Does an INT 6 Animal Companion need Tricks?


Rules Questions

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Casual Viking wrote:
Claxon wrote:

This thread has just gotten incredibly ridiculous.

People care too damn much about RAW instead of RAI.

Regardless of your animal companions intelligence, it needs tricks and you need to use handle animal on it. That's the bottom line.

Yes, asserting an opinion, one that is IMO bad for the game, is certainly going to convince the people using arguments.

Swordfalcon wrote:


No matter if you try to define it any other way these are the definitions and rules for companions. Trying to argue that raising an animal's INT by 3 makes it a sentient companion and not subject to the handle animal rules is pointless, it is already addressed in the rules.
As I have already pointed out, the rules contradict themselves within the same chapter, on p. 140 vs. p. 143. There is no reason to claim that p. 143 is "more rules" than p. 140. For all the reasons I have already stated, and which haven't been counterargued yet, p. 140 should take precedence in the conflict.

I see no contradictions or problems with rules I have quoted. The rules for handling regular animal companions are quite clear. The only exception to the that rule is Paladin bonded mounts. Off course this how I interpret the rules, someone else I am sure will argue different. Then this will become the cliche RAW vs RAI argument, I think the thread already has. I have said all I needed to say.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

The rules as written, particularly those in the Animal Archive, are an awkward patch. The entire d20 framework assumes that the stats are an absolute range and are not relative to some subjective landmark--an animal with int of 5 should be exactly as intelligent as a human with an int of 5 who should be exactly as intelligent as an aberration with an int of 5. (Perhaps the animal should be a magical beast due to the int limitation, but you get the idea.) The idea that an animal with an int of 16 is not sapient is silly, borderline ridiculous, given the way the rest of the system (particularly the bestiary and monster rules) works. It also runs counter to the broader body of scientific knowledge available in the real world.

That said, the patch exists, and if you follow RAW, you've gotta use the patch. An animal companion with high Intelligence doesn't gain sapience. Mostly due to game balance concerns.

It isn't RAW but in a home game it seems perfectly reasonable to ignore the patch. Just be aware that it may make some character options much stronger than they currently are, that's all.


Renata Maclean wrote:


Also, animals are the only creatures generally allowed as animal companions, so if you want to argue that it isn't an animal, it probably can't be an animal companion.

And that brings in the issue of the Monstrous Mount feat where your animal companion is not and never was an animal.

Liberty's Edge

Renata Maclean wrote:
Which is why eidolons, bonded mounts, and familiars are all bound by what the GM says they want, right?

Eidolons are outsiders and familiars are magical beasts. Not animals. Different rules and completely outside the scope of what I was talking about.

As to bonded mounts and other 'animal companion' variants... in my experience most GMs leave that to the player, but restrict them to directing the animal via tricks or 'pushing' with Handle Animal. However, those animals are (usually) not at the level of full NPCs with the ability to choose their own course, leave the bonded player, take class levels, et cetera. I've heard of (but never played in) games where players are allowed to control animals like that. My impression is that they are uncommon.

Renata Maclean wrote:
Otherwise a tiefling could go into a bear den, stab each of them to death with a blunt dagger, and walk out unharmed. Since by the rules they're an "unnatural creature" and animals won't attack them

Interesting take... "Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals."

So yeah, RAW animals won't attack tieflings. Personally, I'd rule that tieflings seem similar enough to other 'humanoids' (meaning the shape, not the game term) that animals would attack them.


CBDunkerson wrote:
Renata Maclean wrote:
Which is why eidolons, bonded mounts, and familiars are all bound by what the GM says they want, right?

Eidolons are outsiders and familiars are magical beasts. Not animals. Different rules and completely outside the scope of what I was talking about.

As to bonded mounts and other 'animal companion' variants... in my experience most GMs leave that to the player, but restrict them to directing the animal via tricks or 'pushing' with Handle Animal. However, those animals are (usually) not at the level of full NPCs with the ability to choose their own course, leave the bonded player, take class levels, et cetera. I've heard of (but never played in) games where players are allowed to control animals like that. My impression is that they are uncommon.

Renata Maclean wrote:
Otherwise a tiefling could go into a bear den, stab each of them to death with a blunt dagger, and walk out unharmed. Since by the rules they're an "unnatural creature" and animals won't attack them

Interesting take... "Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals."

So yeah, RAW animals won't attack tieflings. Personally, I'd rule that tieflings seem similar enough to other 'humanoids' (meaning the shape, not the game term) that animals would attack them.

Another case of applying rules terms to what is otherwise a very clearly written sentence.

The animal won't initiate combat, but obviously would attack back if it had no other options.

Under no circumstances would it just sit there and allow itself to be killed, anyone ruling that way is a fool.

As for controlling Animal Companions, some GMs are rather... harsh.

My current hunter can't even designate specific targets for her cat to attack, the GM just randomly chooses opponents in the direction my character points to.

:(

Sadly, that isn't against the rules, because the Animal Companion IS controlled by the GM.


Quote:
Animal Companions get more powerful due to the bond shared by the PC they have, regular animals do not get this. The rules you are quoting are for regular non-companion animals.

Citation please that animal companions are not originally animals? Of course they are. They are both animals and also special companions with special powers. Hence the name. Note that RAW discusses at length casting awaken on them, confirming them as animals, as that is the only valid target for the spell, if you need bonus evidence.

Quote:
following the Ultimate Campaign Rules to the letter.

UC does not contradict or override the bestiary in any way that I can see. It defines sapient companions, sure okay that applies, but that doesn't say they are animals necessarily. And then it talks about what you do with highly intelligent animals, but this simply never happens. Wasted printing space, but not a contradiction. So bestiary rules still stand while playing with UC, and int 2 animals +1 int are no longer animals and are not valid targets for handle animal. Which also makes perfect common sense as well, as you would not go "Here boy! Roll over!" and hold a treat out to a sapient intelligent commoner on the street, you would talk to him.

Quote:
The problem with having any animal which can understand a language be able to perform all tricks (or any action) is that tricks aren't just instructions... learning to attack unnatural creatures is a matter of training and experience.

And? Again I'm just talking to this animal and it is understanding me and acting accordingly on its interpretation and motives, I am not claiming any sort of automatic game-enforced success or forced obedience should occur. Grab a villager from town, ask him to go fight zombies, he might refuse too. Okay, and? They both still understand language just fine and can follow instructions. They just don't want to in this case. Cool.

Quote:
At the point where an 'abnormally intelligent animal' makes the transition to 'sentience' so that it can ignore its instincts to perform any action it chooses

RAW please for any other animal not being able to perform any action it chooses. The full action economy applies by default to all characters, so unless you have another rule explicitly saying animals are exceptions to this, YES they can already do actions at will of their choosing just like any other character in the game.

Dumb animals won't choose very many things because they can't think very far ahead and don't have much info to work with. Smart ones will because they can.

Quote:
If the animal can make such a choice then it is for all practical purposes an NPC, and should be under the control of the GM rather than the player.

The rules on who controls what are in UC and have been quoted like 50 times now. Any companion INT 2 or less is controlled by the GM. Any companion with a language and INT 3 is "sentient" written as plainly as day in the text, and is primarily controlled by the player since it is sentient and obeys your suggestions and orders to the best of its ability (the best of its ability including understanding language and complicated instructions). Note that this has nothing to do with animal-ness, just int, languages, and companion.

Your opinions about who should REALLY be controlling what instead are not the subject of this discussion. By all means, write into Paizo with your new suggestion.

Quote:

I wasn't aware that a)Players make up the rules and b)the bestiaries were valid sources of rules for players.

If that's the case, I'm totally making all my characters Half-Dragons from now on. CR +2 is equal to a two level adjustment, one of which I get back later.

Yes the bestiary is a published Paizo book, so yes you have to follow its rules. And no, it does not tell you that half-dragons are a playable race. No, I did not make up the lines from the bestiary, you can look them up yourself.

Quote:

This thread has just gotten incredibly ridiculous.

People care too damn much about RAW instead of RAI.

Regardless of your animal companions intelligence, it needs tricks and you need to use handle animal on it. That's the bottom line.

If you want to talk about RAI and common sense, then ALSO then, intelligent animals having to use tricks is ridiculous. RAW and RAI agree. Why on earth would a creature as intelligent as you are not operate EXACTLY as competently and freely as you do (with different customs and opinions from its past, obviously, but intelligence-wise)?

If anything, by common sense angle on things, using "tricks" on a fully intelligent creature should be flatly insulting to it.


Here are the rules for advancing animal companions. These are the rules that are followed not the bestiary ones.

Animal Companion: Advancement choices for an animal companion include feats, skills, ability score increases, and tricks.

If the companion's Intelligence score is 2 or lower, it is limited to a small selection of feats. You should decide what feats the animal learns, though the GM should have a say about whether a desired feat is appropriate to the animal's type and training—fortunately, the feats on the list are appropriate for just about any animal. If the animal's Intelligence is 3 or higher (whether from using its ability score increase or a magic item), it can select any feat that it qualifies for. You should decide what feat it learns, subject to GM approval, although the creature's higher intelligence might mean it has its own ideas about what it wants to learn.

As with feats, you should decide what skills your animal companion learns, chosen from the Animal Skills list and subject to GM approval. If the animal's Intelligence score is 3 or higher, it can put its ranks into any skill, with the GM's approval. Of course, the animal might not have the physical ability to perform certain skills (a dog can't create disguises, an elephant can't use the Ride skill, and so on).

Ability score increases are straightforward when it comes to physical ability scores—training an animal to be stronger, more agile, or tougher are all reasonable tasks. Training an animal to be smarter, more intuitive, or more self-aware is less easy to justify—except in the context where people can cast spells and speak with animals.

Because you're responsible for using the Handle Animal skill to teach your companion its tricks, you decide what tricks the companion learns. If you're not skilled at training animals or lack the time to do it yourself, you can hire an expert trainer to do it for you or use the downtime system to take care of this training.

And just for the record Crimeo you can rule the way you want to at your table if your the GM, but please do not try to pass your RAI as RAW. Bestiaries are more of a reference for GM's when planning encounters and also as a guide for building monsters/creatures. Animal Companions are a class feature of a PC which has its own rules and they do not get everything their bestiary counterparts do.


Quote:
less easy to justify

Sure, but this thread is about how to handle it if it does happen. And clearly it is possible, however difficult, since it calls out INT 3 explicitly in it's example case.

I'll buy your argument that companion advancement rules override bestiary though, by clearly continuing to call it an animal and specifically mentioning intelligence as an example.

In that case, you can use either handle animal or language to communicate with it, at your choice, if it takes a rank in linguistics. Neither communication form being obligate.

Quote:
Bestiaries are more of a reference for GM's when planning encounters and also as a guide for building monsters/creatures.

Bestiary is RAW, as much as anything else. How you use it at your table is not relevant to it being RAW. In this case, a more specific rule happened to override it, that is all, and specific > general. If not for that, bestiary would have held firm.

Quote:
has its own rules and they do not get everything their bestiary counterparts do.

I'm not referring to the animal entries for badgers and such, those are separate. I was referring to the animal overall type rules, which companions DO get everything from, unless explicitly removed or altered by some more specific rule, as is apparently the case here for the INT 3 thing in particular.

Grand Lodge

So, basically, if it's still the animal type, which most companions are, even if 3 intelligence or higher, you need to use the Handle Animal skill.

Companions/Mounts of a different type, can simply be commanded, if their intelligence is 3, or higher.

Yes?

True in PFS as well?


Quote:
you need to use the Handle Animal skill.

No, you CAN use the handle animal skill. What rule is making you think that you NEED to?

I can jump into the air at any given moment, that does not mean I must.

Normally, you need to simply by simple practical merit of it being the only viable option, but when another viable option ext is is added, what rules text is stopping you from choosing to use that instead and not choosing to make any handle animal rolls if you don't want?


blackbloodtroll wrote:

So, basically, if it's still the animal type, which most companions are, even if 3 intelligence or higher, you need to use the Handle Animal skill.

Companions/Mounts of a different type, can simply be commanded, if their intelligence is 3, or higher.

Yes?

True in PFS as well?

In PFS I would err on the side of caution and handle animal everything that's not a familiar, eidolon or equivalent. Arguably bonded mount shouldn't need handle animal, but it's not worth the grief hashing it out.


Now people will argue that PFS specific FAQ does not necessarily apply to the whole of Pathfinder, but I think this gives us pretty reasonable idea of how the issue would be clarified if it were ever to receive greater clarification.


blackbloodtroll wrote:

So, basically, if it's still the animal type, which most companions are, even if 3 intelligence or higher, you need to use the Handle Animal skill.

Companions/Mounts of a different type, can simply be commanded, if their intelligence is 3, or higher.

Yes?

True in PFS as well?

Here is the ruling from PFS FAQ

Can I improve my companion’s Intelligence to 3 or higher and give it weapon feats?

No. An Intelligence of 3 does not grant animals sentience, the ability to use weapons or tools, speak a language (though they may understand one with a rank in Linguistics; this does not grant literacy), or activate magic devices. Also note that raising an animal companion’s Intelligence to 3 or higher does not eliminate the need to make Handle Animal checks to direct its actions; even semi-intelligent animals still act like animals unless trained not to. An animal with Intelligence of 3 or higher remains a creature of the animal type unless its type is specifically changed by another ability. An animal may learn 3 additional tricks per point of Intelligence above 2.

EDIT, Sorry Claxon I deleted the original post and redone it to be more accurate than what I had posted earlier


PFS or otherwise, I can't find myself putting much stock into an internally contradicting FAQ of any source.

It says animals act like animals unless trained not to. But you just DID train it not to by teaching it +1INT and a language, so it can use those tools that you just trained it to use in a non-animal-like fashion. But this would directly contradict the "need to make handle animal checks" so the PFS FAQs own rules say opposite things in the same paragraph. Not helpful or meaningful.

Not to mention all of this is rather short-sightedly focused on exactly 3INT, and is ignoring the possibility of headbands of vast intellect, fox's cunning, blah blah. Their wording "semi-intelligent" does not always even apply, and also this all conflicts with the fact that humanoids can have 3 INT etc., thus also violating the core ability score rules that #INT means #INT universally.


Crimeo, you edited your post to remove the part that said

Quote:
The whole thing is a train wreck

And I just wanted to say, I really agree with that.

But despite that, I think there is enough evidence to suggest that regardless of int an animal companion and it's handler with always need tricks and handle animal to do things. (Mostly because they other parts that say they might not are really generic and short and the other parts are more specific.)


Tricks are for things that don't understand language. They are rote training based on noise commands and reward reinforcement.

At Int 6, one point in Linguistics will let it understand you. Then teaching it things is easy. "When I say this, you do this, ok?"

At that point its less like teaching tricks and more like training with short tactical commands. You could even use hand-signs like the military.

For more complex stuff or things that haven't been covered by training, you would just need to explain things to the animal.


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Rather than the whole mess of a really intelligent animal still being treated like a stupid animal, it seems like it would have been a lot easier to post an FAQ or errata stating that --An animal's intelligence cannot be increased above 2, unless an effect explicitly increases specifically the intelligence score of that creature.-- If anything that seems like a more reasonable house rule than the --Animals are dumb. Always.-- ruling.

As for PFS, you must use handle animal on the creature with one possible exception. Monstrous Mount gives you a companion that is not nor never was an animal. These companions are magical beasts above 2 intelligence and so are not a legal target of Handle Animal, so they can't learn tricks ever. It must be assumed that these companions are handled more like a cohort or familiar.


Quote:
Crimeo, you edited your post to remove the part that said

I thought it was too mean to the PFS people, they have a lot on their plate and it is not actually THEIR fault since they didn't write the rules.

So yes it is a trainwreck, but I edited it as I didn't want to imply that THEY were the train conductors responsible.

Quote:
enough evidence to suggest that regardless of int an animal companion and it's handler will always need tricks and handle animal to do things.

I don't think I've actually seen one single RAW quote so far anywhere suggesting that you MUST use animal handling to communicate with animals. The PFS thing seems to be the only text even suggesting such.


Crimeo wrote:
Quote:
enough evidence to suggest that regardless of int an animal companion and it's handler will always need tricks and handle animal to do things.
I don't think I've actually seen one single RAW quote so far anywhere suggesting that you MUST use animal handling to communicate with animals. The PFS thing seems to be the only text even suggesting such.

What about the blogpost about animal companions?


I'm also not completely sure the paladin needs handle animal even for PFS. The blog post doesn't mention paladin mounts at all, despite the fact that they are the companions most likely to be very intelligent, and the paladin mount has this text:

Quote:
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil.

You would certainly face table variation with that though.


This actually came into play last game for me. Here is the way I see it, and I'm not going to get into the interpretations of some dude's blog, years ago, talking about something else;

The player: a cleric with the feather domain and a pet ape (because it doesn't actually say they have to take a bird)
The companion: Has 3 Int, a rank in Linguistics, understands but cannot speak common.
The situation: The players are fighting a bunch of Host devils, 8 are illusions, 5 are real. The cleric saw which are real from a previous allie's attack and wants his companion to attack the right one.

While it can understand common, with 3 (or even 6)Int, its still a retard (no offense to retarded persons, I am being literal). So the character can either spend several rounds trying to explain why to attack this one and not that one, or make a handle animals roll as a free action. In real life I've talked to educated parrots and held "conversations" with them. They are sentient and capable of thought, on the same level as a small child, which is going to be way too slow to be any help in combat. So I guess I would say you can take a diplomacy(or wild empathy) attempt to tell them what to do, or train them with set commands, for ease of use, like any sane person would.


Casual Viking wrote:
Crimeo wrote:
Quote:
Creatures with 3 or more Int are sapient, can learn languages, and cannot actually be animals.

Lead designer disagrees with you:

http://paizo.com/paizo/blog/v5748dyo5lc1y&page=4?Monkey-See-Monkey-Do-A n-FAQ-on-Intelligent

If you wish to ignore that, then there's also the issue that no ability or effect chanegd the companion's type when he gained +1INT. If anything, by strict RAW, he is just a completely type-less creature, if he can't be an animal and wasn't made anything else. Pretty sure that's not a desirable state of affairs, so FAQ is probably better.

Given that Ultimate Campaign postdates that blog post by 3 years AND doesn't directly contradict the Core Rulebook in multiple places, I'm going to go with Ultimate Campaign over that blog post where the two contradict each other.

The UC has that part as an optional rule a DM can choose to apply to their game. Yes there is an optional rule for it. There is an optional rule to have Dr instead of AC too. That does not make it the standard overriding rule.


Finlanderboy wrote:
Casual Viking wrote:
Crimeo wrote:
Quote:
Creatures with 3 or more Int are sapient, can learn languages, and cannot actually be animals.

Lead designer disagrees with you:

http://paizo.com/paizo/blog/v5748dyo5lc1y&page=4?Monkey-See-Monkey-Do-A n-FAQ-on-Intelligent

If you wish to ignore that, then there's also the issue that no ability or effect chanegd the companion's type when he gained +1INT. If anything, by strict RAW, he is just a completely type-less creature, if he can't be an animal and wasn't made anything else. Pretty sure that's not a desirable state of affairs, so FAQ is probably better.

Given that Ultimate Campaign postdates that blog post by 3 years AND doesn't directly contradict the Core Rulebook in multiple places, I'm going to go with Ultimate Campaign over that blog post where the two contradict each other.

The UC has that part as an optional rule a DM can choose to apply to their game. Yes there is an optional rule for it. There is an optional rule to have Dr instead of AC too. That does not make it the standard overriding rule.

How is it an optional "rule". It doesn't even list rules. It just discusses the rules that already exist.

Grand Lodge

Well, the PFS FAQ seems to explicitly pertain to animals(though I am sure it also pertains to vermin).

Get a companion of a different type, with a higher than 3 intelligence, and say goodbye to Handle Animal checks.

Let's see, Celestial Servant, Monstrous Mount, or Sable Company Marine feats make this possible.

At 11th level, a Paladin need not make such checks.

Sure there are others.


It's really odd that you need 4 ranks in Handle Animal to get a companion you can't legally use it on.

Grand Lodge

Melkiador wrote:
It's really odd that you need 4 ranks in Handle Animal to get a companion you can't legally use it on.

Some options have Magical Beasts of 2 or less intelligence.

You can use it on them, at a penalty.


PFS also specifically says they can't use weapons, while the core books says they can learn any feat (including weapon or armor proficeny), once they have 3 INT. So the problem here is RAW vs PFS house rules vs RAI.

Scarab Sages

I ask how to teach paladins how to not be lawful stupid but I'm told that casting the spell miracle isn't something you can do with handle animal.


Melkiador wrote:
Finlanderboy wrote:
Casual Viking wrote:
Crimeo wrote:
Quote:
Creatures with 3 or more Int are sapient, can learn languages, and cannot actually be animals.

Lead designer disagrees with you:

http://paizo.com/paizo/blog/v5748dyo5lc1y&page=4?Monkey-See-Monkey-Do-A n-FAQ-on-Intelligent

If you wish to ignore that, then there's also the issue that no ability or effect chanegd the companion's type when he gained +1INT. If anything, by strict RAW, he is just a completely type-less creature, if he can't be an animal and wasn't made anything else. Pretty sure that's not a desirable state of affairs, so FAQ is probably better.

Given that Ultimate Campaign postdates that blog post by 3 years AND doesn't directly contradict the Core Rulebook in multiple places, I'm going to go with Ultimate Campaign over that blog post where the two contradict each other.

The UC has that part as an optional rule a DM can choose to apply to their game. Yes there is an optional rule for it. There is an optional rule to have Dr instead of AC too. That does not make it the standard overriding rule.
How is it an optional "rule". It doesn't even list rules. It just discusses the rules that already exist.

that part is from this section of the ult camp. They are tweaks as ti says below. optional ways to change your game. Not an explanation on the rules. You took a subsection from this section to make your point.

Campaign Systems
This chapter presents a variety of small tweaks for your campaign, each one focused on giving life to moments and depth to activities in your game. You can use these systems individually or mix and match them together to taste.


WhiteMagus2000 wrote:
PFS also specifically says they can't use weapons, while the core books says they can learn any feat (including weapon or armor proficeny), once they have 3 INT. So the problem here is RAW vs PFS house rules vs RAI.

Where does it say this?


Finlanderboy wrote:
WhiteMagus2000 wrote:
PFS also specifically says they can't use weapons, while the core books says they can learn any feat (including weapon or armor proficeny), once they have 3 INT. So the problem here is RAW vs PFS house rules vs RAI.
Where does it say this?

Can my animal companion or familiar wear or use magic items?

It is intended that animal companions or familiars can not activate magic items. An animal companion could benefit from an item with a continuous magical effect like an amulet of natural armor if its master equipped the item for the animal companion. Animal companions of any type may not use manufactured weapons.

PFS FAQ


as for more general rules...

Another aspect of intelligent animals is tool use. There are a number of feats that convey an understanding and the proper use of weapons and armor. Generally speaking, these feats are off-limits to animals, but when their intelligence reaches 3, the rules state that they can use any feat that they are physically capable of using. Some people take this to mean that they can equip their animal companion in chainmail and arm him with a greatsword given the correct feats. While you could interpret the rules in this way, the "capable of use" clause is very important. Most weapons require thumbs to use properly, and even then, few animals would choose to use an artificial weapon in place of the natural weapons that have served them all their life. It's what they were born with, after all, and virtually no amount of training will change that. In the end, the GM should feel free to restrict such choices if he feels that they take away from the feel of his campaign. The rules themselves are left a little vague to give the GM the latitude to make the call that's right for his campaign.

Monkey see monkey do blog

Its not quite making a rule of no weapons for critters, but its very much encouraging DMs to rule that way, because its a very valid rules interpretation.


Finlanderboy wrote:
Melkiador wrote:
Finlanderboy wrote:
Casual Viking wrote:
Crimeo wrote:
Quote:
Creatures with 3 or more Int are sapient, can learn languages, and cannot actually be animals.

Lead designer disagrees with you:

http://paizo.com/paizo/blog/v5748dyo5lc1y&page=4?Monkey-See-Monkey-Do-A n-FAQ-on-Intelligent

If you wish to ignore that, then there's also the issue that no ability or effect chanegd the companion's type when he gained +1INT. If anything, by strict RAW, he is just a completely type-less creature, if he can't be an animal and wasn't made anything else. Pretty sure that's not a desirable state of affairs, so FAQ is probably better.

Given that Ultimate Campaign postdates that blog post by 3 years AND doesn't directly contradict the Core Rulebook in multiple places, I'm going to go with Ultimate Campaign over that blog post where the two contradict each other.

The UC has that part as an optional rule a DM can choose to apply to their game. Yes there is an optional rule for it. There is an optional rule to have Dr instead of AC too. That does not make it the standard overriding rule.
How is it an optional "rule". It doesn't even list rules. It just discusses the rules that already exist.

that part is from this section of the ult camp. They are tweaks as ti says below. optional ways to change your game. Not an explanation on the rules. You took a subsection from this section to make your point.

Campaign Systems
This chapter presents a variety of small tweaks for your campaign, each one focused on giving life to moments and depth to activities in your game. You can use these systems individually or mix and match them together to taste.

While I will not argue with your logic, it makes sense, just be careful where it leads because in the core rule book, it has this to say.

The Most Important Rule

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.


Claxon wrote:
Crimeo wrote:
Quote:
enough evidence to suggest that regardless of int an animal companion and it's handler will always need tricks and handle animal to do things.
I don't think I've actually seen one single RAW quote so far anywhere suggesting that you MUST use animal handling to communicate with animals. The PFS thing seems to be the only text even suggesting such.
What about the blogpost about animal companions?

That is not RAW, but it also doesn't obligate you to use handle animal anyway, either. It says "The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks."

So you CAN use it if you want to train your animal with tricks, and get it to perform those trick tasks.

This does not say you NEED to do that. If you don't feel like training it or getting it to do tricks, then you wouldn't use that skill. You could just talk to it (after spending the time for it to actually learn to understand language, if going by blog that suggests this takes years versus instantly that RAW alone suggests).


swordfalcon wrote:

While I will not argue with your logic, it makes sense, just be careful where it leads because in the core rule book, it has this to say.

The Most Important Rule

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

I understand that. I was debating that it is not a core standard rule. RUle zero still trumps.


How does "a character must still make handle animal checks to train his animal and get him to perform the appropriate task" at all mean it isn't required?

Because that's the only interpretation I can take away from that.


Claxon wrote:

How does "a character must still make handle animal checks to train his animal and get him to perform the appropriate task" at all mean it isn't required?

Because that's the only interpretation I can take away from that.

Because its talking about an int 3 quasi sentient critter. Not an int 7 or higher paladin mount.

When apointing your horse to the senate actually raises the average IQ you either need to lay off the handle animal rules or teach the horse the "just a bill" song.


Claxon wrote:

How does "a character must still make handle animal checks to train his animal and get him to perform the appropriate task" at all mean it isn't required?

Because that's the only interpretation I can take away from that.

Because I don't care about training my animal or getting it to perform "tasks appropriate to" said training.

I wish it to perform totally UN-trained tasks by interpreting on the fly linguistic information, which it can do when it knows a language, because that is the whole point and purpose of language.


Crimeo wrote:
Claxon wrote:

How does "a character must still make handle animal checks to train his animal and get him to perform the appropriate task" at all mean it isn't required?

Because that's the only interpretation I can take away from that.

Because I don't care about training my animal or getting it to perform "tasks appropriate to" said training.

I wish it to perform totally UN-trained tasks by interpreting on the fly linguistic information, which it can do when it knows a language, because that is the whole point and purpose of language.

Untrained task would be "pushing the animal" and would still require handle animal, as I understand it.

I guess were going to have to just disagree on this.


Quote:
“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.

I think it is clear from this text that this is meant to cover what you do if you want to FORCE the animal to do something, period, it does not know how to do. If you succeed it WILL perform. You get it to do FORCED marches, etc.

So yeah, if you want to roll a die and if it's high enough, obligate the animal to obey, then you can use push an animal.

If you just want to tell it some words, ones that may or may not convince it to do something of its own volition, then you aren't obligating or forcing it, and this (or animal handling in general) shouldn't apply.

It is the exact equivalent, as far as I can see, of talking to a human, and the difference between having to use diplomacy to effectively force them to do what you want, versus just saying stuff and them only doing it if they think it is ultimately in their best interest. Such as buying a grog at the inn, you don't have to roll diplomacy... because it's in the barkeep's best interest to exchange beer for coin. You would roll diplomacy if you wanted him to give you a FREE grog. Same for animals.


From the handle animal skill:

Quote:
A druid or ranger can handle an animal companion as a free action or push it as a move action.
Quote:

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.

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

Not one mention of a paladin. Clearly the paladin was not intended to use handle animal for his mount.


Just for clarification, I haven't been talking about paladin mounts.

That is a slightly different topic and I think it's more of a grey area I'm not prepared to argue about.

I've merely been talking about general animal companions (even those raised above 2 int) outside of paladin mounts.


Quote:
"a character must still make handle animal checks to train his animal and get him to perform the appropriate task"

I think people have been bolding the wrong part of this quote. It is unusual for an optional ability to start with "you must".

If you don't teach it the task it cannot perform it, no matter how sweetly you ask.

No, fluttering your eyelashes won't help either.


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Melkiador wrote:

Rather than the whole mess of a really intelligent animal still being treated like a stupid animal, it seems like it would have been a lot easier to post an FAQ or errata stating that --An animal's intelligence cannot be increased above 2, unless an effect explicitly increases specifically the intelligence score of that creature.-- If anything that seems like a more reasonable house rule than the --Animals are dumb. Always.-- ruling.

Yes, but would mean going back on a previous ruling. Flurry of Blows has always required two weapons. We have always been at war with Eurasia.


Quote:
I think people have been bolding the wrong part of this quote. It is unusual for an optional ability to start with "you must".

Not really. There are probably far more must optional rules than non optional ones.

You MUST have ammunition to fire a bow.
You MUST have a running start (short of feats etc) to long jump
You MUST share a language to talk to someone
You MUST draw your sword to swing it.

Quote:
If you don't teach it the task it cannot perform it, no matter how sweetly you ask.

No, you just can't train it, or do tasks appropriate to training, without handle animal. So what?

I don't have to "train" you to talk to you and have you understand and do "Hey dude, can you grab the purple pencil from underneath the red couch on the left side of the room and make sure to use your left hand?"


Claxon wrote:


But despite that, I think there is enough evidence to suggest that regardless of int an animal companion and it's handler with always need tricks and handle animal to do things. (Mostly because they other parts that say they might not are really generic and short and the other parts are more specific.)

If this is your opinion then you take the int score to be meaningless in terms of how knowledgeable and smart a character is?

Liberty's Edge

alexd1976 wrote:
CBDunkerson wrote:

Interesting take... "Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals."

So yeah, RAW animals won't attack tieflings. Personally, I'd rule that tieflings seem similar enough to other 'humanoids' (meaning the shape, not the game term) that animals would attack them.

Another case of applying rules terms to what is otherwise a very clearly written sentence.

I find it unlikely that "monstrous humanoids" would be used for some meaning other than its "rules terms" interpretation.

Quote:

The animal won't initiate combat, but obviously would attack back if it had no other options.

Under no circumstances would it just sit there and allow itself to be killed, anyone ruling that way is a fool.

Sure, but 'run away' seems the likely reaction in most circumstances.


Doomed Hero wrote:

Tricks are for things that don't understand language. They are rote training based on noise commands and reward reinforcement.

At Int 6, one point in Linguistics will let it understand you. Then teaching it things is easy. "When I say this, you do this, ok?"

At that point its less like teaching tricks and more like training with short tactical commands. You could even use hand-signs like the military.

For more complex stuff or things that haven't been covered by training, you would just need to explain things to the animal.

Telling your monkey to juggle wont get him to juggle.

He needs to learn how to juggle first.


CBDunkerson wrote:
alexd1976 wrote:
CBDunkerson wrote:

Interesting take... "Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals."

So yeah, RAW animals won't attack tieflings. Personally, I'd rule that tieflings seem similar enough to other 'humanoids' (meaning the shape, not the game term) that animals would attack them.

Another case of applying rules terms to what is otherwise a very clearly written sentence.

I find it unlikely that "monstrous humanoids" would be used for some meaning other than its "rules terms" interpretation.

Quote:

The animal won't initiate combat, but obviously would attack back if it had no other options.

Under no circumstances would it just sit there and allow itself to be killed, anyone ruling that way is a fool.

Sure, but 'run away' seems the likely reaction in most circumstances.

Absolutely

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