Riding Animal Companions

0-hr

Starship Cartographer
What does it take to use your animal companion as a mount? Is that a free "trick" that all pets have? (It's not listed on pg.18 of MoW or pg.46 of the DMG).

In this specific case, I'm looking at a halfling with a Dire Wolverine. It's certainly big enough, but if breaking a horse is tough, I would think breaking a wolverine the size of a horse would at least require a roll of some sort...
 

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I'm afraid they use the same rules as normal animals. I'd personally waive any Handle Animal checks if the animal's friend is the one doing the training, particularly if they can use Speak with Animals. Doesn't make much sense to require a lot of conditioning if you can just explain to them what's going on.

Problem is, wolverines don't make good mounts. They're not that smart, and their rage means that you won't be able to run from combat when you want to. They'll only get six tricks, and those are more or less covered by the ability to use them as a mount in combat. Let's see here - as I recall from the PC I had that rode a dire bear, it was... Accept Rider, War Mount, Attack on Command, Attack Anything, Housebroken (the ability to hang around other people without causing trouble), and one other. I took 'Grapple' as my last one, which caused Rumbleroar to pin the designated target and hold them there until otherwise ordered. A wolverine might be well-served by learning tricks to either let them quell their rage, or track for you by scent.

If you have a dire wolverine as your animal companion and mount, I'd suggest you invest in a Wand of Calm Animal. Quite nicely cancels a wolverine's rage, allowing the animal to control itself again. Very useful little item for 'em. The last thing you want is to be strapped to a psychotic killing machine that has lost all sense of self-preservation.
 


I have a player in one of my campaigns that was a Ftr10/Drd5 and he rode around on his dire wolf, didn't near to burn nearly as many feats though because the dire wolf was always given the hide command when battle started. The druid liked fluffy and didn't want to loose him to an ogre.
 

The Animal Friendship spells says
The character can teach the befriended animal three specific
tricks or tasks for each point of Intelligence it possesses.
Typical tasks are coming when called, rolling over on command,
fetching, or shaking hands. They cannot be complex (complex
tricks, such as accepting a rider, require the Handle Animal
skill).
Does this mean that "Accept Rider" requires a trick AND Handle Animal, or does it just require Handle Animal? Since a beast can only know 6 tricks, it is very important to know if training a creature to accept a rider uses up one of these six slots or not.

Barring actual text to the contrary I'm going to have to assume that a "complex trick" is a trick and a beast can only know 6 tricks (regardless of what adjective comes before the word "trick").
 


I taking a rider use up a trick and require a successful handle animal check, however since the wolf was the character's animal companion I let the player take 10 and they made the check with ease.

On the note of beasts. You get 3 skills/hit die. There are rules in the druid's splat book for leveling animal companions so you can add HD which adds tricks.
 

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