Animal Handling

Key Attribute: Wisdom

Animal Handling is a social skill, where you spend a lot of your time talking to creatures unlikely to talk back. It allows you to make a creature perform a trick (even those it hasn't been trained for), influence how creatures feel about you, train creatures to perform tasks, and even keep rabid beasts at bay without drawing blood. Those with exceptional skill in animal handling can even train animals almost instantly, a skill prized among those who would teach their creature friends to defend their territory against invaders.

Perform Trick

You can get animals to do things that they already know how to do. The base DC to convince an animal to perform a trick that they know is 5 + their Hit Dice. You suffer a penalty to this check based on their attitude towards you and their type. The time it takes you to make them use their action(s) on the trick or tasks is determined by your check result. As such, it depends greatly on your level of skill and your connection with the animal.

Note that you do not need to use this ability while you are riding a creature. Use of any riding related tricks is covered by the Ride skill.

Target Attitude Check Modifier Example
Murderous -20 Attacks on sight
Hostile -15 Will attack if you let your guard down
Suspicious -10 Defensive and suspicious, will attack if provoked.
Indifferent -5 Skittish and wary, but not aggressive without reason; more likely to flee if threatened than attack
Comfortable +0 Comfortable with your presence, may even approach.
Trusting +5 Thinks you a member of the pack, and may defend if necessary.

If you succeed at the check, you spend a move action getting the creature on the right page. They perform the trick as their next action. If you exceed the DC by 5 or more, you need to spend a swift action instead of a move action. If you exceed the DC by 10 or more, you only need to spend a free action instead of a move action.

If you fail the skill check, it takes you a full round to get the creature to perform the task. They perform the trick as their first action of the upcoming round. If you fail the check by more than 5 points, you spend a full round failing to convince the creature to do what you want. You may retry the following turn.

Skill Rank Abilities

Rank 1 Ability

Ability Name DC Description Success Failure
Push 12+ creature's Hit Dice, and modified by the Attitude Chart (above) You can get creatures to do things even when an instinct makes them really not want to do. Examples of these things are making a forced march, hustling while fatigued, attacking those they don't feel like attacking, or even sparring someone they really want to kill. This ability requires one minute (10 full rounds) of interaction to use, and you may affect up to 1 creature per rank in the skill at any one time. Your check result is modified by their attitude towards you and their type. The ability may also be rushed, subject to the modifiers above. They perform the task you ask of them, but without gusto. Increase the DC by +2 if you attempt to push this creature again within 24 hours. Bribes or rewards may shorten or eliminate this period. If you exceed the DC by 5 or more, they perform the task you ask of them without reservation or resentment. They probably still deserve a reward though. They perform the task you require of them, but they're not happy about it. Their attitude towards you shifts negatively 1 step for up to 24 hours. Bribes or rewards may shorten this period. If you fail the check by 5 or more points, they refuse to cooperate, and their attitude towards you shifts negatively 1 step for up to 24 hours. You'll need to apply the carrot or the stick to make them reconsider, and you may not retry without providing them substantial "incentive".

Rank 4 Ability

Ability Name DC Description
Perform Unknown Trick See Description After working with creatures for a while, you start to learn how to guide them to do things they wouldn't otherwise consider doing. You can get animals to do things that they haven't been taught to do. This ability functions like the Perform Trick ability, but the DCs is increased by the DC of the trick.

Rank 5 Ability

Ability Name DC Description Success Failure
Train Animal Task DC + creature's Hit Dice, and modified by the Attitude Chart (above) You can train animals, magical beasts, and vermin to perform specific tricks and prepare them for a specific task. The DC is the basic training DC of the trick (see Animal Training for more information on tricks and purposes), plus the Hit Dice of the animal. This DC is further adjusted by the creature’s attitude towards you. You may train up to 1 creature per 2 ranks in the animal handling skill at a time, provided that the creatures are the same type and are learning the same tricks. You teach the creature to perform the task over the course of one week. If you exceed the DC by 5 or more, you teach the creature to perform the task in only four days. If you exceed the DC by 10 or more, you teach the creature to perform the task in just one day. You teach the creature to perform the task, but it takes two weeks to do so. If you fail the check by more than 5 points, you give up teaching the creature to perform the task after a fruitless two weeks, since it has failed to show any signs of mastering the task. You may not attempt to teach this creature this task again until 1 month has gone by or you have increased your ranks in Animal Handling.

Rank 6 Ability

Ability Name DC Description Success Failure
I'm A Friend 12+ the creature's Hit Dice, and modified by the Attitude Chart (above) With ten minutes of interaction and an animal handling check, you can attempt to positively change the attitude of creatures towards you. This shift is a natural shift in attitude, and is not enforced by anything. If you mistreat or disappoint an animal while their attitude has been changed, they are likely to respond more negatively than before. Even if you don’t mistreat them, their attitude will likely revert back to its original level unless you spend time earning it. Your check result is modified by the creature’s attitude towards you. You may hurry this check as well, using the modifiers in the table above. You can affect no more creatures than your ranks in animal handling at one time. You shift their attitude 1 steps in the positive direction. If you Exceed the DC by 5, you shift their attitude 2 steps in the positive direction. If you exceed the DC by 10, you shift their attitude 3 steps in the positive direction. You can not shift an attitude beyond helpful You fail to shift their attitude at all. If you fail the check by more than 5 points, you make an offensive move accidentally, and shift their attitude 1 step in the negative direction. You can not shift an attitude beyond hostile, and the creature almost certainly attacks you if they become hostile towards you.
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