Tricks for trained animals? Horses in particular?

Aside from the core rules ones, what are some interesting tricks for trained animals, and where are they listed? Can I get my horse to grapple, for instance?
 

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It might not have bearing here, but warhorses and other combat mounts can't learn any tricks. Training them for "combat riding" uses all potential tricks.

Races of stone or races of wild have a few IIRC.
 
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If you're open to using Dragon magazine material, Dragon 323 had some interesting tricks in its Druid Class acts section.

Some that might be appropriate for horses: Avoid, Circle (maybe), Courage, Find, Loyalty, New Skill (Easy or Hard), and Recover (maybe).
 


Horses have 2 Int, which means 6 tricks. That's combat riding, which, as far as most people I have asked are concerned, makes the creature lose the 'hooves as secondary attacks' drawback, since now it is 'trained for war.'

After that, my horse will have 5 extra tricks. I've picked out Attack again (so it will fight undead and such) and Fetch, but I don't really want the others in the core rules.
 


frankthedm said:
Note that no "war" mounts appear on the animal compainoin lists. If you wanted to train them for combat riding, Combat Riding gobbles up those bonus tricks.

Well, obviously, that's not right. They're bonus tricks. They can't be gobbled up by something that any other animal can get. If that were the case they wouldn't be bonus tricks. You can obviously use the animal's normal trick limit to train them for combat riding and then use the bonus tricks to teach them anything else your heart desires.

Most special purposes let the mount keep extra tricks left over, but combat riding sure seems to say otherwise. ... The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.

I can see where you're going with this, but I think the only reason that passage is there is because otherwise you could argue for a loophole that lets you get seven tricks by first training an animal for riding and then training it for combat riding (since riding includes the "stay" trick while combat riding does not).

It's been poorly worded in such a way that, yes, even if an animal could potentially have seven tricks (through bonus tricks or other means) they would still lose the "stay" trick (and any other tricks they knew). But as a DM I'd use common sense and rule 0 if I needed to in order to assert that bonus tricks specifically override this standard boilerplate.

I am currently working on a mounted combat supplement which will include many new tricks. If anyone is interested in looking at a playtest manuscript, please contact me via PM or through my website (see below). All you need to do in return is give me at least minimal feedback regarding your thoughts/concerns.

Justin Alexander
http://www.thealexandrian.net
 

I can see where you're going with this, but I think the only reason that passage is there is because otherwise you could argue for a loophole that lets you get seven tricks by first training an animal for riding and then training it for combat riding (since riding includes the "stay" trick while combat riding does not).
I think you have a very good point there.
 

RangerWickett said:
Horses have 2 Int, which means 6 tricks. That's combat riding.
Combat Riding is a 'purpose', not a trick. Thus it takes it up more of the critters 'trick' slots. It can only learn more tricks if the purpose you trained it for doesnt use them all up. As Combat Riding alread gives an animal 6 tricks (attack, come, defend, down, guard, and heel), a stock critter cant learn any unless someone takes the time to 'unlearn' one of the tricks and replace it with another.

As for other tricks...(I have a list handy cause I use Handle Animal with some characters)
Assist Attack (CAdv p100)
Prereq: Attack trick
The Animal will attempt to Flank the opponent designated by its Master (if it can do so without generating an Attack of Opportunity). On command, the Animal will use the Aid Other action to attempt to grant his/her Master (or designated ally) a +2 bonus on his/her attack roll.

Assist Defend (CAdv p100)
Prereq: Defend trick
On command, the Animal will use the Aid Other action to attempt to grant his/her Master (or designated ally) a +2bonus on his/her AC.

Assist Track (CAdv p100)
Prereq: Track trick, Scent ability
On command, the Animal will use the Aid Other action to attempt to grant his/her Master a +2 Circumstance bonus on Survival checks in order to ‘track’.

Hold (CAdv p100)
Prereq: Attack trick
The Animal will initiate a Grapple on the designated creature and attempt to perform a Hold.

Home (CAdv p100)
The Animal travels back to the place where it was trained.

Hunt (CAdv p100)
The Animal brings food back to its Master if it makes the appropriate Survival check.

Stalk (CAdv p100)
Prereq: Attack
The Animal follows the designated creature and attempts to remain unnoticed. When the creature is injured or resting, the Animal attacks.

Steal (CAdv p100)
Prereq: Fetch trick
The Animal attempts to take an object away from the designated creature and return it to the Master.

Subdue (CAdv p100)
Prereq: Attack trick
The Animal attacks the designated creature at a –4 penalty in order to do Subdual Damage.

Warn (CAdv p101)
Prereq: Guard trick
If the Animal see, hears, or smells a creature with which it has not been trained to ignore, the Animal confronts the creature and makes a loud sound (bark, hiss, squawk, etc.). If the creature does not stop, the Animal attacks it.

Special Movement (RoS p131)
The Animal is trained to use a mode of movement not natural to it, usually granted by magic. For example, this trick would allow a target animal to make use of Spider Climb). Movement examples include flying, burrowing, climbing, or swimming.

Scent Fighting (RoS p131)
Prereq: Scent ability
The Animal may use a Move Action to locate a scent and then move in that direction (stopping if he/she gets to within 5’ of the scent originator). Useful for locating Invisible or hidden creatures.

Mark (RotW p147)
The Animal move to within 10’ of the designated creature and stays that close, but attempts to keep out of reach.It makes noise so its master always knows where the two are. If the Animal also knows the Seek trick, then the Animal can be ordered to watch an area for an attacker. If it sees someone attack (with a weapon or a spell) in its master’s direction, it Marks that foe.

Overrun (RotW p147)
Prereq: Attack trick
The Animal makes an Overrun attempt on a designated creature it is willing to attack.

Disarm (RotW p146)
Prereq: Attack trick
The Animal makes a Disarm attempt on a designated creature it is willing to attack. If its attack is capable of holding the disarmed weapon (such as with a mouth), it ends up “holding” the disarmed weapon.
or it is driven off.

Bull Rush (RotW p146)
Prereq: Attack trick
The Animal makes a Bull Rush attempt on a designated creature it is willing to attack.

Ambush (RotW p146)
Prereq: Attack trick
The Animal makes a Hide check and remains hidden until a creature it is trained to attack (but not something harmless (like a squirrel) or an ally) comes within a single move of it. At that point, it will move ant attack. If the master wants a specific creature / type of creature to be attacked, this requires a Handle Animal check vs.DC 20 (or the spell Speak with Animal), preferably with an article of clothing or fur to use as an example.
 

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