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 Resolve. Below are examples of related skills and their respective difficulties
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 |
|---|---|
| Domesticating a wild animal from birth | Moderate |
| Domesticating a adolescent or adult wild animal | Hard |
| Domesticating a large creature or a untameable species | 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
Try Again: No
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 a Moderate difficulty task
If the animal is wounded in any way, or exhausted, the check is made at disadvantage
Action: Standard action
Try Again: Yes
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
| Task | Ride DC |
|---|---|
| Spur mount, Fast dismount | Easy |
| Evasive maneuvers, Leaping, Soft fall | Moderate |
| 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
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
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 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
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 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
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
| Task | DC |
|---|---|
| Basic animal behavior | Easy |
| Uncommon animals or uncommon behavior | Moderate |
| Animal behavior that is intended to deceive | Hard |
| Rare animals, obscure or subtle behavior | Hard to Near Impossible |
Action: Swift action
Try Again: Only if new information is presented
You attempt to use any combination of body language, noises, or ki aura to calm an agitated animal.
| Animal Condition | Difficulty |
|---|---|
| Anxious animal | Easy |
| Frightened animal | Moderate |
| Terrified or Enraged animal | Hard |
If you are only spending one round to make this action, or the animal has a specific reason to distrust you, it is made at disadvantage
If you have a positive history with the animal, the check is made at advantage
Action: Must be at least a standard action
Try Again: Yes
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
Action: You must spend 3 hours per day per animal working toward completion of their training
Try Again: Yes
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