Wild Empathy
A Druid with Wild Empathy is capable of improving the attitude of an animal. Roll a 1d20 and add your Druid level and your Charisma modifier determine the check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
The DC of the check may be modified by the circumstance surrounding the check, such as an animal that is actively threatened, caged, bound, or was wounded by you or your allies. Failure by 5 or more reduces the attitude of the animal by one step. For every 5 by which the check result exceeds the DC, the animal's attitude towards you increases by one additional step.
The shift in attitude has no duration, but may be forgotten by the animal over time unless you maintain regular contact with it.
Starting Attitude | Base Wild Empathy DC |
---|---|
Hostile | 25 |
Unfriendly | 20 |
Indifferent | 15 |
Friendly | 10 |
Helpful | 0 |
To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal this way takes 1 minute (10 consecutive Full-Round Actions), but it may take more time dependant on the circumstances (DM discretion). A rushed wild empathy can be performed as a Full-Round Action, but it incurs a -10 penalty.
You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they take a -4 penalty on the check.
Effects of an Animal's Attitude
Attitude | Description | Possible Actions |
---|---|---|
Hostile | Will take risks to hurt you | Attack, interfere, flee |
Unfriendly | Wishes you ill | Avoid, watch suspiciously, threaten |
Indifferent | Doesn't much care | Pay no heed, ignore |
Friendly | Seeks your approval | Follow, obey trained commands |
Helpful | Will take risks to help you | Protect and fight for without orders |
Animal Companions and Trained Animals
Wild empathy may be used as normal on animals that belong to another character, either as a trained animal, special mount, or Animal Companion, but the effects on that animal's behavior are more limited. If the animal belongs to the character as a class mechanic, such as an Animal Companion, the animal will maintain its improved attitude towards you, but will obey commands given by its master above those given by you (if any) regardless of it's attitude. If commanded to take hostile action against you, you may roll an opposed Handle Animal check against the animal's master to prevent it from obeying that command (provided its attitude towards you is high enough to allow a Handle Animal check). If the animal is a domesticated or trained animal with an established master, any commands given by either you or its master can be countermanded with an opposed Handle Animal check. If either you or its master is the target of a command to take an offensive action, the target recieves a +4 bonus on their roll to cancel the order. As with normal Handle Animal checks, you must be of at least friendly disposition towards the animal in question to make an opposed Handle Animal roll. Opposed Handle Animal checks are modified by the relative disposition of the animal towards their would-be handlers. If the animal has a higher disposition towards one party than the other, that party gains a +4 bonus to their opposed roll. Animal companions are always considered to be helpful towards their masters. This bonus does not count towards meeting the DC of the command in question.Examples:
Elanee the druid has encountered several Goblin Dogs in the absence of their masters and successfully befriended them, changing their attitude towards her to helpful. When the goblin master returns, he commands the dogs to heel, and Elanee opposes this command and attempts to counter their order. She loses the opposed roll, and the dogs obey their master. The goblin then commands the dogs to attack Elanee, which gives her opposed roll a +4 bonus (offensive action against her). This time, she beats the goblin's check and prevents the dogs from carrying out the order. She may then command the dogs to attack the goblin, this time giving the goblin a +4 bonus on his opposed check to counter the command. Elanee later encounters the ranger Grom and his pet tiger. Using the Fast Empathy feat, she is able to befriend the tiger before Grom can order it to attack her, bringing it to a friendly attitude. As the tiger is an Animal Companion, Elanee can only oppose commands given to take hostile acts against her, and attempts to do so with an opposed Handle Animal check. Elanee fails to beat Grom's check, and so the tiger attacks her anyways.
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