| awp832 |
When using handle animal, how often do I need to issue a command? For example, my animal knows the "Attack" Trick. Must I command the animal to attack each round, or will it continue to attack the same creature once the command is given. On one hand, the Handle Animal text says simply that the Animal will preform the indicated command on it's next action, however the text of the "Down" Trick in particular indicates that the animal continues to attack on its own.
If I am a Treesinger druid archetype, does the DC of all of my handle animal checks go up by +5 because I am using the HA skill on a "low intelligence non-animal"? Seems like yes but... ouch.
What happens if I use the ability score increase as my Animal Companion advances in levels to increase its INT score above 2? Anything special? I ask because it is suggested that if it has INT of above 2, it can not be an animal. OtoH, the Animal Companion skill implies animals can have an INT above 2, as it says that animals with a INT of 3+ can select any feat they can use.
For the "Come" trick, in what situations would this apply? EG: When would an animal 'normally not come' as I call it?
What is the "default" behavior for a companion in combat? That is, what happens if the command I issue fails? The animal does nothing? If my animal knows the "defend" trick and I fail to issue a command, does its behavior revert to "Defend"?
What does "defend" really mean anyway? Will my animal move to attack creatures attacking me? Will it make AoOs against creatures that come towards me?
Not really a rules question but, advice for feats to give my Companion? The list was relatively unimpressive.
| Mojorat |
It requires a check anytime you want to make a decision for the AC.
Round 1 vs 5 opponents you tell Fido to attack the one on the far left.
Round 2 Fido kills him
round 3 Fido will likely go for the nearest opponent. If you want him to go for the wizard you have to use handle animal.
As far as the difficulty of the checks goes. the Dc is based on the animals Int. if the int changes the DC changes.
IF the AC hasnt been trained the Come trick it wont come. An example is my Golden Lab knows her name if theres nothing to distract her and i call her she comes. However, if theres a really smelly fish smell she ignores me.
IF she had been trained in the come trick she would come even with the fish smell.
A good general rule on 'what will my Ac do' is this. Assume if you do not give the AC a command or it has to make a decdision on its own that you have not given it a command for it will act like a normal animal.
as far as defend goes it will presumably do what it says.
DesolateHarmony
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Originally, and I think it is a carryover from 3.5, animals could not have an intelligence over 2. However, further development has allowed and intelligence higher and the creature can remain an animal, though it doesn't gain sentience without something else causing it, such as an awaken spell.
An animal companion can place an ability score increase from the table in the druid section into intelligence, which allows for more tricks, access to more feats, and perhaps even a rank in linguistics to be able to understand a language.
Velcro Zipper
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Almost all of your questions can be answered by perusing Animal Companions on the SRD.
A GM might rule the animal won't come to you if it is distracted, afraid, impeded or if doing so is not in its nature. Dogs might refrain from traveling through thorn-covered bushes, falcons and horses don't instinctively know to come when called, etc.
Default behavior for an animal is up to the GM. At my table, combat trained carnivores might default to Attack obvious threats or Defend tricks while many herbivores and birds might only default to Defend since offense isn't usually how they deal with threats.
An animal taught to Defend will intimidate, intercept and/or attack threats to its charge. It's charge is usually you unless you direct it to defend someone else. Depending on the level of the threat, the animal might just try to frighten the threat away (Intimidate,) or attack if the threat gets too close. It should usually seek to place itself between a threat and its charge in order to keep its charge out of reach.
| N N 959 |
First off, expect a LOT of table variation when it comes to how ACom's are handled.
When using handle animal, how often do I need to issue a command?
Anytime the situation calls for it. GM Discretion.
On one hand, the Handle Animal text says simply that the Animal will preform the indicated command on it's next action, however the text of the "Down" Trick in particular indicates that the animal continues to attack on its own.
You give the Attack command once per creature attacked. Once in attack mode, the animal attacks until given the Down command. In 3.5, the animal is suppose to stop attacking once below a certain HP threshold...haven't seen such a ruling in PF and that's probably for the best.
If I am a Treesinger druid archetype, does the DC of all of my handle animal checks go up by +5 because I am using the HA skill on a "low intelligence non-animal"? Seems like yes but... ouch.
Don't know.
What happens if I use the ability score increase as my Animal Companion advances in levels to increase its INT score above 2? Anything special? I ask because it is suggested that if it has INT of above 2, it can not be an animal. OtoH, the Animal Companion skill implies animals can have an INT above 2, as it says that animals with a INT of 3+ can select any feat they can use.
PF says that an animal with a 3 INT does NOT become sentient. It is still an animal and you must still use HA to control it. As mentioned, you get 3 more tricks you can teach it, and it can qualify for a broader range of feats.
For the "Come" trick, in what situations would this apply? EG: When would an animal 'normally not come' as I call it?
As mentioned, any situation an animal would not normally come to you e.g. running through a fire, running through threatened square, over an invisible bridge, etc.
In practice, I've never once seen a GM require a Come command, or a Stay, or a Heel.
What is the "default" behavior for a companion in combat?***If my animal knows the "defend" trick and I fail to issue a command, does its behavior revert to "Defend"?
There is no default behavior as far as tricks. In 3.5, the rules was that the animal can learn a default behavior over time. If you frequent tell it to attack/Defend/Flank on the first round of combat, then after some amount of time, the GM can opt to let the animal initiate that action on its own.
In a PFS, you're unlikely to play with the same GM so don't expect the GM to allow it. However, I suspect that after you've had the animal for 2 or 3 levels, you can tell a new GM that this is typically what you tell the animal to due in combat and the GM should be willing to allow it.
That is, what happens if the command I issue fails? The animal does nothing?
Animals will act like animals of their type. So they will generally defend themselves when attacked, flee from fire, avoid AoO's that they can perceive e.g. man with a sword. But for an ACom it's the GMs decision.
What does "defend" really mean anyway? Will my animal move to attack creatures attacking me? Will it make AoOs against creatures that come towards me?
RAW is vague. Nominally it means that the creature will attack any creature that threatens you. The trick description suggests you can give this command out of combat and the creature should be able to use a Ready action to attack anyone who's initiative is lower. You can expect some jerk GMs to refuse to allow this.
Not really a rules question but, advice for feats to give my Companion? The list was relatively unimpressive.
Try the Advice forum.