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*Pathfinder & Starfinder
A feat to gain an animal cohort?
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<blockquote data-quote="aboyd" data-source="post: 4986915" data-attributes="member: 44797"><p>Yes, handle animal has a bunch of tricks listed for animals, along with DCs to get pets to perform them. Pirates with parrots would use this system.</p><p></p><p>So I thought I'd bump this thread to note that the printed softcover book "Creatures of Freeport" contains a section with a bunch of interesting extra tricks.</p><p></p><p>I had known that the PHB stated that animal tricks could be invented, and I liked the idea, but I guess I wasn't creative enough to think up extras. So I really enjoyed the Creatures of Freeport text. In fact, I just noticed that it was specifically put out as Open Gaming Content, so I'll list something short about each right here.</p><p></p><p>Carry Message (DC 15) - Use up a trick to teach an animal to deliver messages to a particular location. If the animal <em>also</em> has Seek Individual, the message may be delivered to that particular individual.</p><p></p><p>Distract (DC 20) - The animal doesn't attack but instead jumps/flies around annoying the enemy. Enemy must make DC 15 Will save, or suffer -3 to attack/damage/skills while animal is being annoying.</p><p></p><p>Howl (DC 15) - The animal makes a noise on command or in response to a trigger.</p><p></p><p>Perform (DC 15) - Entertainment such as a bird singing a song or a dog shaking hands. Sorta open-ended. Animals can do 2 simple things per Intelligence point.</p><p></p><p>Seek Individual (DC 25) - Animal finds a <em>known</em> person by scent or "exceptional senses and other abilities."</p><p></p><p>Speak Message (DC 25) - Complicated. First, teach an animal capable of speech (certain birds) <em>to</em> speak, DC 25. Next, DC 15 + 1 per word, teach phrases. It can learn 2 phrases per Intelligence point. Each phrase needs a check to learn. Next, apparently with no DC, have the creature speak phrases on triggers, such as someone entering a room.</p><p></p><p>Steal (DC 20) - The animal picks up something it finds interesting (shiny, foody) and brings it to the master. <em>If</em> you can communicate with the animal, you can name your target.</p><p></p><p>Warning (DC 15) - The animal can be trained to alert its master to a threat, by behaving a certain way. This can be coupled with Howl, or else it can be a new apparently harmless/irrelevant action, such as having a dog roll over 3 times.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4986915, member: 44797"] Yes, handle animal has a bunch of tricks listed for animals, along with DCs to get pets to perform them. Pirates with parrots would use this system. So I thought I'd bump this thread to note that the printed softcover book "Creatures of Freeport" contains a section with a bunch of interesting extra tricks. I had known that the PHB stated that animal tricks could be invented, and I liked the idea, but I guess I wasn't creative enough to think up extras. So I really enjoyed the Creatures of Freeport text. In fact, I just noticed that it was specifically put out as Open Gaming Content, so I'll list something short about each right here. Carry Message (DC 15) - Use up a trick to teach an animal to deliver messages to a particular location. If the animal [i]also[/i] has Seek Individual, the message may be delivered to that particular individual. Distract (DC 20) - The animal doesn't attack but instead jumps/flies around annoying the enemy. Enemy must make DC 15 Will save, or suffer -3 to attack/damage/skills while animal is being annoying. Howl (DC 15) - The animal makes a noise on command or in response to a trigger. Perform (DC 15) - Entertainment such as a bird singing a song or a dog shaking hands. Sorta open-ended. Animals can do 2 simple things per Intelligence point. Seek Individual (DC 25) - Animal finds a [I]known[/I] person by scent or "exceptional senses and other abilities." Speak Message (DC 25) - Complicated. First, teach an animal capable of speech (certain birds) [i]to[/i] speak, DC 25. Next, DC 15 + 1 per word, teach phrases. It can learn 2 phrases per Intelligence point. Each phrase needs a check to learn. Next, apparently with no DC, have the creature speak phrases on triggers, such as someone entering a room. Steal (DC 20) - The animal picks up something it finds interesting (shiny, foody) and brings it to the master. [i]If[/i] you can communicate with the animal, you can name your target. Warning (DC 15) - The animal can be trained to alert its master to a threat, by behaving a certain way. This can be coupled with Howl, or else it can be a new apparently harmless/irrelevant action, such as having a dog roll over 3 times. [/QUOTE]
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A feat to gain an animal cohort?
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