banner



How Many Tricks Does An Animal Companion Know?

This textile is published under the OGL

Handle Animal (Cha; Trained Only) [ ]

Check [ ]

The DC depends on what you are trying to practice.

Task Handle Animal DC
Handle an animal x
"Push" an animal 25
Teach an animal a trick 15 or 201
Train an animal for a full general purpose 15 or xx1
Rear a wild animal xv + HD of animate being
  1. See the specific trick or purpose below.
Full general Purpose DC General Purpose DC
Combat riding xx Hunting 20
Fighting 20 Operation xv
Guarding 20 Riding 15
Heavy labor xv
Handle an Animate being [ ]

This task involves commanding an brute to perform a chore or trick that information technology knows. If the creature is wounded or has taken whatever nonlethal damage or ability score harm, the DC increases past 2. If your check succeeds, the animal performs the task or trick on its next action.

"Push button" an Animal [ ]

To push an animal means to get information technology to perform a job or fox that it doesn't know only is physically capable of performing. This category besides covers making an animal perform a forced march or forcing it to hustle for more 1 hour between slumber cycles. If the beast is wounded or has taken whatever nonlethal impairment or ability score damage, the DC increases past ii. If your cheque succeeds, the animal performs the task or trick on its adjacent action.

Teach an Fauna a Trick [ ]

Yous can teach an animal a specific fox with i week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of one can acquire a maximum of three tricks, while an animate being with an Intelligence score of 2 can acquire a maximum of half dozen tricks. Possible tricks (and their associated DCs) include, but are not necessarily express to, the following.

Assault (DC xx): The animal attacks apparent enemies. You lot may signal to a particular creature that you lot wish the creature to attack, and it will comply if able. Normally, an animal will set on simply humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come up (DC 15): The animal comes to y'all, even if it commonly would not exercise so.

Defend (DC 20): The brute defends y'all (or is ready to defend you if no threat is present), even without whatsoever control being given. Alternatively, y'all tin can command the animal to defend a specific other character.

Downward (DC fifteen): The animal breaks off from combat or otherwise backs downward. An animal that doesn't know this fob continues to fight until it must flee (due to injury, a fearfulness effect, or the like) or its opponent is defeated.

Fetch (DC fifteen): The brute goes and gets something. If you do not signal out a specific detail, the brute fetches some random object.

Guard (DC 20): The creature stays in place and prevents others from approaching.

Heel (DC fifteen): The animal follows you closely, even to places where information technology normally wouldn't go.

Perform (DC 15): The animal performs a diversity of simple tricks, such as sitting upwardly, rolling over, roaring or barking, and so on.

Seek (DC 15): The brute moves into an area and looks around for anything that is obviously alive or animate.

Stay (DC 15): The brute stays in place, waiting for y'all to return. Information technology does not challenge other creatures that come by, though it still defends itself if it needs to.

Track (DC twenty): The animal tracks the scent presented to it. (This requires the brute to accept the smell ability)

Work (DC 15): The beast pulls or pushes a medium or heavy load.

Train an Animal for a Purpose [ ]

Rather than educational activity an animal private tricks, you lot can just railroad train it for a general purpose. Essentially, an animal'due south purpose represents a preselected set up of known tricks that fit into a common scheme, such as guarding or heavy labor. The creature must come across all the normal prerequisites for all tricks included in the training package. If the package includes more three tricks, the fauna must have an Intelligence score of 2.

An animal tin be trained for only one general purpose, though if the creature is capable of learning additional tricks (in a higher place and across those included in its general purpose), it may exercise so. Training an beast for a purpose requires fewer checks than instruction individual tricks does, merely no less time.

Combat Riding (DC 20): An animate being trained to bear a passenger into combat knows the tricks attack, come up, defend, downward, guard, and heel. Training an creature for combat riding takes six weeks. You may too "upgrade" an animal trained for riding to ane trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely supervene upon the animal's previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to comport riders into combat, and they don't require any additional grooming for this purpose.

Fighting (DC twenty): An animal trained to engage in gainsay knows the tricks attack, down, and stay. Preparation an creature for fighting takes three weeks.

Guarding (DC twenty): An fauna trained to guard knows the tricks assail, defend, down, and guard. Preparation an animal for guarding takes four weeks.

Heavy Labor (DC xv): An creature trained for heavy labor knows the tricks come and work. Training an animate being for heavy labor takes two weeks.

Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an fauna for hunting takes half-dozen weeks.

Performance (DC fifteen): An brute trained for operation knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.

Riding (DC 15): An creature trained to bear a rider knows the tricks come, heel, and stay. Training an brute for riding takes three weeks.

Rear a Wild Animate being [ ]

To rear an beast means to raise a wild creature from infancy then that information technology 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.

Epic Bank check [ ]

Y'all can handle creatures other than animals, and can teach or railroad train in much less time than normally required.

Task Time DC
Rear magical beast i twelvemonth 30 + HD of magical beast
Train magical beast 2 months 40 + Hd of magical beast
Rear vermin 6 months 35 + HD of vermin
Train vermin ii months 50 + HD of vermin
Rear other animate being Varies 40 + Hard disk of creature
Train other creature ii months lx + Hard disk drive of brute
Reduce Teaching/Grooming to ... DC Modifier
1 calendar month +25
i day +50
1 hr +75
ane minute +100
Reduce Teaching/Grooming [ ]

Normally, teaching or training a animate being requires ii months of time. You lot can accelerate the process of teaching or grooming a brute, reducing the time required to the listed time, past adding the DC modifier to the base DC for instruction or training the brute. Yous can't reduce the required time to less than 1 minute.

Action [ ]

Varies. Handling an animal is a motion action, while pushing an animate being is a total-round activeness. (A druid or ranger can handle her animal companion as a free action or button it every bit a move activity.) For tasks with specific time frames noted above, you must spend half this fourth dimension (at the rate of 3 hours per twenty-four hour period per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your endeavour to teach, rear, or train the animal fails and you need non consummate the instruction, rearing, or training time. If the check succeeds, you must invest the balance of the time to consummate the teaching, rearing, or training. If the time is interrupted or the job is not followed through to completion, the effort to teach, rear, or train the animal automatically fails.

Try Again [ ]

Aye, except for rearing an animal.

Special [ ]

Yous tin utilize this skill on a beast with an Intelligence score of 1 or 2 that is non an animal, but the DC of any such check increases past 5. Such creatures have the same limit on tricks known as animals practice.

A druid or ranger gains a +4 circumstance bonus on Handle Animate being checks involving her animal companion.

In add-on, a druid's or ranger'southward fauna companion knows 1 or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Fauna checks to teach.

If you take the Animal Affinity feat, yous get a +ii bonus on Handle Animal checks.

Synergy [ ]

If you have 5 or more than ranks in Handle Animal, y'all get a +two bonus on Ride checks and wild empathy checks.

Untrained [ ]

If yous have no ranks in Handle Creature, you can utilise a Charisma check to handle and push domestic animals, just yous can't teach, rear, or railroad train animals. A druid or ranger with no ranks in Handle Animal can utilise a Charisma check to handle and push her animal companion, but she can't teach, rear, or railroad train other nondomestic animals.


Back to Main Page → Arrangement Reference Document → Skills

Source: https://dungeons.fandom.com/wiki/SRD:Handle_Animal_Skill

Posted by: maserneash1938.blogspot.com

0 Response to "How Many Tricks Does An Animal Companion Know?"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel