Difference between revisions of "Handle Animal (Apath)"

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Creatures of any Intelligence score can be domesticated, but respond very differently. Only creatures of Intelligence 1-4 can and need be taught tricks.
 
Creatures of any Intelligence score can be domesticated, but respond very differently. 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. Humanoid races with an compatibility for vermin have generally bred such vermin to an Intelligence of 1.  
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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. Humanoid races with an compatibility for vermin have generally bred such vermin to an Intelligence of 1. With an appropriate exotic saddle, unintelligent creatures can be controlled normally with the Ride skill.
  
Animals have an Intelligence score of 1 or 2. Paizo has clarified that you can increase an animal's intelligence to 3 or more, and it remains and animal and trainable.  
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Animals and some other creatures have an Intelligence score of 1 or 2. Paizo has 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 20:30, 30 March 2014

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Unofficial rules compendium

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 Frog
Cyclops Cockatrice, pig, goat
Dark Creeper Bat
Dwarf Ram, bear, goat, raven
Elf Cooshee, eagle, horse, stag
Elf, Drow Spider, monitor lizard
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 Goblin dog, wolf
Grippli Frog
Halfling Dog, squirrel, pony, pig
Hobgoblin Leopard
Human Dog, house cat, horse
Kitsune Foxes
Locathah Fish
Merfolk Dolphins, porpoises
Orc Boar
Ratfolk Rat
Sahuagin Shark
Tengu Flightless birds
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 animal 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 it can never be domesticated by that trainer.

Effects of Domestication

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.

A domesticated creature will never attack a type of creature that has a racial compatibility for it, even if provoked, and is safe to have around children of such races.

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.

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. 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. Humanoid races with an compatibility for vermin have generally bred such vermin to an Intelligence of 1. With an appropriate exotic saddle, unintelligent creatures can be controlled normally with the Ride skill.

Animals and some other creatures have an Intelligence score of 1 or 2. Paizo has 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 actively 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 well its material conditions are, a creature of Intelligence 7 or more will resent slavery. Training 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 domesticated or conditioned creature that feels itself mistreated can rebel against its trainer or handler with a successful opposed Charisma check. If given active support by others, this check is automatically successful. If this check fails, the creature will still act in accordance with its domestication and training.

Creature Type

  • Aberration: Can be domesticated and trained, but all Handle Animal checks in relation to them suffer a -5 penalty. Intelligent aberrations will often seem to thrive on such treatment, but in general there are dangerous side effects from long-time exposure to aberrations.
  • 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.
  • Humanoid: Humanoids can be domesticated and trained, 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: Cannot be domesticated or trained, but do respond to specific stimuli in such a way that they can be given very simple commands, as if pushing an animal.
  • 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 respond as oozes. 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, but all Handle Animal checks in relation to them suffer a -5 penalty.

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.