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priority:skills:handle_animal:tricks [2026/03/09 04:56] – Replacing with Prowess elfinlockspriority: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:skills:handle_animal|Handle Animal]] skill check against the listed DC.
  
 ===== 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:common_terms#action_types|Half Action]].)
  
 ===== 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, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.+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:skills:perception|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, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same [[priority:skills:perception|Perception]] check more than once in this way.
  
 ===== 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:skills:perform|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 [[priority:skills:sense_motive|Sense Motive]] check take a –2 penalty on [[priority:skills:perception|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.
  
 ===== 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 identifies obstacles in the guided creature’s path and pushes them, pulls them, or otherwise signals to the creature how to avoid them, allowing the guided creature to locate and move around obstacles such as hazards, opponents, and other terrain features as though she were able to see them (though she can’t distinguish between obstacles). Finally, while serving as a guide, the companion indicates to the guided creature the presence and direction of any adjacent allies, allowing the guided creature to pinpoint the locations of such creatures. The companion can serve as a guide only as long as it is able to see in some fashion, and its ability to detect and avoid creatures and obstacles is limited by what it is able to perceive normally.+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:skills:acrobatics|Acrobatics]] checks to move at more than half speed while blinded. Additionally, the companion identifies obstacles in the guided creature’s path and pushes them, pulls them, or otherwise signals to the creature how to avoid them, allowing the guided creature to locate and move around obstacles such as hazards, opponents, and other terrain features as though she were able to see them (though she can’t distinguish between obstacles). Finally, while serving as a guide, the companion indicates to the guided creature the presence and direction of any adjacent allies, allowing the guided creature to pinpoint the locations of such creatures. The companion can serve as a guide only as long as it is able to see in some fashion, and its ability to detect and avoid creatures and obstacles is limited by what it is able to perceive normally.
  
 ===== 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 [[priority:skills:survival|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 [[priority:skills:survival|Survival]] skill). an animal with this trick can use the aid another action to grant a bonus on its handlers [[priority:skills:survival|Survival]] checks for these purposes. 
  
 ===== Intimidate (DC 15) ===== ===== Intimidate (DC 15) =====
  
-The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, it can be trained to do so when it encounters any creature besides its handler. The companion takes a –4 penalty on Intimidate checks against creatures other than those with the animal or humanoid types unless it has also been trained to attack creatures of any type. A companion that knows this trick automatically uses the aid another action to assist Intimidate checks attempted by its handler, provided that it is within 15 feet of its handler at the time and has not been ordered to perform another task.+The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, it can be trained to do so when it encounters any creature besides its handler. The companion takes a –4 penalty on[[priority:skills:intimidate|Intimidate]] checks against creatures other than those with the animal or humanoid types unless it has also been trained to attack creatures of any type. A companion that knows this trick automatically uses the aid another action to assist[[priority:skills:intimidate|Intimidate]] checks attempted by its handler, provided that it is within 15 feet of its handler at the time and has not been ordered to perform another task.
  
 ===== 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:skills:handle_animal|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.
  
 ===== 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:skills:stealth|Stealth]] checks in order to stay hidden and to continue using [[priority:skills:stealth|Stealth]] even when circumstances or its natural instincts would normally cause it to abandon secrecy.
  
 ===== 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 attacks (taking the typical –4 penalty on attack rolls when using normally lethal attacks) until ordered to do otherwise.+The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] attacks (taking the typical –4 penalty on attack rolls when using normally lethal attacks) until ordered to do otherwise.
  
 ===== Track (DC 20) ===== ===== Track (DC 20) =====