Pathfinder 1e animal training / combat training


Rules Questions


I understand i can train a general purpose combat riding to an animal. I understand it gives 6 tricks.

The thing i dont understand is i can "upgrade" it to combat training. But what does it add. What additionnal bonus does it Grant. ( maybe the 2nd application of attack but for 1 week of training i can already have it so wasting 2 week for a title seems à bit too much )


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normally animals don't attack monsters like undead or abberations they run away, you need to train it the attack trick twice, this is bascially all the combat trained is. along with the fluff that they won't spook and run away during fights. its basically a package of tricks rolled into a term. so its basically combat riding with the second attack trick like you said.

The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Combat Riding (DC 20)

An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.


Looking at the rules for handle animal I see Combat Training that gives 6 tricks attack, come, defend, down, guard and heel. I also see riding which gives 3 tricks come, heel and stay. Riding takes 3 weeks with a DC of 15. It does not include any combat ability so a horse with the riding general purpose will not fight. What is going on is that you can take an ordinary riding horse that will not fight and upgrade it to a combat trained mount that will. Doing so take 3 additional weeks and requires a DC 20 handle animal roll. When you do so the horse loses the stay trick and but gains attack, defend, down, and guard.

The Exchange

Handle Animal wrote:

*Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.

*Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew.

You upgrade an animal with the general purpose of "riding" into one with the general purpose of "combat."

Why would you do it that way? Maybe you bought or found an animal trained for riding and wanted to retrain it. Maybe you only had three weeks at a time for training.


The other thing to consider is that training the animal for riding first and then upgrading it to combat training takes the same amount of time as training it for combat to begin with. Considering the DC to train for riding is only 15 most character that have handle animal as a class skill can take 10 and succeed. A druid or ranger has no chance of failing with their animal companion unless they have a 3 CHA. Any character without a CHA penalty with 2 points in handle animal or any character with a CHA bonus with a single point in handle animal will always succeed when taking 10.

Doing it this way is better, because it gives you a mount you can at least ride in 3 weeks. You might not be able to use it in combat but it can at least get you around. After 3 more weeks it is fully trained. By comparison the animal trained for combat from the start cannot be used to get you around until the full 6 weeks are finished.


tryviousse0 wrote:

I understand i can train a general purpose combat riding to an animal. I understand it gives 6 tricks.

The thing i dont understand is i can "upgrade" it to combat training. But what does it add. What additionnal bonus does it Grant. ( maybe the 2nd application of attack but for 1 week of training i can already have it so wasting 2 week for a title seems à bit too much )

the Game gives you options. The Handle Animal training options are useful and game sensible thus it is not a "waste". One thing you need to do is look at the expanded trick list and realize you need "Attack" twice for the animal to attack unnatural(aberration, undead) creatures.

A combat trained heavy war horse (Adv Horse) $300 with mil saddle $20, bit & bridle $2, saddlebags $4 is $326 with
Str 20(+5), Dex 18(+3), Con 21(+5), Int 2(-4), Wis 17(+4), Cha 11
Skills Perception +8
AC:15, HP:19(2HD), Fort +8, Ref +7, Will +3, Speed 50 ft., Reach 5ft.
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Melee bite +5 (1d4+5)BPS{primary, dmg@(-2)sz cat}, 2 hooves +0 (1d6+2){secondary}.
which is better than most 2nd level PCs.
Consider also that if a foe strikes your horse that damage your PC avoided for a mere $300.
The docile trait was added after PF inception to balance the D&D3.5 creature and is gotten rid of using the combat training.

Combat Training (DC 20) Tricks: attack, come, defend, down, guard, heel. Time: 6 weeks.
As PCs do crazy stuff I'd suggest Tricks: attack, attack, defend, exclusive, serve, throw rider. Bridle of Tricks [head] $900 Tricks(3):down, heel, guard. Aegis of Recovery [neck] $1500.

If your GM is interested in expanding horses, see Azothath - Purchased Mounts


Don’t forget that a normal horse has an INT of 2 which means it can only learn 6 tricks. Combat Riding gives 6 tricks, but only includes attack once. So, a normal horse cannot take the second attack trick without raising its INT or using something like the bridle of tricks. This means most ordinary combat trained horses will not attack unnatural creatures. An animal companion gets bonus tricks so they can easily avoid this problem.


Mysterious Stranger wrote:
Don’t forget that a normal horse has an INT of 2 which means it can only learn 6 tricks. Combat Riding gives 6 tricks, but only includes attack once. So, a normal horse cannot take the second attack trick without raising its INT or using something like the bridle of tricks. This means most ordinary combat trained horses will not attack unnatural creatures. An animal companion gets bonus tricks so they can easily avoid this problem.

so basically, just training the attack is undoable fora normal horse, so combat training it should be too. if it is possible to train it, it is basically useless to do so in 3 weeks since it only adds the attack trick which can be done 3 times faster just teaching it directly ?


You can train a normal horse to attack humanoids, monsterous humanoids, giants and other animals by taking the attack trick. To get it to attack unnatural creatures like undead and aberrations you need to take the attack trick twice. At that point your horse can be directed to attack any opponent. If you want to do this with a normal horse, you will need to decide which trick the horse does not learn.

Combat training includes more than attack trick which is why it takes 3 weeks. Upgrading from riding to combat riding also gets you defend, down and guard in addition to attack. Without down the horse would continue to attack even if you wanted them to stop. Defend means the horse will defend you even without being told or allows you to tell it to defend a person or place. Guard is similar to stay except it means the horse prevents other from approaching. Basically, you are retraining stay to guard.

If all you did was add the attack trick to a horse trained in riding, it is still likely to cause problems. An animal that cannot be called off is likely to become a hindrance in combat. Likewise, one that ignores things approaching it unless attacked or that does not come to your aid without being specifically told to. That is what upgrading riding to combat training is doing.

Liberty's Edge

Mysterious Stranger wrote:

You can train a normal horse to attack humanoids, monsterous humanoids, giants and other animals by taking the attack trick. To get it to attack unnatural creatures like undead and aberrations you need to take the attack trick twice. At that point your horse can be directed to attack any opponent. If you want to do this with a normal horse, you will need to decide which trick the horse does not learn.

Or decide what trick you want to replace. Defend or guard are both valid choices for that. While useful, they are hardly the primary uses of a combat mount.

@Azothath That stuff about different horses is interesting. I will look at it.


Guard replaces stay when you upgrade to a combat trained mount. I think one of those is going to be needed because otherwise your horse will wander off when it wants to. Having to chase down your horse when it moves out of the area you left it in or running away instead of defending itself is going to be a pain in the neck.

Liberty's Edge

Mysterious Stranger wrote:
Guard replaces stay when you upgrade to a combat trained mount. I think one of those is going to be needed because otherwise your horse will wander off when it wants to. Having to chase down your horse when it moves out of the area you left it in or running away instead of defending itself is going to be a pain in the neck.
CRB wrote:

Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

...
Guard (DC 20): The animal stays in place and prevents others from approaching.

A bit more than "keep the horse from wandering off because the grass on the other side of the street is greener".

A picket and a line work perfectly in keeping the horse in place if needed.
The Come trick allows you to call it back if it moves away.


A picket and line keep it from wandering a way, but also prevent it from moving if needed. It also may not work in every situation.

Come only works if it is fairly near you. If it fled the area it may not be close enough to hear you.

Any combat trained horse missing any of the commands is going to be less than ideal. It can be done but the horse will not be as useful as one with the tricks. The other thing to look at is if the standard horse be of use when fighting unnatural creatures. A standard horse is great for low level, but once you get into mid to high level it tends to be slaughtered by any level appropriate creature. An animal companion class creature grows in power with the character so will have a much better chance of survival than a normal horse. Teaching a normal horse, the attack anything trick is more likely to end up with a dead horse than a combat worthy mount.

Liberty's Edge

You use a low HD creature against low HD treats. Skeletons are undead and a horse would be useful against them.
A normal horse in middle to high-level combat is simply death meat, regardless of how it is trained. The only possible exception is you use ranged attacks against opponents without them.

The other option is to use it as a one-shot item for a Leeroy charge (for the horse) while wielding a lance.

Liberty's Edge

Mysterious Stranger wrote:

...standard horse is great for low level, but once you get into mid to high level it tends to be slaughtered by any level appropriate creature. An animal companion class creature grows in power with the character so will have a much better chance of survival than a normal horse. Teaching a normal horse, the attack anything trick is more likely to end up with a dead horse than a combat worthy mount.

Animal companions get d8 hit dice and other slow forms of progress compared to melee characters. They will get left behind melee characters eventually unless you get something unusual. Like a Mammoth Rider prestige class.


An animal companion may only get d8 for HP but many especially horses have good starting physical stats. A paladin’s horse mount will have about 37 HP at 5th level. The paladin will have about 49 assuming a 14 CON. By 12th level the paladin’s mount could be around 85 HP depending on where the stat bonuses are put. While that is lower that the paladins HP, it is enough that the mount has a decent enough chance of survival.


Advice

Odo Hillborne wrote:
Animal companions get d8 hit dice and other slow forms of progress compared to melee characters. They will get left behind melee characters eventually unless you get something unusual. Like a Mammoth Rider prestige class.

it all depends on class and what you get as class abilities/features.

Most classes have to rely on purchased Mounts.
If you get an Animal Companion or Class Mount, use it. You scale the animal up or trade it out for free. Honestly in the game the death of the Animal Companion is the usual trigger to swap it out (mainly due to paperwork or sentimentality). Of course an animal companion is better than a purchased mount (especially if the GM uses the sensible CharLvl ≥ Mount HD(2HD horse minimum) ).

Taking Prestige Classes/non-basic Feats is totally Class build dependent.

For spellcaster's Phantom Steed or Chariot is hard to beat until Teleport is a level below maximum spellcasting ability (aka you have multiple spells). Still as a high level caster ride a heavy War Horse as if someone kills it that attack missed you ($300 cost and inconvienience) and the next spell with have that dastard's name on it.

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