Training Animal Followers
Rangers can train their animal followers to perform a remarkable variety of
tricks and tasks. Because of the ranger's unique rapport with his animal
followers, he can teach them more efficiently than other characters are able to train
normal animals. And because of the followers' eagerness to please, they learn
their tricks and tasks more quickly.
Two methods are provided for representing this special relationship with
animal followers. The Standard method is the simplest and most straightforward, but
treats all animals more or less the same. The Alternative method requires extra
bookkeeping, but is a bit more realistic, as it takes into account the
learning capacities of different species. Both methods are similar to and compatible
with the animal training proficiency (the animal training proficiency itself
isn't used to train followers). Whichever method you prefer, it's best to stick
with it throughout the entire campaign.
Before examining the training methods, let's clarify what is meant by tricks
and tasks. These definitions apply to the animal training proficiency as well as
the training methods described below.
A trick is a specific action performed in response to a specific stimulus, such as a
command, a sound, or a gesture. The action involves only a single step and
requires no independent decision-making. In every instance, the animal performs the
action exactly as taught, without improvisation of any kind. The stimulus must
be unambiguous and precise ("stay"); any variance in the stimulus ("Don't
move") is likely to be misinterpreted, resulting in a failure to perform the trick
as intended.
A task is general sequence of actions performed in response to a stimulus. The
action may involve multiple steps and require some independent decision-making.
Completion of the task may require a certain amount of improvisation. The stimulus
may be non-specific (for instance, if taught the task of tracking, the follower
is able to track a variety of animals, not just one particular species).
Obviously, tasks are more difficult to master than tricks.
The Standard Method
This training method uses essentially the same rules as the animal training
proficiency described in Chapter 5 of the Player's Handbook. 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 proficiency).
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
The Alternative method involves the use of a trainability rating, 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
proficiency.
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.
The DM may also make exceptions for animal individuals. He may decide, for
instance, that a particular squirrel is smart enough to merit a Medium rating
rather than the Low rating given on Table 34. Likewise, he may rule that an
exceptionally dull wolf deserves no better than a Low rating. In any case, the DM
should make such a determination as soon as the follower arrives. A follower's
trainability rating should not change once it has been assigned.
The four ratings--Negligible, Low, Medium, and High--are discussed in detail
below. Each describes the types of animals encompassed by the rating, the time
required to learn tricks and tasks, and the maximum number of tricks and tasks
that followers with the rating can learn. For convenience, Table 44 summarizes
this information.
Additionally, each description lists several tricks and tasks associated with
the rating. The lists don't include all possible tricks and tasks, but a
general sample; the DM should use the lists as a basis to determine the difficulty of
any other trick or task that the ranger wishes to teach a follower. A follower
can learn tricks and tasks associated with all lesser ratings, as well as
those associated with its own rating; a Medium trainability follower, for instance,
can learn tricks and tasks associated with Negligible, Low, and Medium ratings.
In all other respects, the Alternative method uses the same rules as the
Standard method. Only the types and numbers of tricks and tasks, along with the
training times, are different.
Negligible Trainability
This category includes animals with little aptitude for learning, such as
fish, insects, arachnids, and reptiles. Most of these creatures have Intelligence
scores of 0. Followers with negligible trainability can learn only the simplest
tricks, such as those requiring movement towards or away from a stimulus. They
can't learn tasks. Since some of these creatures are unable to discern sound,
the ranger may need to use a bright light (such as a torch) or a broad gesture
(a sweep of the hands) instead of a vocal command to get the follower to respond.
A follower with negligible trainability can learn no more than a few (1d4)
tricks, though the DM may decide that a particular animal is not capable of
learning any tricks. Training time is 2d6 weeks per trick.
Sample tricks:
Withdraw. The follower moves away from the ranger at maximum speed for 1-4 rounds, then
stops.
Come. The follower advances toward ranger at maximum speed, stopping when it comes
within a few feet.
Stay. The follower stays in place for 2-12 rounds, after which it resumes its
normal activity.
Attack. The follower aggressively attacks any creature indicated by the ranger. The
attacks persist until the ranger breaks the command. Whether a follower fights
to the death is up to the DM; in many cases, a follower in danger of losing its
life (an animal that has lost half of its hit points) will withdraw. If the
ranger commands such an animal to continue its attacks, a morale check may be in
order (see the Parting Company section below). Animals that have been attack-trained usually have a base
morale of at least 11.
Attack-trained animals get a save vs. rods against another ranger's animal empathy ability.
Low Trainability
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:
Heel. 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.
Sit. 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.
Speak. The follower growls, barks, chirps, or makes any other natural sound on
command.
Fetch. 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.
Carry Rider. 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:
Retrieve. 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 find an item, it usually will return
empty-handed (or empty-mouthed) within an hour.
Bodyguard. The follower protects the ranger or a designated friend from attacks by
keeping opponents at bay or by attacking them directly, as commanded by the ranger.
The follower will fight alongside the ranger, making its own decisions which
enemies to attack (it may, for instance, attack an unnoticed opponent sneaking up
behind the ranger). The Attack trick must be learned before this task.
Medium Trainability
Exceptionally bright animals belong to this group, including those commonly
found as pets, trained for circuses, or used in warfare. These animals will tend
to have Intelligence scores in the 2-4 range.
A follower with medium trainability is able to learn 4-10 (2d4+2) tricks or
tasks in any combination. Training time is 2d3 (2-6) weeks for tricks, and 8
weeks for tasks.
Sample tasks:
Track. The follower can follow the trail of an animal, human, or demihuman; in
general, only followers capable of tracking prey by scent are eligible to learn this
task. The follower must be familiar with the creature being tracked, or the
ranger must provide a sample of the scent (a piece of clothing, a scrap of hide).
It can retrace its path to lead the ranger to the creature. If the follower
assists the ranger in tracking, the ranger adds +1 to his Tracking proficiency
checks (see Chapter 2). If the follower is tracking by itself, it makes Tracking checks
independently of the ranger. Assume that the base Tracking score of a wolf, lion, or
similar predator ranges from 13-16. A hunting dog's score may be as high as 19,
while a young badger's score as low as 11; the DM makes the call.
Stunt Riding. An animal follower with this proficiency can ride, performing all of the
feats associated with the airborne and land-based riding proficiencies (as
appropriate to the follower's size and species). For airborne mounts, animal's Stunt
Riding score is the same as the ranger's Wisdom score, with a -2 penalty. For
land-based mounts, the Stunt Riding score is equal to the ranger's Wisdom score,
with a +3 bonus. Therefore, a ranger with Wisdom 14 who wants his stunt-riding
dog to balance on a horse leaping a gap wider than 12 feet must roll his Riding
score of 17 or less (14 for his Wisdom, +3 for a land-based mount).
High Trainability
Only a handful of followers, such as dolphins and certain primates, qualify
for this category. Animals with high trainability can reason, weigh options, and
arrive at their own conclusions. Their ability to learn tasks rivals that of
some humans and demihumans. Their Intelligence scores begin at 5 and go up.
A follower with high trainability can learn 6-12 (2d4+4) tricks or tasks, or
any combination of the two. Training time is 1d4 weeks for tricks, and 6 weeks
for tasks.
Sample tasks:
Lookout. As directed by the ranger, the follower stands watch or scouts ahead, keeping
alert for signs of trouble. If the follower perceives a threat, it
unobtrusively alerts the ranger. This training includes a special signal the follower can
give for the ranger's species enemy.
Complex Chore. The follower can perform a complex chore requiring decision-making or a
relatively detailed series of steps. Such chores include building a fire, washing
dishes, or grooming a horse. Learning each chore requires a separate training
period.
Weapon Use. 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.
Not Applicable (-)
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 Monstrous Compendium® entries.
Table 44: Follower Training Table
TR
| TT (Tricks)
| TT (Tasks)
| Max. Number
|
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
|
* Up to half of these can be tasks
Abbreviations:
TR: Trainability Rating
TT: Training Time (time required to learn trick or task)
Max. Number: Maximum number of tricks and tasks (in any combination) the follower may learn
Success of Tricks and Tasks
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.
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