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Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 53 / 157





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Animals in this category have an average but unexceptional aptitude for learning. They can learn a wide range of tricks, but few tasks. The category includes herd animals, small mammals, and birds, most of which have Intelligence scores of 1. The majority of animals either belong to this category or the Medium trainability category.

A follower with Low trainability can learn 2-8 (2d4) tricks and tasks, of which half or less can be tasks. Training time is 2-8 (2d4) weeks per trick and 10 weeks for tasks.

Sample tricks: The follower remains within a few feet of the ranger, mimicking his movement. The follower tries to move as fast as the ranger, stop when he stops, and stay with him until the ranger breaks the command. This type of movement is distinct from the follower's normal movement, as the follower remains at the ranger's side at all times, rather than lurking in back of the party. Mastery of the Come and Stay tricks usually precedes the learning of this trick.

. The follower sits on its haunches until the ranger breaks the command, at which time the follower resumes its normal actions. Variations include Standing, Rearing, Rolling Over, Playing Dead, and other simple physical feats, all of which are distinct tricks and require individual training periods.

The follower growls, barks, chirps, or makes any other natural sound on command.

The follower retrieves a specific object and brings it to the ranger. Typical objects include coins, balls, bones, or sticks. In order for the follower to execute the command, the ranger must first show the object to the follower before throwing it or hiding it. The follower won't search indefinitely; if the ranger tosses the object in a field of high grass, for instance, the follower may search for 10-30 minutes before giving up and returning to the ranger. Note that the Fetch trick doesn't allow the follower to hunt for and recognize objects belonging to a general category; that is, a follower can't enter a building and look for hidden gems or other treasure items.

This assumes the animal is physically able to carry a rider. It obeys simple movement commands from the rider, such as turning left and right, stopping, and trotting. However, the follower can't execute any of the maneuvers associated with the Stunt Riding task explained in the Medium trainability section below. This does not replace riding proficiency; any maneuvers performed by the rider, such as using the mount as a shield or leaping from the steed's back to the ground, require the riding proficiency checks.

Sample tasks: The follower can locate and bring back a specific type of item from a general location. Such items might include coins, jewelry, weapons, or food; a general location might be the interior of a building, a grove of trees, or a shallow stream. The ranger must show the follower a sample similar to the desired item, and must also indicate the area which the follower is to search. The follower won't search indefinitely; if unable to ind an item, it usually will return empty-handed (or empty-mouthed) within an hour.

The follower protects the ranger or a designated friend from attacks by

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