[PFS] Can you replace a trick known by an animal companion?


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3 people marked this as FAQ candidate.
Pathfinder Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber

I understand that a level 1 Druid's animal companion begins play with a full complement of seven tricks. Can you later use Handle Animal to teach the companion a new trick, replacing a trick the companion already knows? Or do you have to wait until you gain additional bonus tricks from the Druid's class ability before you alter the companion's known tricks?

I know that you can replace an animals known tricks when training it for a new general purpose, but the rules for teaching individual tricks don't seem to mention anything about replacing already known tricks.

Thanks in advance!

Scarab Sages

For PFS this is a bit of an unknown. It would be nice to have a green light for it.


Since the character is technically teaching the tricks, there is no reason why you can't teach it a new trick to replace an existing trick. I seriously doubt an GMs are going to have a problem with it provided you are doing it between scenarios.


I think you can use Handle Animal to switch out tricks. You just need to announce it to the DM that you're rolling to train your companion, preferably before the session starts.

Before you get to level 2, you can switch them out at-will.


You can switch them out at will after level 2. It just takes longer to replace them and you have to retrain the non-bonus tricks.

Honestly, as long as time is not an issue, your GM should let you retrain tricks and feats on your animal for free. Why? Because technically, you can just dismiss the animal and get a new one. Guess what happens when you get a new one? You get to re-choose all the feats and bonus tricks.

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Except that nowhere in the RAW does it say that you can switch out a trick, unless I'm missing something. There is no mention of an animal forgetting a trick unless you are training them with a new general use. My question was specifically asking for a reference to the RAW that would allow this.

And my understanding of the PFS society rules is that if you acquire a new companion, they only begin with their bonus tricks, not the 3-6 regular tricks that they can learn. So those would need to be learned as usual.


HisProf217 wrote:
Except that nowhere in the RAW does it say that you can switch out a trick, unless I'm missing something. There is no mention of an animal forgetting a trick unless you are training them with a new general use. My question was specifically asking for a reference to the RAW that would allow this.

You just answered your own question. If I can train them for a new general use, that means I am replacing the tricks they already know with new tricks. There is no logic or RAW based rationale that says this can't happen with individual tricks.

Quote:
And my understanding of the PFS society rules is that if you acquire a new companion, they only begin with their bonus tricks, not the 3-6 regular tricks that they can learn. So those would need to be learned as usual.

That's right. And those new tricks can be completely different than the last animal. Just like the feats, skill point assignments, and every other decision you made for the animal.


HisProf217 wrote:
And my understanding of the PFS society rules is that if you acquire a new companion, they only begin with their bonus tricks, not the 3-6 regular tricks that they can learn. So those would need to be learned as usual.

For PFS you need to read THESE FAQ'S.

If you are replacing a dead or released animal companion they arrive knowing only their bonus tricks. You get to attempt to train them in additional tricks a number of times per scenario equal to your ranks in Handle Animal. The RAQ specifies you can take 10 which would imply that taking 2o is not an option. That means you will want at least a +10 on Handle Animal to be certain of succeeding. You should get this anyway as it is pretty much what you need to control your companion in battle.

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