War Trained Mounts
Any mount that is war trained is used to the rigors of combat while a rider sits upon them. You must use one action each turn Guiding your mount using the Ride skill. Simple commands such as attack and move require a DC 15 Ride check, if are Trained Proficiency or higher you only need to make this check in difficult or unusual situations such as guiding a horse through a small patch of land in a swamp or fighting a truly terrifying creature. If you succeed at the check your mount is given two actions to use as described by its stat block, generally move, attack, etc.
Regular mounts without training run in fear when combat begins and can only be steeled with a successful handle animal check with a DC of 25.
Combat while Mounted
When you attack a creature smaller than your mount that is on foot, you gain a +1 bonus on Strike rolls.. If your mount moves more than 5 feet, you can only make a single melee attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge.
You can use ranged weapons while your mount is moving, but at a -2 penalty on the Ranged Strike roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make multiple attacks while your mount is moving.
Casting Spells while Mounted
You can cast a spell normally if your mount moves only uses one action for movement. If you have your mount move more than once you have to make a Concentration check due to the motion (DC 15 + Proficiency level of the spell) or lose the spell. If the mount is running (quadruple speed), the Concentration check is more difficult due to the violent motion (DC 20 + Proficiency level of the spell).
If Your Mount Falls in Battle
If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped
If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 80% if you’re in a military saddle). Otherwise you fall and take 1d6 points of damage.
If you’re mount is ever left without a rider it avoids combat as if it were an untrained mount and will try to find its way back to the last town you were in.