Handle Animal: Difference between revisions
Jump to navigation
Jump to search
Line 36: | Line 36: | ||
| Core-Skill = Handle Animal | | Core-Skill = Handle Animal | ||
| Benefit = This task involves commanding an animal to perform a task or trick that it knows | | 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 her animal companion as a free action) | | Action = move action (A druid can command her animal companion as a free action up to once per round) | ||
| DC = 5 + HD of animal | | DC = 5 + HD of animal | ||
| Modifiers = *'''Weary''' If an animal is [[Fatigued]], all | | Modifiers = *'''Weary''' If an animal is [[Fatigued]], all ''Command an 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 | * '''Injured:''' If the animal is wounded, has taken any non-lethal damage, or has any status conditions (other than [[Fatigued]] or [[Exhausted]], the DC increases by +2. | ||
*'''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 | *'''Dangerous''' Asking an animal to perform dangerous activities, such as crossing a high, narrow, icy ledge, inflicts a -5 penalty on the ''Command an Animal'' check. | ||
*'''TREATS!''' Offering an animal a desired treat before | *'''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 ''Command an Animal'' check. | ||
*'''Threats''' The good old 'whip and chair' routine beloved by lion tamers everywhere! Grants a +5 circumstance modifier on | *'''TREATS!''' Offering an animal a desired treat before attempting a ''Command an Animal'' check grants a +5 modifier to the roll. Of course, if you then welsh on the deal, this modifier stops working on that animal. | ||
* '''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 | *'''Threats''' The good old 'whip and chair' routine beloved by lion tamers everywhere! Grants a +5 circumstance modifier on ''Command an Animal'' checks, but also runs the risk of the animal turning on you. If you roll a 1 while using threats to coerce it to perform tricks or work, it will attack you and never obey you again. | ||
*'''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 | * '''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. | ||
*'''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. | |||
| Take10-Take20 = | | Take10-Take20 = No | ||
| Assist = | | Assist = Yes (up to 5 allies). Allies may not assist with a ''Command an Animal'' check if the animal is an animal companion. | ||
| Success = | | Success = The animal performs the trick or action requested of it, on its next turn. | ||
| Failure = | | Failure = The animal obstinately refuses to perform the trick or action on its next turn. Instead, it uses the action normally required for the trick or action to act annoyed. (Okay, it's not really an act. It's annoyed.) | ||
| Retry = Yes | | Retry = Yes | ||
| Provokes = | | Provokes = No | ||
}} | }} |