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Handle Animal

Full rules text, use cases, and edge-case handling for this skill.

Charisma Trained Only

Description

Handle Animal covers training, commanding, and calming animals and magical beasts with animal intelligence. It governs everything from teaching a dog tricks to riding a war horse through a melee to raising a bear cub as a loyal companion.

Check

Handle Animal has several uses with different DCs and time requirements.

Task DC Time
Handle an animal (push it to perform a trick it knows)10Move action
Push an animal (perform beyond normal limits)25Full-round action
Teach an animal a trick15 + trick modifier1 week
Train an animal for a purpose (combat trained, etc.)15–252 months
Rear a wild animal as a companion15 + HD1 year
Calm an agitated animal15Standard action

Tricks (each trained separately)

Trick DC
Attack (attack apparent enemies)20
Come (return to handler)15
Defend (protect handler)20
Down (lie down, stay)15
Fetch (retrieve an item)15
Guard (watch over an area)20
Heel (follow closely without straying)15
Perform (entertain, display tricks)15
Seek (search for something)15
Stay (wait in place)15
Track (follow a scent trail)20
Work (perform labor tasks)15

An animal may know a number of tricks equal to its Intelligence modifier + 3 (minimum 1). Most domestic animals already know several tricks. Wild animals start knowing none.

Action

Handling (commanding a known trick) is a move action. Pushing (forcing behavior beyond training) is a full-round action. Teaching tricks takes 1 week per trick. Training for a purpose takes 2 months. Rearing wild animals takes 1 year.

Try Again

Handling and pushing may be retried each round or encounter. Teaching a trick: if you fail, you may retry after 1 week. Rearing an animal: if you fail, the animal cannot be trained — it grows up wild.

Special

  • Ranger (Animal Companion): A ranger's animal companion is already combat trained and obeys Handle Animal commands automatically. The ranger still uses Handle Animal to teach extra tricks.
  • Druid (Animal Companion): Same as the ranger; full Handle Animal interaction for extra trick teaching.
  • Ride synergy: 5 or more ranks in Handle Animal grant +2 on Ride checks.
  • Animal Affinity (feat): +2 bonus on Handle Animal and Ride checks; increases to +4 with 10 or more ranks.
  • Speak with Animals (spell/ability): Grants +4 on Handle Animal checks when speaking directly to the animal.
  • Charm Animal (spell): Does not allow training, but temporarily grants willing cooperation for the duration.
  • Familiar: Handle Animal does not apply to familiars — they are intelligent companions, not trained animals.