Handle Animal: Difference between revisions
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You do not have to have this skill in order to use the [[Ride]] skill, but any creature with an intelligence less than 4 must have been taught the ''Riding'' purpose below, and for most adventurers, the ''Combat Training'' purpose is very useful. | You do not have to have this skill in order to use the [[Ride]] skill, but any creature with an intelligence less than 4 must have been taught the ''Riding'' purpose below, and for most adventurers, the ''Combat Training'' purpose is very useful. | ||
If you have no ranks in Handle Animal, you can use a Charisma check to command and push domestic animals, but you can't teach, rear, or train animals. A druid with no ranks in Handle Animal can use a Charisma check to command and push | If you have no ranks in Handle Animal, you can use a Charisma check to command and push domestic animals, but you can't teach, rear, or train animals. A druid with no ranks in Handle Animal can use a Charisma check to command and push their animal companion, but they still can't teach, rear, or train animals, including their animal companion. | ||
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill. | As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill. | ||
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| Benefit = This task involves commanding an animal to perform a task or trick that it knows. If your check succeeds, the animal performs the task or trick on its next action. | | Benefit = This task involves commanding an animal to perform a task or trick that it knows. If your check succeeds, the animal performs the task or trick on its next action. | ||
| Action = move action (A druid can command | | Action = move action (A druid can command their animal companion as a free action up to once per round) | ||
| DC = 5 + HD of animal | | DC = 5 + HD of animal | ||
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| Benefit = To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to [[Types_of_Movement#Overland_Movement|hustle]] for more than 1 hour between sleep cycles. | | Benefit = To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to [[Types_of_Movement#Overland_Movement|hustle]] for more than 1 hour between sleep cycles. | ||
| Action = full-round action (A druid can push | | Action = full-round action (A druid can push their animal companion as a move action up to once per round) | ||
| DC = 20 + HD of animal | | DC = 20 + HD of animal | ||
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* '''Flee (DC 15 + HD of animal):''' The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends. | * '''Flee (DC 15 + HD of animal):''' The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends. | ||
them back to the handler, even if that means journeying a long distance to the last place it encountered the target creature. | |||
* '''Guard (DC 15 + HD of animal):''' The animal stays in place and prevents others from approaching. | * '''Guard (DC 15 + HD of animal):''' The animal stays in place and prevents others from approaching. |