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DnDSkill-HandleAnimal

Page history last edited by ShadowLord 16 years, 7 months ago

D&D 3.5 Handle Animal, Skill - Enhancement

Players Handbook; SRD Link

 

Shadow d20 Notes: The following additional tricks where taken from a bunch of different WotC supplement books. I have simply merged them into a single location.

 

Complete Adventure Tricks(pg100-101)

In addition to the tricks listed in the SRD, the following tricks can be taught to the animal with a successful Handle Animal check (DCs noted below). Some tricks require that the animal already know an existing trick.

 

Assist Attack(DC20):

The animal aids your attack or that of another creature as a standard action. You must designate both the recipient of the aid and a specific opponent when commanding the animal to perform the task. The animal uses the aid another combat action (see page 154 of the Player’s Handbook), attempting to grant a bonus on the recipient’s next attack roll against the designated opponent. It also flanks the designated opponent, if it can do so without provoking attacks of opportunity. An animal must know the attack trick (Player’s Handbook, page 74) before it can learn this trick.

 

Assist Defend(DC20):

The animal aids your defense or that of another creature as a standard action. You must designate both the recipient of the aid and a specific opponent when commanding the animal to perform the task. The animal uses the aid another combat action (see page 154 of the Player’s Handbook), attempting to grant a bonus on the recipient’s AC against the designated opponent’s next attack. An animal must know the defend trick (Player’s Handbook, page 74) before it can learn this trick.

 

Assist Track(DC20):

The animal aids your attempt to track. The animal must be present as you attempt a Survival check to track another creature; if the animal succeeds on a DC10 Survival check, you gain a +2 circumstance bonus on your Survival check made to track. An animal must have the scent ability and know the track trick (Player’s Handbook, page 75) before it can learn this trick.

 

Hold(DC20):

The animal initiates a grapple attack and attempts to hold a designated enemy in its arms, claws, or teeth. An animal with the improved grab ability uses that ability in the attempts; otherwise, the attack provokes attacks of opportunity. An animal must know the attack trick (Player’s Handbook, page 74) before it can learn this trick.

 

Home(DC20):

The animal returns to the location where it was trained to perform this trick, traveling overland as required.

 

Hunt(DC15):

The animal attempts to hunt and forage for food for you using its Survival skill. See page 83 of the Player’s Handbook for details on how to use Survival to hunt and forage for food. While any animal automatically knows how to hunt and forage for its own needs, this trick causes it to return with food rather than simply eating its fill of what it finds.

 

Stalk(DC20):

The animal follows a designated target, doing its best to remain undetected, until the target is wounded or resting, then it attacks. An animal must know the attack trick (Player’s Handbook, page 74) before it can learn this trick.

 

Steal(DC20):

The animal grabs an object in the possession of a target creature, wrests it away, and brings it to you. If multiple objects are available, the animal attempts to steal a random one. An animal must have the scent ability and know the fetch trick (Player’s Handbook, page 75) before it can learn this trick.

 

Subdue(DC 20):

The animal attacks a designated target creature to deal nonlethal damage, taking a -4 penalty on its attack roll. The animal stops its attack when the target creature lapses into unconsciousness. An animal must know the attack trick (Player’s Handbook, page 74) before it can learn this trick.

 

Warn(DC20):

The animal reacts to new creatures coming near, even without any command begin given, regardless of whether the animal sees the newcomer, or hears it, or detects the creature with scent. The exact warning sound given (hiss, growl, squawk, bark) varies depending on animal type and the training; this sound is chosen at the time of training and cannot be changed. If the newcomer does not stop after this warning, the animal attacks. As part of the training, the animal can be trained to ignore specific creatures (such as the trainer’s allies). An animal must know the guard trick (Player’s Handbook, page 75) before it can learn this trick.

 


Races of Stone(pg131)

In addition to the tricks listed in the SRD, the following tricks can be taught to the animal with a successful Handle Animal check (DCs noted below). Some tricks require that the animal already know an existing trick.

 

Come(DC15)-PHB Expanded:

An animal that knows the Come trick will move through a tight space if commanded to do so.

 

Heel(DC15)-PHB Expanded:

An animal that knows the Heel trick will move through a tight space if commanded to do so.

 

Scent Fighting(DC20):

The animal is trained to help its rider or handler fight against a creature that it cannot see. Each round, the creature takes a move action to locate the direction of the scent and then travels in that direction, stopping when it is within 5 feet of the source of the scent. (or at the limit of its movement) and indicating the location of the origin of the scent. An animal must have the scent ability to learn this trick.

 

Special Movement(DC20):

The animal will use one specific special movement mode it does not normally possess if a spell or other effect grants it that movement mode: flying, burrowing, climbing, or swimming. An animal trained to fly will also air walk.

 


Races of the Wild(pg146)

You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. The following tricks expand upon those presented on pages 74-75 of the Player's Handbook.

 

Ambush(DC20):

The animal hides, using the Hide skill to the best of its ability. It then stays hidden and attacks the first foe to come close enough for the animal to attack after a single move. The animal must know the attack trick to learn this trick, and it will attack only those kinds of creatures it has been trained to attack and that it recognizes as foes.

 

The animal will not attack creatures that are familiar to it (such as members of its owner's party) or harmless creatures that it would not otherwise attack (such as birds or squirrels).

 

You can specify a kind of creature to attack each time you command an animal to perform the ambush trick. Doing this requires a DC 20 Handle Animal check, and you must convey your desire to the animal somehow. If the animal has the scent ability, you can supply the animal with the scent (for example, from a piece of discarded clothing or equipment). You also can show the animal the kind of creature you want ambushed (by pointing to the creature in the distance or showing the animal a captive creature). A speak with animals spell can be handy for designating a kind of creature to ambush.

 

You can specify a location for the ambush instead of the kind of creature. Doing this also requires a DC 20 Handle Animal check. The place you designate must be a place the animal can reach by taking a single move action, and the animal must be able to see it when you give the ambush command.

 

Bull Rush(DC20):

The animal attempts to bull rush a designated creature. The animal must know the attack trick to learn this trick, and it will bull rush only those kinds of creatures it has been trained to attack. This trick otherwise works just like the attack trick.

 

Disarm(DC20):

The animal attempts to disarm a designated creature. The animal must know the attack trick to learn this trick, and it will disarm only those kinds of creatures it has been trained to attack. You designate some item the subject holds or carries, and the animal will try to seize that item. If given no other instructions, the animal attempts to make the subject drop any weapon it holds.

 

If the animal uses a bite attack (or some other natural weapon that allows it to grasp an object), it winds up holding the target item in its mouth (or grasp) after a successful disarm.

 

Mark(DC20):

The animal moves toward a creature you designate and endeavors to stay near the creature no matter what it does or how it moves. The animal generally stays within 10 feet of the creature but keeps out of its reach. While performing this trick, the creature makes noise to help mark the foe's location.

 

If the animal also knows the seek trick, you can designate an area or direction for the animal to seek out foes that are attacking you. To identify a foe, the animal must see the creature attack you or use a spell or other magical effect with a visible manifestation in your direction. Otherwise the animal marks the first creature it encounters.

 

Overrun(DC20):

The animal attempts to overrun a designated creature, provided the animal is big enough to do so. If the animal has the trample special ability, it uses that ability against the creature if the animal is big enough to do so.

 

Train an Animal for a Purpose: Rather than teaching an animal individual tricks, you can train it for a general purpose. The following general purposes expand upon those presented on page 75 of the Player's Handbook.

 

Helpmate(DC20):

An animal helpmate serves you or a creature you designate, acting as a companion, guard, and assistant. It knows the tricks come, down, fetch, guard, heel, and stay. Training an animal to be a helpmate takes six weeks.

 

Herding(DC20):

The animal knows how to drive groups of other animals from place to place and how to keep individuals from wandering away from the herd. It knows the tricks come, down, guard, heel, mark, and seek. Training a herding animal takes six weeks.

 

Rescue(DC15):

The animal knows how to find and retrieve hurt or incapacitated creatures. It knows the tricks fetch, mark, seek, track, and work. Training a rescue animal takes five weeks.

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