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wiki:animal handling [2017/01/31 01:33] caleymccready [Domesticate] |
wiki:animal handling [2018/06/25 15:53] (current) caleymccready |
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| 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 | 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 (Moderate) | + | Pushing an animal is a **Moderate** difficulty task |
| If the animal is wounded in any way, or exhausted, the check is made at [[combat#advantage|disadvantage]] | If the animal is wounded in any way, or exhausted, the check is made at [[combat#advantage|disadvantage]] | ||
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| ==== 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^ | ||
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| |Cover, Control untrained mount in battle|Hard| | |Cover, Control untrained mount in battle|Hard| | ||
| - | //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 Check. A successful check allow your mount to dodge up to two incoming attacks in one segment | + | **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 Check. A successful check allow your mount to dodge up to two incoming attacks in one segment |
| - | //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 actions. If 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) | + | **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 actions. If 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) |
| - | //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 | + | **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 |
| - | //Leap//: You can get your mount to leap obstacles as part of its movement. If 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 | + | **Leap**: You can get your mount to leap obstacles as part of its movement. If 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 |
| - | //Spur mount//: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's movement speed by 5 feet. The mount becomes [[conditions#exhausted]] after a number of rounds equal to its Constitution score (not its modifier). This ability cannot be used on a exhausted mount | + | **Spur mount**: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's movement speed by 5 feet. The mount becomes [[conditions#exhausted]] after a number of rounds equal to its Constitution score (not its modifier). This ability cannot be used on a exhausted mount |
| - | //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 | + | **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 |
| - | //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 | + | **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 |
| - | //Falling off your mount//: You take 1d6 falling damage and fall prone | + | **Falling off your mount**: You take 2d6 falling damage and fall prone |
| **Action**: Mounting or dismounting is normally a move action. Other checks are a move action, a free action, or a reaction, as noted above | **Action**: Mounting or dismounting is normally a move action. Other checks are a move action, a free action, or a reaction, as noted above | ||
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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\\ | ||