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wiki:animal handling [2015/09/22 00:54]
caleymccready [Train]
wiki:animal handling [2018/06/25 15:53] (current)
caleymccready
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 ====== Animal handling ====== ====== Animal handling ======
 ===skill (resolve)=== ===skill (resolve)===
 +~~TOC~~
 \\ \\
 This skill family regards the use, care, and knowledge of animals and their needs. Interacting with animals requires a firm will and an ability to empathize, so it is affected by [[wiki:​abilities|Resolve]]. Below are examples of related skills and their respective difficulties This skill family regards the use, care, and knowledge of animals and their needs. Interacting with animals requires a firm will and an ability to empathize, so it is affected by [[wiki:​abilities|Resolve]]. Below are examples of related skills and their respective difficulties
  
 \\ \\
-===== Handle ===== +==== Domesticate ====
-This task involves commanding an animal to perform a task or trick that it knows. You do not need to make a check to perform this action +
- +
-You can also “Push” an animal in an attempt to get it to perform a task or trick that it doesn'​t know but is physically capable of performing, or performing a trick it knows but does not wish to perform due to conditions. This category also covers making an animal perform a long march or to hustle for more than 1 hour between sleep cycles  +
- +
-Pushing an animal is DC 20 +
-  +
-If the animal is wounded in any way, or exhausted, the check is made at [[combat#​advantage|disadvantage]] +
- +
-**Action**: Standard action\\ +
-**Try Again**: Yes +
- +
-\\ +
-===== Domesticate ​=====+
 Domesticating an animal means to raise a wild creature from infancy so that it becomes domesticated. A successfully domesticated animal can be taught tricks while being raised, or it can be taught as a domesticated animal later Domesticating an animal means to raise a wild creature from infancy so that it becomes domesticated. A successfully domesticated animal can be taught tricks while being raised, or it can be taught as a domesticated animal later
  
 ^Example Task^Difficulty^ ^Example Task^Difficulty^
 |Domesticating a wild animal from birth|Moderate| |Domesticating a wild animal from birth|Moderate|
-|Domesticating a adolescent wild animal|Hard+|Domesticating a adolescent ​or adult wild animal|Hard| 
-|Domesticating an adult wild animal|Very Difficult+|Domesticating a large creature or a untameable species|Near Impossible|
-|Domesticating a large creature or an especially stubborn animal|Near Impossible|+
  
 **Action**: You must spend several hours a day raising the animal to adolescence,​ which varies by animal. At this point, make the handle animal check. If the check fails, this creature cannot be domesticated\\ **Action**: You must spend several hours a day raising the animal to adolescence,​ which varies by animal. At this point, make the handle animal check. If the check fails, this creature cannot be domesticated\\
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 \\ \\
-===== Knowledge Biology ===== +==== Handle ​==== 
-You have wide array of knowledge regarding the biology of non-human creatures. You know about their behaviors, their anatomies, and can tell when they are afflicted by diseases or other ailments.+This task involves commanding an animal to perform ​task or trick that it knows. You do not need to make a check to perform this action
  
-**Check**: Answering ​question regarding ​animal ​biology requires ​check correlating ​to the difficulty ​of the question (TrivialEasyModerate, Hard, Very Difficult, Near Impossible)\\ +You can also “Push” an animal in an attempt to get it to perform ​task or trick that it doesn'​t know but is physically capable of performing, or performing a trick it knows but does not wish to perform due to conditions. This category also covers making an animal ​perform ​long march or to hustle for more than 1 hour between sleep cycles  
-**Action**: ​Remembering information in a time sensitive situation requires a swift action\\ + 
-**Try Again**: ​No+Pushing an animal is a **Moderate** ​difficulty ​task 
 +  
 +If the animal is wounded in any wayor exhaustedthe check is made at [[combat#​advantage|disadvantage]] 
 + 
 +**Action**: ​Standard ​action\\ 
 +**Try Again**: ​Yes
  
 \\ \\
-===== Ride ===== +==== Ride ==== 
-You are skilled at riding animals as mounts. In general, an animal must be suitable for riding, and must be one size category larger than you. If you attempt to ride a creature that is ill suited as a mount, ​you take a –5 penalty ​on your Ride checks.+You are skilled at riding animals as mounts. In general, an animal must be suitable for riding, and must be one size category larger than you. If you attempt to ride a creature that is ill suited as a mount, ​increase the difficulty ​on all checks ​by one category
  
-Check: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.+Check: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks
  
 ^Task^Ride DC^  ^Task^Ride DC^ 
-|Guide with kneesStaying in the saddle|Trivial|  +|Spur mountFast dismount|Easy
-|Evasive ​Maneuvers, Spur Mount|Easy| +|Evasive ​maneuvers, Leaping, Soft fall|Moderate| 
-|Fight with a combat-trained mount, Leaping|Moderate| +|Cover, ​Control untrained mount in battle|Hard|
-|Cover, Soft fall, Leap, Fast dismount or mount|Moderate|  +
-|Control untrained mount in battle|Hard|+
  
-//Guide with Knees//You can guide your mount with your knees so you can use both hands in combatMake your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.+**Evasive Manuevers**If you mount is moving at least 10 feet in a segment, or if your mount is flying, ​you may use a swift action to make this Ride CheckA successful ​check allow your mount to dodge up to two incoming attacks in one segment
  
-//Stay in Saddle//: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damageThis usage does not take an action.+**Cover**: You can drop down and hang alongside ​your mount, using it as cover. When doing so, you may only use one hand for other actionsIf you fail your Ride check, you don't get the cover benefit. Using this option is an immediate ​action, but recovering from this position is a swift action (no check required)
  
-//Fight with a Combat-Trained Mount//If you direct ​your war-trained ​mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.+**Soft fall**In a situation where you would be thrown from your mount, you are able to avoid any damage and avoid falling prone. If you fail, you fall off your mount 
  
-//Evasive Manuevers//If you mount is moving at least 20 feet in both segments, or if your mount is flying, you may use a swift action ​to make this Ride CheckA successful ​check allow your mount to dodge incoming attacks in one segment+**Leap**You can get your mount to leap obstacles as part of its movementIf the Ride check to make the leap succeeds, make a check using your mount's jump skill to see how far the creature can jump. If you fail your Ride check, you fall off the mount. This usage does not take an action but is part of the mount'​s movement
  
-//Cover//: You can react instantly to drop down and hang alongside ​your mount, using it as cover. When doing so, you may only use one hand for bending moves, and you take a -3 penalty ​to any bending rollIf you fail your Ride check, you don't get the cover benefitUsing this option is an immediate action, but recovering from this position is move action ​(no check required)+**Spur mount**: You can spur your mount to greater speed with a move actionA successful ​Ride check increases ​the mount'​s movement speed by 5 feetThe mount becomes [[conditions#​exhausted]] after number of rounds equal to its Constitution score (not its modifier). This ability cannot be used on a exhausted mount
  
-//Soft Fall//You negate damage when you fall off a mount. If you fail the Ride check, ​you take the normal effects ​of falling. Does not require an action+**Control an untrained mount in battle**As a move action, ​you can attempt to control ​a mount not trained for combat riding while in battle. If you fail the Ride check, ​your mount moves of its own accord and may try to throw you from its back, or flee combat
  
-//Leap//: You can get your mount to leap obstacles ​as part of its movement. If the Ride check to make the leap succeeds, make check using your Ride modifier or the mount'​s jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage. This usage does not take an action but is part of the mount'​s movement+**Fast mount or dismount**: You can attempt to mount or dismount from a mount of up to one size category larger than yourself ​as a swift action instead ​of a move action. If you fail, you fall prone
  
-//Spur Mount//: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount'​s speed by 5 feet per segment, but causes minor damage ​to the creature. If you do this more than 3 times a day, you inflict light wounds on the creature, ​and you change the nature of your relationship with the creature. The mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount+**Falling off your mount**: You take 2d6 falling ​damage and fall prone
  
-//Control Mount in Battle//: As a move action, you can attempt to control a mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for mounts trained for combat +**Action**: Mounting or dismounting ​is normally a move action. Other checks are a move action, a free action, or a reaction, as noted above
- +
-//Fast Mount or Dismount//: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself +
- +
-**Action**: Mounting or dismounting normally ​is a move action. Other checks are a move action, a free action, or no action at all, as noted above+
  
 \\ \\
-===== Sense Motive =====+==== Sense motive ​====
 This deals with a general knowledge of animal behavior and the ability to read an animal'​s behavior and sense their true intentions or emotions, even if the animal is bluffing This deals with a general knowledge of animal behavior and the ability to read an animal'​s behavior and sense their true intentions or emotions, even if the animal is bluffing
  
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 |Uncommon animals or uncommon behavior|Moderate| |Uncommon animals or uncommon behavior|Moderate|
 |Animal behavior that is intended to deceive|Hard| |Animal behavior that is intended to deceive|Hard|
-|Rare animals, obscure or subtle behavior|Very Difficult|+|Rare animals, obscure or subtle behavior|Hard to Near Impossible|
  
 **Action**: Swift action\\ **Action**: Swift action\\
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 \\ \\
-===== Soothe ​=====+==== Soothe ====
 You attempt to use any combination of body language, noises, or ki aura to calm an agitated animal. You attempt to use any combination of body language, noises, or ki aura to calm an agitated animal.
  
 ^Animal Condition^Difficulty^ ^Animal Condition^Difficulty^
-|Anxious animal|Trivial+|Anxious animal|Easy
-|Frightened animal|Easy|+|Frightened animal|Moderate|
 |Terrified or Enraged animal|Hard| |Terrified or Enraged animal|Hard|
  
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 \\ \\
-===== Train ===== +==== Train ==== 
-You can teach an animal a specific trick with 3 days of work and a successful Handle Animal check against the DC indicated below. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. You can train an animal in more than one trick at a time, but it adds an additional day of training for each extra trick. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.+You can teach an animal a specific trick with 3 days of work and a successful Handle Animal check against the DC indicated below. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. You can train an animal in more than one trick at a time, but it adds an additional day of training for each extra trick. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following
  
-**Attack (DC 20)**: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures counts as two tricks.\\ +  * **Attack (DC 2)**: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures counts as two tricks 
-**Come (DC 15)**: The animal comes to you, even if it normally would not do so.\\ +  ​* ​**Come (DC 1)**: The animal comes to you, even if it normally would not do so 
-**Defend (DC 20)**: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively,​ you can command the animal to defend another specific character.\\ +  ​* ​**Defend (DC 2)**: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively,​ you can command the animal to defend another specific character 
-**Down (DC 15)**: The animal breaks off from combat or otherwise backs down. An animal that doesn'​t know this trick continues to fight until it must flee (due to injury, fear, etc) or its opponent is defeated.\\ +  ​* ​**Down (DC 1)**: The animal breaks off from combat or otherwise backs down. An animal that doesn'​t know this trick continues to fight until it must flee (due to injury, fear, etc) or its opponent is defeated 
-**Fetch (DC 15)**: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.\\ +  ​* ​**Fetch (DC 1)**: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object 
-**Guard (DC 20)**: The animal stays in place and prevents others from approaching.\\ +  ​* ​**Guard (DC 2)**: The animal stays in place and prevents others from approaching 
-**Heel (DC 15)**: The animal follows you closely, even to places where it normally wouldn'​t go.\\ +  ​* ​**Heel (DC 1)**: The animal follows you closely, even to places where it normally wouldn'​t go 
-**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 1)**: The animal performs a variety of simple tricks, such as sitting up, rolling ​ver, roaring or barking, and so on 
-**Seek (DC 15)**: The animal moves into an area and looks around for anything that is obviously alive or animate.\\ +  ​* ​**Seek (DC 1)**: The animal moves into an area and looks around for anything that is obviously alive or animate 
-**Stay (DC 15)**: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.\\ +  ​* ​**Stay (DC 1)**: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to 
-**Track (DC 20)**: The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)\\ +  ​* ​**Track (DC 2)**: The animal tracks the scent presented to it. (This requires the animal to have the scent ability) 
-**Work (DC 15)**: The animal pulls or pushes a medium or heavy load.\\+  ​* ​**Work (DC 1)**: The animal pulls or pushes a medium or heavy load
  
-**Action**: You must spend 3 hours per day per animal working toward completion of their training+**Action**: You must spend 3 hours per day per animal working toward completion of their training\\
 **Try Again**: Yes **Try Again**: Yes
  
 +
 +\\
 +==== Knowledge biology ====
 +You have a wide array of knowledge regarding the biology of non-human creatures. You know about their behaviors, their anatomies, and can tell when they are afflicted by diseases or other ailments.
 +
 +**Check**: Answering a question regarding animal biology requires a check correlating to the difficulty of the question (Easy, Moderate, Hard, Near Impossible)\\
 +**Action**: Remembering information in a time sensitive situation requires a swift action\\
 +**Try Again**: No
  
  
  
wiki/animal handling.1442897675.txt.gz · Last modified: 2015/09/22 00:54 by caleymccready