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Mental Skills: Animal Training
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 animal’s trainability rating is a general indicator of an animal’s 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 animal’s 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 animal’s 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 don’t 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 can’t 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 ranger’s 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 animal’s normal movement, as the animal remains at the character’s 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 won’t 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 doesn’t allow the animal to hunt for and recognize objects belonging to a general category; that is, an animal can’t 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 can’t 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 steed’s 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 won’t 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 dog’s score may be as high as 95%, while a young badger’s 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 animal’s size and species). For airborne mounts, the animal’s Stunt Riding score is the same as the character’s 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 character’s 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 ranger’s 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 don’t 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 isn’t required to train a ranger’s or druid’s animal followers and a species enemy can’t 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 DM’s 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 Ranger’s 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 opponent’s 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 enemy’s 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 party’s 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 master’s 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 master’s side.
  • Heel: With this command, the dog remains close to its master. Unless ordered to remain alongside the master’s 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 master’s steed. Learning this trick requires some time for the dog to grow accustomed to its master’s steed.
  • Silence: The dog’s 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 (DM’s discretion).
  • Trick, basic: These are any common tricks designed primarily to impress viewers with the animal’s 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 dog’s 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 master’s 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 dog’s 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 (DM’s 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 master’s 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 water’s 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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