Handle Animal: Difference between revisions

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| Handle an animal || 10
| Handle an animal || 10
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| "Push” an animal || 25
| "an animal || 25
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|-
| Teach an animal a trick || 15 or 20<sup>1</sup>
| Teach an animal a trick || 15 or 20<sup>1</sup>
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* '''Flee (DC 20):''' The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
* '''Flee (DC 20):''' The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.


* '''Get Help (DC 20):''' With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as "help.When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
* '''Get Help (DC 20):''' With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as "help.When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.


* '''Guard (DC 20):''' The animal stays in place and prevents others from approaching.
* '''Guard (DC 20):''' The animal stays in place and prevents others from approaching.
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* '''Heel (DC 15):''' The animal follows you closely, even to places where it normally wouldn't go.
* '''Heel (DC 15):''' The animal follows you closely, even to places where it normally wouldn't go.


* '''Hunt (DC 20):''' 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) to provide food for others or lead them to water and shelter (as the "get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
* '''Hunt (DC 20):''' 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) to provide food for others or lead them to water and shelter (as the "get along in the use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.


* '''Perform (DC 15):''' The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
* '''Perform (DC 15):''' The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
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* '''Burglar (DC 25):''' 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.
* '''Burglar (DC 25):''' 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.


* '''Combat Training (DC 20):''' 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 may also "upgrade” an animal trained for riding 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.
* '''Combat Training (DC 20):''' 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 may also "an animal trained for riding 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 20):''' An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
* '''Fighting (DC 20):''' An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
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===Action===
===Action===
Varies. Handling an animal is a move action, while "pushing” an animal is a full-round action. (A druid or ranger can handle her animal companion as a free action or push it as a move 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.
Varies. Handling an animal is a move action, while "an animal is a full-round action. (A druid or ranger can handle her animal companion as a free action or push it as a move 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.





Revision as of 22:32, 5 January 2016