Does an INT 6 Animal Companion need Tricks?


Rules Questions

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New campaign, Nature Oracle with Bonded Mount (INT 6).

Do you have to teach an INT 6 animal tricks? If yes, how many do they get? INT 1 gives you 3 and INT 2 gives you 6, so does INT 6 give you 18?


Answer


Quote:
Sentient Companions: a sentient companion (a creature that can understand language and has an Intelligence score of at least 3) is considered your ally and obeys your suggestions and orders to the best of its ability. It won't necessarily blindly follow a suicidal order, but it has your interests at heart and does what it can to keep you alive. Paladin bonded mounts, familiars, and cohorts fall into this category, and are usually player-controlled companions.

So the paladin explicitly doesn't require handle animal for his companion with 6 intelligence. The intention seems to be the same for the Oracle, but it's never explicitly stated.

Edit for comparison:

Quote:
Nonsentient Companions: a nonsentient companion (one with animal-level intelligence) is loyal to you in the way a well-trained dog is—the creature is conditioned to obey your commands, but its behavior is limited by its intelligence and it can't make altruistic moral decisions—such as nobly sacrificing itself to save another. Animal companions, cavalier mounts, and purchased creatures (such as common horses and guard dogs) fall into this category. In general they're GM-controlled companions. You can direct them using the Handle Animal skill, but their specific behavior is up to the GM.


CampinCarl9127 wrote:
Answer

Also going to point out that this blog was way back in early 2011. My quotes are from Ultimate Campaign which was published in 2013, so that book would take precedence over this blog post.

It's really not that unusual for something in a blog post to later be invalidated by an official source. Minds can be changed. Rules can be re-evaluated.


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Your quotes from Ultimate Campaign do not say what you think they do.

Your quotes address animal level intelligence vs sentient companions. However, adding intelligence to animals does not grant sentience, that is the purview of Awaken Animal only. They are otherwise merely extremely intelligent animals, but still only animals. It does grant them extra skills, tricks, and the ability to take any feat which it is physically capable of performing.

But clearly, outside of the paladin's bonded mount, they require handle animal to get it to perform any actions. And the paladin's mount isn't even clearly exempted, it falls into the category of sentience which means it may be able to act intelligently on its own. But that doesn't mean it knows what its master wants it to do. It doesn't speak common. You still have to use handle animal and get it to perform tricks.

Silver Crusade

To be fair nothing stops it from understanding Common.


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Being an older resource does not invalidate it until a newer resource specifically states that it does so. Pretty sure my physics textbook from 2010 is still pretty darn accurate.

Silver Crusade

This is just from PFSP. The ultimate campaign dose not allow the listed marital and is not legal for use in play. Only the blog post is legal for play. So if your playing PFSP you must have handle animal.

If you gave the animal ranks in linguistics and chose common. Then yes your animal could under stand common. As pointed out in the blog post. That dose not mean they will do what you want. It just means the animal understands the language spoken.

A GM at a home game can make any rule they want to. This is a grey area where I can see both sides. With PFSP it has a ruling from the blog post. On what exactly higher int dose for animal companions.


OK, so Handle Animal is still required.

How many tricks could an INT 6 animal know? I'm tending towards 18 (3 per point of INT) or pretty much all of them.

The player is spending one of the animal's (wolf) skill points on linguistics so it will be able to understand spoken and written Abyssal (Oracle has Tongues curse).


I'm not so sure the legality of UC is an issue. The UC text is not "equipment, traits, deities, spells, feats, and classes contained within, nor is it even an actual rule at all. Rather it is merely a clarification of the rules already posted in Core. It could be considered a print version of FAQ.


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At int 6 i'm leaning towards no.

Silver Crusade

Melkiador wrote:
I'm not so sure the legality of campaign is an issue. The UC text is not "equipment, traits, deities, spells, feats, and classes contained within, nor is it even an actual rule at all. Rather it is merely a clarification of the rules already posted in Core. It could be considered a print version of FAQ.

If your playing PFSP. The GM rule is the Blog. You can rule it any why you want when you GM. However for Pathfinder Society Play the blog post must be followed for animal companions. That is the rules set forth by the campaign coordinator. Feel free to change it in your game all you want. However if some one else if the GM check with them first. To see what their decision is. This can go both ways.

I know for a fact in my home games I follow the blog post. For a few reason the biggest. Just because you want some one to do something and they know how to do it. How good are you at getting them to do it. That's what the blog post is talking about. Handle animal skill is your ability to get animals to do what you want. Just like diplomacy is your ability to get other NPC to do what you want. You could even go so far as to say with a higher Int. You would need to diplomacy your animal to get it to do what you want. That's a mini of 1 min. talking to them. So for game play simplicity start with handle animal and keep it that way.

Just a side note. 18 tricks is not the max number of tricks available. Total tricks 30 not counting the ones that you need multiple times for different effects. For example Attacks, Attack(X2), and maneuver.


Haven't seen any rules stating that higher INT animals stop needing tricks...

so yes they do.

3 tricks per INT point is correct.


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alexd1976 wrote:

Haven't seen any rules stating that higher INT animals stop needing tricks...

so yes they do.

3 tricks per INT point is correct.

at 3-4 that makes sense. When the horse starts beating the nagaji paladin at checkers though its time to reconsider.


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BigNorseWolf wrote:
alexd1976 wrote:

Haven't seen any rules stating that higher INT animals stop needing tricks...

so yes they do.

3 tricks per INT point is correct.

at 3-4 that makes sense. When the horse starts beating the nagaji paladin at checkers though its time to reconsider.

Meh, often discussed post.

Animals are animals.

INT score doesn't discuss free will/sentience... it's just a number.

Rules for tricks don't get ignored if INT rises.


CampinCarl9127 wrote:
Being an older resource does not invalidate it until a newer resource specifically states that it does so. Pretty sure my physics textbook from 2010 is still pretty darn accurate.

there is no way you believe this to be an accurate comparison right? One of these things is a game that can and Is changed all the time, and the other is describing forces if the universe which do not change. Unless you would like to argue you can release errata for How strong gravity is, lol


Most aspects of the universe do not change. Our understanding of the known universe changes on a daily basis. Let's all remember when mankind thought the Earth was flat and that the sun rotated us. Perhaps a biology book would be a better example.

But my point stands. The resource is not invalidated because it's a few years old as long as a newer resource has not specifically invalidated it.


For clarification, paladin bonded mounts eventually become magically beasts at 11th Paladin lvl. According to what is stated in the Sentient Companion section of UC paladin bonded mounts are at the same level as cohorts and familiars when being issued orders and should be treated as such. They are not regular animal companions such as what the ranger and druid classes get. But as far as I know paladin bonded mounts are the only exception to this, no other class feature that grants an animal comapion does this. So trying to raise an animal's intelligence to even 6 still needs the Handle Animal Skill to be used to give it commands and orders.

Scarab Sages

You get 12 more points of tricks (3 per int from 2 to 6) above what you had at 2 int. So 18 for 6 int.

Another FAQ from 2011 This is from PFS for what is legal there.

In addition, you need to give it one skill point in linguistics for it to learn Common. It would get one skill point per hit die (since there is minimum 1) as you level.

One off-handed comment in UC is not enough to invalidate all the other rules regarding intelligent animals, especially when it does not explicitly say "you no longer need tricks". Especially considering, if that WERE the rule, then Awaken would be obsolete.

The UC wording is only for "who should control the animal", if you look at the Aspects of Control section. it is meant as a guideline. Later in the Companions section it even says if the player controls the animal, then there's no need to take Handle Animal at all, but that certainly doesn't mean there is now a "rule" that states handle animal is unnecessary since you can do what you want if the GM lets you!


swordfalcon wrote:
So trying to raise an animal's intelligence to even 6 still needs the Handle Animal Skill to be used to give it commands and orders.

Where are you getting the idea that INT is being raised to 6 here?

The OP was very clear this is from Nature Oracle ability granting "Bonded Mount", same term as for Paladin.


What I find really odd is that no where, in that blog post or following discussion with Jason, were Paladin mounts mentioned at all. They are the most certain "animals" to have a high intelligence, so why weren't they mentioned? It's like discussing common examples of operating systems without mentioning Windows. Did no one back then even consider Paladin mounts to be animal companions? Can we be sure that the blog post was ever meant to relate to automatically intelligent animals at all?

All that said, the bit from UC means that by current RAW, you don't use handle animal on a paladin mount. Now you can argue that PFS does it different, but that would be one of the house rules of PFS.


After relooking at all the rules and faqs as well as the posts about the subject in question, no matter how high an animal's intelligence gets its still an animal and bound by the handle animal rules. Now I stated this earlier a paladin's bonded mount eventually becomes a magical beast at the PC's 11th paladin lvl, not even the oracle's bonded mount gets this. At this point it is no longer an animal and not subject to the handle animal rules. This may be the very reason a paladin's bonded mount falls under the sentient comapion rules in UC when no other kind of animal companion feature class does. Again this is pure speculation, but that's how I see it. Since this has stirred such a debate, I say a FAQ is needed on the subject, at least for the bonded mount part.


What happens when the mount has an higher Int score than its rider?

The Bonded Mount start with int 6 and can easily become 7


Entryhazard wrote:

What happens when the mount has an higher Int score than its rider?

The Bonded Mount start with int 6 and can easily become 7

Then horses become the dominant species and subordinate paladins to their will.


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Do they teach tricks to the paladin?


Presumably the animal should require tricks until it learns a language. At which point presumably you could still use handle animal...I guess... but why would you? And the animal would find it demeaning and get pissed at you. So regarding language, it can START learning a language at INT 3, but does not instantly do so, no more than a human baby does. It takes months or years, depending on how fantasy you want to be.

Babies start at INT 10 on average (look at the young template). Does a 2 month old understand "Go flank that goblin!" ? It does not. Does it understand that boobs = delicious milk? It does.

I.e., babies communicate and operate on basic connections in a way similar to tricks, until they learn a language, so would an animal. Also, in addition to this being realistic, Paizo FAQ blog says similarly above.

HOW MANY tricks is ambiguous, I'd probably just rule infinitely many, with training time spent. It doesn't say anywhere I can see that it is 3/level, it just directly defines the number for levels 1 and 2. So there is actually no reason to think this is linear by RAW (virtually ANY type of function can be fit to 2 points), and by fallback realism when RAW is unclear, one would obviously say that adult humans can know more than 30 tricks.....

If you want to ignore FAQs and common sense and go pure RAW, I suppose you'd have to conclude that 1 rank in linguistics = instacommon, and no practical need for tricks or handle animal anymore.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

In PFS it's pretty clear due to the blog post that any animal is always going to behave like an animal. You always need handle animal and understanding common is not the most useful thing in the world.

In my own home games, I personally believe that the more intelligent something is, the less you need Handle Animal. So once that animal starts hitting 4 or 5 intelligence it starts acting a bit more intelligently. Some people agree, some people don't, and it's really up to the GM to moderate.

Another note about ACs with high int: animals get 2 skill points per HD which in almost all situations for a companion get reduced to 1, but if you got their intelligence up to 10 in a way that's not subject to the normal headband of intelligence qualifiers (repeated uses of Wish?) they would start getting 2 skill points per HD as well.


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Entryhazard wrote:
Do they teach tricks to the paladin?

CR 30: Don't be lawful stupid

Crimeo wrote:
Babies start at INT 10 on average (look at the young template).

That...that is not what the young template is for.

Crimeo wrote:
Does it understand that boobs = delicious milk? It does.

Well duh. That's an intrinsic knowledge to all living creatures.

Crimeo wrote:
I.e., babies communicate and operate on basic connections in a way similar to tricks

That's not how this works. That's not how any of this works.

~~~

In conclusion, you're not even wrong.


Quote:
That...that is not what the young template is for.

I didn't mean to imply that young = newborn. I meant that if INT doesn't change between young and adult, then it probably wouldn't to a baby either. Otherwise you'd expect some -INT in the young template, and would then extrapolate more of a -INT for a newborn. But it's +-0 and thus probably also +-0. This is the closest RAW evidence I am aware of.

Going beyond that, by realism, babies would still also have 10 INT, because INT is described as your learning speed/ability, which babies are if anything better at than adults due to more plastic brains, certainly not worse.

All the stuff about babies and tricks is only for intuition purposes.

Grand Lodge

I wonder if PFS still requires a Nature Oracle's, with a Bonded Mount with 8 Intelligence, to use Handle Animal to push it.


Crimeo wrote:
I didn't mean to imply that young = newborn. I meant that if INT doesn't change between young and adult, then by extrapolation, it wouldn't to a baby either. This is the closest RAW evidence I am aware of.

So, you see no discernible difference between the average intelligence of an adult and the average intelligence of an infant.

I don't think I even need to make an argument here. It's pretty self-evident.


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Quote:
So, you see no discernible difference between the average intelligence of an adult and the average intelligence of an infant.

As a professional psychologist, no, I don't. In fact, according to many people, they would be equal by definition. (I refer to IQ scores, which I don't really endorse, but putting it out there).

If the ability score were listed as "Rote Knowledge" then yes, there would be a massive difference, but it is not. "Rote knowledge" in game is already represented by a different thing: accumulated skill points so far.

Notice that the relationship between INT and skill points is one of rate:quantity. This perfectly matches real life conceptions of intelligence and knowledge. Intelligence is your rate of acquiring knowledge or ability to do so. If you are not given sufficient stimuli, you may not acquire knowledge quickly but can still be intelligent. It's more like your ideal rate if given everything you need -- but hell even THAT matches pathfinder: if you don't get challenging stimuli you don't get much XP and don't get more skill points despite INT!

Even when your knowledge is near 0, the rate is still likely the same on average as when you are an adult. Babies don't KNOW as much as you, but they learn as QUICKLY as you. Or again, if anything, they learn faster.

Shadow Lodge

The question is, does the 6 int orc needs to be tought tricks to act?

Grand Lodge

ElementalXX wrote:
The question is, does the 6 int orc needs to be taught tricks to act?

Does a 5 intelligence Nagaji need to taught tricks?


NOTHING needs to be taught tricks to act. Not even animals. Tricks are purely for getting things to do behaviors that are not natural to them. They can act just fine on their own and have been surviving and eating and breeding and evolving for billions of years without us teaching them tricks.

Grand Lodge

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What is natural for a 8 intelligence magical horse?


Whatever on earth it feels like doing when not being bossed around by somebody else. There are no rules at all against animals choosing to do things they feel like on their own in the absence of animal handling.

(Also if it's actually a magical beast btw it's not an animal and you can't even teach it tricks AFAIK. Depends on the effect used to make it intelligent. Like Awaken makes them not animals anymore for example, so does being a familiar. But beside the point, because there are ways to make them animals and intelligent both.)

The Exchange

Sadly in PFS yes, because animals are supposed to be handled like animals. I find it amusing and funny that some horses probably need to use handle animal on their owners (I.e tieflings, nagaji).


My PFS 11 int Axe beak Still needed tricks(7 int oracle). The rule set for animals does not take into effect the animals companions int.

Animal companion=yes it needs tricks. Those are the rules.

If you wanna change this in home game by all means. You get a crazy number of tricks at those high ints. If they have the similar tricks i would allow a PC with a high int AC to use other tricks to do what they want if they were similar enough.

The UC portion listed above is an optional rule int he Campaign systems. They are not part of main set of rules.

"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."

Grand Lodge

Is not the Paladin and Nature Oracle Mount, a Magical Beast?


Quote:
Animal companion=yes it needs tricks. Those are the rules.

The rules ALLOW you to teach it tricks, sure. They don't require tricks.

Because your axebeak can also simply put a rank into linguistics (it is allowed to put a rank into anything once int 3 or higher, this is explicitly written) and learn a language as a result.

By strict RAW, it just instantly knows the language. By FAQ/blog post, it takes months or years to learn. But either way, ocne it knows a language, you can just tell it to do X and it will understand, and be able to do it. Because that's... what knowing a language means.

You could also use a trick, but I can't imagine why you would ever bother to, since that's a meaningful action that slows you down and is very limited, while speaking is a free action and far less limited.

Quote:
Is not the Paladin and Nature Oracle Mount, a Magical Beast?

Don't know, but a druid companion that is given +1 INT at size-up is at least one existing situation where it remains a legit animal and has INT 3.

If the axebeak thing is a magical beast, then amend the first section of this post to be "Teaching tricks isn't even an option" since tricks are handle animal skill, says animal in it, and a magical beast is not an animal.


By the rules of the game, no. The rules for Intelligence scores, the Animal creature type and the Handle Animal skill all agree: Animals of Int 1 or 2 run on instinct, and can be trained and directed with the handle animal skill. Creatures with 3 or more Int are sapient, can learn languages, and cannot actually be animals. Specific trumps general, so the paladin's Int 6 warhorse is still an animal, and the Druids Int 3 Tiger companion is also an animal. But neither of those creatures need Handle Animal. In fact, the way Handle Animal is worded, creatures with Int scores other than 1 or 2 can learn zero tricks.

As quoted above from Ultimate Campaign, the Paladin's warhorse is an example of a sentient creature that works with the master without need for tricks. Any companion with 3 or more Int and a single rank of linguistics meets the definition of sentient companion in that paragraph. And that paragraph is an explanation of existing rules, not a new invention.

PFS rules, yes, even creatures that spoke fluent Common *before* becoming companions require training and handling like a puppy.


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At intelligence 7, a paladin mount must adhere to a strict code of ethics or loose their paladin mount powers.


Claxon wrote:

Your quotes from Ultimate Campaign do not say what you think they do.

Your quotes address animal level intelligence vs sentient companions. However, adding intelligence to animals does not grant sentience, that is the purview of Awaken Animal only.

The quote defines "Sentient Companion" (3+ Int, understands at least 1 language), and provides examples of "Sentient Companions". So what, exactly, is your argument for why all of this is invalid and only Awaken grants sentience?


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.


Handle Animal is based off of the assumption that the creature is an animal (but makes allowances for low INT creatures other than animals, adding 5 to the DC).

It does not say anywhere in the skill that raising the INT grants extra tricks, nor does it mention that raising the INT removes the need for tricks.

So just by reading Handle Animal, an INT 3+ animal gets 6 tricks (plus any bonus ones listed under animal companion or similar ability) and still requires training.

If rules exist contradicting this, someone could cite them, everything else is just baseless assumption.

Most of us houserule 3 tricks/INT point, but I don't recall actually seeing this in print.


Quote:
nor does it mention that raising the INT removes the need for tricks.

It doesn't have to mention this in handle animal. Some other texts elsewhere in the book take care of that by providing another viable option that simply bypasses handle animal completely. Specifically "INT 3+ can take any skill" + "Linguistics skill point comes with language" + Language by definition meaning understanding sentences

If you don't read the rest of the book, then you could just read "Running action" and conclude "Oh well I guess I can't do anything in pathfinder except run"

Note that language doesn't even conflict with handle animal -- when you say something, all it does it make the animal understand it. He can choose to do it or not, so you aren't even doing any of the things listed in HA. Handle animal is fundamentally different, it FORCES the animal to do something with a check passed.


Crimeo wrote:
Quote:
nor does it mention that raising the INT removes the need for tricks.

It doesn't have to mention this in handle animal. Some other texts elsewhere in the book take care of that by providing another viable option that simply bypasses handle animal completely. Specifically "INT 3+ can take any skill" + "Linguistics skill point comes with language" + Language by definition meaning understanding sentences

If you don't read the rest of the book, then you could just read "Running action" and conclude "Oh well I guess I can't do anything in pathfinder except run"

Note that language doesn't even conflict with handle animal -- when you say something, all it does it make the animal understand it. He can choose to do it or not, so you aren't even doing any of the things listed in HA. Handle animal is fundamentally different, it FORCES the animal to do something with a check passed.

I didn't mention language once in my post.

Are you stating that having access to a language removes the need for tricks?

If so, what is this based on? Contradicting an existing rule requires finding something that actually talks about changing how things work, otherwise it's business as usual...


Quote:
I didn't mention language once in my post.

I know you didn't, that was the problem. You just didn't mention the ability that makes tricks obsolete for practical purposes (still allowed, just dumb to use).

Quote:
Are you stating that having access to a language removes the need for tricks?

yes.

Quote:
If so, what is this based on?

Nothing saying it doesn't. When you are given an ability, you simply GET the ability. Without restrictions, unless some are mentioned somewhere. Language = you can understand sentences. Do you... deny this? If so I don't know what to tell you...

And so then it can now understand sentences without restriction. Then nothing ever says that animals have any restrictions on doing things they WANT to do in the absence of any handle animal stuff going on, just like any other character ever. So once it understands my sentence, it may choose to act on it if it wants to. Just like a human. It is not obligated to nor will it usually do it if it seems dumb to it or not in its interests.

handle animal is simply totally irrelevant here once they have a language. It need not ever be invoked in the first place anymore.


If an animal can understand you, it will probably obey your orders to the best of its ability, but is unlikely to do much outside of its nature without tricks
For example, if it doesn't know two ranks in the Attack trick, it probably won't attack a zombie without pushing even if it understands your command

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