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Title: Animal Tricks
Description: Welcome to Ace's Circus


Master Ace - November 10, 2007 12:57 AM (GMT)
I know I've put well too much on the plate for the admin too look over, but I couldn't help myself. This didn't go in my miscellaneous suggestions because it's a bit longish and is not a change to something already existing or a new pet. This idea is actually fairly innovative, though similar to weapon enchantments. It's Animal Tricks and all tricks are non-magical in nature. I think I put the system together fairly well. It does however make the domesticated attack dog quite useless and in need of removal. All comments and error notices are welcome. ^_^



Animal Tricks

Animal tricks are tricks that you can teach your pets. They extend beyond the normal things pets are taught such as to come, attack, and go 'home', and focus more on unusual tasks. In order to purchase tricks you to have the Handle animal skill at least adept level, as you are the one training your pet. Tricks are purchased for one pet at a time, though you can have several pets with several tricks. There is no limit to how many tricks a pet can have, though there are restrictions on certain tricks. Some Tricks are also instinctive to some creatures as noted after the tricks description. Each Trick cost 50 gold.

Pets fall into six categories as noted below. This well be updated as new creatures fall into the more unusual categories. Restrictions to tricks are based on what category the creature falls under.
Predatory: Carnivorous, or omnivorous creatures that normally hunt for their food. No Equine are predatory.
Equine: Horse-like creatures (All Creatures from the Stables.). All Equine are not predatory creatures.
Flying: Any creature gifted with flight.
Small: This is for small creatures that are small and have weak attacks due to their size. Some of these creatures may not even attack normally on their own unless in self-defense. This includes creatures in Taint’s pet shop (with the exception of large snakes), Faerie Dragons, Pixies, Starpatches, Angelic bunnies, Demonic bunnies, Furfurs, Living Goo, Wisps, and Fae Horses.
No attack: This is for a small class of small creatures that lack an effective attack. This includes Wisps (which are not tangible), and Living Goo (no form of attacking). These creatures can not learn tricks requiring the attack trick. Wisps, unlike Living Goo can be trained to use illusions for certain tricks, like flush out and harass.
Sloth-bears: Sloth-bears have no interest in learning any tricks and can not be taught any tricks.



Tricks:
Offensive Tricks
Attack-(non-Predatory creatures) Trains the creature to effectively use its bite, claws, talons, or hooves to attack offensively as well as for defensive purposes. This trick is required to learn any other offensive tricks. [All Predatory Creatures are treated as having this trick instinctively]
Ambush-Your creature is trained to hide in one place and attack whatever comes by.
Pin-(non-small and non-equine) Your creature is trained to attempt to pin the target down. The creature needs to be at least large as the target in order to pin it down. [All Snakes are treated as having this trick instinctively]
Overrun- (large creatures) Your creature is trained to attempt to trample smaller creatures with charges. Most often taught to steeds and dragons.
Coordinated strike- Your creature becomes good at coordinating attacks with you or another creature with coordinated strike to make attacks more likely to hit and be more harmful.
Subdue- Your creature is trained to attack a target in a way that it can safely be recovered alive. The creature attacks target, but does not try to strike vitals or try to kill the target.
Scent fighting- Your creature is trained to use scent to fight invisible or concealed foes. [All Umbra know this trick instinctively]
Disarm- Your creature it trained in how to disarm opponents.
Arcane Harrier- Your creature is trained to know when a foe is casting a spell. Whenever the creature notices it immediately attacks if the creature is nearby. The attack may cause the caster to mess up the spell if concentration is lost from the attack. In such cases the spell may simply fizzle with no effect or backfire on the caster. Casters using the quicken spell feat can cast their spells before an attack would come, and those with combat casting would be better at defending themselves while casting. Casters using the Still Spell and Silent spell feats might not be noticed by the creature.
Favored Prey- (Predatory) Your creature is trained well in hunting and killing one particular sort of living prey. The creature knows where the vitals are and the best ways to attack the creature. Dragons can not be chosen as prey. Humanoid races and beasts smaller than the creature can be chosen.

Other Battle Tricks
Stalk- Your creature is trained to stealthily follow a given target. The creature can additionally be instructed to give out calls for you to be able to follow, or attack the target when the target is alone. If the creature is attacked by the target it will try to fight off the target. If it is attacked by another creature while stalking it will try to escape back to you. [All felines know this trick instinctively]
Harass- Your creature learns to make a target less effective in battle by growling and threatening the target. Larger and more fearsome creatures are much more effective with this trick than smaller and cuter creatures.
Flush out- Your creature learns to attempt to drive quarry in your direction with feint attacks.
Circle-Your creature is trained to circle around a target and force the target into a confided area. [All wolves know this trick instinctively]
Pester- (small) Your creature is trained to run on and around a target and distract it, without putting itself at too much risk. Smaller and quicker creatures are much better at this skill.
Bomb- (Flying) Your creature is trained to drop certain items or smaller creatures on those designated as foes.
Barding- Your creature is trained to use barding effectively and not be overly discomforted in the barding.
Note: Barding is still under construction, but will be posted up soon after I am satisfied with the Armor.



Aiding Tricks
Seek- Your creature is trained to seek out designated targets or items.
Deliver-Your creature is trained to deliver items to designated people at designated locations.
Rescue- Your creature is trained to know when people are in danger and attempts to save and move them to a safe area unless they are designated as foes.
Aerial Rescue- (flying) Your creature is trained in being able to catch things falling in the air that it could normally pick up or carry. Flying mounts are often taught this trick to save the rider in dire situations.
Identify Scent- Your creature learns to identify one particular scent. This can be the scent of a certain sort of creature, race, or item. The Trick can be taught several times, each time the creature learns to identify a new scent
Steal- The creature is trained to stealthfuly take specified items from a target and return them to you.

Special Tricks
Perform- Your creature learns to perform an unusual task which can be amusing and entertaining (such as walking on hind legs, or balancing a ball). Some strange performances may even baffle enemies enough to distract them from other things going on. This trick can be taken multiple times with a new unusual task is learned. [Starpatches are trained in all forms of Perform and do not need to learn this trick.]
Special movement-Your creature is accustomed to using strange modes travel granted by magic (such as the spell Fly) and other special abilities.
Wisdom-Makes your creature have human intelligence. This trick requires you to have the spell Awaken. [All Dragons (except Wyverns), and pixies are treated as having this.]
Courage-Trains your creature to be courageous and is fairly resistant to fear causing effects both magical and non-magical. This is only when the creature is within 20 feet of you. The effect is stronger the closer you are to the creature and if you can be seen.

Familiar Tricks
Familiar- Allows your creature to become your familiar and have access to familiar tricks. This trick requires the trick Wisdom. All familiars gained from feats are counted as having this feat.
Empathic Link- You and your familiar share emotions with each other.
Shared Hearing- You or your familiar can focus and hear what the other is hearing, though one's own hearing is lost while listening.
Shared Sight- You or your familiar can focus and see what the other is seeing, though one's own sight is lost while watching.
Shared Senses- You or your familiar can focus and experience all of the other's sense, though one's own senses are lost for the duration. This trick requires the tricks Shared sight and Shared Hearing.
Telepathic Link- You and your familiar share thoughts with each other. This trick requires the trick Empathic Link and the spell Telepathic Bond.
Shared Skill- Your familiar can use one of your skills as if it had it at the novice level. Skill must be noted. This may be taken multiple times which a different skill used each time.
Improved Shared Skill- Your familiar can use one of your skills as if it had it at one level below yours. Skill must be noted. This may be taken multiple times which a different skill used each time. This requires having the shared skill trick for the given skill.
Magic Channel- Spells effecting you may also effect your familiar if you are within 15 feet of each other and if you choose to allow the spell to do so.

Ornell - December 17, 2007 10:22 PM (GMT)
^_^ I like these, but how would barding fit in into this?

Rith - December 17, 2007 10:35 PM (GMT)
Simple, make a new trick for using barding, as most creatures will not at first like the unusal barding and then add barding to the animal accessories shop. Barding could vary in material and would be a custom fit job so it may also vary in price and options based on the creatures size as well. Horses might even get their oown standard sets of barding.

Zorgn - December 18, 2007 03:04 AM (GMT)
I vote for this, even though it looks like my gold will be spoken for for the next year or two. Just make sure there's some armor in there somewhere, different types, weights, strengths, possibility of enchanted pet armor...


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