[skills]

Handle Animal (Cha; Trained Only)

Task Handle
Animal
DC
Handle an animal
10
"Push" an animal
25
Teach an animal a trick
see below
Train an animal for a general purpose
see below
Rear a wild animal
15 + HD of animal

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

Handle an Animal

This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Action

Handling an animal is a move action. A druid or ranger can handle an animal companion as a free action.

Try Again

Yes.

Special

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.

If you have the Animal Affinity feat, you get a bonus on Handle Animal checks.

Untrained

If you have no ranks in Handle Animal, you can use a Charisma check to handle domestic animals, but you can't teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle her animal companion, but not other nondomestic animals.

"Push" an Animal

To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Action

Pushing an animal is a full-round action. A druid or ranger can push her animal companion as a move action.

Try Again

Yes,.

Special

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.

If you have the Animal Affinity feat, you get a bonus on Handle Animal checks.

Untrained

If you have no ranks in Handle Animal, you can use a Charisma check to push domestic animals, but you can't teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to push her animal companion, but she can't teach, rear, or train other nondomestic animals.

Teach an Animal a Trick

You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
Action

You must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach the animal fails and you need not complete the teaching. If the check succeeds, you must invest the remainder of the time to complete the teaching. If the time is interrupted or the task is not followed through to completion, the attempt to teach the animal automatically fails.

Try Again

Yes.

Special

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.

In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.

If you have the Animal Affinity feat, you get a bonus on Handle Animal checks.

Train an Animal for a General Purpose

Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

Action

You must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to train the animal fails and you need not complete the training time. If the check succeeds, you must invest the remainder of the time to complete the training. If the time is interrupted or the task is not followed through to completion, the attempt to train the animal automatically fails.

Try Again

Yes.

Special

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.

In addition, a druid's or ranger's animal companion knows one or more bonus tricks, which don't count against the normal limit on tricks known and don't require any training time or Handle Animal checks to teach.

If you have the Animal Affinity feat, you get a bonus on Handle Animal checks.

Untrained

If you have no ranks in Handle Animal, you can't train animals.

Rear a Wild Animal

To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a domesticated animal later.

Action

You must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to rear the animal fails and you need not complete the rearing time. If the check succeeds, you must invest the remainder of the time to complete the rearing. If the time is interrupted or the task is not followed through to completion, the attempt to rear the animal automatically fails.

Try Again

No.

Special

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.

If you have the Animal Affinity feat, you get a bonus on Handle Animal checks.

Untrained

If you have no ranks in Handle Animal, you can't rear animals.

Handle Animal Skill Unlocks

Pathfinder Unchained
With the Signature Skill feat and sufficient ranks in Handle Animal, you earn the following.

5 Ranks: Creatures you have trained gain a +2 bonus on Will saves when adjacent to you.

10 Ranks: Creatures you have trained gain a +2 bonus on Will saves whenever you are within 30 feet and clearly visible. You can teach a trick in 1 day by increasing the DC by 20.

15 Ranks: You can train an animal to understand your speech (as speak with animals) with 1 week of effort and a successful DC 30 Handle Animal check. Its actions are still limited by its Intelligence. You can teach a trick in 1 day (increasing the DC by 10) or 1 hour (increasing the DC by 20).

20 Ranks: You can make your speech understandable to any animal for 24 hours with a successful DC 30 Handle Animal check (DC 40 for magical beasts or vermin). You can teach a trick in 1 day, 1 hour (increasing the DC by 10), or 1 minute (increasing the DC by 20).

 

AA: Player's Companion—Animal Archive