. 2. The RAW states that you use your initative for your mount and it acts on your turn. If your mount is surprised or not it uses your initative. 3. Is it worth your time to roll spot checks for combat trained mounts? No. Is it worth your time to roll spot checks for non-combat trained mounts? Yes.
Example 1a: A combat trained mount makes the spot check but the rider fails. The warhorse will not be freightened (unless invoked by a fear effect) and will wait for direction from his rider.
Example 1b: A combat trained mount fails the spot check but the rider makes it. The mount is surprised but still responds and acts on his riders initative (RAW).
Example 2a: A non-combat trained mount makes the spot check but the rider fails. If whatever the mount saw would cause it to be freightened, then the rider makes a ride check to control the mount on the riders initative (RAW). If the rider's check fails, then the horse acts like a freightened beast, fleeing from the source or fighting if cornered.
Example 2b: A non-combat trained mount fails the spot check but the rider makes it. The mount is surprised but still responds and acts on his riders initative (RAW). If the rider engages in combat then he must control the mount accordingly.
Note: The above examples assume the mount is of normal animal intelligence or not able to communicate with its rider. In the case of a mount capable of speach, telepathy, etc. It may react differently if it makes a spot check and his rider did not.
Conclusion: 1. Having a combat trained mount gives you a more reliable, easier to control and harder to freighten mount. 2. The RAW states that you use your initative for your mount and it acts on your turn. If your mount is surprised or not it uses your initative. 3. Is it worth your time to roll spot checks for combat trained mounts? No. Is it worth your time to roll spot checks for non-combat trained mounts? Yes.
Horses in Combat
Heavy warhorses, light warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn.
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.
Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Last edited: