Handle Animal and Split Types

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Based on the new framework introduced in Split Types, this brings up some more issues for Handle Animal. When using Handle Animal to have an Animal attack something, if any of Physical, Auditory, Visual, and Olfactory Types of the target are different from each other, the Animal should treat it as a unusual creature (wouldn’t normally attack, etc). Obviously, Auditory can be ignored if the creature is making no sounds (and therefore is stationary) OR the Animal is deaf, Visual ignored if blind, etc. But, this means that, for example, if an enemy Human had an illusion on it to look like a Wolf, the Animal would not attack, even though both Humanoids and Animals are valid targets, because the thing does not look like it smells and vice versa, so it is “unusual” enough for the Animal to balk. Use the ‘worst’ of the target creature’s Physical, Auditory, Visual, and Olfactory Types to determine the precise DC to push the animal to attack if it is not fully trained.

Handle Animal and Split Types

Wings of Redemption dylanryan