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Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 31 / 157





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attempt to soothe an animal that's charging or attacking; the animal must be stationary or moving only slightly (a pacing wolf, a weaving serpent). Once the ranger moves close to the animal, the creature must be soothed for 5-10 (1d6+4) uninterrupted rounds; the DM may increase this time if the animal is unusually anxious or exceptionally hostile. (This time can be lapsed by the DM if nothing else is going on.)

A ranger who meets these conditions can use animal empathy in an attempt to modify the animal's reactions. Though the game result is the same, technique differs depending whether the animal is wild or domestic.

This group includes animals not normally domesticated, such as lions, snakes, and rats. It also includes domesticated animals that have been trained to attack, such as dogs.

Before the ranger attempts to soothe a wild animal, the DM must determine the animal's current attitude, taking into account its natural temperament (Is it naturally aggressive, or inclined to flee rather than fight?), immediate conditions (Did it just wake up? Is it sick or wounded? Hungry?) and pre-existing circumstances (Has it recently been harassed or befriended by characters similar in appearance to the ranger? Is it guarding its nest or lair?) The DM should then select the animal's current attitude from Table 30. The attitude should not be announced ("The wolf is Cautious."). Instead, clearly describe the animal's appearance and behavior and let the ranger come to his own conclusions ("The wolf paces back and forth, eyes darting. It begins to snarl as you approach.").

Frightened Friendly

Filled with panic and terror. Will flee at earliest opportunity. Feels warm or conciliatory toward stranger. Will not attack. May nuzzle or lick stranger to express affection.

Indifferent Cautious Threatening


Bored or unimpressed. Oblivious to stranger. Suspicious, guarded, nervous. Ready to defend itself if attacked. Openly belligerent. Growling, snapping, crouched to spring. Likely to attack if stranger doesn't withdraw. Aggressive, violent, enraged. Will definitely attack if stranger doesn't withdraw; may pursue even if he does.

To determine if the ranger is able to modify the reaction of a wild animal, the animal must make a saving throw vs. rods (even though the ranger's animal empathy ability isn't magical). As shown on Table 31, the ranger's experience level imposes a penalty to the creature's roll.





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