Handle Animal: Difference between revisions

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


| 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's 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 =  
| Action = The rearing process typically takes 3 months to a year, 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]]).


| DC = 10 + HD of 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.


| 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.
Until the rearing process is complete, the animal cannot perform any tricks, nor can it be pushed. It is too immature to take commands, and if subjected to combat or threatening situations, it may become too feral to successfully domesticate.
*'''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.
* '''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.


| Take10-Take20 =
During the rearing process, you may never be more than 100 yards away from the animal for more than 8 consecutive hours, or more than 24 hours per week, cumulatively.  If you are separated from the animal for longer than this, it will wander off, get lost, fall off of something tall, or get eaten.  If this happens, you lose the animal and are a bad parent. Maybe you should stick to houseplants.


| Assist =  
| DC = 10 + HD of animal.  You may only make this check at the end of the rearing process.


| Success =  
| Modifiers = * '''Non Intelligent, Non-Animal Monsters''' You cannot rear undead, constructs, or other non-intelligent creatures.  There are no baby golems (except for golems made of babies. Yuck!)
*'''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.
* '''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.


| Failure =  
| 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.
 
| 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.
 
| Failure = The animal doesn't bond to you as you had hoped. It can still be taught tricks or trained to a purpose, but you must spend the requisite week per trick to do so.  If you failed to stay within 100 yards of the animal for more than 8 consecutive hours, or more than 24 cumulative hours in a week, the animal either abandoned you or died (or both) during the rearing process.


| Retry = No
| Retry = No


| Provokes =  
| Provokes = No


}}
}}

Revision as of 18:27, 25 April 2017