Old World» Handle Animal

Contents

(Cha; Trained Only)

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

Check

The DC depends on what you are trying to do. See the description of each use of the skill, below, for specific task DCs.

Handle an animal (DC 10)

This task involves commanding an animal to perform a task or trick that it knows. For instance, to command a trained attack dog to attack a foe requires a DC 10 Handle Animal check. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Handling an animal is a move action. (A druid or ranger can handle her animal companion as a free action.) If you have multiple animals who have been trained in the same way, you can issue the same command to all of them with a single action. (For instance, you can order five identically trained attack dogs to attack an enemy, or a clearly identifiable group of enemies, with a single command.)

“Push” an animal (DC 25)

To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing (and for which it meets the requirements). (If the animal has been trained for a purpose, and the trick you are trying to get it to perform is not associated with that purpose, then the check DC to push the animal to perform that trick increases by 5.)

This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles (see Wilderness Exploration & Travel). If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

Pushing an animal is a full-round action. (A druid or ranger can push her animal companion as a move action.)

Teach an animal a trick

You can teach an animal a specific trick with two weeks of work and a successful Handle Animal check against the indicated DC. The animal must meet all prerequisites listed for the trick it’s to be taught. An animal with an Intelligence score of 1 (such as a snake or a shark) can learn a maximum of three tricks, while an animal with an Intelligence score of 2 (such as a dog or a horse) can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, those listed below.

Ambush (DC 15)

(Animal must know “attack” trick.)

The animal hides in the nearest suitable location, using the Stealth skill to the best of its ability. It then stays in one place and attacks the first creature to come close enough for the animal to attack after a single move, unless it has been previously trained to recognize the creature as a friend.

The animal will attack only those kinds of creatures it has been trained to attack and that it recognizes as foes. The animal will not attack creatures that are familiar to it (such as members of its owner’s party) or harmless creatures that it would not otherwise attack (such as birds or squirrels).

Advanced ambush (DC 20)

(Animal must know “attack” trick, and have an Intelligence of 2.)

This trick is the same as the “ambush” trick, except that it offers the following additional options.

You can specify a kind of creature to attack each time you command an animal to perform the ambush trick. Doing this requires a DC 20 Handle Animal check, and you must convey your desire to the animal somehow. If the animal has the scent ability, you can supply the animal with the scent (for example, from a piece of discarded clothing or equipment). You also can show the animal the kind of creature you want ambushed (by pointing to the creature in the distance or showing the animal a captive creature). A speak with animals spell can be handy for designating a kind of creature to ambush.

You can also specify a location for the ambush. Doing this also requires a DC 20 Handle Animal check. The animal must be able to see the place you designate when you give the ambush command. It will then move toward that location, and hide when it gets there.

Armor (DC 20)

The animal is willing to accept the burden of armor. This trick grants the animal proficiency with all forms of armor that are made specially for creatures of its kind.

Without this trick, an animal is considered to be non-proficient with all armors, and must be pushed (see “Push” an animal) in order for it to allow armor to be placed upon it, as well as to make it perform any other tricks while wearing armor.

Assist attack (DC 20)

(Animal must know “attack” trick.)

The animal aids your attack or that of another creature as a standard action. You must designate both the recipient of the aid and a specific opponent. The animal uses the aid another combat action, attempting to grant a bonus on the recipient’s next attack roll against the designated opponent. It also flanks the designated opponent, if it can do without provoking an attack of opportunity.

Assist defend (DC 20)

(Animal must know “defend” trick.)

The animal aids your defense or that of another creature as a standard action. You must designate both the recipient of the aid and a specific opponent. The animal uses the aid another combat action, attempting to grant a bonus on the recipient’s AC against the designated opponent’s next attack.

Assist track (DC 20)

(Animal must know “track” trick, have at least 1 rank in Survival, and have the scent ability.)

The animal aids your attempt to track. The animal must be present as you attempt a Survival check to track another creature; if the animal succeeds on a DC 10 Survival check, you gain a +2 circumstance bonus on your Survival check made to track.

Attack (DC 20)

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.

Avoid (DC 15)

The animal stays away from a specified creature. You must specify the creature to be avoided. Until given another order, the animal will not approach the creature; if the creature approaches, the animal will attempt to move away. If the creature attacks, the animal will defend itself.

Bomb (DC 20)

(Raptors only. Animal must know “deliver” trick.)

The animal flies above the creature you point at and drops a held object upon it. This requires a successful ranged touch attack, with a −4 penalty. While the animal carries the object, it cannot make talon attacks. This trick is usually used to drop alchemist’s fire, stink bombs, and similar grenade-like weapons on enemy camps.

Bull rush (DC 15)

(Animal must know “attack” trick.)

The animal attempts to bull rush a designated creature. The animal will bull rush only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “attack” trick.

Unless the animal has the Improved Bull Rush feat (or a similar ability), bull rushing an enemy provokes an attack of opportunity, as normal.

Calm (DC 20)

This trick lets an animal deal with unusual environments, such as dungeons. It becomes willing to move through or rest quietly in darkness, to skirt ledges around pits, and to climb up slanted passages and staircases. When the situation requires it, the animal even allows itself to be harnessed for travel over vertical surfaces.

Without this trick, an animal refuses to enter an unusual environment unless “pushed” (see “Push” an animal), must be “pushed” when encountering any unusual terrain or environmental feature, and otherwise may panic or behave unpredictably when traveling through an environment that is very different from what it is used to.

Circle (DC 20)

(Animal must know “guard” trick.)

The animal keeps a specified person or creature in a confined area by circling around it. If the target attempts to leave the circle, the animal attacks until the target re-enters the circle’s boundaries.

Come (DC 15)

The animal comes to you, even if it normally would not do so (following you onto a boat, for example).

Defend (DC 20)

The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Deliver (DC 20)

The animal approaches a specified creature and drops an object within easy reach on the ground. You must give the animal the object it is to convey, and you must point out the creature to deliver the object to. If carrying this object interferes with the way the animal normally makes attacks (i.e., in a dog’s mouth or a falcon’s talons), it must drop the object in order to attack.

Disarm (DC 20)

(Animal must know “attack” trick.)

The animal attempts to disarm a designated creature. The animal will disarm only those kinds of creatures it has been trained to attack. You designate some item the subject holds or carries, and the animal will try to seize that item. If given no other instructions, the animal attempts to make the subject drop any weapon it holds. This trick otherwise works just like the “attack” trick.

If the animal uses a bite attack (or some other natural weapon that allows it to grasp an object), it winds up holding the target item in its mouth (or grasp) after a successful disarm.

Unless the animal has the Improved Disarm feat (or a similar ability), attemping to disarm an enemy provokes an attack of opportunity, as normal.

Down (DC 15)

The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Drag (DC 15)

(Animal must know “attack” trick.)

The animal attempts to drag a designated creature. This uses the rules for the drag combat maneuver. The animal will drag only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “attack” trick.

Unless the animal has the Improved Drag feat (or a similar ability), attempting to drag an enemy provokes an attack of opportunity, as normal.

Fetch (DC 15)

The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Find (DC 25)

(Animal must know “seek” and “track” tricks and have the scent ability.)

The animal finds a specific person it knows. This trick is often used to transport messages or small items strapped to the animal between allies. An animal can know one person other than its owner per point of Intelligence. (An animal automatically knows its owner.)

Flush out (DC 20)

(Animal must have an Intelligence of 2.)

The animal moves into an area and, if it encounters any creatures, it makes noise and feints attacks toward the creature in an attempt to drive it to you. If the animal makes the creature move, there is a 50% chance that the quarry moves directly toward you. Otherwise, the quarry veers to your left or right (equal chance for each).

Grab (DC 20)

(Animal must know “attack” trick.)

The animal initiates a grapple attack and attempts to hold a designated enemy in its arms, claws, or teeth. The animal will grapple only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “attack” trick.

Alternatively, you may command the animal to pin the designated enemy.

An animal with the improved grab ability uses that in the attempt; otherwise, the attack provokes an attack of opportunity unless the animal has the Improved Grapple feat.

Note that an animal with the constrict ability will use it when ordered to hold an enemy; training such an animal to hold an enemy without constricting it count as two tricks.

Guard (DC 20)

The animal stays in place and prevents others from approaching.

Harass (DC 20)

(Animal must know “attack” trick.)

The animal attempts to distract or hinder a designated creature. This uses the rules for the dirty trick combat maneuver. Depending on the animal, it might try to run around underfoot, flap in an enemy’s face, grab at the enemy’s clothes, etc. The animal will attempt to harass only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “attack” trick.

Unless the animal has the Improved Dirty Trick feat (or a similar ability), attempting to harass an enemy provokes an attack of opportunity, as normal.

Heel (DC 15)

The animal follows you closely, even to places where it normally wouldn’t go.

Home (DC 20)

The animal returns to to the location where it was trained to perform this trick, traveling overland as required.

Hunt (DC 15)

(Animal must have at least 1 rank in Survival.)

The animal attempts to hunt and forage for food for you using its Survival skill. While an animal automatically knows how to hunt and forage for its own needs, this trick causes it to return with food rather than simply eating its fill of what it finds.

Mark (DC 20)

(Animal must have an Intelligence of 2.)

The animal moves toward a creature you designate and endeavors to stay near the creature no matter what it does or how it moves. The animal generally stays within 10 feet of the creature but keeps out of its reach. While performing this trick, the creature makes noise to help mark the foe’s location.

If the animal also knows the “seek” trick, you can designate an area or direction for the animal to seek out foes that are attacking you. To identify a foe, the animal must see the creature attack you or use a spell or other magical effect with a visible manifestation in your direction. Otherwise the animal marks the first creature it encounters.

Overrun (DC 15)

(Animal must know “attack” trick.)

The animal attempts to overrun a designated creature. The animal will overrun only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “attack” trick.

If the animal has the trample special ability, it uses that ability against the creature if the creature is small enough to be affected. Otherwise, the overrun attempt provokes an attack of opportunity unless the animal has the Improved Overrun feat.

Perform (DC 15)

The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Recover (DC 20)

(Animal must have an Intelligence of 2.)

The animal pulls an indicated unconscious, paralyzed, or otherwise unmoving person toward an area it perceives as safe (or at least safer than where the person currently is).

Seek (DC 15)

The animal moves into an area and looks around for anything that is obviously alive or animate. What the animal does when it finds something depends on the purpose that the animal is trained for—a hunting animal attacks, a rescue animal tries to recover a person in trouble or else alerts its owner, etc. When this trick is used in combination with another trick, such as “find” or “mark”, refer to the other trick for details on what the animal does when it finds its target.

Silence (DC 10)

The animal does not bark or make any other involuntary sound unless you specifically command otherwise.

Special ability (DC 20)

If a creature has a special ability (such as a breath weapon), it can be trained to use only that ability until commanded to stop. If the ability is not usable every round, then the creature retreats to safety or repositions itself during the rounds when it cannot use the ability. If the special ability is one which may be activated and deactivated (such as a gaze attack), then this trick may be used to command the animal to activate or deactivate the ability.

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.

Stalk (DC 20)

(Animal must know “attack” trick.)

The animal follows a designated target, doing its best to remain undetected (using its Stealth skill to the best of its ability), until the target is wounded or resting, and then attacks.

Steal (DC 20)

(Animal must know “fetch” trick.)

In this variation on the fetch command, the animal grabs an object in the possession of a target creature, wrests it away, and brings it to you. If multiple objects are available, you must point out a specific object; otherwise, the animal attempts to steal a random one. The animal will try to grab an item from only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “fetch” trick.

This trick follows the rules for the steal combat maneuver. Unless the animal has the Improved Steal feat (or a similar ability), attemping to grab an object from an enemy provokes an attack of opportunity, as normal.

Subdue (DC 20)

(Animal must know “attack” trick.)

The animal attacks a designated target creature to deal nonlethal damage, taking a −4 penalty on its attack roll. The animal stops its attack when the target creature lapses into unconsciousness.

Throw (DC 25)

The animal throws an item it’s holding in its hand, mouth, claws, or any other appendage capable of manipulating an item. In order to throw the item, the appendage must also be a natural weapon. All items thrown by an animal have a range increment of 5 feet (except for those thrown by apes, monkeys, and similar creatures, which can throw items at a range increment of 10 feet). Animals can throw items at a specific creature or square with a −4 penalty (otherwise, the animal merely throws the item in a designated direction). Items that miss deviate as per the splash weapon miss rules.

This trick does not make an animal proficient in the use of any weapons, and animals cannot effectively use thrown weapons, although this trick does allow them to use thrown items (such as acid or holy water) with the noted penalty.

Track (DC 20)

(Animal must have the scent ability.)

The animal tracks the scent presented to it.

Trip (DC 20)

(Animal must know “attack” trick.)

The animal attempts to trip a designated creature. The animal will attempt to trip only those kinds of creatures it has been trained to attack. This trick otherwise works just like the “attack” trick.

Unless the animal has the Improved Trip feat (or a similar ability), attempting to trip an enemy provokes an attack of opportunity, as normal.

Use magical ability (DC 20 or 25)

The animal uses an ability granted to it by a spell effect, a magic item, or some other supernatural power. Teaching an animal to use one such ability counts as one trick. The animal may be taught this trick multiple times, selecting a different ability each time.

If the ability is a straightforward variation on something that the animal can do naturally (such as walking on air, via the the air walk spell), the Handle Animal check DC to teach this trick is 20. If the ability is entirely novel to the animal (such as flight granted by the fly spell, if the animal does not naturally have flight capability), then the DC is 25. (Some abilities granted by magic may be entirely outside an animal’s capacity to learn to use; the DM has the final say on which abilities it is possible to teach an animal to use.)

Without this trick, an animal that is granted a new ability via magic or similar is not able to use that ability effectively, and may panic or behave unpredictably in response to the unusual sensations or circumstances due to having the strange ability.

Work (DC 15)

The animal pulls or pushes a medium or heavy load.

Warn (DC 20)

(Animal must know “guard” trick.)

The animal reacts to new creatures coming near, even without any command being given, regardless of whether the animal sees the newcomer, or hears it, or detects the creature with scent, etc. The exact warning sound given (hiss, growl, squawk, bark) varies depending on animal type and the training; this sound is chosen at the time of training and cannot be changed. If the newcomer does not stop after this warning, the animal attacks. As part of the training, the animal can be trained to ignore specific creatures (such as the trainer’s allies).

Train an animal for a purpose

You can train it for a general purpose, such as guarding or heavy labor. Training an animal for a general purpose causes it to learn all the tricks which are included in that purpose. The animal must meet all prerequisites listed for the purpose it’s to be trained for.

An animal can be trained for only one general purpose. Training an animal for a general purpose counts as one or more tricks toward the limit of tricks that the animal can be taught. An animal trained for a general purpose cam learn additional tricks (assuming that it has not yet reached its limit of tricks known), but it can only learn those tricks which are associated with that purpose. (Each of the general purposes described below lists which tricks are associated with it.) Addtionally, the following tricks may be taught to an animal regardless of which general purpose it has been trained for: “come”, “calm”, “silence”, “stay”, “special ability”, “use magical ability”.

At your DM’s option, you may be able to train an animal for a purpose that isn’t mentioned here.

Adventuring pack animal (DC 20)

An animal trained as an adventuring pack animal doesn’t panic in combat, but it stays away from fighting to the best of its ability. It stays within sight of its handler unless caused to flee by extraordinary means (such as a magical fear effect). Once the battle is over, the animal attempts to regroup with its handler.

An animal trained as an adventuring pack animal knows the “come”, “heel”, “stay”, and “work” tricks. Training an animal as an adventuring pack animal takes four weeks, and counts as two tricks.

An animal trained as an adventuring pack animal may be taught the following additional tricks: “avoid”, “drag”, “fetch”, “home”.

Combat riding (DC 20)

An animal trained to bear a rider into combat knows the tricks “attack”, “come”, “down”, and “heel”. Training an animal for combat riding takes four weeks, and counts as two tricks.

You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three 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 associated tricks it once knew.

Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.

An animal trained for combat riding may be taught the following additional tricks: “armor”, “assist defend”, “defend”, “guard”, “home”, “overrun”, “recover”.

Fighting (DC 20)

An animal trained to engage in combat knows the tricks “attack”, “down”, and “stay”. Training an animal for fighting takes three weeks, and counts as one trick.

An animal trained for fighting may be taught the following additional tricks: “armor”, “assist attack”, “bull rush”, “defend”, “disarm”, “grab”, “harass”, “heel”, “overrun”, “subdue”, “trip”.

Guarding (DC 20)

An animal trained to guard knows the tricks “attack”, “defend”, “down”, and “guard”. Training an animal for guarding takes four weeks, and counts as two tricks.

An animal trained for guarding may be taught the following additional tricks: “assist defend”, “circle”, “subdue”, “trip”, “warn”.

Heavy labor (DC 15)

An animal trained for heavy labor knows the tricks “come” and “work”. Training an animal for heavy labor takes two weeks, and counts as one trick.

Herding (DC 20)

The animal knows how to drive groups of other animals from place to place and how to keep individuals from wandering away from the herd. It knows the tricks “come”, “down”, “guard”, “heel”, “mark”, and “seek”. Training a herding animal takes six weeks and counts as three tricks.

An animal trained for herding may be taught the following additional tricks: “circle”, “drag”, “grab”, “harass”, “home”, “warn”.

Hunting (DC 20)

(Animal must have an Intelligence of 2, and have the scent ability.)

An animal trained for hunting knows the tricks “attack”, “down”, “fetch”, “heel”, “seek”, and “track”. Training an animal for hunting takes six weeks, and counts as three tricks.

An animal trained for hunting may be taught the following additional tricks: “advanced ambush”, “assist attack”, “drag”, “flush out”, “grab”, “harass”, “hunt”, “mark”, “stalk”.

Performance (DC 15)

(Animal must have an Intelligence of 2.)

An animal trained for performance knows the tricks “come”, “fetch”, “heel”, “perform”, and “stay”. Training an animal for performance takes five weeks, and counts as three tricks.

An animal trained for performance may be taught the following additional tricks: “deliver”, “find”, “throw”.

Rescue (DC 15)

The animal knows how to find and retrieve hurt or incapacitated creatures. It knows the tricks “fetch”, “mark”, “seek”, and “track”. Training a rescue animal takes four weeks and counts as two tricks.

An animal trained for rescue may be taught the following additional tricks: “drag”, “find”, “heel”, “recover”, “work”.

Riding (DC 15)

An animal trained to bear a rider knows the tricks “come”, “heel”, and “stay”. Training an animal for riding takes three weeks, and counts as one trick.

An animal trained for riding may be taught the following additional tricks: “home”, “recover”.

Thievery (DC 20)

(Animal must have an Intelligence of 2.)

An animal trained for thievery knows the tricks “fetch”, “seek”, “steal”, and “work”. Training an animal for thievery takes four weeks, and counts as two tricks.

An animal trained for thievery may be taught the following additional tricks: “deliver”, “heel”, “home”.

Rear a wild animal (DC 15 + animal’s HD)

To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A domesticated creature is docile around strangers and does not attack unless provoked.

A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.

Teach feat (DC 25)

When rearing a wild animal, after successfully making the Handle Animal check part-way through the animal’s maturation process, the handler can train the animal so as to cause it to take different feats than a creature of its kind would normally take.

Not all of the animal’s feats may be replaced in this way (some feats represent innate capabilities). If statistics are available for an immature or juvenile version of the creature, then the feats that the juvenile creature has cannot be switched out, but all other feats may be. Otherwise, the DM determines which of the maturing creature’s feats may be chosen by the handler.

You make one check for each feat you want to choose for the creature. Success means that when the creature has matured (i.e., when the rearing process is complete), it will have that feat, in place of a specified one of the feats that it would normally gain. Failure means that it gains the same feat that a creature of its kind would normally gain.

Training a creature in this way is part of the rearing process, and takes no additional time. For the same reason, retries are not possible.

Not all feats are available to all creatures. (For example, a giant snake may not take Martial Weapon Proficiency.) The DM has the final say on which feats may be taken by any given creature.

Teach class skill (DC 25)

When rearing a wild animal, after successfully making the Handle Animal check part-way through the animal’s maturation process, the handler can teach the animal a new skill that comes naturally to it.

Training an animal in this way does not grant it any additional skill points, so the trainer must select one or more of the skills that the animal would normally learn (i.e., one of the skills possessed by a normal creature of its kind) from which to re-assign skill points.

You make one check for each skill that you want to teach the creature. Success means that when the creature has matured (i.e., when the rearing process is complete), it will have that skill, at the chosen number of skill ranks. Failure means that the creature’s skill rank assignment is as normal for a creature of its kind.

Training a creature in this way is part of the rearing process, and takes no additional time. For the same reason, retries are not possible.

The skills that may be taught in this way are Acrobatics, Climb, Fly, Perception, Stealth, and Swim. Note that not every creature may be physically suited to learning any given skill (for example, a non-flying creature usually cannot take ranks in the Fly skill, unless it is somehow granted flight capability, such as by magic; see the “use magical ability” trick description). The DM has the final say on which skills are available to any given creature.

Teach non-class skill (DC 30)

When rearing a wild animal, after successfully making the Handle Animal check part-way through the animal’s maturation process, the handler can teach the animal a new skill that does not come naturally to it.

This is the same as teaching an animal a class skill, but more difficult. The skills that may be taught in this way are Bluff, Escape Artist, and Survival. The same considerations apply as when teaching an animal a class skill; see the “teach class skill” action description for details.

Action

Handling an animal is a move action, while pushing an animal is a full-round action. (A druid or ranger can handle her animal companion as a free action or push it as a move action.)

Teaching an animal a trick takes two weeks of work. Training an animal for a purpose takes two months. You must spend half this time (at the rate of 3 hours per day per animal being taught, or 2 hours per day per animal if you are working with several of the same kind of animal, and teaching or training them in the same way) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach or train the animal automatically fails.

If you fail to teach an animal a trick, or to train it for a purpose, you can try again; however, the DC increases by 1 for every failed attempt (for the same trick or purpose).

Rearing a wild animal takes as much time as the animal’s maturation period, which can vary greatly between species. As with training, you must spend 3 hours per day per animal being reared, or 2 hours per day per animal if you are rearing several of the same kind of animal. You make the Handle Animal check approximately midway through the animal’s maturation period (or, in some cases, at some appropriate key point in the process, as determined by your DM). If the check succeeds, you must continue to work with the animal for the remainder of its maturation period, to successfully rear the animal. Any interruption in the process may increase the DC of the check, or cause the attempt to fail entirely, as determined by the DM.

You cannot try again to rear a wild animal; failure means that the animal remains un-domesticated (although it generally still remains friendly toward you).

Special

The DCs given above for teaching an animal tricks, or training it for a general purpose, assume that the animal is domesticated (see Rear a wild animal). It is possible to teach or train wild animals; however, the DC is increased by 5 + the creature’s Hit Dice.

You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

(These DC increases stack. For example, teaching a wild ankheg to fetch would have a DC of 15, plus 5 [because the ankheg is a magical beast, not an animal], plus 5 + 3 [because the ankheg is wild, not domesticated, and it has 3 HD], for a total of 28.)

A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion. In addition, a druid’s or ranger’s animal companion knows one or more bonus tricks, which don’t count against the normal limit on tricks known and don’t require any training time or Handle Animal checks to teach.

If you have the Animal Affinity feat, you get a bonus on Handle Animal checks.

Untrained

If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can’t teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle and push her animal companion, but she can’t teach, rear, or train other nondomestic animals.