addestrare_animali
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| addestrare_animali [2026/03/09 18:24] – salimar | addestrare_animali [2026/03/10 18:07] (versione attuale) – [Insegnare un Comando] salimar | ||
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| ^TABELLA DEI COMANDI^^^ | ^TABELLA DEI COMANDI^^^ | ||
| ^Comando^CD^Descrizione^ | ^Comando^CD^Descrizione^ | ||
| - | | Annusa | 20 | L' | ||
| - | | Attacca | 20 | L' | ||
| | Cerca | 15 | L' | | Cerca | 15 | L' | ||
| - | | Difendi| 20 | L' | + | |Demolisci|15| L' |
| | Fermo | 15 | L' | | Fermo | 15 | L' | ||
| | Indietro | 15 | L' | | Indietro | 15 | L' | ||
| + | |Intimidisci|15| L' | ||
| | Intrattieni | 15 | L' | | Intrattieni | 15 | L' | ||
| - | | Lavoro | 15 | L' | + | | Lavora | 15 | L' |
| - | | Proteggi | 20| L' | + | |
| | Recupera | 15 | L' | | Recupera | 15 | L' | ||
| | Segui | 15 | L' | | Segui | 15 | L' | ||
| + | |Scappa|15| L' | ||
| + | |Sfuggi|15| Inciti l' | ||
| + | |Sotterra|15| Puoi istruire un animale a sotterrare un oggetto in suo possesso. Normalmente un animale cercare un luogo appartato dove nascondere l' | ||
| | Vieni | 15 | L' | | Vieni | 15 | L' | ||
| |Aiuta|20| L' | |Aiuta|20| L' | ||
| - | |Sfuggire|20| Inciti l' | + | | Annusa |
| - | |Sotterra|15| Puoi istruire un animale | + | | Attacca |
| - | + | |Caccia|20| L' | |
| - | Build Simple Structure (DC 25) | + | | Difendi| |
| - | The companion can build simple structures on command, limited by its natural abilities and inclinations. The companion is able to build only structures that creatures of its type would naturally build on their own, and this trick merely allows the handler to direct the companion on when and where to build such structures. For example, a spider could be commanded to spin a web between two trees, but it could not be made to create a hammock or a tent out of silk. Similarly, a beaver could be ordered to make a dam or lodge, an alligator a dome-shaped nest, and any burrowing creature a small tunnel or hole. In general, this process takes 10 minutes for each 5-foot square the structure occupies, but depending on the terrain and the type of structure, it might take as little as 1 minute or as much as 1 hour or more, at the GM’s discretion. Only companions that naturally build structures can learn this trick. Source: PZO1140 | + | |Fiancheggia|20| L' |
| - | + | |Guardia|20| Puoi ordinare all' | |
| - | + | | Proteggi | | |
| - | + | |Manovra|20| L' | |
| - | Calm (DC 10) | + | |Salva|20| L' |
| - | Source FGG:LLWS | + | |Sottometti|20| L' |
| - | + | |Costruisci|25| L' | |
| - | The bond between mount and rider is greater with the animal taught this trick. The animal meets its master’s eyes and they lock in; creating a calming effect. | + | |Nasconditi|25| L' |
| - | + | |Rilascia Veleno|25| L' | |
| - | Benefit: +2 bonus on an initial Will save against any fear effects. +4 on subsequent checks, if allowed. | + | |Trattieni Veleno|25| Puoi ordinare |
| - | + | ||
| - | Cocoon (DC 15) | + | |
| - | The companion can cocoon an object or a helpless or willing Huge or smaller | + | |
| - | + | ||
| - | Target Size Time to Cocoon | + | |
| - | Tiny or smaller 1 minute | + | |
| - | Small or Medium 10 minutes | + | |
| - | Large 1 hour | + | |
| - | Huge 4 hours | + | |
| - | + | ||
| - | Demolish (DC 15) | + | |
| - | The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable). Source: PZO1140 | + | |
| - | + | ||
| - | Detect (DC 25) | + | |
| - | The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, | + | |
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| - | Drive (DC 25) | + | |
| - | The animal attempts to drive away any enemy mount not bearing a rider or any non-magical | + | |
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| - | Protect (DC 20) | + | |
| - | The animal stands beside a designated target and readies an action to attack any non-ally that moves into a space adjacent to that of the target. Source: PCS:Q(2016) | + | |
| - | + | ||
| - | Quiet Watch (DC 20) | + | |
| - | The animal stands watch over an area as per the watch trick. If alerted to danger, it attempts to silently alert its master, such as by nosing her. If the animal’s master cannot be silently alerted, it raises an alarm as per the watch trick. Source: PCS: | + | |
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| - | Entertain (DC 25) | + | |
| - | The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can attempt | + | |
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| - | Exclusive (DC 20) | + | |
| - | The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer’s serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable. | + | |
| - | Feint (DC 20) | + | |
| - | The companion is trained to feint against opponents. A companion must know the attack trick before it can be taught the feint trick, and it performs feints only against targets it would normally attack. Source: PZO1140 | + | |
| - | + | ||
| - | Find Master (DC 15) | + | |
| - | The animal attempts to locate its master. If it has scent, it tracks her via scent as per the track trick. It does not move at a greater speed than the person who gave it the command, and it stops to wait if that person ceases to follow it. Source: PCS:Q(2016) | + | |
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| - | Flank (DC 20) | + | |
| - | You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, | + | |
| - | + | ||
| - | Flee (DC 20) | + | |
| - | The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any accompanying creatures, remaining hidden but within range of its sight or hearing. This trick is particularly useful for adventurers and thieves in that it allows the animal to evade capture, and then return later to help free its friends. Source: PZO1140 | + | |
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| - | Get Help (DC 20) | + | |
| - | With this trick, a trainer can designate a number of creatures up to the animal’s Intelligence score as “help.” When the command is given, the animal attempts to find one of those creatures and bring it back to the handler, even if that means journeying a long distance to the last place it encountered the target creature. Source: PZO1140 | + | |
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| - | Guide (DC 15) | + | |
| - | The companion can serve as a guide to a character that is blinded or otherwise unable to see. While serving as a guide, the companion remains adjacent to the guided creature at all times, readying an action each round to move when that creature moves. This allows the guided creature to automatically succeed at Acrobatics checks to move at more than half speed while blinded. Additionally, | + | |
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| - | Herd (DC 20) | + | |
| - | The animal herds any non-animalcompanion mounts not bearing | + | |
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| - | Hide Tracks (DC 25) | + | |
| - | Source LL:HotW | + | |
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| - | The precise gait and inner coyness of the mount come to the forefront to evade tracking. | + | |
| - | + | ||
| - | Benefit: Losing 5 feet per round of movement is the small payment to gain +5 to the DC of a party’s ability to track the mount. The mount leaves no dust cloud and it knows instinctively where to step to leave the smallest evidence of its passage. | + | |
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| - | Hunt (DC 20) | + | |
| - | This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes. Source: PZO1140 | + | |
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| - | Intimidate (DC 15) | + | |
| - | The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, | + | |
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| - | Maneuver (DC 20) | + | |
| - | The animal is trained to use a specific combat maneuver on command, even when it naturally wouldn’t do so (animals typically use combat maneuvers only when using a monster ability to make a free combat maneuver, since otherwise it would provoke an attack of opportunity). an animal must know the attack trick before it can be taught the maneuver trick, and it performs maneuvers only against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver. Source: PZO1140 | + | |
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| - | Mark Territory (DC 25) | + | |
| - | Whether by spraying musk, rubbing its back against trees and rocks, or simply howling loudly, the companion lets other nearby animals know that it has claimed an area. By spending 1 hour performing this trick, the companion can mark an area of up to half a square mile in this fashion. If it does so, after 24 hours, whenever there would be a random encounter within that area that involves a wild animal or other creature of Intelligence 2 or less (including vermin but not other mindless creatures, such as oozes and mindless undead), there is a 25% chance that the encounter doesn’t actually occur, as creatures might be warded off by the markings. The companion must renew any territorial markings at least once per week, or they lose their effectiveness. There is also a 10% chance per week that the markings attract the attention of a powerful predator, which actively seeks out the companion to challenge it (and its master) for the territory. Source: PZO1140 | + | |
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| - | Menace (DC 20) | + | |
| - | A menacing animal attempts to keep a creature you indicate from moving. It does its best to dissuade the target, but it attacks only if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming action). As soon as the target stops moving, the animal ceases attacking but it continues to menace. Source: PZO1140 | + | |
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| - | Milk Venom (DC 20) | + | |
| - | The companion can be coaxed into providing a single dose of venom on command. This process takes 10 minutes, and it requires a vial or similar container | + | |
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| - | Nest (DC 25) | + | |
| - | Source LL:HotW | + | |
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| - | The animal’s preservation instincts allow it to find a safer place to set up camp. Depending on how the GM determines a wandering monster attack, the nest might either make it more difficult for a monster to find the PCs or give a penalty to the level of monster that finds them. | + | |
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| - | Benefit: When checking for encounters overnight, apply a –1 on the chance of wandering monsters and/or –10% on the severity of the encounter roll. | + | |
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| - | Pose as Scenery (DC 20) | + | |
| - | The companion freezes | + | |
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| - | Preen (DC 15) | + | |
| - | Source LL:HotW | + | |
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| - | The mere presence of the horse plays on the onlookers’ sense of child-like wonder. | + | |
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| - | Benefit: When trying to procure a bed or stable for the night, the mount’s apparent attractiveness adds +5 to influence the outcome of the encounter. | + | |
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| - | Receive Spell (DC 25) | + | |
| - | The companion has been trained to be the recipient of a specific spell (chosen at the time the animal is taught the trick), allowing it to fully take advantage of the spell’s effects. The spell should be one that grants the companion an ability it might not normally be intelligent enough to make use of or one that it might not even realize it has (such as air walk ). The companion is able to recognize when it has been affected by this spell and can take full advantage of the spell’s effects. At the GM’s discretion, a companion can also be trained to receive certain nonspell effects, such as those granted by an elixir of fire breathing. The companion can be taught this trick multiple times; each time it learns this trick, it becomes trained to utilize a different spell effect. Source: PZO1140 | + | |
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| - | Rescue (DC 20) | + | |
| - | The companion has been trained to drag its handler or another creature that the handler designates out of danger and to a safe place in the event that the handler or creature is incapacitated. If a creature that the companion is defending is rendered helpless or is slain, the companion will carry, drag, or otherwise move that creature out of danger. If the companion knows the get help trick, it will attempt to bring the creature it is rescuing to one of the creatures designated as “help.” Otherwise, you can designate a single location in advance as a safe place, and the companion will attempt to bring the creature it is rescuing to that place. If it is unable to do either of these, the companion simply moves the creature to the nearest location of relative safety. A companion must have the deliver and guard tricks in order to learn this trick. Source: PZO1140 | + | |
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| - | Serve (DC 15) | + | |
| - | An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate. | + | |
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| - | Sneak (DC 15) | + | |
| - | The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy. | + | |
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| - | Speak (DC 25) | + | |
| - | The companion is able to communicate very simple concepts through barks, gestures, whistles, or similar actions. The companion’s vocabulary is extremely limited, generally restricted to “yes,” “no,” and counting up to three. The companion is also able to recognize and respond to up to two specific questions per point of Intelligence. The companion does not so much understand the words as recognize the sound of them, and it responds accordingly. This trick does not actually increase the companion’s capacity to understand concepts and ideas; it can be taught a way to communicate the concept of “food,” for example, but it won’t distinguish cooked food from raw food, and it might not even recognize as food anything that is not part of its own diet. A companion must have an Intelligence score of 2 or higher to learn this trick. Source: PZO1140 | + | |
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| - | Spin Silk (DC 20) | + | |
| - | The companion can create strands of delicate yet incredibly strong silk. Harvesting the silk takes 10 minutes, and it can be done once per day. This silk functions identically to a silk rope. The companion can produce a total number of feet of silk equal to 10 times its Constitution score per day, which can be divided as the handler chooses | + | |
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| - | Subdue (DC 15) | + | |
| - | The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as nonlethal attacks (taking the typical –4 penalty on attack rolls when using normally lethal attacks) until ordered to do otherwise. Source: PZO1140 | + | |
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| - | Take Root (DC 15) | + | |
| - | The companion extends its roots into the soil beneath it, anchoring itself in place and drawing water and nutrients from the soil. Taking root is a full-round action that provokes attacks of opportunity. While rooted, the companion cannot move, but it can otherwise act normally and gains a +4 bonus to CMD to resist bull rush, drag, overrun, reposition, and trip attempts. If the companion remains rooted for at least 1 hour, it absorbs enough water and nutrients to feed itself for a day. A separate command causes the companion to uproot itself as a full-round action. The companion can take root only in areas of soft soil. Only plant companions can learn this trick. Source: PZO1140 | + | |
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| - | Throw Rider (DC 15) | + | |
| - | The animal can attempt to fling a creature riding it to the ground. Treat this as a trip combat maneuver that applies to all creatures riding the animal, and that does not provoke attacks of opportunity. An animal that knows the throw rider and exclusive tricks can be instructed to attempt to automatically throw anyone other than its trainer who attempts to ride it. | + | |
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| - | Warm (DC 15) | + | |
| - | Source LL:HotW | + | |
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| - | The animal lies down beside the rider, sheltering them him the elements. | + | |
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| - | Benefit: When not moving, the rider gains a +2 bonus to resist cold effects from weather. The mount with this trick must be in an adjacent square. | + | |
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| - | Watch (DC 15) | + | |
| - | The animal can be commanded to keep watch over a particular area, such as a campsite, and to raise an alarm if it notices any dangerous or sizable creature entering the area. Source: PZO1140 | + | |
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| - | Withhold Venom (DC 20) | + | |
| - | The companion can be ordered to avoid injecting poison into creatures it strikes with whatever natural attack would normally deliver venom. As long as the companion has been ordered to withhold its venom, successful hits with that natural attack deal damage as normal and convey all other effects that they normally would, but they do not expose the target to the companion’s poison. Only companions with the poison special ability can learn this trick. Source: PZO1140 | + | |
| ===== Mungere Veleno ( Complessa ) ===== | ===== Mungere Veleno ( Complessa ) ===== | ||
| ---- | ---- | ||
| - | **Requisiti: | + | **Requisiti: |
| Un veleno può essere raccolto da una creatura vivente senza fargli del male, anche se il procedimento può essere pericoloso anche nel caso di creature addestrate. Per la maggior parte delle creature velenose, il procedimento richiede di avvolgere degli stracci intorno a un contenitore o una fiala e poi costringere la creatura a morderlo massaggiando le sue ghiandole velenifere, in modo che il veleno si raccolga nel contenitore. Estrarre 1 singola dose di veleno richiede 10 minuti di lavoro e in una giornata una creatura può erogare un numero massimo di dosi pari al suo modificatore di [[Prestanza]]. La creatura deve effettuare un tiro salvezza su Tempra contro la tua CD di Addestrare Animali. | Un veleno può essere raccolto da una creatura vivente senza fargli del male, anche se il procedimento può essere pericoloso anche nel caso di creature addestrate. Per la maggior parte delle creature velenose, il procedimento richiede di avvolgere degli stracci intorno a un contenitore o una fiala e poi costringere la creatura a morderlo massaggiando le sue ghiandole velenifere, in modo che il veleno si raccolga nel contenitore. Estrarre 1 singola dose di veleno richiede 10 minuti di lavoro e in una giornata una creatura può erogare un numero massimo di dosi pari al suo modificatore di [[Prestanza]]. La creatura deve effettuare un tiro salvezza su Tempra contro la tua CD di Addestrare Animali. | ||
addestrare_animali.1773080691.txt.gz · Ultima modifica: da salimar
