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| priority:skills:handle_animal:tricks [2026/03/09 21:39] – Hyperlinking Handle Animal entries elfinlocks | priority:skills:handle_animal:tricks [2026/03/13 18:49] (current) – hyperlinking nonlethal entry elfinlocks | ||
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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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| ===== 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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| ===== 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) ===== | ||
