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Handle Animal


Handle animal includes the ability to train any animal or beast. The DM may allow magical beasts and, in some special cases, outsiders or aberrations with animal-like psychology.

A paladin could train his warhorse and a wizard/sorcerer could train his familiar this way.

Abstract Animal Handling

This system abstracts the training process using a point system. It also increases what you can do with an animal.

You accumulate training points at the rate of one per month as long as you pass a skill test. It is common practice to take 10 on these tests. You can give identical training to several animals simultaneously.

You can keep a number of HD of trained animals equal to your skill bonus. Each animal can be trained a number of training points equal to your total skill bonus in the Handle Animal skill

A trained animal can be sold. The price of the animal increases by a number of gold pieces equal to the difficulty of training that animal for each training point. But training animals for others halves the number of training points you can use on each animal. To train new animals past your HD limit, you must first get rid of your old ones.

Improvement

  

Points

Improve a skill already known to the animal by one rank, but by no more than half your Handle Animal skill bonus. 1/2
Teach a new skill to one rank (if possible to the animal) 1
Teach animal one trick per point of intelligence it has 1
Teach one feat (if possible to the animal) 2
Improve an attribute by one point 2
Improve HD by one (animals with a HD progression may grow in size this way) 4

Tricks

There is a list of tricks that animals can be taught in the DMG, on page 43. A few more tricks are described here.

Deliver: The animal can deliver small loads over long distances. The animal is trained to deliver to one location. An animal with an intelligence over one can be trained to deliver to other locations, up to one location per point of intelligence it has. Each destination must be taught as a separate trick.

Fight: The animal not panic in combat. It will fight to defend itself or its owner, but not attack independently and cannot attack in concert with a rider. An animal lacking this trick takes a Ride or Handle Animal roll (DC 20) to control in a combat situation. This is a prerequisite for all their fighting tricks. All non herbivorous animals have this trick for free.

Mount: The animal will accept being ridden.

Obey Other: Normally, an animal will obey only it's trainer. With this trick, it can obey another. That person must be present while this trick is taught (30 days, divided by the animal's Intelligence score). An animal that is sold as an adoloscent does not need this trick to attach to a new owner, but then forgets it's old master.

Pull: The animal will accept pulling or carrying loads. Training an animal both as a mount and to pull is rarely done. Using a riding animal for draft or loads usually breaks it's spirit, making it unsuitable for riding.

Starting Tricks

Some animals are naturally capable of some tricks, while other animals are usually purchased trained, already knowing some tricks that are rather easy to teach them. This is a partial list of animals and the tricks they know. These tricks come natural to these animals and do not count against the total number of tricks that the animal can be trained for.

Dog, Draft
Medium 25 gp, Small 10 gp

  1. down
  2. fight
  3. heel
  4. obey other
  5. pull

Dog, Guard
Medium 25 gp, Small 10 gp

  1. defend
  2. down
  3. fight
  4. guard
  5. heel

Dog, Hunting
Medium 25 gp, Small 10 gp

  1. fetch
  2. fight
  3. heel
  4. seek
  5. track

Dog, Riding
Medium 150 gp

  1. attack
  2. fight
  3. guard
  4. mount

Dog, War
Medium 25 gp, Small 10 gp

  1. attack
  2. down
  3. fight
  4. fetch
  5. heel

Horse or pony, Cavalry
Light Horse: 75 gp, Heavy horse 200 gp, Pony 30 gp

  1. fight
  2. mount
  3. obey other
  4. stay

Horse or pony, War
Light Horse: 150 gp, Heavy horse 400 gp, Pony 100 gp

  1. attack
  2. fight
  3. mount
  4. stay

Horse or pony, Riding
Light Horse: 25 gp, Heavy horse 65 gp, Pony 15 gp

  1. mount
  2. obey other
  3. stay

Horse or pony, Draft
Light Horse: 10 gp, Heavy horse 30 gp, Pony 5 gp

  1. obey other
  2. stay
  3. pull

Mule/Donkey
8 gp

  1. mount
  2. heel
  3. obey other
  4. stay

Hawk/Falcon
25 gp

  1. attack
  2. fetch

Pidgeon
5 gp

  1. deliver
  2. obey other

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Copyright © 1998 and onwards, Carl Cramér. Last update Sunday, January 04, 2004.