Training Animals

Training a Creature a Task
A creature with an Intelligence score of 1 can learn a total of 3 tricks, while a creature with a 2 Intelligence can learn a total of 6. Creatures with an intelligence of 3 or greater can learn any number of tricks, but are actually sentient and may not perform the task when asked or pushed.

Training a creature a trick requires an Animal Handling check. The base DC is determined by the creature type, the creature's CR, and the trick itself. A list of tricks, their DCs, and descriptions is listed here.

Trick DC Description
Attack Natural Creatures 15 The creature attacks obvious enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. An animal with this trick will attack only humanoids, monstrous humanoids, giants, vermin, plants, or other animals. The creature refuses to fight other types of creatures unless they initiate combat, and ceases fighting them as soon as they stop.
Attack Unnatural Creatures 15 A creature must know the Attack Natural Creatures trick before it can learn this one. A creature that knows this trick does not hesitate to attack any type of creature upon command
Come 10 The creature approaches the caller without attacking them
Defend 15 The creature will try to keep its owner, or another target that its owner has specified, from harm. It will attack those who are attacking its target even if it lacks the appropriate attack trick, but it will not pursue an enemy who backs down.
Down 10 The creature breaks off combat or otherwise backs down when commanded. If a creature does not know this trick and they have been commanded to attack, they continue until they or their target is no longer capable of fighting.
Fetch 10 The creature goes to and retrieves the specified object. If no object is specified, the creature runs out and returns with a random object or nothing at all.
Guard 15 The creature will stay in place and try to dissuade those besides its owner, or a clearly marked group that its owner has specified, from approaching. It will attack those who it thinks should not approach even if it lacks the appropriate attack trick, but it will not pursue an enemy who backs down.
Heel 10 The creature follows you closely. It will even enter areas it would not normally go.
Perform 10 The creature performs a variety of simple tricks. Depending on its physical makeup, these may include (but are not limited to): playing dead, rolling over, begging, shaking "hands", barking or roaring, sitting up, laying down, and moonwalking.
Return 15 The creature returns to a designated point, and wait there once it reaches it. This point is designated when the trick is learned, and can not be changed without retraining the creature. It will not attack creatures along the way, but it will defend itself if necessary
Seek 10 The creature moves into an area and looks for something that is obviously alive or moving. This trick is often used in conjunction with fetch, defend, or attack and does little on its own.
Stay 10 The creature will stays in the place you specify, waiting for you to return. It does not challenge or attack other creatures that come by, but it still defends itself if it needs to.
Track 15 The creature attempts to track the scent presented to it. Only creatures with the Scent special quality may learn this trick.
Work 10 The creature will pull, push, or carry (depending on its physiology) a medium or heavy load without protest. Moving these loads still tire the creature as normal.

Training a Creature for a Purpose

A creature is considered trained for a purpose when they know all of the tricks required to fulfill that purpose. A creature who knows all of the tricks for a purpose gains a special ability related to that purpose as well. It is possible to have a creature trained such that they meet several purposes, but they only gain the special quality from one of them. When a creature learns enough tasks to qualify for a purpose, it may gain the benefit automatically at that time. Otherwise changing the purpose of a creature counts as teaching them a new trick, requiring time and a check as any other training does.

Purpose Required Tricks Benefit
Combat Riding Attack Natural Creatures, Come, Down, Heel, and Stay A combat riding mount will accept instructions from the saddle, and can be directed with the Ride ability instead of the Push an Animal ability. Additionally, combat trained mounts do not provide their riders with penalties to attempts to control them while in combat or similarly threatened or distracted.
Fighting Attack Natural Creatures, Down, and Stay A fighting creature gains a +2 competence bonus to damage rolls.
Guarding Attack Natural Creatures, Defend, Down, and Guard A guarding creature gains the benefit of the Diehard feat while guarding a ward or location.
Laboring Come and Work A creature trained for heavy labor gains a +3 competence bonus on endurance checks to Continue Exertion while working.
Hunting Attack Natural Creatures, Down, Fetch, Heel, and Seek or Track A hunting creature with the seek trick gains a +2 competence bonus on their perception checks to Notice other creatures while seeking. A hunting creature with the track trick is considered to have the track feat and ranks in survival equal to their CR if they do not already have more ranks in the skill. A hunting creature with both gains both benefits.
Performing Come, Fetch, Heel, Perform, and Stay A performing creature can use the Combat Distraction ability of the bluff skill as if they had ranks in bluff equal to their Hit Dice.
Riding Come, Heel, and Stay A riding mount will accept instructions from the saddle, and can be directed with the Ride ability instead of the Push and Animal ability.

Training Domesticated vs. Wild Creatures

The sole difference between a wild animal and it's domesticated version is that the domesticated animal often has a default attitude of Indifferent or Comfortable towards people and civilization in general, instead of Hostile or Suspicious. For this reason it is often beneficial to domesticate an animal before you begin training them for a special purpose, like teaching a Dire Lion to be a combat mount.

If you do not intend to sell the creature after training, but are only training them for your personal use, this is less important. You can simply adjust their attitude towards you and then train them. You will not suffer the large attitude penalty during training or later on if you need to push them to perform a trick. Other people will need to deal with the normal attitude of the creature, however, because the default attitude was not adjusted. The creature will still be skittish or aggressive towards others, but that may not be a concern.

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