以下几种额外技巧(CRB P. 97)的例子有机会為Saffeh Horse Fair的沙漠骏马所知。驅趕(DC 25)：
此动物嘗試趕走任何没有骑手的敵方坐骑或任何屬於对方的非魔法生物。这些敵方坐骑或生物必須成功通過一个DC 10的意志检定以抵抗驅趕。若它失败，它与追趕它的动物一同以其移动速度逃离，直至它们離起点120尺以外。此动物嘗試保持其敵人的位置直至物动的主人命令它释放那敵方坐骑為止。在它逃离之后，敵方坐骑能嘗試一个新的意志检定以摆脱此动物的控制。 这个技巧不会影响动物伙伴。覓主(DC 15)：
此动物引領任何没有骑手的非动物伙伴坐骑和何友善的非战斗人员脫離战鬥。智力在2点的动物能趕动4个目标，以或每多1点智力附加1个额外目标。若一个敵人攻击此动物或任何其目标，此动物攻击那对手直至其目标不再處于那敵人的触及之中，然后繼續放牧。在此动物和其目标远離最近的敵人120尺后，此动物停下並等待其主人的喚回。目标能嘗試通過一个DC 10的意志检定以抵抗放牧。守護(DC 20)：
劇透 - 原文:
Qadiran Horse Tricks
Below are several examples of additional tricks (Pathfinder RPG Core Rulebook 97) a shissah purchased at the Saffeh Horse Fair might know.
Drive (DC 25): The animal attempts to drive away any enemy mount not bearing a rider or any non-magical creature belonging to an opponent. The enemy mount or creature must succeed at a DC 10 Will save to resist being driven away. If it fails, it flees at its move speed with the animal in pursuit until they are 120 feet away from where they started. The animal attempts to keep its enemy there until the animal’s master instructs it to release the enemy mount. After it flees, the enemy mount can attempt a new Will save to break free of the animal’s control. Animal companions cannot be affected by this trick.
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.
Herd (DC 20): The animal herds any non-animalcompanion mounts not bearing a rider and any friendly non-combatants away from combat. An animal with an Intelligence score of 2 or higher selects four targets, plus an additional one for each point of Intelligence above 2, and drives them away from combat. If an enemy attacks the animal or any of its targets, the animal attacks the opponent until its targets are no longer within the enemy’s reach, then resumes driving them away. After the animal and its targets are 120 feet from the nearest foe, the animal stops and waits until recalled by its master. A target can attempt a DC 10 Will save to resist being herded.
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.
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.