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- Animal Training (Mental 1, Wisdom/Intuition, Ego/Willpower) Characters with
this skill can train one type of creature (declared when the skill
is chosen) to obey simple commands and perform tricks. An additional
skill is required to train other types of creatures, however the
character who has a skill score of at least 50% in another form
of Animal Training acquires his new Animal Training skill as a
recommended skill (i.e., +30% to the skill score). Creatures typically
trained are dogs, horses, falcons, big cats, pigeons, elephants,
ferrets, and parrots. A character can choose even more exotic
creatures and monsters with animal intelligence (although these
are difficult to control).
- A trainer can work with up to three creatures at one time. The
trainer may choose to teach general tasks or specific tricks.
A general task gives the creature the ability to react to a number
of nonspecific commands to do its job. Examples of tasks include
guard and attack, carry a rider, perform heavy labor, hunt, track,
or fight alongside soldiers (such as a war horse or elephant).
A specific trick teaches the trained creature to do one specific
action. A horse may rear on command, a falcon may pluck a designated
object, a dog may attack a specific person or a rat may run through
a particular maze. With enough time, a creature can be trained
to do both general tasks and specific tricks.
- Animal Trainability: An animals trainability rating is a general indicator of an
animals capacity to learn. The higher the trainability rating,
the more tricks and tasks an animal can know and the faster it
can master them. The trainability rating is primarily based on
the animals Intelligence score, but also takes into account its
fondness for humans and demihumans, its willingness to learn and
its eagerness to please.
- Table 5.4.00 lists trainability ratings for a variety of animals.
The DM may make exceptions for animal individuals. He may decide,
for instance, that a particular squirrel is smart enough to merit
a medium rating rather than the low rating given on Table 5.4.00.
Likewise, he may rule that an exceptionally dull wolf deserves
no better than a low rating. In any case, the DM should make such
a determination as soon as the animal arrives. A animals trainability
rating should not change once it has been assigned.
- An animal trainer who wishes to train a wild animal must tame
it first (animal followers of rangers and druids never need to
be tamed). Wild animals can be tamed only when they are very young.
The taming requires one month of uninterrupted work with the creature.
At the end of the month, a skill check is made. If successful,
the beast is suitable for training. If the check fails, the creature
retains enough of its wild behavior to make it untrainable. It
can be kept, though it must be leashed or caged.
- The four trainability ratings Negligible, Low, Medium and High
are discussed in detail below. Each describes the types of animals
encompassed by the rating, the time required to learn tricks and
tasks, and the maximum number of tricks and tasks that animals
with the rating can learn. For convenience, Table 5.4.01 summarizes
this information. At the end of the training time, a skill check
is made. If successful, the animal is trained. If the die roll
fails, the beast is untrainable.
- Additionally, each description lists several tricks and tasks
associated with the rating. The lists dont include all possible
tricks and tasks, but a general sample; the DM should use the
lists as a basis to determine the difficulty of any other trick
or task that a character wishes to teach an animal. An animal
can learn tricks and tasks associated with all lesser ratings,
as well as those associated with its own rating. A medium trainability
animal, for instance, can learn tricks and tasks associated with
negligible, low, and medium ratings.
- Negligible Trainability: This category includes animals with little aptitude for learning,
such as fish, insects, arachnids and reptiles. Most of these creatures
have Intelligence scores of zero. Animals with negligible trainability
can learn only the simplest tricks, such as those requiring movement
towards or away from a stimulus. They cant learn tasks. Since
some of these creatures are unable to discern sound, the character
may need to use a bright light (such as a torch) or a broad gesture
(a sweep of the hands) instead of a vocal command to get the animal
to respond.
- An animal with negligible trainability can learn no more than
a few (1d2) tricks, though the DM may decide that a particular
animal is not capable of learning any tricks Training time is
2d8 weeks per trick.
Sample tricks:
- Withdraw: The animal moves away from the character at maximum
speed for 1d4 rounds, then stops.
- Come: The animal advances toward character at maximum speed, stopping
when it comes within a few feet. If the command come is given
while the animal is engaged in an activity (such as chasing rabbits,
eating, etc.), the animal returns only if it makes a successful
saving throw vs. paralysis.
- Stay: The animal stays in place for 2d6 rounds, after which it
resumes its normal activity.
- Attack: The animal aggressively attacks any creature indicated
by the character. The attacks persist until the character breaks
the command. Whether an animal fights to the death is up to the
DM. In many cases, an animal in danger of losing its life (an
animal that has lost half of its hit points) will withdraw. If
the character commands such an animal to continue its attacks,
a morale check may be in order. Animals that have been attack-trained
usually have a base morale of at least 11.
Attack-trained animals get a save vs. rods against a rangers
animal empathy ability.
- Low Trainability: Animals in this category have an average but unexceptional aptitude
for learning. They can learn a wide range of tricks, but few tasks.
The category includes herd animals, small mammals and birds, most
of which have Intelligence scores of one. The majority of animals
either belong to this category or the medium trainability category.
- An animal with low trainability can learn 1d6+1 tricks and tasks,
of which half or less can be tasks. Training time is 2d6 weeks
per trick and 12 weeks for tasks.
Sample tricks
- Heel: The animal remains within a few feet of the character, mimicking
his movement. The animal tries to move as fast as the character,
stopping when he stops, and staying with him until the character
breaks the command. This type of movement is distinct from the
animals normal movement, as the animal remains at the characters
side at all times, rather than lurking in back of the party. Mastery
of the come and stay tricks usually precedes the learning of this
trick.
- Sit: The animal sits on its haunches until the character breaks
the command, at which time the animal resumes its normal actions.
Variations include standing, rearing, rolling over, playing dead,
and other simple physical feats, all of which are distinct tricks
and require individual training periods.
- Speak: The animal growls, barks, chirps or makes any other natural
sound on command.
- Fetch: The animal retrieves a specific object and brings it to
the character. Typical objects include coins, balls, bones or
sticks. In order for the animal to execute the command, the character
must first show the object to the animal before throwing it or
hiding it. The animal wont search indefinitely; if the character
tosses the object in a field of high grass, for instance, the
animal may search for 1d3 turns before giving up and returning
to the character. Note that the fetch trick doesnt allow the
animal to hunt for and recognize objects belonging to a general
category; that is, an animal cant enter a building and look for
hidden gems or other treasure items.
- Carry Rider: This assumes the animal is physically able to carry
a rider. It obeys simple movement commands from the rider, such
as turning left and right, stopping, and trotting. However, the
animal cant execute any of the maneuvers associated with the
Stunt Riding task explained in the medium trainability section
below. This does not replace Riding skill; any maneuvers performed
by the rider, such as using the mount as a shield or leaping from
the steeds back to the ground, require a Riding skill check.
Sample tasks:
- Retrieve: The animal can locate and bring back a specific type
of item from a general location. Such items might include coins,
jewelry, weapons or food; a general location might be the interior
of a building, a grove of trees or a shallow stream. The character
must show the animal a sample similar to the desired item, and
must also indicate the area which the animal is to search. The
animal wont search indefinitely; if unable to find an item, it
usually will return empty-handed (or empty-mouthed) within an
hour. The fetch trick must be leaned before this task.
- Bodyguard: The animal protects the character or a designated friend
from attacks by keeping opponents at bay or by attacking them
directly, as commanded by the character. The animal will fight
alongside the character, making its own decisions which enemies
to attack (it may, for instance, attack an unnoticed opponent
sneaking up behind the character). The attack trick must be learned
before this task.
- Medium Trainability: Exceptionally bright animals belong to this group, including
those commonly found as pets, trained for circuses, or used in
warfare. These animals will tend to have Intelligence scores in
the 2-4 range.
- An animal with medium trainability is able to learn three to nine
(2d4+1) tricks or tasks in any combination. Training time is two
to eight (2d4) weeks for tricks, and 10 weeks for tasks.
Sample tasks
- Track: The animal can follow the trail of an animal, human or
demihuman; in general, only animals capable of tracking prey by
scent are eligible to learn this task. The animal must be familiar
with the creature being tracked or the character must provide
a sample of the scent (a piece of clothing, a scrap of hide).
It can retrace its path to lead the character to the creature.
If the animal assists the character in tracking, the character
adds +5% to his Tracking skill checks. If the animal is tracking by itself, it makes Tracking
checks independently of the character. Assume that the base Tracking
score of a wolf, lion, or similar predator ranges from 65% to
80%. A hunting dogs score may be as high as 95%, while a young
badgers score as low as 55%; the DM makes the call.
- Stunt Riding: An animal with this skill can ride, performing all
of the feats associated with the Airborne and Land-based Riding skills (as appropriate to the animals size and species). For
airborne mounts, the animals Stunt Riding score is the same as
the characters Wisdom score times five, with a -10% penalty or
his Airborne Riding skill score, whichever is better. For land-based
mounts, the Stunt Riding score is equal to the characters Wisdom
score times five, with a +15% bonus or his Land-based Riding skill
score, whichever is better . Therefore, a character with Wisdom
14 and a Land-based Riding skill score of 90% who wants his stunt-riding
dog to balance on a horse leaping a gap wider than 12 feet must
roll his Riding score of 90% or less (his Wisdom of 14 times five
plus a 15% bonus is less at 85%).
- High Trainability: Only a handful of animals, such as dolphins and certain primates,
qualify for this category. Animals with high trainability can
reason, weigh options, and arrive at their own conclusions. Their
ability to learn tasks rivals that of some humans and demihumans.
Their Intelligence scores begin at five and go up.
- An animal with high trainability can learn six to 11 (2d4+3) tricks
or tasks, or any combination of the two. Training time is 2d3
weeks for tricks, and eight weeks for tasks.
Sample tasks
- Lookout: As directed by the character, the animal stands watch
or scouts ahead, keeping alert for signs of trouble. If the animal
perceives a threat, it unobtrusively alerts the character. This
training includes a special signal the animal can give for a rangers
species enemy or another specific creature.
- Complex Chore: The animal can perform a complex chore requiring
decision-making or a relatively detailed series of steps. Such
chores include building a fire, washing dishes or grooming a horse.
Learning each chore requires a separate training period.
- Weapon Use: The animal wields a sword, dagger or other simple
weapon, using it when attacking. Each weapon requires its own
training period and opposable thumbs are needed in most instances.
This task is most useful when the animal has already mastered
the attack trick or bodyguard task, described above.
- Not Applicable (-) : Creatures who can communicate with spoken language and whose
Intelligence scores are on par with those of humans dont have
trainability ratings. To determine their behavior as animals,
consult the relevant information in their Monstrous Compendium entries.
Table 5.4.00: Trainability Ratings
Animal |
Trainability |
Animal |
Trainability |
Ape, Carnivorous |
High |
Lion |
Medium |
Aurumvorax |
Low |
Lizard (giant, minotaur) |
Neg. |
Avian (cockatoo, duck, eagle, falcon, gull, hawk, heron, loon,
osprey, owl, pelican, penguin, pigeon, snowy owl, tern, toucan,
vulture) |
Low |
Lizard (subterranean) |
Low |
Avian (crow, parrot, raven) |
Medium |
Lynx, Giant |
High |
Baboon |
High |
Mammal, small (beaver, chipmunk, hamster, gopher, jackrabbit,
kangaroo rat, mouse, muskrat, prairie dog, rabbit, snow hare,
squirrel, woodchuck) |
Low |
Badger (any) |
Low |
Mammal, small (ermine, ferret, fox, monkey, raccoon, wild pig) |
Medium |
Bat (common, large, giant) |
Low |
Mountain lion |
Medium |
Bear (black, brown, cave, polar) |
Medium |
Octopus (any) |
Neg. |
Beetle (any) |
Neg. |
Oliphant |
High |
Boar (giant, warthog, wild) |
Medium |
Orangutan |
High |
Cat, small |
Medium |
Otter (any) |
Medium |
Camel |
Low |
Owlbear |
Low |
Crab, giant |
Neg. |
Pegasus |
High |
Crocodile |
Neg. |
Porcupine (any) |
Low |
Dog |
Medium |
Prairie cat |
High |
Dog, blink |
High |
Rat (any) |
Medium |
Dog, moon |
High |
Remorhaz |
Low |
Dolphin |
High |
Rhinoceros |
Low |
Draconet, firedrake |
Medium |
Scorpion, large |
Neg. |
Eagle, giant |
High |
Seahorse, giant |
Medium |
Eel (any) |
Neg. |
Seal |
Medium |
Elephant (Mammoth, Mastodon) |
Medium |
Sea lion |
Medium |
Fish, giant (pike, catfish) |
Low |
Skunk (any) |
Low |
Frog, giant |
Neg. |
Smilodon |
Medium |
Grippli |
Medium |
Snake (most varieties) |
Neg. |
Griffon |
Medium |
Snow Leopard |
High |
Herd animal (antelope, buffalo, caribou, cattle, deer, giraffe,
goat, musk-ox, reindeer, sheep, stag, zebra) |
Low |
Spider (giant, steeder) |
High |
Hippocampus |
High |
Tiger |
Medium |
Hippogriff |
Medium |
Toad (fire, giant) |
Neg. |
Horse |
Medium |
Toad, ice |
High |
Hyena |
Low |
Walrus |
Medium |
Jackal |
Medium |
Weasel (any) |
High |
Jaguar |
Medium |
Wolf (any) |
Medium |
Leopard |
Medium |
Wolverine (any) |
Medium |
Table 5.4.01: Animal Trainability Table
Trainability Rating |
Training Time
|
Tricks
|
Tasks
|
Max. Number
|
|
Rng/Druid
|
Other
|
Rng/Druid
|
Other
|
Rng/Druid
|
Other
|
Neg. |
2d6 weeks
|
2d8 weeks
|
|
|
1d4-1
|
1d2
|
Low |
2d4 wks
|
2d6 wks
|
10 wks
|
12 wks
|
2d4*
|
1d6+1*
|
Medium |
2d3 wks
|
2d4 wks
|
8 wks
|
10 wks
|
2d4+2
|
2d4+1
|
High |
1d4 wks
|
2d3 wks
|
6 wks
|
8 wks
|
2d4+4
|
2d4+3
|
* Up to half of these can be tasks. |
- Success of Tricks and Tasks: Animals perform most tricks and simple tasks automatically; no
die rolls or success checks are necessary. If the outcome of a
particular task is uncertain (a animal taught to pull a wagon
has a heavy load to haul) the DM may require an ability check
if the relevant ability score is known (the animal pulls the wagon
if a Strength check succeeds) or he can assign a percentile chance
based on his assessment of the situation (the load is exceedingly
heavy; the DM sets the chance of success at 20%). The DM should
adjudicate the attack trick, the bodyguard task, and similar combat-oriented
tricks and tasks just as he would for normal combat situations,
determining attack and damage rolls as required.
- Training aquatic creatures: A character wishing to train aquatic animals should also have
the Swimming skill. It is difficult to train such animals without being able
to enter the water with them. A character without the Swimming
skill who attempts to train an aquatic animal does so at a -40%
penalty to his Animal Training skill check.
- Exceptional animal trainers: Rangers, druids and characters with kits that focus on the character's
special relationship with animals (and any character with the
Beastmaster special ability see Chapter 4) are more efficient
than other characters at training animals. These characters require
less time to train an animal to perform a general task or specific
trick as summarized on Table 5.4.01.
- These characters also gain a second chance to train an animal
if their initial attempt fails. At the end of the training period,
the trainer makes a skill check. If the check is successful, the
animal has learned the task or trick. If the check fails, the
character may make a second attempt at teaching it the same task
requiring an amount of time equal to that spent for the first
training, followed by a second skill check. If this second skill
check fails, the animal is too dumb or too stubborn to learn that
particular trick or task. The trainer may repeat the process with
a different trick or task.
- Rangers and druids: The Animal Training skill isnt required to train a rangers
or druids animal followers and a species enemy cant be trained
by a ranger.
- Paladins: A paladin does not need the Animal Training skill to teach tricks
and tasks to his bonded mount. However, if he has this skill in
the same species as the bonded mount, he will be able to train
his bonded mount as if he were a ranger or druid.
- Barbarians: To acquire this skill, a barbarian must come from a society
where animals have been domesticated as pets, mounts or beasts
of burden. Generally, a barbarian can only train animals native
to his homeland terrain, though the DM may approve related species.
For example, with the DMs permission, an arctic barbarian may
train a brown bear, even if the polar bear is the only species
native to his homeland.
- Racial modifiers: Eradan humans gain a +5% bonus to their skill score. Fälgornian
and Peradian humans, and Elberethi elves gain a +10% bonus to
their skill score. Oceanus elves gain a +10% bonus when training
aquatic creatures and are penalized by -10% when attempting to
train any other kind of creature.
Specialized Animal Training skills
- Following are two detailed descriptions of Animal Training skill.
The first describes the training of falcons and the second describes
the training of hounds.
- Tricks and task listed for either skill might be taught to other
animal types (at the DM's discretion). Also, tricks and tasks
listed under the general Animal Training skill may be learned
by falcons or hounds according to their trainability rating. However,
in the case of a trick or task which appears in both the general
Animal Training section and either the specialized Falconry or
Hound Training section, the trick or task in the specialized section
takes precedence.
- Falconry: Falconry is a specialized form of Animal Training. A character
with this skill is an expert in training and handling falcons,
enabling him to teach them tricks and tasks (This skill also allows
the training of hawks at a -5% penalty. Owls are a separate skill
and can be trained at -10%).
- A character can teach a falcon 1d6+1 tricks or tasks (rangers
and druids can teach 2d4) in any combination. It takes 2d6 weeks
(2d4 for rangers or druids) to teach the falcon a trick, 12 weeks
(10 weeks for rangers or druids) for a task. At the end of a training
period, the character makes a skill check. If the check succeeds,
the falcon has learned the trick or task. If the check fails,
the falcon is incapable of learning more.
- If not using falconry training equipment (see Chapter 7 of the
Complete Rangers Handbook), the success roll required for training is penalized by -10%.
Sample tricks
- Attack: The falcon will attack on command a creature designated
by the falconer until called off. The falcon s base morale is
at least 11. The falcon receives a save vs. rods against the animal
empathy ability or any character other than its master.
- Capture prey: A hunting-trained falcon will return with the prey
alive and unharmed.
- Catch object: Upon command, the falcon will catch a small object
thrown into the air or a small falling object and return to the
falconer.
- Distract: The falcon is trained to feint at an opponent. The opponent
must make a saving throw vs. paralysis or lose its next action.
- Eye attack: The falcon is trained to strike at an opponents eyes.
A beak hit has a 25% chance of striking an eye. An opponent struck
in the eye is blinded for 1d4 rounds and has a 10% chance of permanently
losing sight in the eye. The attack trick must be learned before
the eye attack trick may be taught to the bird.
- Hand signals: The falcon can be commanded by hand signals as well
as by voice.
Hide object: The falcon takes an object from the falconer, flies
away with it, and conceals it. The falcon will retrieve the object
on command.
- Pit fighting: The falcon is trained as a fighting bird. It has
a +2 attack bonus against any fighting bird that is not so trained.
- Recall: The falcon will immediately return to the falconer upon
receiving the command.
- Nemesis: The falcon is trained to attack a specific individual.
The falcon never checks morale when attacking the individual.
The attack trick must be learned before the nemesis trick may
be taught to the bird.
Sample tasks
- Hunting: The falcon is trained to hunt its natural prey small
mammals and game birds; and to return with them to the falconer.
Nearly all trained falcons receive this training first.
- Ferocity: The falcon receives a +1 bonus to all attack and damage
rolls, and a morale bonus.
- Guard: The falcon shrieks at the approach of strangers. If approached
closer than 20 or 30 feet, the falcon will attack unless ordered
not to. The bird can recognize designated friends.
- Homing: The falcon recognizes one place as its roost and returns
there upon command.
- Loyalty: The falcon is exceptionally loyal to an individual selected
by the trainer. It has a +4 saving throw bonus against charm,
control, empathy or friendship attempts by others. Further, it
comes when the individual summons it, guards its master from attack
and may perform unusual acts of loyalty as decided by the DM.
- Species enemy: This task can only be taught by a ranger or other
character that has a designated species enemy (as determined by
the DM).
The falcon is trained to recognize an entire species as a natural
enemy. Its basic reaction will be hostile, it will reject empathy,
and have a +4 saving throw bonus against the enemys charm or
control attempts. It will attack the species enemy in preference
to others.
- Track: The falcon will track a designated creature and return.
It can retrace its path to lead the falconer to the creature.
- Hound Training: Hound Training is a specialized form of Animal Training. A character
with this skill is an expert in the training and handling of dogs,
enabling him to teach them tricks and tasks (This skill also allows
the training of wolves at a -5% penalty. Other canines can be
trained at a -10% penalty).
- A character can teach a dog 2d4+1 tricks or tasks (rangers and
druids can teach 2d4+2) in any combination. It takes 2d4 weeks
(2d3 for rangers or druids) to teach the hound a trick, 10 weeks
(eight weeks for rangers or druids) for a task. At the end of
a training period, the character makes a skill check. If the check
succeeds, the hound has learned the trick or task. If the check
fails, the hound is incapable of learning more.
Sample tricks
- Alarm: The dog remains in a given area and alerts its master (by
barking, whining and/or howling) when strangers enter that area.
The dog can monitor any area that is well defined (i.e., a room
or chamber). If no such boundaries exist, such as in a field or
forest, the dog alerts its master of intruders within a 50-foot
radius. Alarm can also be used to cover a partys rear during
movement.
- Attack: The dog attacks any creature designated by its master.
If no creature is indicated, the animal attacks the stranger closest
to its master. If the master is attacked while commanding the
dog to attack a different target, the dog must save vs. paralysis.
If the save is failed, the dog disregards the command and attacks
its masters assailant. If the dog is ordered to attack a friend,
it must also make a save vs. paralysis. If the save is failed,
the dog does not attack, instead returning confused to its masters
side.
- Heel: With this command, the dog remains close to its master.
Unless ordered to remain alongside the masters leg, the dog will
remain within a 3-foot to 5-foot radius of its master.
- Jump: With this skill, the dog can be commanded to make exceptional
leaps. With a 10-foot running start, the dog is capable of making
horizontal jumps equal to 2d4 + its Strength score (See High-Level
Campaigns, pg. 58) in feet, and vertical jumps of 1d4 + half its
Strength in feet. If the dog is unable to run, it can jump horizontally
ld4 + its Strength in feet, and vertical jumps of 1d3 + half its
Strength in feet. Without this skill, dogs receive no bonus due
to their Strength score and must first make a saving throw vs.
paralysis before jumping.
- Mounted heel: The dog remains within a 6-foot to 10-foot radius
of its masters steed. Learning this trick requires some time
for the dog to grow accustomed to its masters steed.
- Silence: The dogs natural urge to bark and howl can be repressed
temporarily with this command. The dog, when excited, still emits
a low growl or quiet whine. This skill is especially useful when
master and dog are setting an ambush or laying low. Note, this
command may be used in conjunction with other commands. An example
of this would be silent alarm; the dog only whines and growls
instead of barking upon detection of intruders.
- Stay: The dog remains where it is until recalled by its master.
Should something distracting occur nearby, the dog must make a
saving throw vs. paralysis. The maximum time limit for the dog
to remain in place is one hour. After that, the animal reacts
according to its normal behavior (DMs discretion).
- Trick, basic: These are any common tricks designed primarily to
impress viewers with the animals intelligence and/or obedience.
This becomes useful when trying to convince skeptical innkeepers
to allow the animal inside their establishments. Common tricks
include such behaviors as speak, shake, play dead, etc.
Sample tasks
- Guard: The dog closely watches the target (usually a prisoner).
Should the target move, the dog growls menacingly as a warning.
Should the target continue to move, the dog barks furiously and
nips at it. If the target attempts to escape, the dog attacks
until the target ceases its attempt.
- Herd animals: Dogs trained in herding, upon command, chase down
any animal within sight. Upon catching the animal, the dog attempts
to herd it back to its master by barking and nipping at it. Should
the animal attack, the dog must make a successful saving throw
vs. paralysis (modified by breed) to attempt to herd the animal.
The dog must make a save every time the animal attacks.
Should the animal the dog is herding be lost from sight, the dog
must make a successful Intelligence check (See High-Level Campaigns, pg. 59). Likewise, if there is a chance of the dog being confused
as to which animal to herd, a successful Intelligence check must
be made to herd the desired animal.
- House skills: This training modifies the dogs behavior so that
it is a compatible living companion. It corrects problems such
as house soiling, excessive barking, and other destructive behavior.
Note, without these skills, the dog will not be allowed in most
establishments. Furthermore, this ensures the animal interacts
civilly with strangers regardless of standard animal behavior.
- Protect: The dog remains close by the target (be it a person or
object) and allows no strangers to approach within a 5-foot radius.
If a stranger approaches, the dog growls menacingly and interposes
its body between the intruder and its target. If the stranger
penetrates the safe zone, the dog barks and snaps viciously. If
the intruder persists or attempts to touch the target, the dog
attacks. If the target moves away of its own volition, the dog
whines and attempts to keep the target in its place by nudging
it with its nose. If the target continues to move away, the dog
alerts its master (if present) with a bark. The dog remains with
the target, continuing to protect it as they travel. It is up
to the DM when the animal will give up and return to its master.
- Recall: This command is an advanced version of come. On this command,
the dog will return to its masters side. Come may be learned
as an individual trick or as part of house skills. If the command
come is given while the dog is engaged in an activity (such as
chasing rabbits, eating, etc.), the dog returns only if it makes
a successful saving throw vs. paralysis. The recall version of
this command negates the need for a saving throw; the dog returns
immediately to its master regardless of activity.
- Resist instinct: In training for resist instinct, the dog learns
to trust its master fully. The dogs response overrides its instinctual
urges and fears. When the DM calls for a saving throw vs. paralysis
related to the performance of a trick or task, an animal trained
in resist instinct receives a +3 bonus to the save. This task
may be taught to a dog multiple times (each counts as a separate
task). Additional trainings give an additional +2 bonus to the
save for each training. Also, a saving throw vs. paralysis should
be made any time a dog must perform an action against its nature
(reflecting its instinctual nature. The bonus to the saving throw
applies to these checks also.)
- Retrieve: The dog recovers any object it sees its master drop
or throw. Upon recovery, it returns to its master and drops the
item. If the item is dropped or thrown into an area where it can
be lost (i.e., water, tall grass, etc.) the dog must make a successful
Intelligence check (See High-Level Campaigns, pg. 59) to recover the lost item. This takes 1d3 rounds. If
unsuccessful, the dog returns to its master without the item or
with the wrong item (DMs discretion).
- Retrieve, advanced: The retrieve task must be learned before advanced
retrieve can be taught.
This task is like retrieve though it allows a dog a second recovery
attempt for lost items. Additionally, it teaches the animal a
basic vocabulary of four items (selected by its master) which
it can identify and recover. Examples would be stick, ball,
book, etc. The dog will search the area within a 50-foot radius
of its master for the desired object. Upon finding the object,
the dog immediately returns to its master with the item.
- Retrieve, specific: The retrieve task must be learned before specific
retrieve can be taught.
A dog trained in this task is able to retrieve any item pointed
at by his master. The dog picks up an item in the designated area.
It then looks to its master for a visual signal, such as a nod
or shake of the head. If correct, the dog returns the item to
its master; if incorrect, it drops the item and selects another,
repeating the process. Clearly, this could be a tedious process.
- Stay, improved: The stay trick must be learned before improved
stay may be taught.
This task is like the trick stay except that it increases the
maximum time limit a dog can stay to six hours. Saving throws
to ignore distractions are made at +2 bonus.
- Stay, advanced: The improved stay task must be taught to a dog
before advanced stay may be learned.
A dog taught this task increases the time it will stay to a maximum
of one day. Saving throws to resist distraction are made at +4.
- Stay, long-term: The advanced stay task must be taught to a dog
before long-term stay may be learned.
A dog that has learned this skill remains in an area for up to
a week, awaiting the return of its master. This task differs from
the other stay tasks in that the dog is free to roam about, forage
for food, and seek shelter. Throughout the waiting period, the
dog remains in the same general vicinity. Saving throws to resist
distraction do not apply, as the dog is free to move about.
- Track: The dog, upon finding a scent, may track the creature leaving
the trail. Treat this skill in the same manner as the Tracking
skill. If the scent is lost, the dog must make an Intelligence
check to regain the scent. (See High-Level Campaigns, pg. 59)
- Trick, advanced: This is any other behavior the trainer desires
the dog to learn. The DM must adjudicate the complexity of the
task. Examples of advanced tricks include chewing through ropes
binding its masters hands, leading a horse by its reins to a
safe area, untying a knot with its teeth, etc.
- Water skills: This task trains the dog to enjoy entering the water
and swimming. Normally, without water skills, a dog must make
a successful saving throw vs. paralysis to enter water over its
head. No such check is made for dogs with this skill. Furthermore,
dogs with water skills may dive and swim beneath the waters surface
if they make a successful saving throw vs. paralysis. Dogs without
this skill may never be enticed to voluntarily submerge.
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