Handle Animal: Difference between revisions
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Of course, Goblins LOVE that trick.... | Of course, Goblins LOVE that trick.... | ||
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 her animal companion, but she can't teach, rear, or train animals, including her animal companion. | |||
== Command an Animal == | == Command an Animal == | ||
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| Core-Skill = Handle Animal | | Core-Skill = Handle Animal | ||
| Benefit = | | Benefit = This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. | ||
| Action = | | Action = move action (A druid can command her animal companion as a free action) | ||
| DC = 5 + HD of animal | | DC = 5 + HD of animal | ||
| Modifiers = | | Modifiers = *'''Weary''' If an animal is [[Fatigued]], all Handle Animal DC's for any purpose are increased by +10. If the animal is [[Exhausted]] it will not obey under any circumstances. | ||
*'''Dangerous''' Asking an animal to perform dangerous activities, such as crossing a high, narrow, icy ledge, inflicts a -5 penalty on the Handle Animal roll. | |||
*'''Extreme Peril''' Asking an animal to perform actions of extreme peril, such as swimming through lava or leaping into a spiked pit, infict a -10 penalty on the Handle Animal roll. | |||
*'''TREATS!''' Offering an animal a desired treat before giving a Handle Animal roll grants a +5 modifier to the roll. Of course, if you then welsh on the deal, this modifier stops working on that animal. | |||
*'''Threats''' The good old 'whip and chair' routine beloved by lion tamers everywhere! Grants a +5 circumstance modifier on Handle Animal rolls, but also runs the risk of the animal turning on you. If you roll a 1, a critical failure, with an animal while using threats to coerce it to perform tricks or work, it will attack you and never obey you again. | |||
* '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0. Yes, you can have an attack zombie, if you are very, very careful. Adds +10 to the DC. Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick. | |||
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4. The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn eight tricks. Int 4 creatures can learn ten tricks. | |||
* '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach. | |||
| Take10-Take20 = | | Take10-Take20 = | ||
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{{Template:SkillUse | {{Template:SkillUse | ||
| Skill-Use = | | Skill-Use = Push an Animal | ||
| Core-Skill = Handle Animal | | Core-Skill = Handle Animal | ||
| Benefit = | | 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 hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 5. If your check succeeds, the animal performs the task or trick on its next action. | ||
| Action = | | Action = full-round action (A druid can push her animal companion as a move action) | ||
| DC = | | DC = 20 + HD of animal | ||
| Modifiers = | | Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0. Yes, you can have an attack zombie, if you are very, very careful. Adds +10 to the DC. Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick. | ||
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4. The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn eight tricks. Int 4 creatures can learn ten tricks. | |||
* '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach. | |||
| Take10-Take20 = | | Take10-Take20 = | ||
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{{Template:SkillUse | {{Template:SkillUse | ||
| Skill-Use = | | Skill-Use = Teach an Animal a Trick | ||
| Core-Skill = Handle Animal | | Core-Skill = Handle Animal | ||
| Benefit = | | Benefit = You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC (see below). An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Creatures with an int score of 0 cannot learn tricks, exactly, but can be conditioned to act as if they know 1 trick. Creatures with an Int score of 3 can learn eight tricks, while an Int of 4 or higher can learn ten tricks. | ||
The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC. | The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC. | ||
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* '''Work (DC 10 + HD of animal):''' The animal pulls or pushes a medium or heavy load. | * '''Work (DC 10 + HD of animal):''' The animal pulls or pushes a medium or heavy load. | ||
= | | Action = For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails. | ||
| DC = | |||
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0. Yes, you can have an attack zombie, if you are very, very careful. Adds +10 to the DC. Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick. | |||
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4. The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn eight tricks. Int 4 creatures can learn ten tricks. | |||
* '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach. | |||
| Take10-Take20 = | |||
| Assist = | |||
| Success = | |||
| Failure = | |||
| Retry = Yes | |||
| Provokes = | |||
}} | |||
== Train an Animal to a Purpose == | |||
{{Template:SkillUse | |||
| Skill-Use = Train an Animal to a Purpose | |||
| Core-Skill = Handle Animal | |||
| Benefit = Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2. | |||
An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time. | |||
* '''Air Support (DC 10 + HD of animal):''' An animal trained in air support knows the attack, bombard, and deliver tricks. | * '''Air Support (DC 10 + HD of animal):''' An animal trained in air support knows the attack, bombard, and deliver tricks. | ||
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* '''Servant (DC 15 + HD of animal):''' An animal trained as a servant knows the deliver, exclusive, and serve tricks. | * '''Servant (DC 15 + HD of animal):''' An animal trained as a servant knows the deliver, exclusive, and serve tricks. | ||
| Action = For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails. | |||
| DC = | |||
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0. Yes, you can have an attack zombie, if you are very, very careful. Adds +10 to the DC. Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick. | |||
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4. The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn eight tricks. Int 4 creatures can learn ten tricks. | |||
* '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach. | |||
| Take10-Take20 = | |||
= | | Assist = | ||
= | | Success = | ||
| Failure = | |||
| Retry = Yes | |||
| Provokes = | |||
}} | |||
== | == Rear a Wild Animal == | ||
{{Template:SkillUse | |||
| Skill-Use = Rear a Wild Animal | |||
| Core-Skill = Handle Animal | |||
| Benefit = To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a domesticated animal later. | |||
| Action = | |||
| DC = 10 + HD of animal | |||
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You can use this skill on Constructs, Oozes, Plants, Vermin and Undead with an Int score of 0. Yes, you can have an attack zombie, if you are very, very careful. Adds +10 to the DC. Constructs, Unintelligent Oozes, Plants, Vermin, and Undead can be made to act as if they know 1 trick. | |||
*'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4. The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn eight tricks. Int 4 creatures can learn ten tricks. | *'''Non-Animals''' You can use this skill on Magical Beasts, Oozes, Vermin, and Plants, with an Intelligence score of 1, 2, 3, or 4. The DC of any such check increases by +5. Such creatures have the same limit on tricks known as animals do. Int 3 creatures can learn eight tricks. Int 4 creatures can learn ten tricks. | ||
* '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach. | * '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach. | ||
| Take10-Take20 = | |||
| Assist = | |||
| Success = | |||
= | | Failure = | ||
| Retry = No | |||
| Provokes = | |||
}} | |||