Animal Empathy (CRH)

__TOC__
Many characters regard animals as non-thinking beasts that react purely on instinct, incapable of responding to reason. The ranger, on the other hand, sees animals as emotionally complex creatures whose fears and desires may be less sophisticated than those of humans, but are no less real. This innate understanding of animal behavior gives the ranger a limited ability to influence their emotions and manipulate their behavior.
The ranger knows the meaning of a twitching tail, a cocked head, a low growl. He knows that a snarling wolf positioned in a crouch may be more frightened than hostile. If approached correctly, a hissing snake may slither away rather than strike. By calling on his animal empathy, a ranger can use soothing words and gestures to turn hostility to indifference, and indifference to friendship.
==Conditions==
A ranger can't influence an animal's reactions at will. The following limitations apply:
: The animal must be native to the real world; natural animals. Rangers can't modify the reactions of supernatural creatures (skeletons and ghouls), magical creatures (basilisks and golems), or creatures of extra-planar origin (aerial servants and elementals). The ranger can affect giant animals.
: The animal must be intelligent, but not exceptionally so. To respond to a ranger's words and gestures, the animal must be able to comprehend them. In practice, this means that a ranger can't use this ability to influence the behavior of non-intelligent animals (those with Intelligence scores of zero) such as centipedes or barracudas. Conversely, creatures of higher intelligence, such as leprechauns, ogres, and a paladin's warhorse, resist the ranger's animal empathy. As a rule of thumb, rangers can only use this ability on natural animals whose intelligence ranges from Animal to Low (Intelligence score of 1 to 7).
: The animal can't be the ranger's species enemy. A ranger who confronts the species enemy is too overwhelmed by intense emotions to establish the proper empathy. Therefore, a ranger can never modify the reaction of his species enemy using this ability.
: The ranger must remain calm. The ranger must move towards the animal quietly, slowly, and confidently, all the while speaking soothing words and making calming gestures. Fear cannot be shown, nor a weapon wielded, nor any action taken that might frighten or enrage the animal.
: The ranger must be distanced from the rest of the party. If the ranger approaches with companions, the animal will react to the presence of all the characters, not just the ranger. The ranger's efforts to soothe the animal will go unnoticed. Ideally, the rest of the party will be out of the animal's sight when the ranger approaches. If this is impractical, the ranger's companions should be at least 10 feet behind him, remaining quiet and taking no actions that the animal might interpret as hostile.
: The animal must be able to hear and see the ranger. The ranger must be in plain sight for the animal to size up; the ranger may not be concealed in the brush, hidden in shadows, or have erected any type of physical barrier between himself and the animal. The animal must also be able to hear the ranger, meaning that the area must be relatively quiet, free of distracting or disturbing sounds. In most cases, the ranger must be within a few feet of the animal, or close enough for the animal to see the ranger's eyes. The DM may make exceptions in special circumstances. For instance, if the ranger approaches an animal in total darkness, the DM may rule that soothing words are sufficient to calm the animal. In situations where silence is imperative, gestures alone may suffice. However, in all cases, the ranger must still be relatively close to the animal to modify its reaction.
: The ranger must soothe the animal for an uninterrupted period. A ranger can't attempt to soothe an animal that's charging or attacking; the animal must be stationary or moving only slightly (a pacing wolf, a weaving serpent). Once the ranger moves close to the animal, the creature must be soothed for 5-10 (1d6+4) uninterrupted rounds; the DM may increase this time if the animal is unusually anxious or exceptionally hostile. (This time can be lapsed by the DM if nothing else is going on.)
A ranger who meets these conditions can use animal empathy in an attempt to modify the animal's reactions. Though the game result is the same, technique differs depending whether the animal is wild or domestic.
==Wild Animals==
This group includes animals not normally domesticated, such as lions, snakes, and rats. It also includes domesticated animals that have been trained to attack, such as dogs.
Before the ranger attempts to soothe a wild animal, the DM must determine the animal's current attitude, taking into account its natural temperament (Is it naturally aggressive, or inclined to flee rather than fight?), immediate conditions (Did it just wake up? Is it sick or wounded? Hungry?) and pre-existing circumstances (Has it recently been harassed or befriended by characters similar in appearance to the ranger? Is it guarding its nest or lair?) The DM should then select the animal's current attitude from Table 30. The attitude should not be announced ("The wolf is Cautious."). Instead, clearly describe the animal's appearance and behavior and let the ranger come to his own conclusions ("The wolf paces back and forth, eyes darting. It begins to snarl as you approach.").
 Table 30: Animal Attitudes
Attitude 	Description
Frightened 	Filled with panic and terror. Will flee at earliest opportunity.
Friendly 	Feels warm or conciliatory toward stranger. Will not attack. May nuzzle or lick stranger to express affection.
Indifferent	Bored or unimpressed. Oblivious to stranger.
Cautious 	Suspicious, guarded, nervous. Ready to defend itself if attacked.
Threatening	Openly belligerent. Growling, snapping, crouched to spring. Likely to attack if stranger doesn't withdraw.
Hostile 	Aggressive, violent, enraged. Will definitely attack if stranger doesn't withdraw; may pursue even if he does.
To determine if the ranger is able to modify the reaction of a wild animal, the animal must make a saving throw vs. rods (even though the ranger's animal empathy ability isn't magical). As shown on Table 31, the ranger's experience level imposes a penalty to the creature's roll.
 Table 31: Animal Empathy Modifier
Ranger Level	Modifier
1-3 	-1
4-6 	-2
7-9 	-3
10-12 	-4
13-15 	-5
16+ 	-6
If the animal fails its saving throw, the ranger has successfully modified its behavior. The attitude of the animal shifts one category, up or down, on Table 30 as decided by the ranger. If the animal was Indifferent, it now becomes either Cautious or Friendly, and behaves accordingly. This new reaction applies only to the ranger. An animal that the ranger changed from Threatening to Cautious may still behave in a Threatening manner to other members of the party, particularly if another character decides to interfere with the ranger's efforts or otherwise draws attention to himself. However, as long as the ranger stays near the animal and continues to soothe it, the animal's attention will remain focused on the ranger, and it will remain Cautious. After the ranger leaves the area, the animal's attitude remains altered for a short time (from a few minutes to an hour, as decided by the DM) before it reverts to its original disposition.
If the animal succeeds in its saving throw, it resists the ranger's efforts and its attitude remains unchanged. The ranger notices no significant difference in the animal's behavior. An Indifferent animal continues to ignore the ranger, a Hostile animal may suddenly charge him. The ranger can't make a second attempt to modify its behavior.
==Domestic Animals==
This group includes animals that have non-hostile dispositions and are routinely domesticated, such as horses and dogs. It also includes formerly wild animals, such as bears and monkeys, that have been tamed and now are comfortable around people.
Such animals are presumed to be Frightened, Friendly, Indifferent, or Cautious. Regardless of their initial disposition, when a ranger approaches and soothes them, they become Friendly. No saving throws are necessary; this change is automatic. It's also permanent, so long as the ranger stays in sight of the animal. If the ranger leaves the area, the animal reverts to its original disposition a short time later (within a few minutes to an hour).
The attitude change applies to the ranger only; an Indifferent dog feels Friendly to the ranger but remains oblivious to the ranger's companions. A Cautious horse is Friendly to the ranger and will carry him on its back, but bucks furiously if anyone else attempts to mount it.
Additionally, the ranger can ascertain the general qualities of any domestic animal he befriends. By observation alone, he could determine:
* Which puppy in a litter will become the best hunter and most loyal companion.
* Which horse at a sale is the healthiest, strongest, and fastest mount.
* Which sheep in a flock will produce the highest quality wool.
* Which sow in a sty will give birth to the largest broods.
The DM should provide any information of this type that the ranger wants to know, though he should refrain from answering specific questions. For instance, the ranger can determine which horse in a corral is the fastest, but he can't tell the horse's exact speed just by observing it.
A special case occurs if an animal has been attack-trained. This is most usual in the case of dogs, horses, and hunting birds such as falcons, but might apply to other animals, such as bears or leopards. These are treated as wild animals, and receive the saving throw vs. rods to resist the ranger's empathy as described above.