RedWarlock
2012-07-01, 12:16 PM
So this is the main set of rules concerning animal handling. It's largely derived from 4e's Beastmaster Ranger ability, but with some tweaks that push it more towards 3e without getting as busted on the action economy.
I've had this written for close to two years, and I thought it might be time to re-examine the rules and get some general opinions. I'm also looking at copying some of this over into general-used Command tricks for controlling humanoid/etc minions, also without breaking the action economy (at least as badly as it's broken now..).
This was written before I began my major rewrites to the system, but I was already borrowing back some 4e-isms, like passive skill checks and passive-saves-as-defenses. Intimidate checks used for Handle Animal, while Wild Empathy is built-in for rangers, druids/shamans, and so on. I also started using Fortitude for stability. Then the new actions: Surge, a standard-action charge that moves single-speed and only grants a +1 to attack. Sidestep, move-action 5ft step (can be combined with other movement).
Beastmastery
The control and usage of a combat-trained animal. This includes trained animals and beasts bonded by Rangers and members of the Master of Beasts prestige class.
Skill Tricks
All skill tricks are learned by you, not your animal. Some skill tricks have prerequisites which describe a feature of the animal, such as base attack bonus, a particular feat or special ability, or an ability score. You must current own (or be bonded to) an animal with that feature in order to learn that trick, and only an animal which possesses the requisite feature can use the trick, if you later change animals or gain the ability to command multiple animals. If your animal no longer meets the prerequisite, you can choose to retrain that trick, refunding those skill points to be spent however you choose. If the trick was gained as a bonus trick from Ranger levels, you must select a different skill trick for which you qualify.
All combat-trained creatures use the following basic states, which may be referenced in trick descriptions:
Guard: By default, any trained animal will be in their Guard state. While in this state, they will fight defensively, taking a -4 on all attack rolls and gaining a +2 dodge bonus to AC. They will make opportunity attacks when possible, taking the penalty to attack, but will not pursue that foe or use any special attack options they possess.
Attack: Any time you use any trick which specifies an attack against a specific foe on your turn, they will stop fighting defensively and move to attack that opponent, charging if possible. While in this state, they will make all possible opportunity attacks on their target, but ignore other enemies around them. They will use any available special attacks against that target, or if the ability targets multiple foes, center their focus on the target. If that target moves or flees, the animal will do its best to pursue and attack it until it drops.
Defend: When severely injured, (at 1/4 hit points or less), an animal will enter this state, taking a Total Defense action on its turn, refusing to attack any foes around it, and taking sidesteps to back away from combat. (If you and your animal are adjacent, the dodge bonus to AC from Total Defense increases by 2, to a total of +6. This also applies to you, if you are also in Total Defense.) To force it to break from this state, as part of your command attempt, you must make an Intimidate or Wild Empathy check against its passive Will score (10 + its Will save modifier). Failing this check means the animal retreats to what it feels is a safe position away from combat using its move action, while continuing to maintain Total Defense. If you intentionally command your animal to enter this state while above ¼ hit points, or it is healed above this amount by any effect, it will obey your commands normally.
Heel: While in cities, towns, and villages, you can order your animal to heel, ignoring the busy bustle of urban life. The animal will stay by your side, though it makes a passive Intimidate check against anyone around it, which may cause issues with townspeople. Any sudden flurry of action may set your animal off into its Guard or even Attack states; You must make an Intimidate or Wild Empathy check as a standard action against its passive Will score (10 + its Will save modifier) to calm it down again.
Command Tricks
The following four basic commands should be the first tricks you acquire, and can be gained as a set with the Handle Animal feat. Rangers gain this feat for free at 1st level.
Attack Command
Use: At-will
Activation: Standard action
You command your animal to attack a specified target. If not adjacent, your animal will move towards that target, surging or charging if possible, and continue to attack the target until you specify otherwise.
Defend Command
Use: At-will
Activation: Standard action (Free when combined with your Total Defense action)
You command your animal into its Defense state. It takes a Total Defense action. If you and your animal are adjacent, the dodge bonus to AC from Total Defense increases by 2, to a total of +6.
Move Command
Use: At-will
Activation: Move action (Free when combined with your Move as a move action)
Your animal moves to a specified position, going into its Guard state.
Opportunity Command
Use: At-will
Activation: Immediate interrupt
You command your animal to attack an enemy who has just provoked an opportunity attack. Your animal can use attack options if you so choose.
I'll look at copying up my further tricks, but I've got to doublecheck on how much they're just retreads of the 4e ranger's powers. I recall a few were built from that base, but massively rewritten to be useable for multiple-companion characters, as well as being retrofitted into the 3e-style skill points/feats system.
I've had this written for close to two years, and I thought it might be time to re-examine the rules and get some general opinions. I'm also looking at copying some of this over into general-used Command tricks for controlling humanoid/etc minions, also without breaking the action economy (at least as badly as it's broken now..).
This was written before I began my major rewrites to the system, but I was already borrowing back some 4e-isms, like passive skill checks and passive-saves-as-defenses. Intimidate checks used for Handle Animal, while Wild Empathy is built-in for rangers, druids/shamans, and so on. I also started using Fortitude for stability. Then the new actions: Surge, a standard-action charge that moves single-speed and only grants a +1 to attack. Sidestep, move-action 5ft step (can be combined with other movement).
Beastmastery
The control and usage of a combat-trained animal. This includes trained animals and beasts bonded by Rangers and members of the Master of Beasts prestige class.
Skill Tricks
All skill tricks are learned by you, not your animal. Some skill tricks have prerequisites which describe a feature of the animal, such as base attack bonus, a particular feat or special ability, or an ability score. You must current own (or be bonded to) an animal with that feature in order to learn that trick, and only an animal which possesses the requisite feature can use the trick, if you later change animals or gain the ability to command multiple animals. If your animal no longer meets the prerequisite, you can choose to retrain that trick, refunding those skill points to be spent however you choose. If the trick was gained as a bonus trick from Ranger levels, you must select a different skill trick for which you qualify.
All combat-trained creatures use the following basic states, which may be referenced in trick descriptions:
Guard: By default, any trained animal will be in their Guard state. While in this state, they will fight defensively, taking a -4 on all attack rolls and gaining a +2 dodge bonus to AC. They will make opportunity attacks when possible, taking the penalty to attack, but will not pursue that foe or use any special attack options they possess.
Attack: Any time you use any trick which specifies an attack against a specific foe on your turn, they will stop fighting defensively and move to attack that opponent, charging if possible. While in this state, they will make all possible opportunity attacks on their target, but ignore other enemies around them. They will use any available special attacks against that target, or if the ability targets multiple foes, center their focus on the target. If that target moves or flees, the animal will do its best to pursue and attack it until it drops.
Defend: When severely injured, (at 1/4 hit points or less), an animal will enter this state, taking a Total Defense action on its turn, refusing to attack any foes around it, and taking sidesteps to back away from combat. (If you and your animal are adjacent, the dodge bonus to AC from Total Defense increases by 2, to a total of +6. This also applies to you, if you are also in Total Defense.) To force it to break from this state, as part of your command attempt, you must make an Intimidate or Wild Empathy check against its passive Will score (10 + its Will save modifier). Failing this check means the animal retreats to what it feels is a safe position away from combat using its move action, while continuing to maintain Total Defense. If you intentionally command your animal to enter this state while above ¼ hit points, or it is healed above this amount by any effect, it will obey your commands normally.
Heel: While in cities, towns, and villages, you can order your animal to heel, ignoring the busy bustle of urban life. The animal will stay by your side, though it makes a passive Intimidate check against anyone around it, which may cause issues with townspeople. Any sudden flurry of action may set your animal off into its Guard or even Attack states; You must make an Intimidate or Wild Empathy check as a standard action against its passive Will score (10 + its Will save modifier) to calm it down again.
Command Tricks
The following four basic commands should be the first tricks you acquire, and can be gained as a set with the Handle Animal feat. Rangers gain this feat for free at 1st level.
Attack Command
Use: At-will
Activation: Standard action
You command your animal to attack a specified target. If not adjacent, your animal will move towards that target, surging or charging if possible, and continue to attack the target until you specify otherwise.
Defend Command
Use: At-will
Activation: Standard action (Free when combined with your Total Defense action)
You command your animal into its Defense state. It takes a Total Defense action. If you and your animal are adjacent, the dodge bonus to AC from Total Defense increases by 2, to a total of +6.
Move Command
Use: At-will
Activation: Move action (Free when combined with your Move as a move action)
Your animal moves to a specified position, going into its Guard state.
Opportunity Command
Use: At-will
Activation: Immediate interrupt
You command your animal to attack an enemy who has just provoked an opportunity attack. Your animal can use attack options if you so choose.
I'll look at copying up my further tricks, but I've got to doublecheck on how much they're just retreads of the 4e ranger's powers. I recall a few were built from that base, but massively rewritten to be useable for multiple-companion characters, as well as being retrofitted into the 3e-style skill points/feats system.