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==HANDLE ANIMAL== CHA, INTERACTION You know how to handle, care for, and train various types of animals. Check: The time required to get an effect and the DC depend on what you are trying to do. TASK TIME DC Handle an animal Move action 10 Push an animal Full-round action 25 Teach an animal a trick 1 week See text Train an animal for a purpose 4 weeks See text • Handle an Animal: This means commanding an animal to perform a trick it knows. If the animal’s condition is something other than normal, the DC increases by +5. If the check is successful, the animal performs the task or trick on its next action. • Push an Animal: Pushing an animal means getting it to perform a trick it doesn’t know, but is capable of doing. If the check is successful, the animal performs the task or trick on its next action. • Teach an Animal a Trick: You can teach an animal a specific trick, such as “attack” or “stay,” with one week of work and a successful Handle Animal check (DC 15 for simple tricks, 20 or more for complex tricks). An animal with an Intelligence of 1 can learn a maximum of three tricks, while an animal with an Intelligence of 2 can learn a maximum of six tricks. • Train an Animal: Rather than teaching an animal individual tricks, you can train an animal for a general purpose, like combat, guarding, riding, and so forth. This requires a DC 20 skill check. Essentially, an animal’s purpose represents a set of tricks fitting a common scheme. An animal can be trained for one purpose only. Action: See table. Special: An untrained character uses Charisma checks to handle and push animals, but can’t teach or train animals. Characters with animal minions (see Minions, page 63) do not need to teach or train them, the animals automatically know the maximum number of tricks for their Intelligence. You still have to make Handle Animal checks to get animal minions to perform tricks unless they are completely obedient (in which case they automatically obey your commands and ignore those of others).
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