When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack.
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 taking a double move, but at a –4 penalty on the attack 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 a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
Casting Spells While Mounted
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).
Task:Ride DC(Action Type)
Guide with knees:5 (FA)
Stay in saddle:5 (No Action)
Fight with a combat-trained mount:10 (FA)
Cover:15 (Immed to use, Move to Recover)
Soft fall:15 (NA)
Fast mount or dismount:20/15 (FA)
Male halfling oracle 14 (Pathfinder RPG Advanced Player's Guide 42)
NG Small humanoid (halfling)
Init +9; Senses Perception +20
AC 27, touch 15, flat-footed 23 (+9 armor, +4 Dex, +3 shield, +1 size)
hp 107 (14d8+34)
Fort +11, Ref +15, Will +15; +4 Competence bonus vs. disease, +2 vs. fear
Immune disease, sickened
Speed 30 ft.
Melee +1 halfling sling staff +13/+8 (1d6+2/×3) or
. . cold iron dagger +12/+7 (1d3+1/19-20) or
. . halfling sling staff +12/+7 (1d6+1/×3) or
. . longspear +12/+7 (1d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Oracle Spells Known (CL 14th; concentration +22)
. . 7th (3/day)—creeping doom (DC 23), mass cure serious wounds, destruction (DC 23)
. . 6th (6/day)—cold ice strike[UM] (DC 22), mass cure moderate wounds, heal, stone tell
. . 5th (7/day)—awaken (DC 21), breath of life (DC 21), mass cure light wounds, dispel evil, flame strike (DC 21)
. . 4th (7/day)—air walk, cure critical wounds, death ward, divine power, freedom of movement, grove of respite[APG]
. . 3rd (7/day)—cure serious wounds, invisibility purge, magic circle against evil, magic vestment, speak with plants, summon monster III
. . 2nd (8/day)—barkskin, bull's strength, cure moderate wounds, grace[APG], make whole, resist energy, lesser restoration
. . 1st (8/day)—air bubble[UC], charm animal (DC 17), cure light wounds, divine favor, endure elements, liberating command[UC], shield of faith
. . 0 (at will)—create water, detect magic, light, mending, purify food and drink (DC 16), read magic, sign of the dawnflower, spark[APG] (DC 16), stabilize
. . Mystery Nature
Str 12, Dex 20, Con 13, Int 12, Wis 10, Cha 23
Base Atk +10; CMB +10; CMD 25
Feats Additional Traits, Divine Protection[ACG], Exotic Weapon Proficiency (halfling sling staff), Lucky Halfling[APG], Mounted Combat, Quicken Spell, Toughness
Traits finding haleen, focused mind, helpful, savannah child, seeker
Skills Bluff +2, Climb +3, Diplomacy +2, Disguise +2, Handle Animal +10, Knowledge (nature) +16, Knowledge (planes) +15, Knowledge (religion) +13, Perception +20, Profession (Cartograhper) +4, Ride +18, Survival +17, Swim +3; Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling
SQ attached, oracle's curse (wasting), revelations (bonded mount, erosion touch [14d6 damage, 4/day], friend to the animals [30 ft.], natural divination)
Combat Gear lesser extend metamagic rod, potion of cure light wounds (2), ring of invisibility, scroll of breath of life, wand of cure light wounds (50 charges), alchemist's fire, softstone bullet (10); Other Gear +3 mithral chainmail, +2 buckler, +1 halfling sling staff, cold iron dagger, halfling sling staff, longspear, sling bullets (20), belt of incredible dexterity +4, cloak of resistance +5, headband of alluring charisma +4, belt pouch, earplugs[APG], half deck sacred keepsake, scarf[UE], signal whistle, spell component pouch, wooden holy symbol of Sarenrae, wrist sheath, spring loaded, 6 gp, 5 sp, 6 cp
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attached (Aldebert Piddlespot) If your attachment is threatened, -1 Will & -2 save vs. fear
Erosion Touch (14d6 damage, 4/day) (Su) Melee touch attack deals 14d6 damage to an object or construct.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Friend to the Animals +6 (Su) Animals in 30 ft gain +6 to saves.
Immunity to Disease You are immune to diseases.
Immunity to Sickened You are immune to the sickened condition.
Lucky Halfling (1/day) Roll a save vs. an attack affecting an ally in 30 ft. They may use either result.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Natural Divination (4/day) (Su) You can gain a bonus to a save, skill check, or initiative roll which must be used within 24h.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wasting +4 competence bonus to save vs. Disease
We speak with Mold:
By meditating for ten minutes, you may gain one of the following benefits (1/day):
+1 to attacks, damage and saving throws, lasting 1 hour
A yes/no answer to a single question concerning events not in the future, otherwise as an augury, with an 80 + character level percent chance to be right
+2 moral bonus to a single skill, lasting 1 hour
+2 ability increase to one ability, lasting 1 hour