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Animal Handling to train an Elk to be a Mount - How long?
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<blockquote data-quote="BookTenTiger" data-source="post: 8699773" data-attributes="member: 6685541"><p>I created this Downtime Activity when my players wanted to train some giant pigs they rescued from a sinking boat. Maybe you'd find it useful as inspiration?</p><p></p><h3>Animal Training</h3><p>A character who has the time and resources may train a beast to perform select behaviors.</p><p></p><p><em><strong>Resources:</strong></em> A character must spend an amount of gold for each behavior they wish their beast to learn. This cost represents food, housing, and the equipment required for training. If a character is training more than one beast, the price must be paid for each beast being trained.</p><p></p><p><em><strong>Resolution:</strong></em> At the end of a work week, the character makes a <em>Wisdom (Animal Handling)</em> check to determine how many new behaviors they successfully taught their beast. A character may train more than one beast at a time, if the beasts are of the same species. However, each additional beast increases the DC of the check by 2.</p><p></p><p>Wisdom (Handle Animal)</p><p></p><ul> <li data-xf-list-type="ul">10 - 1 new behavior</li> <li data-xf-list-type="ul">15 - 2 new behaviors</li> <li data-xf-list-type="ul">20 - 3 new behaviors</li> </ul><p><em><strong>Behaviors:</strong></em></p><p></p><ul> <li data-xf-list-type="ul">Carry Supplies - 2 gp</li> <li data-xf-list-type="ul">Carry a Rider - 5 gp</li> <li data-xf-list-type="ul">Fetch an Item - 10 gp</li> <li data-xf-list-type="ul">Stay Calm in Battle - 15 gp</li> <li data-xf-list-type="ul">Attack on Command - 20 gp</li> </ul><p><em><strong>Unique Traits:</strong></em> Every beast has unique traits that are only revealed during training. Roll on the following table for each beast when it is first trained:</p><p></p><ol> <li data-xf-list-type="ol">The beast has a unique pattern on its fur, scales, hide, or feathers that is only revealed after it is cleaned and groomed.</li> <li data-xf-list-type="ol">The beast develops a taste for a unique and unusual food.</li> <li data-xf-list-type="ol">The beast becomes remarkably friendly towards an unexpected ally.</li> <li data-xf-list-type="ol">The beast sings when happy or excited.</li> <li data-xf-list-type="ol">The beast develops a liking for a certain musical instrument.</li> <li data-xf-list-type="ol">The beast develops a friendship with a different kind of beast, perhaps one that is its natural predator or prey.</li> <li data-xf-list-type="ol">The beast is overly protective of its owner.</li> <li data-xf-list-type="ol">The beast is pregnant or has sired offspring.</li> <li data-xf-list-type="ol">The beast develops an affinity for a certain unusual clothing item, such as a scarf, decorative flower, or hat.</li> <li data-xf-list-type="ol">The beast is exceptionally smart and learns a new behavior.</li> </ol></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8699773, member: 6685541"] I created this Downtime Activity when my players wanted to train some giant pigs they rescued from a sinking boat. Maybe you'd find it useful as inspiration? [HEADING=2]Animal Training[/HEADING] A character who has the time and resources may train a beast to perform select behaviors. [I][B]Resources:[/B][/I] A character must spend an amount of gold for each behavior they wish their beast to learn. This cost represents food, housing, and the equipment required for training. If a character is training more than one beast, the price must be paid for each beast being trained. [I][B]Resolution:[/B][/I] At the end of a work week, the character makes a [I]Wisdom (Animal Handling)[/I] check to determine how many new behaviors they successfully taught their beast. A character may train more than one beast at a time, if the beasts are of the same species. However, each additional beast increases the DC of the check by 2. Wisdom (Handle Animal) [LIST] [*]10 - 1 new behavior [*]15 - 2 new behaviors [*]20 - 3 new behaviors [/LIST] [I][B]Behaviors:[/B][/I] [LIST] [*]Carry Supplies - 2 gp [*]Carry a Rider - 5 gp [*]Fetch an Item - 10 gp [*]Stay Calm in Battle - 15 gp [*]Attack on Command - 20 gp [/LIST] [I][B]Unique Traits:[/B][/I] Every beast has unique traits that are only revealed during training. Roll on the following table for each beast when it is first trained: [LIST=1] [*]The beast has a unique pattern on its fur, scales, hide, or feathers that is only revealed after it is cleaned and groomed. [*]The beast develops a taste for a unique and unusual food. [*]The beast becomes remarkably friendly towards an unexpected ally. [*]The beast sings when happy or excited. [*]The beast develops a liking for a certain musical instrument. [*]The beast develops a friendship with a different kind of beast, perhaps one that is its natural predator or prey. [*]The beast is overly protective of its owner. [*]The beast is pregnant or has sired offspring. [*]The beast develops an affinity for a certain unusual clothing item, such as a scarf, decorative flower, or hat. [*]The beast is exceptionally smart and learns a new behavior. [/LIST] [/QUOTE]
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Animal Handling to train an Elk to be a Mount - How long?
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