Mounted combat rules

Asmor

First Post
Hey, a recurring villain in my upcoming campaign is going to be a mounted archer, and so I need to know the rules on mounted combat.

Here's the character: http://www.enworld.org/forums/showthread.php?p=1672951#post1672951

Basically, I need to know what will cause ride checks, how movement works, how the attacks are effected, and anything else that might be relevant. Also, I'd like to know effective tactics.

The character's primary mount for the time being will be the Mount sorcerer spell, however once things get settled in Sigil I plan on giving her something more exotic. Any suggestions or considerations?
 

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See PHB, Combat chapter: Mounted Combat section.

Ride check (DC 5) is needed to use both hands in combat. Ranged attacks occur at the midpoint of any mount's move. A penalty is applied for a double move (-4 to hit) or run (-8 to hit). Mounted Archery feat reduces these to -2 and -4.
 
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Asmor said:
[...]I need to know the rules on mounted combat.[...]

Hi!

That's what Rules of the Game: All about Movement (3.5) says:

RulesOfTheGame said:
Ride

Though your steed actually does the moving, much of what you do with the Ride skill counts as move action or as movement (or both) for you.

Since your mount takes you along with it when it moves, a move for your mount also counts as a move for you (you’re not propelling yourself, but you still spend time moving). So, for example, if you and your mount move, neither you nor your mount can take a 5−foot step during the same turn.

In many cases, you can do something else while your mount does the moving, such as make ranged attacks, reload a crossbow, cast a spell, or any number of other things that normally would be actions for you. You can use the full attack action to make ranged attacks when your mount takes a move action, and there’s no penalty for doing so if your mount does not make a double move. If your mount runs or makes a double move, you suffer a penalty on your ranged attacks, as noted on page 157 in the Player’s Handbook (the Mounted Archery feat can reduce those penalties). If your mount moves as a full−round action (as it might if it uses the rule for minimum movement), your ranged attacks are penalized as though the mount took a double move. There’s no penalty on your melee attacks for your mount’s movement, but if you mount moves before you attack in a turn, you cannot us the full attack action (see page 157 in the Player’s Handbook).

Here’s an overview of tasks you perform with the Ride skill:

Guide with Knees: Although the skill description doesn’t specifically say so, this is not an action at all. You make the check at the beginning of your turn. If you succeed, you don’t have to use your hands to control your mount until the beginning of your next turn, when you have to repeat the check to continue guiding your mount with your knees.

Stay in Saddle: This usage does not take an action.

Fight with Warhorse: This usage is a free action.

Cover: This usage does not take an action.

Soft Fall: This usage does not take an action.

Leap: This usage does not take an action, but it is part of the mount’s movement.

Spur Mount: This is a move action for you, which you take while your mount moves and carries you along.

Control Mount in Battle: This also is a move action for you, which you take while your mount moves and carries you along. If you fail to control a mount that is not trained for war during a battle, the rules say your turn is over. There is, however, no reason why you can’t simply fall off your mount to keep it from galloping away with you. Deliberately falling off your mount is a free action for you. If you decide to fall off, you can make a Ride check to soften the fall (which doesn’t take an action).

Fast Mount or Dismount:
This is a free action for you and it does not count as movement for you.

Kind regards
 
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Well, ain't that a howdy-do. Now I'm confused.

I thought most of the actions listed above required some kind of Ride Check.

Free-actions sure, but don't checks still apply?
 


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