Animal Handling

**Animal Handling** is an intellect-based skill which represents a character's ease with animals and animal bonding. Characters with high animal handling will tend to have an easier time building relationships with animals and making themselves understood with them. However, not all animals are domesticatable, no matter how high a character's animal handling skill is.

Animal handling is frequently used in conjunction with **Riding** when mounts are involved.

## Befriending Animals

 Feral Domesticated Animal
 Wild Animal
 Difficult/Exotic Animal

Befriending an animal takes work, skill, and investment on behalf of the character, represented in three rolls taking place over an extended period of time. Each roll is an Animal Handling check and represents two hours spent with that specific animal attempting to earn its trust and friendship. Animal Handling rolls may not be attempted while a creature is hostile.

Some animals are more difficult to tame than others, represented by higher CL's on the table to the right. These CL's are set by the dungeon master. Some animals may be untamable.

Befriending rolls can be given +1 bonuses if the character brings food or treats which are appropriate to the animal's diet. +1 bonuses may also be given, at the DM's discretion, if the character possesses specific knowledge which is relevant to that animal.

Once the character has succeeded at 3 animal handling rolls with that animal, the animal has been befriended and is now your pet and, with a little training, will begin to respond to your commands.

### Food Preferences (Optional)

When an individual animal is first tasting a diet-appropriate food, you may roll a 1d20 luck roll. On a 15 or higher, you learn that specific animal really likes that specific food, and your subsequent animal handling checks involving that food receive a +2 instead of a +1. On a 5 or lower, the animal has an aversion to that specific food.

## Pets

Pets use NPC stat blocks, often the same stat blocks and stats they had as wild creatures. Sometimes, the DM might alter these stat blocks so they work better as pets. All pets use injury slots and begin with 2.

Pets move on their own turn, based on their Reflex. Initially, masters will need to roll Animal Handling against the animal's CL in order to give them commands. If the master fails to beat the CL, the DM decides what the pet does. Giving a pet orders does not require an action. These rolls can be assisted with food which is consistent with the pet's diet. This roll becomes easier and easier as your pet bonds with you. Once the pet becomes Dependable, this animal handling roll is no longer necessary.

If the master is not present, another individual who has befriended them must give them commands. If no such individual is present, the DM decides what the pet does.

Pets count as a party and crew member, and thought must be given to how they are to be transported and fed. Characters may only have one pet at a time.

## Bonding with and training your pet

Masters can spend 2 hours bonding with and training their pet per day. After 2 hours of bonding and training, the master may roll Animal Handling against the pet's CL. If successful, this raises the pet's bonding level by 1. All newly-befriended pets begin at Rebellious. There are 6 bonding levels:

 2
 3
 4
 5
 6

### Stats which can be increased

The following of the pet's stats can be increased with each bonding level:

* Defense
* Attack
* Grapple
* Perception
* Stealth
* Reflex (Up to 4)
* Athletics
* Intimidation (If unlocked)

### Pet special abilities

As master and pet grow closer, and the master trains the pet, the pet's true potential is unlocked. When the pet becomes Dependable, they unlock their first ability. When they become your Best Friend, they unlock their second ability.

* **Evasion** - [Passive] All attacks have disadvantage on the pet.
* **Multiattack** - [Passive] If they did not already, the pet attacks twice.
* **Intimidate** - [Action] The pet gains an intimidation stat (8) and may roll it against a target's Will. If successful, the target fixates on the pet and loses their action. May affect a number of targets equal to the pet's size multiplied together (i.e. 2x2, 4).
* **Resilience** - [Action] Shrug off all damage for 2 turns once per encounter.
* **Primal Roar** - [Action] All allies within 10 squares gain advantage on their rolls. All enemies gain disadvantage. Lasts 1 turn. Causes the creature to be Exhausted when the fight ends. May be used once per day.
* **Charge** - [Action] Works exactly like the player's Charge. May be used once per encounter.
* **Dash** - [Action] Works like Mad Dash. May be used once per encounter.

### Companion traits

As master and pet bond, you will learn more about the pet's personality. When first befriending the animal, roll once on the Companion Trait table. When your pet becomes Dependable, you may roll once more. You will roll a final time when your pet becomes your Best Friend:

## Finding pets to befriend

If you are interested in taming pets, let your dungeon master know! You will be able to discuss with your DM what animals may be appropriate in the location your character finds themselves in. The DM might have extra stipulations, mechanics, or risks associated with taming their animals which you would need to discuss.

On Aoshtai, there are no restrictions on location-specific pets, though these pets cannot leave the planet which they originated from. All pets which are expected to leave a location must be approved by Etzan.