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Neg.

2d6 weeks

-

1d4-1

Low

2d4 weeks

10 weeks

2d4*

Med.

2d3 weeks

8 weeks

2d4+2

High

1d4 weeks

6 weeks

2d4+4

The follower wields a sword, dagger, or other simple weapon, using it when attacking. Each weapon requires its own training period, and opposable thumbs are needed in most instances. This task is most useful when the follower has already mastered the Attack trick or Bodyguard task, described above.

Creatures who can communicate with spoken language and whose Intelligence scores

are on par with those of humans don't have trainability ratings. To determine their behavior as followers, consult the guidelines in the Humans and Demihumans section

below, along with the relevant information in their

entries.

T

  • *

    Up to half of these can be tasks

Abbreviations: Trainability Rating Training Time (time required to learn trick or task) Maximum number of tricks and tasks (in any combination) the follower may learn

Followers perform most tricks and simple tasks automatically; no die rolls or success checks are necessary. If the outcome of a particular task is uncertain (a follower taught to pull a wagon has a heavy load to haul) the DM may require an ability check if the relevant ability score is known (the follower pulls the wagon if a Strength check succeeds), or he can assign a percentile chance based on his assessment of the situation (the load is exceedingly heavy; the DM sets the chance of success at 20%).

The DM should adjudicate the Attack trick, the Bodyguard task, and similar combat- oriented tricks and tasks just as he would for normal combat situations, determining attack and damage rolls as required.

If a ranger treats his followers well, they'll remain with him inde initely. If the ranger has not neglected the well-being of his followers, or violated their trust, loyalty checks for them are rarely necessary.

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