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Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 66 / 157





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falcons are most commonly found: Desert, Forest, Hill, Mountain, or Plains.

Many Falconers serve as retainers of kings or nobles. Others freelance as guides and mercenaries. Some stage public performances in rented halls or on street corners, demonstrating their birds' remarkable stunts for appreciative crowds. Regardless of how they make a living, Falconers are held in high regard by most people, who never fail to be impressed by the Falconer's amazing rapport with his birds.

As falcons are extremely sensitive creatures, most Falconers by necessity must be even-tempered, patient, and self-assured. These traits also make the Falconer a valuable asset to an adventuring party. The Falconer's comrades will usually find him dependable and supportive, though perhaps a bit preoccupied with the needs of his bird. Sometimes falconers will have traits much like their birds--fierce, swift, and observant.

In combat, the Falconer fights aggressively, he and his falcon generally conducting their attacks against the same opponent. If his falcon and a human companion are both threatened, the Falconer will often choose to defend his falcon. To prevent misunderstandings, an honorable Falconer will make it clear where his loyalties lie before he joins an adventuring party.

Bowyer/Fletcher, Forester, Groom, Hunter, Leather worker, Trader.

A Falconer must take two of his initial weapon proficiency slots in any of the following: bow (any), crossbow (light), dagger, knife, sling, spear. The remaining slots, as well as all subsequent slots, can be used for any

weapon of the Falconer's choice.



Bowyer/Fletcher, Endurance, Hunting, Leatherworking, Veterinary Medicine*.

A Falconer has no special armor or equipment requirements. However, each falcon he trains requires a set of falconry training equipment (see Chapter 7).

Any. Unlike other rangers, a Falconer receives an allotment of 3d6 followers, determined at 1st level. The falconer immediately receives a falcon follower at this time, which counts against his allotment. This falcon will be exceptionally strong and able. The DM may use the statistics in the Falconry proficiency description (see Chapter 5) for the initial falcon follower, as well as for any subsequent falcon followers.

Until 10th level, a Falconer can only have one follower, and that follower must be a falcon. If the falcon follower dies or is otherwise lost, a new falcon follower will arrive in accordance with the guidelines in Chapter 3. The new falcon counts against the 3d6 allotment.

A Falconer becomes eligible to receive followers other than falcons when he reaches 10th level. At 10th level and beyond, the Falconer may have more than one falcon among his followers, depending on the circumstances of the campaign and decision of the DM.

Remember that a Falconer's follower will be a bird of rare and remarkable characteristics and loyalty. The Falconer can also train lesser birds for himself or others, using the standard training rules.

If a normal falcon has failed to learn a trick or task and become untrainable, the Falconer can try again after gaining a level.

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