Animal Training

Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks. A character can spend additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. Creatures typically trained are dogs, horses, falcons, 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 character with the Animal Empathy Advantage gains a +1 bonus to this proficiency rating.

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.

Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is un-trainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two.

An animal trainer can also try to tame wild animals (preparing them for training later on). 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 proficiency 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 un-trainable. It can be kept, though it must be leashed or caged.

A Templar doesn't need the Animal Training proficiency to teach tricks and tasks to his bonded mount. However, if he has this proficiency in the same species as the bonded mount, he earns a +2 bonus to his checks when training the bonded mount. The bonus applies to the bonded mount only, not to other animals of the same species. Should the Templar acquire a different bonded mount, he earns the bonus only if he has the Animal Training proficiency in the same species as the new mount.

Rangers are more efficient than other characters at training animals. In the Standard method (see Chapter 3, Ranger’s Handbook) a Ranger needs two months to train an animal to perform a general task. Training for a specific trick requires 2d4 weeks. At the end of the training period, he makes a proficiency check. If the check is successful, the animal has learned the task or trick. If the check fails, the Ranger may make a second attempt at teaching it the same task (requiring another two months) or trick (requiring another 2d4 weeks), followed by a second proficiency check. If this second proficiency check fails, the animal is too dumb or too stubborn to learn that particular trick or task. The Ranger may repeat the training process with a different trick or task. An animal can learn a maximum of 2d4 tasks or tricks, in any combination of the two. The Animal Training proficiency isn't necessary to train followers. Use the guidelines in the Ranger’s Handbook instead. A species enemy can't be trained by the Ranger, neither with the follower guidelines nor the Animal Training proficiency.

Class Grouping

General

Slot Cost

1

Attribute

Wisdom

Modifier

0


Comments

Please Login in order to comment!