Animal Companions and Teaching Tricks


Pathfinder Society

Liberty's Edge 1/5

I am just converting my Season Zero PFS character to PF RPG rules. The character in question is a Druid and in season zero it was assumed I had taught him his maximum number of tricks (6 for Intelligence 2 and 1 bonus trick). However, reading the latest PFS Organised Play Guidelines it seems that my animal companion cannot start with any tricks, and that I can only attempt to teach him one trick at the end of each scenario.

First of all, is this correct? Are there any special rules for Animal Companions (a class feature) as opposed to just buying animals?

Secondly, if this is the case, then as I am converting my character with two scenarios under his belt can I theoretically get my first GM to oversee 3 training rolls (to account for the 3 scenarios I would have played - two Season 0 and the first PF RPG scenario I play)?

Thirdly, am I allowed to Take 10 on training rolls. When I level up I will have +1 Cha, 2 ranks in skill, +3 class bonus, +4 for Link with Animal Companion. This is a total +10 modifier and so if I can take 10 I can teach any trick without fail.

The Exchange 2/5

DigitalMage wrote:

I am just converting my Season Zero PFS character to PF RPG rules. The character in question is a Druid and in season zero it was assumed I had taught him his maximum number of tricks (6 for Intelligence 2 and 1 bonus trick). However, reading the latest PFS Organised Play Guidelines it seems that my animal companion cannot start with any tricks, and that I can only attempt to teach him one trick at the end of each scenario.

First of all, is this correct? Are there any special rules for Animal Companions (a class feature) as opposed to just buying animals?

Secondly, if this is the case, then as I am converting my character with two scenarios under his belt can I theoretically get my first GM to oversee 3 training rolls (to account for the 3 scenarios I would have played - two Season 0 and the first PF RPG scenario I play)?

Thirdly, am I allowed to Take 10 on training rolls. When I level up I will have +1 Cha, 2 ranks in skill, +3 class bonus, +4 for Link with Animal Companion. This is a total +10 modifier and so if I can take 10 I can teach any trick without fail.

Your animal companion starts with the bonus trick it gets for being an animal companion, but no other tricks per the previous ruling on this. I don't think you can take 10 on the rolls. Hope this helps!

Dark Archive

teribithia9 wrote:
Your animal companion starts with the bonus trick it gets for being an animal companion, but no other tricks per the previous ruling on this. I don't think you can take 10 on the rolls. Hope this helps!

Nothing in the 'Taking 10' section nor the 'Handle Animal' skill description excludes taking 10 to train an an animal a trick - taking 10 is only (generically) excluded when "in immediate danger or distracted" and Handle Animal doesn't mention it, so the taking 10 option should be available. Since "you know ... that an average roll will succeed but fear that a poor roll might fail" and "a particularly high roll wouldn't help" it seems to fit within the fluff of taking 10 as well. I've not checked the Guide, so it might be explicitly excluded there, but I doubt it.

A similar thing is true of the checks wizards make to add spells to their spell-book - a wizard who is investing in Spellcraft is investing resources to remove the risk of failure.

Liberty's Edge 1/5

Thanks for the answers, so

1. It seems my Animal Companion has just the Bonus Trick, all others must be learnt - so 6 scenarios / 2 levels to get all tricks taught.

2. Still need an answer

3. Looks like Take 10 is okay, but I guess it will depend on the GM. An official ruling by a Venture Captain or Paizo would be nice.

Cheers!

The Exchange 5/5 Regional Venture-Coordinator, Mediterranean

DigitalMage wrote:

Thanks for the answers, so

1. It seems my Animal Companion has just the Bonus Trick, all others must be learnt - so 6 scenarios / 2 levels to get all tricks taught.

2. Still need an answer

3. Looks like Take 10 is okay, but I guess it will depend on the GM. An official ruling by a Venture Captain or Paizo would be nice.

Cheers!

Don't forget that you can train a companion in a general purpose - more difficult but you get a number of tricks for the one roll.

I'm not sure if a Venture-Captain has any real authority to make official rulings but if you were playing at a con I was coordinating or a game I was running I would be fine with you having your previous GM sign that you had made those rolls (your second point) and given that animal handling checks have no real consequences for failure and there's no time limit between scenarios then I'm okay with taking 10 on the checks.

Liberty's Edge 1/5

David Harrison wrote:
if you were playing at a con I was coordinating or a game I was running I would be fine with you having your previous GM sign that you had made those rolls (your second point)

Thanks, its likely that my next PFS game will be at Conception so hopefully this can be sorted there (I assume you will be attending).

David Harrison wrote:
and given that animal handling checks have no real consequences for failure and there's no time limit between scenarios then I'm okay with taking 10 on the checks.

Cool, thanks!

The Exchange 5/5 Regional Venture-Coordinator, Mediterranean

DigitalMage wrote:
David Harrison wrote:
if you were playing at a con I was coordinating or a game I was running I would be fine with you having your previous GM sign that you had made those rolls (your second point)

Thanks, its likely that my next PFS game will be at Conception so hopefully this can be sorted there (I assume you will be attending).

David Harrison wrote:
and given that animal handling checks have no real consequences for failure and there's no time limit between scenarios then I'm okay with taking 10 on the checks.
Cool, thanks!

Yes, I'll be at Conception - we should have 6 tables of PFS running in each slot and I've got a team of GMs coming along so there will be plenty of opportunities to sort it.

Liberty's Edge 1/5

David Harrison wrote:
Yes, I'll be at Conception - we should have 6 tables of PFS running in each slot and I've got a team of GMs coming along so there will be plenty of opportunities to sort it.

Looking forward to it, I am introducing a couple of friends to Conception for their first time and they are PFS players too (they attended PaizoConUK this year).

The Exchange 5/5 Regional Venture-Coordinator, Mediterranean

DigitalMage wrote:
David Harrison wrote:
Yes, I'll be at Conception - we should have 6 tables of PFS running in each slot and I've got a team of GMs coming along so there will be plenty of opportunities to sort it.
Looking forward to it, I am introducing a couple of friends to Conception for their first time and they are PFS players too (they attended PaizoConUK this year).

Excellent. I'll make sure you are all welcome.

The Exchange 2/5

David Harrison wrote:
DigitalMage wrote:


Don't forget that you can train a companion in a general purpose - more difficult but you get a number of tricks for the one roll.

This is actually what I did--I trained the animal for general purpose combat after my first session, then used the bonus trick for an additional one not covered in the combat package.

5/5

DigitalMage wrote:
An official ruling by a Venture Captain or Paizo would be nice.

Venture Captain rulings aren't official, unless it was Doug when Josh was out of contact. Then it was mostly official, like greater shadow conjuration. It just depends on your will save.

Liberty's Edge 1/5

David Harrison wrote:
Don't forget that you can train a companion in a general purpose - more difficult but you get a number of tricks for the one roll.
teribithia9 wrote:
This is actually what I did--I trained the animal for general purpose combat after my first session, then used the bonus trick for an additional one not covered in the combat package.

Sorry, just picked up on this. I assumed the PFS Organised Play Guides didn't allow this as it only talked about teaching one Trick per scenario, whereas a General Purpose is not a trick (but rather collects together several tricks).

If this is allowable, then it looks like the Hunting purpose will cover most of what I want - I will just have to give up Come or Perform in favour of Seek and add that trick back in at level 3.

The Exchange 2/5

DigitalMage wrote:
David Harrison wrote:
Don't forget that you can train a companion in a general purpose - more difficult but you get a number of tricks for the one roll.
teribithia9 wrote:
This is actually what I did--I trained the animal for general purpose combat after my first session, then used the bonus trick for an additional one not covered in the combat package.

Sorry, just picked up on this. I assumed the PFS Organised Play Guides didn't allow this as it only talked about teaching one Trick per scenario, whereas a General Purpose is not a trick (but rather collects together several tricks).

If this is allowable, then it looks like the Hunting purpose will cover most of what I want - I will just have to give up Come or Perform in favour of Seek and add that trick back in at level 3.

My GM allowed it, so I assumed it was legal. It makes sense, since you can choose to train for a purpose instead of training a trick. If not, I'll certainly correct.

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