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| priority:skills:handle_animal:tricks [2026/03/09 04:56] – Replacing with Prowess elfinlocks | priority:skills:handle_animal:tricks [2026/03/13 18:49] (current) – hyperlinking nonlethal entry elfinlocks | ||
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| ====== Animal Tricks ====== | ====== Animal Tricks ====== | ||
| - | The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC. | + | The following tricks can be taught to animals by training the animal for a week and making a successful[[priority: |
| ===== Aid (DC 20) ===== | ===== Aid (DC 20) ===== | ||
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| ===== Deliver (DC 15) ===== | ===== Deliver (DC 15) ===== | ||
| - | The animal takes an object (one you or an ally gives it, or one that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.) | + | The animal takes an object (one you or an ally gives it, or one that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a [[chargen: |
| ===== Demolish (DC 15) ===== | ===== Demolish (DC 15) ===== | ||
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| ===== Detect (DC 25) ===== | ===== Detect (DC 25) ===== | ||
| - | The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, | + | The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its [[priority: |
| ===== Down (DC 15) ===== | ===== Down (DC 15) ===== | ||
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| ===== Entertain (DC 25) ===== | ===== Entertain (DC 25) ===== | ||
| - | The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can attempt a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Once an onlooker observes an animal’s entertain trick, that creature cannot be distracted in this way by the same animal for 24 hours. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed. | + | The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can attempt a [[priority: |
| ===== Exclusive (DC 20) ===== | ===== Exclusive (DC 20) ===== | ||
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| ===== Guide (DC 15) ===== | ===== Guide (DC 15) ===== | ||
| - | The companion can serve as a guide to a character that is blinded or otherwise unable to see. While serving as a guide, the companion remains adjacent to the guided creature at all times, readying an action each round to move when that creature moves. This allows the guided creature to automatically succeed at Acrobatics checks to move at more than half speed while blinded. Additionally, | + | The companion can serve as a guide to a character that is blinded or otherwise unable to see. While serving as a guide, the companion remains adjacent to the guided creature at all times, readying an action each round to move when that creature moves. This allows the guided creature to automatically succeed at [[priority: |
| ===== Heel (DC 15) ===== | ===== Heel (DC 15) ===== | ||
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| ===== Hunt (DC 20) ===== | ===== Hunt (DC 20) ===== | ||
| - | This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes. | + | This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt |
| ===== Intimidate (DC 15) ===== | ===== Intimidate (DC 15) ===== | ||
| - | The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, | + | The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, |
| ===== Maneuver (DC 20) ===== | ===== Maneuver (DC 20) ===== | ||
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| ===== Serve (DC 15) ===== | ===== Serve (DC 15) ===== | ||
| - | An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate. | + | An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your[[priority: |
| ===== Sneak (DC 15) ===== | ===== Sneak (DC 15) ===== | ||
| - | The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy. | + | The animal can be ordered to make [[priority: |
| ===== Speak (DC 25) ===== | ===== Speak (DC 25) ===== | ||
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| ===== Subdue (DC 15) ===== | ===== Subdue (DC 15) ===== | ||
| - | The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as nonlethal | + | The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as [[game_systems: |
| ===== Track (DC 20) ===== | ===== Track (DC 20) ===== | ||
