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General Tabletop Discussion
*Pathfinder & Starfinder
Tricks for trained animals? Horses in particular?
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<blockquote data-quote="D.Shaffer" data-source="post: 3531284" data-attributes="member: 8918"><p>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. </p><p></p><p>As for other tricks...(I have a list handy cause I use Handle Animal with some characters)</p><p>Assist Attack (CAdv p100)</p><p>Prereq: Attack trick</p><p>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.</p><p></p><p>Assist Defend (CAdv p100)</p><p>Prereq: Defend trick </p><p>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.</p><p></p><p>Assist Track (CAdv p100)</p><p>Prereq: Track trick, Scent ability</p><p>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’.</p><p></p><p>Hold (CAdv p100) </p><p>Prereq: Attack trick </p><p>The Animal will initiate a Grapple on the designated creature and attempt to perform a Hold.</p><p></p><p>Home (CAdv p100) </p><p>The Animal travels back to the place where it was trained.</p><p></p><p>Hunt (CAdv p100) </p><p>The Animal brings food back to its Master if it makes the appropriate Survival check.</p><p></p><p>Stalk (CAdv p100) </p><p>Prereq: Attack </p><p>The Animal follows the designated creature and attempts to remain unnoticed. When the creature is injured or resting, the Animal attacks.</p><p></p><p>Steal (CAdv p100)</p><p>Prereq: Fetch trick</p><p> The Animal attempts to take an object away from the designated creature and return it to the Master.</p><p></p><p>Subdue (CAdv p100) </p><p>Prereq: Attack trick </p><p>The Animal attacks the designated creature at a –4 penalty in order to do Subdual Damage.</p><p></p><p>Warn (CAdv p101) </p><p>Prereq: Guard trick </p><p>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.</p><p></p><p>Special Movement (RoS p131)</p><p>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.</p><p></p><p>Scent Fighting (RoS p131) </p><p>Prereq: Scent ability</p><p>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.</p><p></p><p>Mark (RotW p147)</p><p>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.</p><p></p><p>Overrun (RotW p147) </p><p>Prereq: Attack trick </p><p>The Animal makes an Overrun attempt on a designated creature it is willing to attack.</p><p></p><p>Disarm (RotW p146)</p><p>Prereq: Attack trick </p><p>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.</p><p>or it is driven off.</p><p></p><p>Bull Rush (RotW p146) </p><p>Prereq: Attack trick </p><p>The Animal makes a Bull Rush attempt on a designated creature it is willing to attack.</p><p></p><p>Ambush (RotW p146)</p><p>Prereq: Attack trick</p><p>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.</p></blockquote><p></p>
[QUOTE="D.Shaffer, post: 3531284, member: 8918"] 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. [/QUOTE]
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Tricks for trained animals? Horses in particular?
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