Rules
Enchanted Realms Rulebook
Basic Game Rules
The Skills System
Animal Skills
Animal Skills
† Has Prerequisite
Skill | Cost | Note | ||
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Animal Breeding | 250 | Husbandry | ||
Animal Companionship † | 400 | Perception | ||
Kindred Animal | 600 | Animal Affinity | ||
Kindred Animal II | 800 | Animal Bonding | ||
Animal Training | 300 | Domestication | ||
Falconry | 250 | Advantage on Saves | ||
War Training | 400 | Military Animal | ||
Farrier | 150 | Horseshoes | ||
Skinning | 200 | Remove Hides | ||
Taxidermy | 250 | Remove Hides |
Animal Breeding | No Skill Requirement | Judgment 8+ | ||||||||||
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Unskilled: No benefit | ||||||||||||
Karma Attainment:3 Days in animal habitat |
Animal Companionship | Survival | Muse 11+ |
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This skill allows a person to sense the presence of animals within 60 feet and discern their temperament. If an animal is hiding or otherwise acting in a way that would require an Awareness check, then someone with this skill would gain +5 on that roll. If the animal is not frightened, threatened or hostile in any way, then an empathetic connection can be created with the animal, provided the animal’s Spirit score is no higher than 5. The animal is allowed a Will save against TM:13+ the skill owner’s Will modifier. Should the animal fail, it is considered charmed for up to the next 10 minutes. In this time period, a simple favor can be requested, such as “show me which way the man in black went” or “bring me the coin from that ledge.” | ||
Unskilled: No benefit | ||
Karma Attainment: 1 Day spent with docile animals in a natural setting |
Animal Training | No Skill Requirement | Will 8+ |
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This skill permits one to train an animal to follow basic commands. It is animal specific. | ||
Unskilled: | ||
Karma Attainment:3 Days in animal habitat |
Falconry | Animal Training | Will 9+ |
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The prerequisite of animal training can be for any animal. The falconist must merely have some experience with training animals. Once gaining this skill, the person can hunt small game with a trained hawk. It includes theoretical knowledge of hunting, plus one can act as having animal training specific to falcons if the prerequisite is not that specialty. Also, this skill offers the equivalent of animal breeding specific to hawks. Also, with falconry, the bird master can command the avian to attack an enemy's eyes, meaning if the raptor hits, the victim must make an Agility save (TM:12) or be blinded for d4 turns; however, if rolling a “natural 1” on the save, then the damage is more than temporary. | ||
Unskilled: | ||
Karma Attainment: 3 Days in observing falcons |
Farrier | No Skill Requirement | Strength 9+ |
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The farrier skill is that of shoeing horses. This is most often performed on a horse, but it can include a borgaaz, goat and a mule. When shoeing an animal its burden increased by 100 pounds. | ||
Unskilled: | ||
Karma Attainment:Long Rest in a barn or the like |
Kindred Animal | Animal Companionship and Survival II | Muse 13+ |
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This skill is an empathic affinity with any true animal, permitted its Mind score and Spirit score combined do no exceed 10. However, in no circumstance could the animal exceed more Body points than the naturalist has Spirit points to a maximum of 20 points. Through this bond, the handler can give commands to the animal non-verbally, provided it is within 120 feet and in line of sight. Any actions made by the creature occur on the handler’s turn. This rapport can only exist with one creature at a time and its spiritual pact will last only one year. It may continue longer each year if both parties are willing. It is important to note that animals are still subject to magical charm effects which can override the will of the owner, but not from animal companionship. If the owner is charmed, the animal will act under the same restriction as its master. | ||
Unskilled: | ||
Karma Attainment: Bonding with the animal requires a 2-hour blood ceremony with the kindred beast, repeated if obtaining a new animal |
Kindred Animal II | Kindred Animal | Muse 15+ |
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This skill more powerful form of the kindred animal skill. With this, any true animal including primeval creatures, can be connected by this bond. Even mutant class monsters may be bonded, with the limitation that its Mind score and Spirit score combined do not exceed 6. However, in no circumstance could a bonded beast exceed 30 Body points. Through this bond, the handler can give commands to the bonded beast non-verbally provided the beast is within 200 feet and in line of sight. Any actions made by the creature occur on the handler’s turn. The beast master can only create a rapport between himself and one creature at a time. This bond can only be broken by death; however, as with kindred animal both are susceptible to charm. If a bonded beast is charmed, it will gain +4 to its save. However, the master will gain no bonus against mind-effecting magic. | ||
Unskilled: No benefit | ||
Karma Attainment: Long Rest with and near an undomesticated and unfamiliar animal |
Skinning | No Skill Requirement | Judgment 9+ |
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This is a taxidermy skill that is sometimes picked up by adventurers. In a societal scene, it is used to process furs and leathers from animals and beasts for clothing. However, adventurers find it useful to preserve the hide of certain beasts they encounter in hopes of creating something from them or possibly used for artificing. Without the skill, the collected hides are improperly preserved and useless. Further, if a character has treachery, then he or she can extract the poison glands from a slain creature. | ||
Unskilled: | ||
Karma Attainment:Long Rest |
Taxidermy | Skinning | Muse 10+ |
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This is the advanced taxidermy skill that can be used to stuff and create a preserved likeness of a whole animal. | ||
Unskilled: No benefit | ||
Karma Attainment:Long Rest |
War Training | Animal Training | Will 12+ |
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This skill permits one to train an animal to be war-trained. It is animal specific, and the prerequisite of animal training must be for the same animal type. | ||
Unskilled: | ||
Karma Attainment: 2 Days spent covered in furs |