Handle Animal: Difference between revisions
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| Core-Skill = Handle Animal | | Core-Skill = Handle Animal | ||
| 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 | | 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 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. | ||
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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* '''Bombard (DC 15 + HD of animal):''' A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target. | * '''Bombard (DC 15 + HD of animal):''' A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target. | ||
* '''Break Out (DC 15 + HD of animal):''' On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability. | * '''Break Out (DC 15 + HD of animal):''' On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on [[Escape Artist]] checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal's ability. | ||
* '''Bury (DC 10 + HD of animal):''' An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried. | * '''Bury (DC 10 + HD of animal):''' An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried. | ||
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* '''Deliver (DC 10 + HD of animal):''' The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.) | * '''Deliver (DC 10 + HD of animal):''' The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.) | ||
* '''Detect (DC 20 + HD of animal):''' The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way. | * '''Detect (DC 20 + HD of animal):''' The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its ''Perception'' skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same [[Perception]] check more than once in this way. | ||
* '''Down (DC 10 + HD of animal):''' The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. | * '''Down (DC 10 + HD of animal):''' The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. | ||
* '''Entertain (DC 20 + HD of animal):''' The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a -2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed. | * '''Entertain (DC 20 + HD of animal):''' The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a [[Perform]] check (or a Charisma check if it has no ranks in [[Perform]]) to show off its talent. Willing onlookers or those who fail an opposed [[Sense Motive]] check take a -2 penalty on [[Perception]] checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed. | ||
* '''Exclusive (DC 15 + HD of animal):''' The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of | * '''Exclusive (DC 15 + HD of animal):''' The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of [[Charm Animal (Spell)]]), though this does not prevent it from being controlled by other enchantment spells (such as [[Dominate Animal (Spell)]]), and the animal still otherwise acts as a friendly or helpful creature when applicable. | ||
* '''Fetch (DC 10 + HD of animal):''' The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object. | * '''Fetch (DC 10 + HD of animal):''' The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object. | ||
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* '''Heel (DC 10 + HD of animal):''' The animal follows you closely, even to places where it normally wouldn't go. | * '''Heel (DC 10 + HD of animal):''' The animal follows you closely, even to places where it normally wouldn't go. | ||
* '''Hunt (DC 15 + HD of animal):''' This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt [[Survival]] checks (or Wisdom checks if the animal has no ranks in [[Survival]][[Survival]] skill). An animal with this trick may instead [[assist]] its handler with [[Survival]] checks, if ordered to do so. | |||
* '''Perform (DC 10 + HD of animal):''' The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on. | * '''Perform (DC 10 + HD of animal):''' The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on. | ||
* '''Maneuver (DC 15 + HD of animal):''' The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver. | * '''Maneuver (DC 15 + HD of animal):''' The animal is trained to use a specific [[Combat Maneuvers|combat maneuver]] on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different [[Combat Maneuvers|combat maneuver]]. | ||
* '''Menace (DC 15 + HD of animal):''' A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace. | * '''Menace (DC 15 + HD of animal):''' A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace. | ||
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* '''Seek (DC 10 + HD of animal):''' The animal moves into an area and looks around for anything that is obviously alive or animate. | * '''Seek (DC 10 + HD of animal):''' The animal moves into an area and looks around for anything that is obviously alive or animate. | ||
* '''Serve (DC 10 + HD of animal):''' An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate. | * '''Serve (DC 10 + HD of animal):''' An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your ''Handle Animal'' bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate. | ||
* '''Sneak (DC 10 + HD of animal):''' The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy. | * '''Sneak (DC 10 + HD of animal):''' The animal can be ordered to make [[Stealth]] checks in order to stay hidden and to continue using [[Stealth]] even when circumstances or its natural instincts would normally cause it to abandon secrecy. | ||
* '''Stay (DC 10 + HD of animal):''' The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. | * '''Stay (DC 10 + HD of animal):''' The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. | ||
* '''Track (DC 15 + HD of animal):''' The animal tracks the scent presented to it. (This requires the animal to have the | * '''Track (DC 15 + HD of animal):''' The animal tracks the scent presented to it. (This requires the animal to have the [[Scent]] ability) | ||
* '''Throw Rider (DC 10 + HD of animal):''' The animal can attempt to fling a creature riding it to the ground. Treat this as a | * '''Throw Rider (DC 10 + HD of animal):''' The animal can attempt to fling a creature riding it to the ground. Treat this as a [[Trip]] combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it. | ||
* '''Watch (DC 10 + HD of animal):''' The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose. | * '''Watch (DC 10 + HD of animal):''' The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose. | ||
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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 = | | Action = You must spend 3 days (at the rate of 3 hours per day per animal being trained) working toward completion of the training before you may attempt the ''Handle Animal'' check. If the check fails, your attempt to teach the animal fails and you need not complete the teaching time. If the check succeeds, you must invest the remaining 4 days (at the rate of 3 hours per day per animal being trained) to complete the teaching. If the time is interrupted or the task is not followed through to completion, the attempt to teach the animal automatically fails. | ||
| DC = | | DC = Varies, see the trick descriptions above. | ||
| 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. | | 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 | *'''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 | * '''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 ''Teach an Animal a Trick'' check if the animal is an animal companion. | ||
| Success = | | Success = The animal learns the specified trick, and can perform it when commanded to do so (see [[#Command an Animal|Command an Animal]] above.) | ||
| Failure = | | Failure = The animal fails to learn the trick, and the first 3 days of the week required to teach the trick are wasted. | ||
| Retry = Yes | | Retry = Yes | ||
| Provokes = | | Provokes = Yes | ||
}} | }} |