Difference between revisions of "Handle Animal (Apath)"
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Only creatures of Intelligence 1-4 can and need be taught tricks. Vermin and some other creatures have an Intelligence of zero, and are thus not trainable (they cannot be taught tricks), but they can be domesticated and ordered to perform tasks by pushing them. With an appropriate exotic saddle, unintelligent creatures can be controlled normally with the Ride skill. Humanoid races with an compatibility for vermin have generally bred such vermin to an Intelligence of 1. These are identical to normal vermin except that they are not unintelligent and thus not immune to mind-affecting effects. | Only creatures of Intelligence 1-4 can and need be taught tricks. Vermin and some other creatures have an Intelligence of zero, and are thus not trainable (they cannot be taught tricks), but they can be domesticated and ordered to perform tasks by pushing them. With an appropriate exotic saddle, unintelligent creatures can be controlled normally with the Ride skill. Humanoid races with an compatibility for vermin have generally bred such vermin to an Intelligence of 1. These are identical to normal vermin except that they are not unintelligent and thus not immune to mind-affecting effects. | ||
− | Animals and some other creatures have an Intelligence score of 1 or 2. | + | Animals and some other creatures have an Intelligence score of 1 or 2. It has been clarified that you can increase an animal's intelligence to 3 or more, and it remains and animal and trainable. This is the default situation for the Handle Animal skill. |
Creatures with an Intelligence of 3 or more are capable of speech and limited sentience. A creature with an Intelligence of 3 or 4 is capable of understanding simple speech and express itself in a few words, but not generally able to handle itself in society and still needs to be taught tricks to complete complex orders and not act on its instincts. In most cases, a creature of Intelligence 4 or less will not protest being domesticated as long as it is fed. | Creatures with an Intelligence of 3 or more are capable of speech and limited sentience. A creature with an Intelligence of 3 or 4 is capable of understanding simple speech and express itself in a few words, but not generally able to handle itself in society and still needs to be taught tricks to complete complex orders and not act on its instincts. In most cases, a creature of Intelligence 4 or less will not protest being domesticated as long as it is fed. |
Revision as of 13:12, 9 April 2015
Unofficial rules compendium | |
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Additional Uses
This skill has a number of additional uses.
Domesticate
It is always easiest to domesticate an creature while it is growing up, as covered in the "rear a wild animal" rule. But it is possible (if difficult) to domesticate almost any creature as an adult.
An attempt at domesticating a creature generally takes three months. The trainer must feed the creature, and must have some way to restrain and discipline it and defend from its attacks. This can be done by physical means (cages, leashes, whips) or by magic such as charm spells.
The difficulty depends on the creature's hit dice, it's normal group behaviour, and any ties your race has to the creature.
Racial affinities are cultural and physiological traits that make certain creatures easier to train. A matter of shared perceptions, modes of communication, social organization, and food preferences, these traits create a strong compatibility between certain humanoid races and species of creatures. Any animal listed under "organization" in a humanoid race's description is one that race has compatibility for. This includes giant and dire version of such animals. The table below gives some additional creature affinities, and lists affinities of some humanoid races.
Race | Creature affinities |
Boggard | Toad |
Cyclops | Cockatrice, pig, goat |
Dark Creeper | Bat |
Dwarf | Ram, bear, raven |
Elf, Aquatic | Aquatic vermin |
Elf, Drow | Spider, monitor lizard |
Elf, High | Cooshee, eagle, horse |
Elf, Other | Cooshee, deer |
Giant, Cave | Lizard |
Giant, Cloud | Griffon |
Giant, Fire | Hell hound |
Giant, Frost | Winter wolf |
Giant, Hill | Dire wolf |
Giant, Stone | Cave bear |
Giant, Storm | Griffon, shark |
Gillmen | Squid |
Gnoll | Hyena, hyaenodon |
Gnome | Badger, weasel |
Goblin | Wolf |
Grippli | Frog |
Halfling | Dog, pony |
Hobgoblin | Leopard |
Human | Dog, house cat, horse |
Kitsune | Fox |
Locathah | Fish |
Merfolk | Dolphin, porpoise |
Orc | Boar |
Ratfolk | Rat |
Sahuagin | Shark |
Tengu | Flightless bird |
Vishanka | Snake |
Lizardfolk | Monitor lizard |
Animal | DC |
Animals living in small groups (wolves, eagles, lions) | 20 + hit dice |
Herd animals (antelope, zebra) | 25 + hit dice |
Solitary animals (most cats, bears) | 30 + hit dice |
Non-animals who are LN, LE, or NE in alignment | 20 + hit dice |
Non-animals who are LG, N, or CE in alignment | 25 + hit dice |
Non-animals who are NG, CG, or CN in alignment | 30 + hit dice |
Raising the creature from childhood | -10 |
Trainer has a racial compatibility for the creature | -10 |
This table supersedes the difficulty for raising a wild animal into domestication given in the core rulebook.
If a domestication attempt fails by 4 or less, the time is simply wasted. If it fails by 5 or more, the creature attacks the trainer. It has to be free from restraint during the later parts of training, and attacks at such a time. Even if the creature survives and remains in captivity, it can never be domesticated by that trainer.
Effects of Domestication
A creature need not be domesticated to be trained, but an undomesticated creature is dangerous to all except its master. Both domesticated and non-domesticated creatures can be taught tricks, but the DC of controlling or pushing a non-domesticated creature is increased by 10.
A domesticated creature can function among humanoids and generally will not attack or harm them unless its training so dictates or its master orders it. A domesticated creature can still react badly if approached carelessly or denied food, and is generally not safe around children or to leave unsupervised around persons unskilled in Handle Animal. They are usually kept in pens. A domesticated creature will never attack a type of creature that has a racial compatibility for it, even if provoked, is safe to have around children of such races, and is often kept as pets in the home.
Handling Different Creatures
The Handle Animal skill handles animals, but can also be used to handle and train other types of creatures, and can even be used to enslave intelligent creatures, conditioning them as slaves. In general, there are two things to consider, intelligence and creature type.
Intelligence and Slavery
Creatures of any Intelligence score can be domesticated, but respond very differently. A domesticated creature that feels itself mistreated can rebel against its trainer or handler with a successful opposed Charisma check. If given active support by others who are not domesticated, this check is automatically successful. If this check fails, the creature will still act in accordance with its domestication and training.
Only creatures of Intelligence 1-4 can and need be taught tricks. Vermin and some other creatures have an Intelligence of zero, and are thus not trainable (they cannot be taught tricks), but they can be domesticated and ordered to perform tasks by pushing them. With an appropriate exotic saddle, unintelligent creatures can be controlled normally with the Ride skill. Humanoid races with an compatibility for vermin have generally bred such vermin to an Intelligence of 1. These are identical to normal vermin except that they are not unintelligent and thus not immune to mind-affecting effects.
Animals and some other creatures have an Intelligence score of 1 or 2. It has been clarified that you can increase an animal's intelligence to 3 or more, and it remains and animal and trainable. This is the default situation for the Handle Animal skill.
Creatures with an Intelligence of 3 or more are capable of speech and limited sentience. A creature with an Intelligence of 3 or 4 is capable of understanding simple speech and express itself in a few words, but not generally able to handle itself in society and still needs to be taught tricks to complete complex orders and not act on its instincts. In most cases, a creature of Intelligence 4 or less will not protest being domesticated as long as it is fed.
A creature of Intelligence 5 or 6 is able to fend for itself and act as a member of a small community, such as a single household or business. It no longer requires training to perform tricks. It is generally considered slavery and an evil act to domesticate a creature of Intelligence 5 or more; a good-aligned trainer should insist that such creatures be treated as a person. Still, a creature with 6 or less Intelligence will generally not protest unless it is mistreated.
A creature of intelligence 7 or more might be slow, but can make its own decisions and engage with society at large. No matter how good its material conditions are, a creature of Intelligence 7 or more will resent slavery. Domesticating a creature of Intelligence 7 or more is definitely an evil act. Such training is more properly termed conditioning and needs constant threat of punishment to be enforced.
Creature Type
- Aberration: Can be domesticated and trained, but all Handle Animal checks in relation to them suffer a -5 penalty. There might be dangerous side effects from long-time exposure to aberrations. Intelligent aberrations often seem train their lesser kin, and suffer no penalty doing so.
- Animal: The most common creatures to be trained with Handle Animal. All the base rules apply to animals.
- Construct: Constructs cannot be domesticated or trained.
- Dragon: Dragons can be trained and domesticated. Most dragons are intelligent enough to resent this, and await an opportunity to strike back. Dragons are very patient, and can fake loyalty.
- Fey: Cannot be domesticated or trained except by other fey.
- Humanoid: Humanoids can be domesticated, but are intelligent enough to resent this as slavery.
- Magical beast: Can be domesticated and trained, but all Handle Animal checks in relation to them suffer a -5 penalty.
- Monstrous humanoid: Can be domesticated and trained, but all Handle Animal checks in relation to them suffer a -5 penalty. Most are intelligent enough to resent slavery.
- Ooze: Can be domesticated but not trained.
- Outsider: Can be domesticated and trained, but all Handle Animal checks in relation to them suffer a -5 penalty. Outsiders cannot be conditioned to act against their alignment or elemental nature.
- Plant: Non-intelligent plant can be domesticated but not trained. Intelligent plants cannot be trained or domesticated.
- Undead: Cannot be trained or domesticated. Undead has to be controlled by supernatural means.
- Vermin: Can be domesticated, and vermin with an Intelligence rating can be trained.
Animal Compatibility Trait
Animal Compatibility: Select one species of animal, with the GM's permission. You are considered to have a racial affinity with this species of animal, which gives benefits to Handle Animal. This is a regional trait for races with an affinity to the particular animal; it is of no use to the locals, who already have racial affinity, but available to outsiders accepted in the culture.
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