Handle Animal in Astora | World Anvil

Handle Animal

(Charisma; Trained Only)
Use this skill to drive a team of horses pulling a wagon over rough terrain, to teach a dog to guard, or to teach a tyrannosaur to "speak" on your command.  

Check

The DC depends on what you are trying to do.   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 (such as a snake or a shark) can learn a maximum of three tricks, while an animal with an Intelligence score of 2 (such as a dog or a horse) can learn a maximum of six tricks (see the Extra Tricks feat to increase these limits). Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.  
  • Ambush (DC 20): 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.  
  • Assist Attack (DC 20): 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, 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 before it can learn this trick.
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  • Assist Defend (DC 20): 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, attempting to grant a bonus on the recipient's AC against the designated opponent's next attack. An animal must know the defend trick before it can learn this trick.
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  • Assist Track (DC 20): 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 DC 10 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 before it can learn this trick.
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  • Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
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  • Bestow Venom (DC 15): By succeeding on a DC 15 Handle Animal check to handle an animal or vermin that has a poison special attack, you can compel the creature to give up some of its venom. The creature deposits its Poison into a container you indicate, providing a single dose. A Handle Animal check to extract venom takes 1 minute. You can then attempt a DC 15 Craft (poisonmaking) check to refine this venom into a Poison you can use.
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  • Bull Rush (DC 20): 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.
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  • Come (DC 15): The animal comes to you, even if it normally would not do so. An animal that knows this trick will move through a tight space if commanded to do so.
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  • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
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  • Disarm (DC 20): 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.
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  • Dive (DC 15): The animal dives into water as you direct, possibly from heights far above what it would normally attempt. The animal can also swim underwater even if it normally would not do so.
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  • Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a Fear effect, or the like) or its opponent is defeated.
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  • Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random Object.
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  • Guard (DC 20): The animal stays in place and prevents others from approaching.
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  • Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go. An animal that knows this trick will move through a tight space if commanded to do so.
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  • Hold (DC 20): 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 attempt; otherwise, the attack provokes attacks of opportunity. An animal must know the attack trick before it can learn this trick.
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  • Home (DC 20): The animal returns to the location where it was trained to perform this trick, traveling overland as required.
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  • Hunt (DC 15): The animal attempts to hunt and forage for food for you using its Survival skill. See the Survival skill 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.
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  • Jump (DC 15): The animal performs a jump as you direct - either a long jump or a high jump. Swimming animals perform these jumps in water, while landbound animals perform these jumps on land.
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  • Mark (DC 20): 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.
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  • Overrun (DC 20): 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.
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  • Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
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  • Scent Fighting (DC 20): 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 a 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.
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  • Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate. An animal with the Scent ability uses that ability when it seeks.
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  • Special Movement (DC 20): 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.
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  • Stalk (DC 20): The animal follows a designated target, doing its best to remain undetected, until the target is wounded or resting, and then attacks. An animal must know the attack trick before it can learn this trick.
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  • Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
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  • Steal (DC 20): 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 know the fetch trick before it can learn this trick.
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  • 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 before it can learn this trick.
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  • Swim (DC 15): The animal enters water and swims as you direct or in the pursuit of accomplishing another trick. Most animals don't need to be taught the swim trick; this is only used for teaching an animal to swim that otherwise would not be inclined to do so.
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  • Teamwork (DC 20): Teaching an animal the teamwork trick is made as part of teamwork training (see Teamwork Benefits). This trick allows the animal to be part of a team and thus benefit from any teamwork benefits enjoyed by the team. The animal must still meet any team member prerequisites required to gain the benefit.
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  • Track (DC 20): The animal tracks the Scent presented to it. (This requires the animal to have the Scent ability)
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  • Warn (DC 20): The animal reacts to new creatures coming near, even without any command being 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 before it can learn this trick.
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  • Web (DC 15): On command, a Web-spinning vermin shoots a Web at the closest hostile creature.
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  • Work (DC 15): The animal pulls or pushes a medium or heavy load.
  Train an 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.  
  • Advanced Fighting (DC 20): An animal trained for advanced fighting knows the tricks assist attack, attack, down, hold, stay, and subdue. Training an animal for advanced fighting takes five weeks. You can also "upgrade" an animal trained for fighting to one trained for advanced fighting by spending two weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew.
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  • Aquatic Rescue (DC 20): An animal trained for aquatic rescue knows the following tricks: come, defend, dive, fetch, seek, and work. Strong swimmers such as porpoises can be trained to aid humanoids in water.
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  • Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also "upgrade" an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don't require any additional training for this purpose.
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  • Defensive Guarding (DC 20): An animal trained for defensive guarding knows the tricks defend, down, guard, hold, subdue, and warn. Training an animal for defensive guarding takes six weeks. You can also "upgrade" an animal trained for guarding to one trained for defensive guarding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew.
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  • Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
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  • Fishing (DC 20): An animal trained for fishing knows the following tricks: attack, come, dive, down, fetch, and seek. Diving birds such as cormorants are excellent fishers and are trained to fish on command in some lands.
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  • Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
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  • Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
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  • Helpmate (DC 20): 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.
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  • Herding (DC 20): 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.
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  • Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
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  • Messenger (DC 15): An animal trained as a messenger knows the following tricks: come, fetch, seek, and track. Animal messengers can be fitted with small canisters or harnesses to carry short written messages.
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  • Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
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  • Rescue (DC 15): 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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  • Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.
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  • Thievery (DC 20): An animal trained for thievery knows the tricks fetch, heel, home, seek, Steal, and work. Training an animal for thievery takes six weeks.
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  • Underground Fighting (DC 20): An animal trained to engage in combat underground, where Scent is typically as important as vision in a fight, knows the tricks attack, defend, down, Scent fighting, seek, and heel. Training an animal for underground fighting takes six weeks.
  Rear a 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.   Calm an Animal: Many normal and even war-trained mounts do not do well in unusual environments. The hold of a storm-tossed warship is no place for a horse, and underground environments make a goliath's dire eagle mount nervous and uncomfortable.   At the DM's option, mounts in unusual environments must make Will Saving Throws or be overcome with Fear. The DC of the saving throw is 10 in an unusual environment, 15 in a disturbing environment, and 20 or more in an obviously dangerous or startling environment. Failing the saving throw by 9 or less leaves a mount Shaken. Failing the saving throw by 10 or more causes a mount to cower. A mount can retry this saving throw every hour.   A skilled animal handler can substitute his Handle Animal check result for the mount's Will Save. Similarly, a skilled rider can substitute his Ride check result for the mount's Will Save. In both cases, the mount uses the handler's skill check result or its saving throw result, whichever is higher.   Reduce Teaching/Training Time: Normally, teaching a trick to a creature or training it for a purpose requires one to several weeks of time. You can accelerate the process of teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the base DC for teaching or training the creature. You can't reduce the required time to less than 1 minute.  

Action

Varies. Handling an animal is a Move Action, while pushing an animal is a Full-Round Action. (A Druid or Ranger can handle her Animal Companion as a Free Action or push it as a Move Action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.  

Try Again

Yes, except for rearing an animal.  

Special

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.   A Druid or Ranger gains a +4 Circumstance Bonus on Handle Animal checks involving her Animal Companion. In addition, a Druid's or Ranger's Animal Companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.  

Synergy

If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.  

Untrained

If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can't teach, rear, or train animals. A Druid or Ranger with no ranks in Handle Animal can use a Charisma check to handle and push her Animal Companion, but she can't teach, rear, or train other nondomestic animals.  

Skill Unlock

A character who selects this skill for the Signature Skill feat or a Rogue who selects it for their Rogue's Edge class ability gains the following abilities when they reach the designated number of ranks in this skill:  
  • 5 Ranks: Creatures you have trained gain a +2 bonus on Will saves when adjacent to you.
  • 10 Ranks: Creatures you have trained gain a +2 bonus on Will saves whenever you are within 30 feet and clearly visible. You can teach a trick in 1 day by increasing the DC by 20.
  • 15 Ranks: You can train an animal to understand your speech (as speak with animals) with 1 week of effort and a successful DC 30 Handle Animal check. Its actions are still limited by its Intelligence. You can teach a trick in 1 day (increasing the DC by 10) or 1 hour (increasing the DC by 20).
  • 20 Ranks: You can make your speech understandable to any animal for 24 hours with a successful DC 30 Handle Animal check (DC 40 for magical beasts or vermin). You can teach a trick in 1 day, 1 hour (increasing the DC by 10), or 1 minute (increasing the DC by 20).


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