Ride is your character’s ability to effectively use riding animals or vehicles in combat. A character may occupy only one mount at any given time. While any creature can control a mount out of combat, you have a knack for driving while rockets or javelins are flying in your direction.
What a Personal Mount Represents: A Personal Mount is the player’s mount of choice, and is the mount they can always seem to find or regain whenever they happen to misplace their ride. Examples include a favorite brand of motorcycle the character knows how to build from scratch with spare parts, the horse that always seems to find its way back, or a type of vehicle that the character owns or can easily find in abundance. The details can vary based on the context of the campaign, so we suggest you work them out with your group.
At the beginning of each [Scene], if you are trained in the Ride skill and do not already have a Personal Mount, you gain a single mount designated as your Personal Mount, which appears in an unoccupied space of your choice within your [Close] range and has a movement speed equal to your movement speed + 10 ft. Your GM must agree to the size and shape of any mount whose space is not 1 square by 1 square or 2 squares by 2 squares. You may not treat any other mount as your Personal Mount except through GM allowance unless otherwise specified. Whenever another creature becomes the rider of your Personal Mount, that creature gains and possesses each movement mode you currently possess as long as they are the rider of the mount and you continue to possess that movement mode.
At any time, you may voluntarily lose your mount without taking an action. If you do so, any creature that is the mount's rider ceases to be its rider and the mount cannot have a rider again until you regain the mount.
As a free action, if you are an occupant of a mount without a rider, you may become its rider. You may cease to be its rider as a free action. (See Mounted Combat for details on being the rider of a mount.)
Voluntarily Losing a Mount: When you find it nigh impossible to get back on your Personal Mount before the beginning of the next [Scene], you may find it beneficial to voluntarily lose the mount. This guarantees that you regain the mount at beginning of the next [Scene].
While you are the rider of a mount, you can avoid provoking attacks of opportunity from moving through a creature’s threatened area. Make a successful Ride check (DC equal to 10 + your opponent’s BAB + your opponent’s KOM) to avoid provoking an attack of opportunity; failure means you provoke an attack of opportunity but can still move normally (aside from any consequences of the attack). This DC is increased by 10 for areas within that opponent’s occupied square(s). You also have access to the following special moves:
- DC 15: Board or dismount a mount as part of a move action without provoking an attack of opportunity rather than as a move action that provokes.
- DC 20: As a swift action, increase your mount’s movement speed by 20 ft for its next movement this [Round]. For every 5 points by which you exceed this DC, you can increase your mount's movement speed by an additional 5 ft.
- DC 25: As part of a move action, dismount any willing allies occupying your mount, deploying them in your choice of unoccupied squares adjacent to the mount.
Your training helps you stay in your seat regardless of whatever calamity you are riding through. You gain a +1 bonus to saves against any effect that would cause you to dismount, plus another +1 bonus for every five ranks you possess in Ride.