Handle Animal: Difference between revisions
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| Core-Skill = Handle Animal | | 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 | | 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. | ||
The number of tricks an animal can learn are limited by its intelligence. 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 five 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 seven tricks, while an Int of 4 or higher can learn nine tricks. If the package includes more tricks than the maximum possible for the animal, it cannot gain that training package (for example, an animal must have at least an int of 3 to gain the '''Combat Training''' purpose, since it includes six tricks). | |||
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. | 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. | ||
* '''Burglar (DC 20 + HD of animal):''' An animal trained as a burglar knows the '''come''', '''fetch''', '''maneuver''' (steal), '''seek''', and '''sneak''' tricks. You can order it to steal a specific item you point out. Training an animal for burglary takes five weeks. | |||
* ''' | * '''Combat Training (DC 15 + HD of animal):''' An animal trained to bear a rider into combat knows the tricks '''attack''', '''come''', '''defend''', '''down''', '''guard''', and '''heel'''. Training an animal for combat riding takes 6 weeks. You to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. | ||
* ''' | * '''Fighting (DC 15 + HD of animal):''' An animal trained to engage in combat knows the tricks '''attack''', '''down''', and '''stay'''. Training an animal for fighting takes three weeks. | ||
* ''' | * '''Guarding (DC 15 + HD of animal):''' An animal trained to guard knows the tricks '''attack''', '''defend''', '''down''', and '''guard'''. Training an animal for guarding takes four weeks. | ||
* ''' | * '''Heavy Labor (DC 10 + HD of animal):''' An animal trained for heavy labor knows the tricks '''come''' and '''work'''. Training an animal for heavy labor takes two weeks. | ||
* ''' | * '''Hunting (DC 15 + HD of animal):''' An animal trained for hunting knows the tricks '''attack''', '''down''', '''fetch''', '''heel''', '''seek''', and '''track'''. Training an animal for hunting takes six weeks. | ||
* ''' | * '''Liberator (DC 20 + HD of animal):''' An animal trained in liberating knows the '''break out''', '''flee''', and '''get help''' tricks. Training an animal as a liberator takes three weeks. | ||
* ''' | * '''Performance (DC 10 + HD of animal):''' An animal trained for performance knows the tricks '''come''', '''fetch''', '''heel''', '''perform''', and '''stay'''. Training an animal for performance takes five weeks. | ||
* ''' | * '''Riding (DC 10 + HD of animal):''' An animal trained to bear a rider knows the tricks '''come''', '''heel''', and '''stay'''. Training an animal for riding takes three weeks. | ||
* ''' | * '''Servant (DC 15 + HD of animal):''' An animal trained as a servant knows the '''deliver''', '''exclusive''', and '''serve''' tricks. Training an animal as a servant takes three weeks. | ||
| Action = One week per trick included in the training package. | |||
You must spend half the listed time for a training package (rounding down to the nearest full week), 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 train the animal fails and you need not complete the remaining training time. If the check succeeds, you must invest the remainder of the time to complete the training. If the time is interrupted or the task is not followed through to completion, the attempt to train the animal automatically fails. | |||
| DC = | | DC = Varies, see training packages above. | ||
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' | | Modifiers = * '''Non Intelligent, Non-Animal Monsters''' Since creatures with an INT score of 0 can only emulate one trick, they cannot be taught a training package. | ||
*'''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 | *'''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 seven tricks. Int 4 creatures can learn nine tricks. | ||
* '''Animal Companions''' A druid | * '''Animal Companions''' A druid'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 = No | ||
| Assist = | | Assist = Yes (up to 5 allies). Allies may not assist with a ''Train an Animal to a Purpose'' check if the animal is an animal companion. | ||
| Success = | | Success = The animal learns the training package specified, and can perform tricks included within it when commanded to do so (see [[#Command an Animal|Command an Animal]] above). | ||
| Failure = | | Failure = The animal fails to learn the training package, and half the listed time for the package (rounding down to the nearest full week) is wasted. | ||
| Retry = Yes | | Retry = Yes | ||
| Provokes = | | Provokes = Yes | ||
}} | }} |