User Tools

Handle Animal (CHA)

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

Common Uses

Table: Common Use DCs

Task Handle Animal DC
Handle an animal 10
“Push” an animal 25
Teach an animal a trick 15 or 20
Train an animal for a general purpose 15 or 20
Rear a wild animal 20 + HD of animal

Handle an Animal

This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Push an Animal

To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Teach an Animal a Trick

You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks.

For a complete list of tricks, see Animal Tricks.

Train Animal for a Purpose

Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

Table: General Purpose Training

General Purpose DC
Combat Training (or “Combat Riding”) 20
Fighting 20
Guarding 20
Heavy labor 15
Hunting 20
Performance 15
Riding 15

Rear Wild Animal

To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.

Ride (DEX)

An alternate use for Handle Animal, which uses DEX in place of CHA is Ride. You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.

Common Uses

Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

Guide with Knees

You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.

Stay in Saddle

You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.

Fight with a Combat-Trained Mount

If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

Cover

You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).

Soft Fall

You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.

Leap

You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount’s jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount’s movement.

Spur Mount

You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.

Control Mount in Battle

As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.

Fast Mount or Dismount

You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.

Table: Ride Skill DCs

Task Ride DC
Guide with knees 5
Stay in saddle 5
Fight with a combat-trained mount 10
Cover 15
Soft fall 15
Leap 15
Spur mount 15
Control mount in battle 20
Fast mount or dismount 20