
outshyn |

Can someone have Phantom Steed do double moves, since the steed has no constitution, it can't be exhausted from running all day.
Spell for reference: https://www.d20pfsrd.com/magic/all-spells/p/phantom-steed/

Melkiador |

Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
The bigger deal is that you could just cast Phantom Steed again, and replace the exhausted one. Though it is very, very rare for this to ever matter in a game. In general, no matter how quickly you travel, the plot has already decided if you arrive too late or just on time.

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How many actions does the phantom steed have?
Phantom Steed
School conjuration (creation)
Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.
It is a Creation spell, so the Phantom steed is an object or an effect, not a creature.
As I see it, it is an effect with a physical form. You can't Haste the Phantom steed and you can't get it to run as a creature can.
BTW, if you rule differently, why limit yourself to a forced march? It can run in a straight line at 3 times its speed.
Just to add more confusion, it lacks the Constitution stat. Creatures that lack a score but need to make a check normally treat that score as a 10.
It lacks the strength score too. It can be ridden by the designated person, but the spell doesn't say that it can carry it. If it is a force, it is not a problem. if it is a creature, it is.

Azothath |
it's moot as a) 8hr adventuring day, b) caster level > 8 and caster likely to use a different Fifth or Sixth level spell, c) {Home GM} rider may get fatigued before phantom steed spell ends or over multiple sequential castings, d) overland travel calculated differently than tactical(combat) movement... e) mount rules rather simplistic and 'getting real' or sensible moves into Home Game rulez.
teleport is a smidge faster and takes the whole party (even if you have to stuff some into extra dimensional spaces).