Animal Tricks

You can teach an animal a specific trick using the Handle Animal skill 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 Constrictor 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. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following (new tricks or existing tricks not covered here can be learned with DM approval).  

Tricks

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. 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 another 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.  

Aid (DC 20)

The animal aids you or 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 either the recipient's next attack roll against the designated opponent, or their AC against the opponent's next attack. 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.  

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.  

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.  

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 Craft (alchemy) check to refine this venom into a poison you can use (see Poisons for more details on crafting poison).  

Bombard (DC 20)

A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often Alchemist's Fire or some other incendiary) on a designated point or opponent, using only its Base Attack Bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.  

Break Out (DC 20)

On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 Circumstance Bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal’s ability.  

Bury (DC 15)

An animal with this trick can be instructed to bury an object in its possession. The animal normally seeks a secluded place to bury its object. An animal with both bury and fetch can be instructed to fetch an item it has buried.  

Cocoon (DC 15)

The companion can cocoon an object or a helpless or willing Huge or smaller creature in webbing. The amount of time this takes depends on the size of the creature or object to be cocooned, as follows:
  • Tiny or smaller: 1 minute
  • Small or Medium: 10 minutes
  • Large: 1 hour
  • Huge: 4 hours
  The cocoon has hardness 2 and 10 hit points. A creature trapped within the cocoon is effectively pinned, and it can attempt an Escape Artist check or Combat Maneuver Check as a full-round action to escape (DC = 20 + the companion’s CMD). Alternatively, a DC 25 Strength check can break the cocoon. The companion must know the spin silk trick before it can learn this trick.  

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.  

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.  

Deliver (DC 15)

The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken (retrieving an item from an animal using the deliver trick is a Move Action).
 

Demolish (DC 15)

The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable, see Breaking Objects for details).  

Detect (DC 25)

The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.  

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.  

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.  

Entertain (DC 25)

The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed.  

Exclusive (DC 20)

The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer’s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a Charm Animal spell), though this does not prevent it from being controlled by other enchantment spells (such as Dominate Animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.  

Feint (DC 20)

The companion is trained to Feint against opponents. A companion must know the attack trick before it can be taught the feint trick, and it performs feints only against targets it would normally attack.  

Fetch (DC 15)

The animal goes and gets something. If you do not point out a specific item, the animal fetches some random Object.  

Flank (DC 20)

You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.  

Flee (DC 20)

The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.  

Get Help (DC 20)

With this trick, a trainer can designate a number of creatures up to the animal’s Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring them back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.  

Guard (DC 20)

The animal stays in place and prevents others from approaching.  

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.  

Home (DC 20)

The animal returns to the location where it was trained to perform this trick, traveling overland as required.  

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.  

Intimidate (DC 15)

The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, it can be trained to do so when it encounters any creature besides its handler. The companion takes a –4 penalty on Intimidate checks against creatures other than those with the animal or humanoid types unless it has also been trained to attack creatures of any type. A companion that knows this trick automatically uses the Aid Another action to assist Intimidate checks attempted by its handler, provided that it is within 15 feet of its handler at the time and has not been ordered to perform another task.  

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.  

Maneuver (DC 20)

The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.  

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.  

Mark Territory (DC 25)

Whether by spraying musk, rubbing its back against trees and rocks, or simply howling loudly, the companion lets other nearby animals know that it has claimed an area. By spending 1 hour performing this trick, the companion can mark an area of up to half a square mile in this fashion. If it does so, after 24 hours, whenever there would be a random encounter within that area that involves a wild animal or other creature of Intelligence 2 or less (including Vermin but not other mindless creatures, such as Oozes and mindless Undead), there is a 25% chance that the encounter doesn’t actually occur, as creatures might be warded off by the markings. The companion must renew any territorial markings at least once per week, or they lose their effectiveness. There is also a 10% chance per week that the markings attract the attention of a powerful predator, which actively seeks out the companion to challenge it (and its master) for the territory.  

Menace (DC 20)

A menacing animal attempts to keep a creature you indicate from moving. It does its best to intimidate the target, but only attacks if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming one). As soon as the target stops moving, the animal ceases attacking, but continues to menace.  

Milk Venom (DC 20)

The companion can be coaxed into providing a single dose of venom on command. This process takes 10 minutes, and it requires a vial or similar container in which to store the poison. A companion that has been specifically trained to be milked of its venom never bites, stings, or otherwise poisons its handler when being milked, although the handler must still succeed at a Handle Animal check to successfully harvest the venom (see Poisons). A companion must have the poison ability to be taught this trick.  

Pose as Scenery (DC 20)

The companion freezes in place, seeming to be a mundane plant rather than a plant creature. The companion must have taken root in order to use this trick. It attempts a Disguise check with a +8 circumstance bonus, opposed by the Perception checks of observers. If it succeeds at the opposed check, the observer mistakes it for an ordinary, harmless plant. The companion must have the take root trick in order to learn this trick. Only plant companions can learn this trick.  

Receive Spell (DC 25)

The companion has been trained to be the recipient of a specific spell (chosen at the time the animal is taught the trick), allowing it to fully take advantage of the spell’s effects. The spell should be one that grants the companion an ability it might not normally be intelligent enough to make use of or one that it might not even realize it has (such as Air Walk). The companion is able to recognize when it has been affected by this spell and can take full advantage of the spell’s effects. At the DM’s discretion, a companion can also be trained to receive certain nonspell effects, such as those granted by an elixir of fire breathing. The companion can be taught this trick multiple times; each time it learns this trick, it becomes trained to utilize a different spell effect.  

Rescue (DC 20)

The companion has been trained to drag its handler or another creature that the handler designates out of danger and to a safe place in the event that the handler or creature is incapacitated. If a creature that the companion is defending is rendered helpless or is slain, the companion will carry, drag, or otherwise move that creature out of danger. If the companion knows the get help trick, it will attempt to bring the creature it is rescuing to one of the creatures designated as “help.” Otherwise, you can designate a single location in advance as a safe place, and the companion will attempt to bring the creature it is rescuing to that place. If it is unable to do either of these, the companion simply moves the creature to the nearest location of relative safety. A companion must have the deliver and guard tricks in order to learn this trick.  

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.  

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.  

Serve (DC 15)

An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.  

Sneak (DC 15)

The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.  

Speak (DC 25)

The companion is able to communicate very simple concepts through barks, gestures, whistles, or similar actions. The companion’s vocabulary is extremely limited, generally restricted to “yes,” “no,” and counting up to three. The companion is also able to recognize and respond to up to two specific questions per point of Intelligence. The companion does not so much understand the words as recognize the sound of them, and it responds accordingly. This trick does not actually increase the companion’s capacity to understand concepts and ideas; it can be taught a way to communicate the concept of “food,” for example, but it won’t distinguish cooked food from raw food, and it might not even recognize as food anything that is not part of its own diet. A companion must have an Intelligence score of 2 or higher to learn this trick.  

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.  

Spin Silk (DC 20)

The companion can create strands of delicate yet incredibly strong silk. Harvesting the silk takes 10 minutes, and it can be done once per day. This silk functions identically to a Silk Rope. The companion can produce a total number of feet of silk equal to 10 times its Constitution score per day, which can be divided as the handler chooses in 10-foot increments. Silk produced in this way degrades into uselessness after 24 hours. Only companions with the web ability can learn this trick.  

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.  

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.  

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.  

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.  

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.  

Take Root (DC 15)

The companion extends its roots into the soil beneath it, anchoring itself in place and drawing water and nutrients from the soil. Taking root is a full-round action that provokes attacks of opportunity. While rooted, the companion cannot move, but it can otherwise act normally and gains a +4 bonus to CMD to resist bull rush, drag, overrun, reposition, and trip attempts. If the companion remains rooted for at least 1 hour, it absorbs enough water and nutrients to feed itself for a day. A separate command causes the companion to uproot itself as a full-round action. The companion can take root only in areas of soft soil. Only plant companions can learn this trick.  

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.  

Throw Rider (DC 15)

The animal can attempt to fling a creature riding it to the ground. Treat this as a Trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it.  

Track (DC 20)

The animal tracks the scent presented to it (this requires the animal to have the Scent ability).  

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.  

Watch (DC 15)

The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.  

Web (DC 15)

On command, a web-spinning vermin shoots a Web at the closest hostile creature.  

Withhold Venom (DC 20)

The companion can be ordered to avoid injecting poison into creatures it strikes with whatever natural attack would normally deliver venom. As long as the companion has been ordered to withhold its venom, successful hits with that natural attack deal damage as normal and convey all other effects that they normally would, but they do not expose the target to the companion’s poison. Only companions with the poison special ability can learn this trick.  

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 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew.  

Air Support (DC 20)

An animal trained in air support knows the attack, bombard, and deliver tricks. Training an animal for air support takes three weeks.  

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.  

Burglary (DC 25)

An animal trained as a burglar knows the come, fetch, steal, seek, and sneak tricks. You can order it to steal a specific item you point out. Training an animal for burglary takes five weeks.  

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 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.  

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 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew.  

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.  

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.  

Guarding (DC 20)

An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.  

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.  

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.  

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.  

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.  

Liberator (DC 25)

An animal trained in liberating knows the break out, flee, and get help tricks. Training an animal for liberator takes three weeks.  

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. Training an animal for messenger takes four weeks.  

Performance (DC 15)

An animal trained for performance knows the tricks come, entertain, fetch, heel, and stay. Training an animal for performance takes five weeks.  

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.  

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.  

Servant (DC 20)

An animal trained as a servant knows the deliver, exclusive, and serve tricks. Training an animal for servant takes three weeks.  

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.  

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.

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