Difference between revisions of "Handle Animal (Apath)"

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Races with an affinity for vermin generally have bred variants of those vermin with an Intelligence score of 1. These creatures lose their immunity to mind-affecting effects, but can be trained and learn skill and feats just as well as any animal with an intelligence of 1.
 
Races with an affinity for vermin generally have bred variants of those vermin with an Intelligence score of 1. These creatures lose their immunity to mind-affecting effects, but can be trained and learn skill and feats just as well as any animal with an intelligence of 1.
  
=== Handling Different Creatures ===
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== Handling Different Types of 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.
 
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 ====
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=== 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.
 
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.
  
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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.
 
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 ====
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=== 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 train their less intelligent kin, and suffer no penalty doing so.
 
* '''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 train their less intelligent 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.
 
* '''Animal:''' The most common creatures to be trained with Handle Animal. All the base rules apply to animals.

Revision as of 12:04, 26 June 2015

ApathApath Logo
Unofficial rules compendium

Publisher: Trailseeker Magazie.

Additional Uses

This skill has a number of additional uses.

Domestication

The rules of Pathfinder give a lot of detail about the training of animals and magical beasts, but just barely mentions domestication under the header rear a wild animal. This gives notes on how to handle an animal without taming it and expands the domestication task to cover wild animals captured as adults and diversifies the difficulty for different kinds of animals.

The Handle Animal rules refers to this as domestication, but with individual animals the proper term is taming. I use the two terms interchangeably here.

It is always easiest to domesticate an creature from infancy, as covered in the "rear a wild animal" rule. But it is possible (if difficult) to tame 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. During the last month of taming, the animal must be free of restraint. This is the most dangerous phase, and if domestication fails, this is when the creature will try to run away or attack the trainer.

Taming requires three hours per day per creature, but this is light activity and can be done on the side during adventure, travel, or work.

The difficulty depends on the creature's hit dice, it's normal group behavior, and any ties your race has to the creature.

Animal DC
Animals living in small groups or in pairs (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, taming fails and the creature tries to escape. If it fails by 5 or more, the creature attacks the trainer. As noted above, the creature 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 Taming

A creature need not be domesticated to be trained, but an untamed creature is dangerous to all except its master. Both domesticated and non-domesticated creatures can be taught tricks, but the DC of controlling, pushing, riding, or training a non-domesticated creature is increased by 5.

A domesticated creature can function among humanoids and generally will not attack or harm them except as instructed. It can still react badly if approached carelessly, if pack mates are harmed, or it is denied food. Tame animals are not safe around children or to leave unsupervised around persons unskilled in Handle Animal. They are usually kept in pens.

Racial Animal Affinities

Racial Affinity for Animals
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, roc
Giant, Fire Hell hound
Giant, Frost Winter wolf
Giant, Hill Dire wolf
Giant, Stone Cave bear
Giant, Storm Griffon, roc, shark
Gillmen Squid
Gnoll Hyena, hyaenodon
Gnome Badger, weasel
Goblin Goblin dog, wolf
Grippli Frog
Halfling Dog, pony
Hobgoblin Leopard
Human Dog, house cat, horse
Kitsune Fox
Lizardfolk Dinosaur
Locathah Fish
Merfolk Dolphin, porpoise
Orc Boar
Ratfolk Rat
Sahuagin Shark
Tengu Flightless bird
Vishanka Snake

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 dire animals and animals of unusual size. The table below gives some additional creature affinities, and lists affinities of some humanoid races.

Handle Animal can be used as if it was the Diplomacy skill to befriend a creature the handler has animal affinity for. This takes an hour of work. A creature that is made friendly this way can be tamed and/or trained. This is a limited version of the druid's wild empathy ability.

A tame animal will never attack a type of creature with racial compatibility, even if provoked. Such animals are safe to have around children who have a racial affinity, and are often kept as pets in the home. Animals consider creatures they have affinity for and know well to be pack mates and seek to protect them.

Other Affinities

Some races have an affinity for creatures that are not animals. Threat such creatures as animals for the purpose of the Handle Animal skill.

Vermin Affinity

Some races have an affinity for vermin. Threat vermin just as if they were animals with respect to handlers with affinity to them. Normal vermin cannot learn tricks, but Handle Animal can be used to push them to perform tasks and they can be ridden using an exotic saddle. These vermin can be befriended (see above) despite being mindless.

Races with an affinity for vermin generally have bred variants of those vermin with an Intelligence score of 1. These creatures lose their immunity to mind-affecting effects, but can be trained and learn skill and feats just as well as any animal with an intelligence of 1.

Handling Different Types of 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 train their less intelligent 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: Can be domesticated and trained by other fey. Non-fey suffer a -5 penalty ti Handle Animal checks in relation to them, and fey have a way of changing domestication into a mutual symbiosis where the master is just as bound as the creature.
  • 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 all except aberrations, fey, and other plants suffer a -10 Handle Animal penalty against plants.
  • Undead: Cannot be trained or domesticated. Undead have 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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