X hits on this document

PDF document

Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 51 / 157

397 views

0 shares

0 downloads

0 comments

51 / 157

of animals, not just one particular species). Obviously, tasks are more difficult to master than tricks.

This training method uses essentially the same rules as the animal training pro iciency

described in Chapter 5 of the

. The ranger announces the trick or task

he wishes to teach a particular follower (examples of tricks and tasks are given below). The DM may disallow the trick or task if he decides the follower is incapable of performing it; a reptile, for instance, may be too dull to come on command, or a chipmunk may lack the attention span needed to track. If the DM approves, the ranger proceeds. It takes the ranger 2d4 weeks to teach a trick to a follower and two months to teach a task.

When the training period ends, the ranger makes a Wisdom check (using his own Wisdom score). If the check succeeds, the animal has mastered the trick or task. If the check fails, the ranger can make another attempt to teach the follower the same trick or task by expending the same time and effort. He then makes another Wisdom check. If it succeeds, the animal learns the trick or task. If it fails, then the animal cannot be trained to perform that trick or task. A follower can learn a maximum of 2d4 tasks or tricks, in any combination of the two.

A ranger can train up to three followers at the same time. As all followers are naturally cooperative with the ranger, he doesn't need to prepare "wild" animal followers by taming them (unlike the requirement given in the animal training pro iciency).

Successful training assumes the ranger works with the followers for short periods on a regular basis; the amount of time spent is less important than working with the follower every day. If the ranger fails to maintain a regular schedule--say, if he skips a full week or so of training--he must start over, investing another two months for a task or 2d4 weeks for a trick.

The DM should write down the number of tricks and tasks a particular follower is able to learn. The player should also note the tricks and tasks on his ranger's record sheet as the followers learn them. Additionally, when teaching a follower a new trick or task, the player should keep track of how many weeks have passed for each training period.

The Alternative method involves the use of a

, a general indication

of a follower's capacity to learn. The higher the trainability rating, the more tricks and tasks an animal can know and the faster it can master them. The trainability rating is primarily based on the animal's Intelligence score, but also takes into account its fondness

for humans and demihumans, its willingness to learn, and its eagerness to please. Trainability ratings apply only to a ranger's followers and have no bearing on the relationships between animals and other character classes or on the animal training pro iciency.

Tables 31-42 give trainability ratings for a variety of animal followers. The DM can use the trainability ratings in these tables as guidelines for assigning ratings to species not listed, should he decide to modify or expand the tables.

Document info
Document views397
Page views397
Page last viewedTue Dec 06 15:20:55 UTC 2016
Pages157
Paragraphs4045
Words65662

Comments