Handle Animal: Difference between revisions

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| Core-Skill = Handle Animal
| Core-Skill = Handle Animal


| Benefit = To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 5. If your check succeeds, the animal performs the task or trick on its next action.
| Benefit = To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to [[Types_of_Movement#Overland_Movement|hustle]] for more than 1 hour between sleep cycles.


| Action = full-round action (A druid can push her animal companion as a move action)
| Action = full-round action (A druid can push her animal companion as a move action up to once per round)


| DC = 20 + HD of animal
| DC = 20 + HD of animal


| 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 = * '''Weary''' If an animal is [[Fatigued]], all ''Push an Animal'' DC's are increased by +10.  If the animal is [[Exhausted]], all ''Push an Animal'' DC's are increased by +20.
*'''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 eight tricks. Int 4 creatures can learn ten tricks.
* '''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.
* '''Animal Companions''' A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid's or ranger'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.
* '''Dangerous''' Asking an animal to perform dangerous activities, such as crossing a high, narrow, icy ledge, inflicts a -5 penalty on the ''Push an Animal'' check.
* '''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 ''Push an Animal'' check.
* '''TREATS!''' Offering an animal a desired treat before attempting a ''Push 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.
* '''Threats'''  The good old 'whip and chair' routine beloved by lion tamers everywhere! Grants a +5 circumstance modifier on ''Push 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 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 ''Push an Animal'' check if the animal is an animal companion.


| Success =  
| Success = The animal pushes itself on its next action (or actions), despite its own limitations.  Doing so causes the animal to take 1d6+1 points of non-lethal damage and gain the [[Fatigued]] condition.  If the animal is already [[Fatigued]], it takes 4d6+5 points of non-lethal damage and becomes [[Exhausted]], instead.  If the animal is already [[Exhausted]], it takes 10d6+20 points of non-lethal damage and becomes [[Incapacitated]], once it completes the requested exertion. An animal brought to [[Incapacitated]] by the ''push an animal'' command will die unless all damage it has taken, including non-lethal damage, is cured within 1 minute of gaining that status condition.


| Failure =
Non-lethal damage caused by the ''push an animal'' command cannot be mitigated by an animal's DR or ER, or any other mitigation ability it may have, unless it specifically applies to reducing damage caused by exertion (e.g. as from [[Endurance (Feat)]]).


| Retry = No
| Failure = The animal refuses the command on its next action.  Instead, it uses the action normally required for the trick or action to act annoyed. If the action requested takes longer than 1 round (e.g. Hustle or Forced March), the animal refuses all commands for 1 minute per point you missed the DC of the check by.


| Provokes =  
| Retry = Yes, once the animal stops being obstinate.
 
| Provokes = No


}}
}}

Revision as of 17:07, 25 April 2017