Handle Animal: Difference between revisions
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*'''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. | *'''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'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'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. | ||
* '''Hurry:''' ''(Epic Use – you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to teach an animal by 1 day per +10 you add to the DC of the check (you may reduce the time to no less than 1 day). | |||
| Take10-Take20 = No | | Take10-Take20 = No | ||
| 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. | | 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. If you are attempting to ''hurry'' (see Modifiers, above), any assisting allies must also have at least 21 ranks in ''Handle Animal'' to assist you. | ||
| Success = The animal learns the specified trick, and can perform it when commanded to do so (see [[#Command an Animal|Command an Animal]] above). | | Success = The animal learns the specified trick, and can perform it when commanded to do so (see [[#Command an Animal|Command an Animal]] above). | ||
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*'''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. | *'''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'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'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. | ||
* '''Hurry:''' ''(Epic Use – you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to train an animal by 1 week per +10 you add to the DC of the check (you may reduce the time to no less than 1 week). | |||
| Take10-Take20 = No | | Take10-Take20 = No | ||
| 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. | | 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. If you are attempting to ''hurry'' (see Modifiers, above), any assisting allies must also have at least 21 ranks in ''Handle Animal'' to assist you. | ||
| 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). | | 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). | ||
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| 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 is being raised, or it can be taught as a domesticated animal later. | | 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 is being raised, or it can be taught as a domesticated animal later. | ||
| Action = The rearing process typically takes | | Action = The rearing process typically takes 6 months, but takes very little time out of the handler's day. The handler is assumed to be rearing the creature for 1 to 2 hours per day, but usually during downtime, such as before bed or upon waking. In game terms, this requires no more time than a wizard preparing spells for the day, or a fighter maintaining his armor and weapons, and should not count against the handler's ability to perform normal actions, including tasks requiring a full day's work (such as [[Character Retraining]]). | ||
While, normally, training an animal to a purpose or teaching it a trick would require several hours per day exclusively for that task, because the rearing process takes so long, there is never a need for these training/teaching hours to take up real time for the handler, beyond the normal (downtime) time spent rearing the animal. | While, normally, training an animal to a purpose or teaching it a trick would require several hours per day exclusively for that task, because the rearing process takes so long, there is never a need for these training/teaching hours to take up real time for the handler, beyond the normal (downtime) time spent rearing the animal. | ||
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* '''Animal Companions''' A druid's animal companion is typically a mature member of its species before a campaign begins or when the companion is acquired. If it is acquired as a newborn animal and must be reared, it cannot be used as an animal companion until the rearing process is complete. | * '''Animal Companions''' A druid's animal companion is typically a mature member of its species before a campaign begins or when the companion is acquired. If it is acquired as a newborn animal and must be reared, it cannot be used as an animal companion until the rearing process is complete. | ||
* '''Subjected to Violence:''' For each combat that the infant animal is subjected to before the rearing process is complete (meaning a combat in which it must defend its own life, or in which it takes hit point damage), there is a cumulative +5 to the DC of the handle animal check. Some animals which are particularly violent of nature may, at GM's discretion, inflict a smaller penalty to the DC. | * '''Subjected to Violence:''' For each combat that the infant animal is subjected to before the rearing process is complete (meaning a combat in which it must defend its own life, or in which it takes hit point damage), there is a cumulative +5 to the DC of the handle animal check. Some animals which are particularly violent of nature may, at GM's discretion, inflict a smaller penalty to the DC. | ||
* '''Hurry:''' ''(Epic Use – you must have at least 21 ranks in this skill to include this modifier)'' You may reduce the time taken to rear an animal by 1 month per +10 you add to the DC of the check (you may reduce the time to no less than 1 month). | |||
| Take10-Take20 = No | | Take10-Take20 = No | ||
| Assist = Not unless they are present with the animal every day, just like you. If they are, up to 5 allies may assist. | | Assist = Not unless they are present with the animal every day, just like you. If they are, up to 5 allies may assist. If you are attempting to ''hurry'' (see Modifiers, above), any assisting allies must also have at least 21 ranks in ''Handle Animal'' to assist you. | ||
| Success = The animal grows to maturity and is particularly bonded to you, as though you are part of its family or pack. The animal knows a number of tricks equal to the animal's maximum, based on its intelligence. While it does not gain the benefits of being an animal companion (unless it is an animal companion, of course), it will be loyal to you for life. You gain a permanent +4 circumstance bonus to [[#Command an Animal|Command an Animal]] and [[#Push an Animal|Push an Animal]] checks with this animal. | | Success = The animal grows to maturity and is particularly bonded to you, as though you are part of its family or pack. The animal knows a number of tricks equal to the animal's maximum, based on its intelligence. While it does not gain the benefits of being an animal companion (unless it is an animal companion, of course), it will be loyal to you for life. You gain a permanent +4 circumstance bonus to [[#Command an Animal|Command an Animal]] and [[#Push an Animal|Push an Animal]] checks with this animal. |