Ranger's Followers
Perhaps the ranger's most interesting ability is the chance to attract unusual followers. Unlike fighters and other character classes that acquire followers, the ranger's followers include animals and magical creatures as well as humans and demihumans. In fact, it's possible that all of a ranger's followers may be animals, which can result in unexpected benefits (strangers aren't as likely to mess with a ranger accompanied by a wolf pack) as well as unforeseen complications (ever try getting a room at an inn with a bear trotting behind you?).
Humans and demihumans (and magical creatures) are drawn to a ranger because of his sterling reputation. They serve as followers out of loyalty and respect, remaining true to the ranger so long as he treats them decently. In this way, such followers are different from normal hirelings and mercenaries who serve for pay.
The motivations of animal followers are less obvious. Animals have no conception of what constitutes a reputation, sterling or otherwise. Instead, animals bond to rangers by instinct. The nature of this bond lies somewhere between the relationship of an infant animal and its parent (picture a baby duck contentedly swimming behind its mother), and a master and his pet (think of a dog's affection for the person who provides him with companionship). If the ranger honors the bond, the follower will often remain loyal for its entire life.
It's important to keep in mind that this bond has no magical basis. The follower stays with a ranger of its own volition, not from some supernatural compulsion, and may leave if conditions become intolerable. Likewise, a ranger doesn't control the actions of his followers, though he may instruct human followers to carry out specific functions, and train animal followers to perform various tricks and tasks.
Gaining Followers
It's strictly up to the Dungeon Master to determine when a ranger receives his followers, how many he's entitled to, and the circumstances under which they appear. Though the player is free to express his preferences, the DM has the final word.
Number of Followers
As soon as a ranger reaches 10th level, the DM secretly rolls 2d6. The result indicates the maximum number of followers the ranger will receive over the course of his career. This roll is made only once, and the number is never revealed to the player. The DM should make a note of the number on a sheet of paper; he can use the same sheet to keep track of the followers as the ranger receives them to make sure he doesn't exceed his allotment. The player should also keep track of his ranger's followers; the record sheets at the end of this book are designed for this purpose.
Lost followers are not replaced. If a ranger has a limit of two followers and both are killed, he'll never receive another follower for the rest of his career.
Identity of Followers
After the DM makes the 2d6 roll to determine the number of followers, it's time to think about who or what they're going to be. He should begin by deciding the identity of the first two or three followers, so that he can make plans to smoothly introduce them into his campaign. He can determine the identities of the remaining followers later, whenever he likes.
To determine the identity of followers, the DM may roll on the Followers table, use use the folower's tables in this article, or simply choose any particular creature he likes. Regardless of the method preferred, the DM should keep the following restrictions and recommendations in mind:
- The type of followers should make sense within the context of the campaign. Lions and crocodiles shouldn't show up in the arctic, just as dolphins shouldn't appear in the desert.
- The use of powerful creatures as followers should be kept to a minimum, so as not overshadow the efforts of the ranger and other player characters. It's difficult to design challenging encounters for a ranger with a dozen giants at his beck and call! Such creatures should be introduced with care and pacing; it is more fun for the player to have a chance for a powerful ally in his ranger's future.
- A species enemy can't be a follower. The ranger's antagonism for his species enemy makes bonding impossible.
- Generally, the follower will not be a poisonous creature. Rangers do not use poisons, and their followers tend to follow suit. Occasionally a ranger may find himself with an intelligent and poisonous follower; remember that poison use is not a good act, and that to some extent the ranger is responsible for his followers. This can be used by the DM as a special hindrance or to encourage role-playing.
- Certain character kits have specific follower requirements or limitations which take precedence over other considerations. See the specific kits for details.
Using the Follower Tables
The DM may find the Follower Tables below especially useful for determining followers, as they provide a variety of types associated with specific terrains. To use the tables, select a terrain and roll 1d100. Some explanations:
-
If the result has an asterisk (*) and the ranger already has a follower of this type--or if
he's had a follower of that type and lost it--ignore the result and roll again.
- If more than one species of a particular animal is given in parentheses, the DM can choose whichever species he likes. For example, if the result on Table 33 is a herd animal, the DM can choose either a caribou, reindeer, or musk ox.
- If the result is "Human/demihuman," roll again on the Human/Demihuman Followers Table (Table 43). See the Humans and Demihumans section at the end of this chapter for further guidelines.
- The Trainability column indicates an animal follower's aptitude for learning tricks and tasks; these notations are explained in the Training Followers section later in this article.
- Statistics for some creatures not found in core Monstrous Compendium® collections are in the Helpful Statistics section.
The DM isn't confined to the creatures listed on the tables. New entries can be drawn from the Monstrous Compendium volumes and other sources. New tables can be created, based on unique terrain and cultural demographics of a campaign; the Aquatic Followers Table, for instance, may be subdivided into Saltwater and Freshwater Tables.
The DM must also choose which tables to use for each ranger. He may decide to use only the table corresponding to the ranger's primary terrain (for instance, a ranger whose primary terrain is Desert receives followers only from the Desert table), use the table corresponding to the ranger's current location in the campaign, or focus on the primary terrain table with occasional use of the other tables (most of the Desert ranger's followers come from the Desert table, but he receives a few from the other tables as well).
There are advantages and disadvantages to each method. For instance, if you're only using the primary terrain table, a Desert ranger is likely to end up with a collection of creatures he's comfortable with, but he may have a hard time acquiring any followers at all if the campaign keeps him out of arid environments. Using the local table ensures that a ranger will have regular access to followers, but he may end up with a bizarre menagerie (imagine a Desert ranger with a merman, skunk, and baboon!). Regardless of which method you prefer, it's best to settle on one at the outset of a campaign and use it throughout.
How and When Followers Appear
To give the DM maximum flexibility for introducing followers into his campaign, no fixed rules exist for determining exactly when they show up. Once the appropriate level is attained, followers should trickle in, one at a time, throughout the course of the ranger's career. As a rule of thumb, assume that a new follower makes an appearance no more than once every few months.
Keep the terrain in mind when deciding how often animal or special followers appear. Regions heavily populated with animals, such as dense jungles or lush forests, are more likely to generate such followers than barren mountains or bleak arctic landscapes. As seen in the Follower's tables, certain types of followers tend to show up in particular areas; for instance, a ranger is more likely to acquire a camel follower in the desert than in the jungle. But exceptions abound; a ranger might encounter a camel that accidently wandered into the plains, or encounter one on display in a zoo in the mountains. As long as the DM creates an explanation, animal and special followers can show up in a surprising variety of places.
Regardless of when and where followers show up, the DM should strive to work their appearance into the events of a campaign. Here are a few situations that may result in a new follower:
Use of Proficiencies, Special Abilities, or Spells. After the successful use of the animal handling or animal training proficiency, the affected creature might take a liking to the ranger and offer itself as a follower. This may also occur after a ranger uses his animal empathy ability. Likewise, an animal enchanted by a spell such as animal friendship might linger in the area after the magical effects wear off. In any case, the effects of the proficiency or spell no longer apply; the animal in question has decided of its own accord to stick around.
Planned Encounters. As part of an adventure, the DM may decide to stage one or more encounters featuring potential followers. For instance, the party may need to explore a cave containing a curious bear, search for a sunken treasure chest surrounded by friendly dolphins, or navigate a jungle filled with mischievous baboons. Assuming that the ranger doesn't inadvertently sabotage the encounter--he kills the bear or avoids the treasure chest--this is one of the most dependable methods for introducing new followers.
Hunting or Shopping. When shopping for a new mount, a ranger may be surprised to find one of the horses in the stable noses its way to the front, as if presenting itself for purchase. When hunting for the evening meal, the ranger might suddenly notice that a deer or other game animal is following him. Perceptive rangers may realize that these animals are offering themselves as followers.
Character Interaction. The ranger spares a foe, only to be adopted by the grateful creature. An NPC youth of long acquaintance (perhaps one rescued on a previous adventure) decides to take ranger training with the PC as a mentor.
Abrupt Appearance. For no apparent reason, an creature may present itself to the ranger. Hiking through the woods, the ranger becomes aware of a brownie sauntering behind him. The ranger wakes up with a sleeping fox curled up on his chest. A pseudodragon flutters from the sky and perches on the ranger's shoulder. From a purist's point of view, this is the least satisfying option for introducing followers, as it doesn't arise directly from the events of the story. But it's an acceptable method when all else fails.
Acquiring Specific Followers
Clearly, some types of followers are more desirable than others. Most rangers will find a horse to be more useful than a rabbit, a dog more advantageous than a mouse. Even in the best of situations, a snake or scorpion follower may be more trouble than it's worth.
There's not much a ranger can do to ensure he gets the type of followers he wants. Becoming a follower is essentially a choice made by the animal or NPC, not the ranger. Though the ranger can influence animal behavior to a certain degree, a ranger can't force a particular creature to become a follower against its will.
However, a ranger can increase his chances of acquiring specific followers in several ways. The easiest and most obvious way is to go where the animals live. A ranger who wants a polar bear follower should go to arctic. Farms and market places are good sources of domestic animals, while zoos and carnivals may stock a wide variety of exotic creatures.
The frequent use of the animal training or animal handling proficiencies, as well as the animal empathy special ability, brings the ranger in close contact with potential followers. Spells such as locate animals or plants can lead him to particular species, while the call animal follower spell may successfully summon a follower.
Note that such efforts don't guarantee the arrival of a follower in any way. In many campaigns, however, extra efforts made to locate followers increases the likelihood of their appearance.
Recognizing Animal Followers
A good DM tries to capture the behavior of real animals, and doesn't just announce to the ranger that an animal follower just presented itself. Instead, the DM describes the actions and behavior of the animal and allows the ranger to come to his own conclusions.
How does a ranger know if a particular animal is indeed a follower? Here are some signs:
- The animal doggedly follows him. If the ranger climbs a steep mountain, the animal struggles to keep up. If he goes swimming, the animal waits on the shore.
- The animal shows signs of affection. A lion rubs against the ranger's legs, a wolf licks his face, a horse nuzzles him.
- The animal is uncharacteristically docile. A tiger sits peacefully in the grass while the ranger has dinner. A wild dog yawns when the ranger approaches, but growls when the ranger's companion comes near.
A day or two spent observing such actions should convince even the most skeptical ranger that he's acquired a follower. The DM may verify this conclusion, but is under no obligation to do so. If doubt remains in the ranger's mind, he may be able to ask a companion to use speak with animals or a similar spell to verify the animal's status.
Human and demihuman followers tend to express their admiration openly and unambiguously, fawn over the ranger's every utterance, gazing admiringly at him, or offer their assistance at every opportunity. Unless he's exceptionally suspicious or just plain dense, a ranger should have much less trouble recognizing human and demihuman followers.
Arctic Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-07 | Animal, herd (caribou, reindeer, musk-ox) | Low |
08-15 | Avian (penguin, tern, snowy owl) | Low |
16-25 | Bear (polar) | Medium |
26 | Elephant (mammoth, mastodon)* | Medium |
27 | Elephant (oliphant)* | High |
28-30 | Great cat (snow leopard) | Medium |
31-32 | Great cat (giant lynx)* | High |
33-34 | Great cat (smilodon)* | Medium |
35-37 | Dog (wild, war) | Medium |
38-43 | Mammal, small (ermine, snow hare) | Low |
44-45 | Remorhaz* | Low |
46-49 | Seal | Medium |
50-52 | Selkie | - |
53-54 | Toad (ice)* | High |
55-56 | Walrus | Medium |
57-62 | Wolf (common, dire) | Medium |
63-66 | Wolverine (normal, giant) | Medium |
67-70 | Yeti | - |
71-00 | Human/demihuman | - |
Aquatic Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-12 | Avian (gull, duck, osprey, parrot, pelican) | Low |
13-14 | Crab, giant | Neg. |
15-18 | Crocodile (common) | Neg. |
19-20 | Eel (electric, giant, weed) | Neg. |
21-22 | Fish, giant (pike, catfish) | Low |
23-24 | Frog, giant | Neg. |
25-32 | Dolphin | High |
33-34 | Hippocampus* | High |
35-36 | Locathah* | - |
37-41 | Mammal, small (beaver, sea otter, giant otter) | Low |
42-43 | Merman | - |
44-45 | Nixie* | - |
46-47 | Octopus, giant* | Neg. |
48-50 | Seahorse, giant | Med. |
51-54 | Sea lion | Med. |
55-58 | Selkie | - |
59-60 | Triton* | - |
61-00 | Human/demihuman | - |
Desert Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-08 | Avian (falcon, hawk, owl, vulture) | Low |
09-13 | Camel | Low |
14-23 | Dog (wild, war) | Med. |
24-25 | Dog, moon* | High |
26-28 | Griffon* | Med. |
29-35 | Horse (medium, light, wild) | Med. |
36-40 | Jackal | Med. |
41-42 | Jann* | - |
43-44 | Lizard (giant) | Neg. |
45-50 | Mammal, small (jackrabbit, kangaroo rat, prairie dog) | Low |
51-52 | Scorpion (large) | Neg. |
53-55 | Snake (poisonous) | Neg. |
56-58 | Thri-kreen | - |
59-60 | Toad (fire, giant) | Neg. |
61-00 | Human/demihuman | - |
Forest Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-04 | Animal, herd (deer, stag) | Low |
05-12 | Avian (falcon, hawk, owl) | Low |
13-14 | Badger (common, giant) | Low |
15-16 | Bat (common, giant) | Low |
17-28 | Bear (black, brown) | Med. |
29-31 | Boar (wild, giant) | Med. |
32-34 | Centaur, sylvan | - |
35-41 | Mammal, small (ferret, fox, squirrel, raccoon, rabbit, woodchuck, chipmunk) | Low |
42 | Pegasus* (if ranger is female, 50% chance for unicorn*) | - |
43 | Pixie* | - |
44-45 | Porcupine (black, brown, giant) | Low |
46 | Pseudodragon* | - |
47 | Satyr* | - |
48-49 | Skunk (normal, giant) | Low |
50 | Treant* | - |
51 | Voadkyn* | - |
52-54 | Weasel (wild, giant) | Low |
55 | Werebear* | - |
56-60 | Wolf | Med. |
61-00 | Human/demihuman | - |
Hill Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-05 | Animal, herd (deer, goat, sheep) | Low |
06-07 | Aurumvorax* | - |
08-17 | Avian (falcon, hawk, owl) | Low |
18-19 | Badger (giant, common) | Low |
20-21 | Bat (common, large) | Low |
22-32 | Bear (black, brown, cave) | Med. |
33-36 | Boar (wild, giant) | Med. |
37 | Brownie* | - |
38 | Dragonet (firedrake)* | Med. |
39 | Hippogriff* | Med. |
40-43 | Horse (medium, light, pony, wild, mule) | Med. |
44-46 | Lizard (minotaur) | Neg. |
47-54 | Mammal, small (fox, mouse, rabbit, squirrel) | Med. |
55 | Pegasus* | High |
56-59 | Wolf | Med. |
60 | Wereboar* | - |
61-00 | Human/demihuman | - |
Jungle Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-05 | Animal, herd (zebra, giraffe, antelope) | Low |
06-07 | Ape, carnivorous* | High |
08-15 | Avian (parrot, cockatoo, toucan) | Low |
16-17 | Bat (common, large) | Low |
18-19 | Boalisk | Low |
20-21 | Boar (warthog) | Med. |
22 | Couatl* | - |
23-24 | Faerie dragon* | - |
25-26 | Elephant | Med. |
27-36 | Great cat (lion, tiger, jaguar, leopard) | Med. |
37-38 | Grippli | Med. |
39-40 | Lizard man (advanced) | - |
41-47 | Mammal, small (ferret, monkey, mouse) | Low |
48-50 | Primate (baboon, orangutan) | High |
51-52 | Rhinoceros* | Low |
53-56 | Snake (normal constrictor, giant constrictor, jaculi) | Neg. |
57-58 | Weretiger* | - |
59-60 | Tabaxi | - |
61-00 | Human/Demihuman | - |
Mountain Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-03 | Aarakocra* | - |
04-11 | Animal, herd (goat, deer, sheep) | Low |
12-21 | Avian (wild eagle, falcon, hawk, owl) | Low |
22-24 | Badger (giant, common) | Low |
25-36 | Bear (black, brown, cave) | Med. |
37 | Dragonet (firedrake)* | - |
38-39 | Eagle, giant* | High |
40 | Galeb duhr* | - |
41-45 | Great cat (mountain lion) | Med. |
46-47 | Griffin* | Med. |
48-50 | Hippogriff* | Med. |
51-53 | Lizard (minotaur) | Neg. |
54-60 | Mammal, small (fox, mouse, squirrel, beaver) | Med. |
61-65 | Wolf | Med. |
66-00 | Human/demihuman | - |
Plains Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-06 | Animal, herd (deer, goat, buffalo, sheep, cattle, antelope) | Low |
07-18 | Avian (falcon, hawk, owl, pigeon, crow, raven) | Low |
19-21 | Badger (common, giant) | Low |
22-24 | Boar (wild, giant) | Med. |
25-26 | Brownie* | - |
27-32 | Dog (wild, war) | Med. |
33-35 | Dog, blink* | High |
36-42 | Mammal, small (mouse, fox, chipmunk, rabbit, wild pig, gopher, hamster) | Low |
43-44 | Cat, small (domestic, wild) | Med. |
45-49 | Horse (heavy, medium, light, pony, wild, mule) | Med. |
50-51 | Hyena | Low |
52-53 | Rat (common, giant) | Med. |
54-55 | Wemic | - |
56-00 | Human/demihuman | - |
Swamp Followers
* If ranger has had a follower of this type, roll again.
D100 Roll | Follower | Trainability |
---|---|---|
01-08 | Avian (owl, heron, loon, raven) | Low |
09-11 | Badger (common, giant) | Low |
12-14 | Bat (normal, large) | Low |
15-17 | Boar (wild, giant, warthog) | Med. |
18-22 | Crocodile (common) | Neg. |
23-25 | Frog (giant) | Neg. |
26-28 | Lizard (giant) | Neg. |
29-32 | Lizard man (advanced) | - |
33-39 | Mammal, small (ferret, fox, otter, mouse, muskrat) | Low |
40-41 | Naga (water)* | - |
42-44 | Porcupine (black, brown, giant) | Low |
45-47 | Rat (common, giant) | Med. |
48 | Shambling mound* | Low |
49-60 | Snake (constrictor, giant constrictor) | Neg. |
61-63 | Toad (giant) | Neg. |
64-65 | Werebear* | - |
61-00 | Human/demihuman | - |
Underdark Followers
* If ranger has had a follower of this type, roll again.
Subspecies: This assumes a subspecies native to the Underdark that is more intelligent or trainable than the standard species.
D100 Roll | Follower | Trainability |
---|---|---|
01-06 | Bat (normal, large) | Low |
07-18 | Bear (cave) | Med. |
19-21 | Beetle (fire, boring) | Low |
22-24 | Crocodile (common) | Neg. |
25-26 | Doppleganger* | - |
27-34 | Lizard (giant -- subspecies) | Med. |
35-38 | Lizard (subterranean) | Neg. |
39-40 | Mimic (common)* | High |
41-48 | Mongrelman | - |
49-51 | Myconid* | Low |
52-53 | Otyugh* | Med. |
54-59 | Owlbear | Low |
60-62 | Rat (common, giant) | Med. |
63-65 | Spider (giant — steeder) | High |
66-00 | Human/demihuman | - |
Human/Demihuman Followers
* If ranger has had a follower of this type, roll again.
Sea Ranger: Any full elf follower is 80% likely to be an aquatic elf.
Mountaineer: Replace any full elf with mountain dwarf. Any full elf fighter/mage is replaced by a gnome fighter/illusionist.
D100 Roll | Follower |
---|---|
01-02 | Bard |
03 | Bard (half-elf) |
04-06 | Druid |
07-08 | Druid (half-elf) |
09-14 | Cleric |
15 | Cleric (elf)* |
16 | Cleric (half-elf) |
17-23 | Fighter (elf) |
24-28 | Fighter (gnome) |
29-33 | Fighter (halfling) |
34-51 | Fighter |
52 | Fighter/Cleric (half-elf) |
53-54 | Fighter/Mage (elf)* |
55 | Fighter/Illusionist (gnome)* |
56-67 | Ranger (half-elf) |
68-92 | Ranger |
93 | Ranger/Cleric (half-elf) |
94-95 | Thief (halfling) |
96-97 | Thief |
98 | Thief (gnome) |
99-00 | DM's Choice |
Helpful Statistics
Avian (tern, penguin, pelican, duck, parrot, cockatoo, toucan, crow, raven, loon, heron): Int animal; AL N; AC 7; MV 1-3, Fl 24-36 (B) (penguin: MV 3 HD 1-4 hp; THAC0 nil or 20; #AT nil or 1; Dmg nil or 1; SZ T or S; ML 5-7; XP 0 or 15
Boar, giant: Int animal; AL N; AC 6; MV 12; HD 7; THAC0 13; #AT 1; Dmg 3d6; SD fight 1d4 rounds if hp 0 to B10; SZ L; ML 11; XP 650
Caribou: Int animal; AL N; AC 7; MV 21; HD 3; THAC0 17; #AT 2; Dmg 1-4/1-4; SZ L; ML 5-7; XP 120
Dragonet, Firedrake: Int semi-; AL N; AC 5; MV 6 fl 18 (C HD 4; THAC0 17; #AT 1; Dmg 2d4; SA fire breath 5/day, 2d8 in 60x10' cone; SD 1-2 fire damage per P or S weapon hit unless save vs. breath; SZ S; ML 9; XP 420
Catfish, giant: Int animal; AL N; AC 7; MV Sw 18; HD 7; THAC0 13; #AT 1; Dmg 3d4; SA swallow size S if 4+ over hit roll; two toxic feelers, 2d4 each (1d4 if save SZ L; ML 9; XP 2,000
Giraffe: Int animal; AL N; AC 6; MV 21; HD 4; THAC0 17; #AT 1 or 2; Dmg 1-4 or 1-2/1-2; SZ H; ML 5-7; XP 120
Goat: Int animal; AL N; AC 7; MV 15; HD 1+2; THAC0 19; #AT 1; Dmg 1-3; SA charge (+2 attack, +1-2 dmg SZ M; ML 8-10; XP 35
Musk-ox: Int animal; AL N; AC 7; MV 12; HD 4; THAC0 17; #AT 2; Dmg 1-4/1-4; SZ L; ML 8-10; XP 120
Primate (orangutan): Int low; AL N; AC 7; MV 9; HD 1+1; THAC0 19; #AT 1; Dmg 1-4; SZ S; ML 5-7; XP 35
Reindeer: Int animal; AL N; AC 7; MV 24; HD 2; THAC0 19; #AT 1; Dmg 1-4; SZ M; ML 5-7; XP 35
Rhinoceros: Int animal; AL N; AC 6; MV 12; HD 8; THAC0 13; #AT 1; Dmg 2-8; SA charge (double damage), trample 2-8/2-8; SZ L; ML 8; XP 975.
Seal: Int animal; AL N; AC 6; MV 3, Sw 18; HD 1; THAC0 19; #AT 1; Dmg 1-3; SZ M; ML 8-10; XP 35
Small mammal (hamster, kangaroo rat, prairie dog): Int animal; AL N; AC 9; MV 12, Br 1; HD 1 hp; THAC0 nil; #AT nil; Dmg nil; SZ S; ML 2-4; XP 0
Zebra: Int animal; AL N; AC 7; MV 24; HD 2; THAC0 19; #AT 1; Dmg 1-3; SZ L; ML 5-7; XP 65
General Behavior of Followers
This section pertains to animal followers, as do the three sections which follow--Training Animal Followers, Follower Loyalty, and Parting Company. Information relevant to human and demihuman followers can be found in the last section of this article.
What exactly does an animal follower do, anyway?
At first, animal followers do little more than that--they follow. While an avian follower may perch on the ranger's shoulder for a few miles or a dog may scout up ahead, for the most part, followers linger behind, keeping perhaps 10-20 feet between themselves and the ranger.
In general, an animal follower attempts to accompany the ranger wherever he goes. If the ranger enters a cave, the follower goes in after him. If the ranger paddles a canoe, the follower attempts to swim alongside. If the follower can't swim, it waits on shore for the ranger to return. If the follower is too big to squeeze through an underground passage, it may surface and wait for the ranger outside.
Likewise, if a ranger moves at a pace faster than the follower can maintain, the follower will attempt to pursue as best it can. When a ranger interrupts his travels--for instance, if he stops to camp--he may give the lagging follower enough time to catch up. If a follower is unable to rejoin the ranger because of a lost trail (the animal hasn't seen the ranger in several days and can no longer track him), physical barriers (the animal is incapable of following the ranger across a vast river) or inhospitable terrain (a seafaring ranger has left for the shore, abandoning a water-breathing follower), the follower is considered to be released; see the Parting Company section below for details.
Routine Activities
For the most part, an animal follower can take care of itself. Assuming there's an adequate supply of game or edible vegetation in the area, the animal will hunt or graze as necessary to keep itself fed. It will find its own water, keep itself groomed, and rest when tired. If the ranger marches by day and rests by night, nocturnal animals will either reverse their normal sleeping patterns and sleep when the ranger sleeps, or sleep by day and catch up with the ranger in the evening.
In extreme circumstances, an animal follower may depend on the ranger for routine care. If an animal follower accompanies a ranger into a city or other area where it's unable to hunt, the ranger will probably have to supply food. In a hot desert, a ranger may need to share his water. Wounded or ailing animals sometimes require medical attention. If an animal fails to receive adequate care, it may abandon the ranger (see the Parting Company section).
As an animal becomes more attached to a ranger, it may require extra attention or reassurance. Usually, an animal lets the ranger know when it needs attention by rubbing against him, frolicking in front of him, or whining incessantly. Usually, a ranger can soothe an anxious animal follower by playing with it for a few minutes, offering some comforting words, or stroking its fur. If the ranger makes a habit of ignoring a follower, it may abandon him.
Procreation
Most healthy animals have a powerful instinct to procreate. On occasion, a follower will disappear into the wilderness to seek a mate. Usually, the follower returns in a few hours, or at most, a few days. However, so strong is the urge that the follower may abandon the ranger altogether if it has to travel long distances to find a suitable partner. Also, the quest for a mate is not without risk; a male follower may die while fighting a rival for the attentions of a desirable female (which may account for why some followers mysteriously disappear and never come back). But more often than not, a follower will complete its liaison without incident, rejoining its ranger unharmed and content.
Should a female animal follower give birth, the offspring don't automatically become followers. Initially, offspring are considered "followers" of the parent, as their relationship with their mother more or less parallels the mother's relationship with the ranger. As the offspring mature, they may wander away to start lives of their own, or they may stay and become followers, as decided by the DM. Offspring who become followers count against the ranger's normal limit.
Combat
Animal followers will rarely defend their rangers against attack unless trained to do so (see the Training Followers section below), especially if the opposition is supernatural or uses fire. In general, a follower is mainly concerned with its own safety, fighting only when necessary to protect itself. An exceptionally violent animal may relish any opportunity to attack, and some will stand guard over or attempt to drag away their incapacitated ranger, but most of the time, a follower is more likely to take cover or retreat than engage in combat. The DM determines the combat reactions of a follower just as he would for any animal in the game.
Communication
When a ranger acquires an animal follower, he gains no special way of communicating with it. Unless the ranger trains the creature to respond to specific vocal sounds or physical signals, the follower passively accompanies the ranger on his travels, oblivious to his commands.
Reactions to Others
Animal followers feel loyal and friendly to their rangers. Most animal followers would no more harm their rangers than they would their own mothers. A follower would be unlikely to retaliate violently if the ranger mistreated it; instead, the follower would simply leave.
The ranger's presence has a calming influence on wild animal followers which tempers their reactions to the ranger's other companions. The animal followers will generally leave other player characters alone, so long as the PCs keep their distance and don't antagonize them. However, if a PC comes too close to a lion, tiger, or other wild animal follower, the follower may respond with a warning snarl or even a swipe of the paw. If the PC doesn't get the message, the follower may attack. Such an attack continues until the PC withdraws or the ranger intervenes. If the ranger has trained the follower to attack only when ordered, fellow PCs won't have to worry about assaults. Otherwise, the ranger's companions are advised to keep their distance. Even a ranger will not approach a predatory follower just after it has made a kill.
Naturally docile animals, such as sheep and mice, pose no threat to the party. Neither do domesticated creatures, such as farm animals and pets. Unless a trained animal is responding to its ranger's commands, the DM will decide how docile followers react, exactly as he does for followers that are wild animals.
Wild animal followers respond to non-player characters in much the same way as they do the ranger's companions; that is, they ignore NPCs who keep their distance and make no hostile actions, but may attack NPCs who get too close or threaten them. Docile animals respond timidly to unfamiliar NPCs, possibly cowering behind the ranger or seeking cover.
A ranger's calming influence also extends to followers who would normally consider each other predator and prey. If a deer and a lion are both among a ranger's followers, they co-exist harmoniously so long as they remain with the ranger. Though it's unlikely the pair would cuddle up together to go to sleep, neither would the lion eat the deer. At the same time, the lion follower would consider all other deer fair game, hunting them as necessary to satisfy its hunger. Should the ranger abandon or dismiss his lion and deer followers, the animals would shortly revert to their natural states, and the deer might stand a good chance of becoming the lion's next meal.
Disadvantages
Animal followers provide many benefits to rangers, but there can be drawbacks as well. Here are a few typical complications, which the DM can use to add color to a campaign, serve as story springboards, or enliven an otherwise routine encounter.
- Some animals attract predators. A rat follower could attract a giant snake, or a boar follower might lure a hungry dragon. The ranger and his companions could be ambushed along with the followers.
- Certain followers may be sought by hunters and collectors. A weasel follower with lustrous ivory fur might prove irresistible to unprincipled sportsmen. A renegade wizard could target the party to get her hands on the feathers of a black owl follower, which she needs for a spell component. Rustlers might assault a party just to steal a ranger's horse follower.
- The presence of unusual followers may make NPCs less likely to deal with the party. A traveler may hesitate to share information when a growling bear lurks in the background. A giant eagle fluttering overhead could discourage a merchant from trading with the PCs. The DM may modify an NPC's reaction by as much as -4 when disconcerting, threatening, or obnoxious animal followers are present.
- Some animals have habits which can make life uncomfortable, if not downright miserable, for the ranger and his companions. A filthy hyena follower might smell so bad that it makes the PCs' eyes burn. A parrot follower may insist on keeping the party up all night with its incessant chatter. A curious squirrel follower could pick the pocket of a slumbering wizard, steal a crucial spell component, then bury it in the forest.
Training Animal Followers
See the Training Animal Followers article for detailed information on training followers.
Parting Company
If a ranger treats his followers well, they'll remain with him indefinitely. If the ranger has not neglected the well-being of his followers, or violated their trust, loyalty checks for them are rarely necessary.
When a Follower Abandons a Ranger
However, there is a limit as to how much abuse a follower will tolerate. The actions--or inaction--of the ranger may necessitate morale checks, as determined by the DM. Should a morale check succeed, the follower remains with the ranger. Should a check fail, the follower goes its own way, in most cases never to return. Followers who permanently abandon their ranger are considered lost and are not replaced.
Here are some situations that may result in a follower abandoning its ranger. It's up to the DM to decide when a given situation becomes stressful enough for the follower to require a morale check.
Inhospitable Terrain. An animal may hesitate to enter an environment radically different from its own. A hawk follower native to the mountains probably won't resist following a ranger into a forest or plain, but it may balk at entering an arctic region. Even if an animal follows a ranger into hostile terrain, it may not remain there for long; for example, a hawk may tolerate the freezing climate of the arctic for no more than a day or two.
Reckless Endangerment. Followers trained for combat willingly participate in encounters that may result in injury or even death. However, if the ranger forces an animal to participate in an unrelenting series of battles, resulting in serious damage or chronic fatigue, the follower may rebel and leave. Likewise, if a ranger regularly compels an animal to follow him into caverns, ruins, and similarly dangerous places, the animal may flee.
Starvation. Though followers usually find their own food, in certain situations they may depend on their rangers for nourishment. If a ranger neglects to keep a follower fed, the follower may decide to look for greener pastures.
Mistreatment. Most followers won't stand for beatings, whippings, or other physical mistreatment. (Being of noble character, most rangers won't administer such punishments, but exceptions do occur.) If the ranger persists in this behavior, abandonment is inevitable.
Inattention. Some followers, particularly dogs and other domestic animals, have emotional as well as physical needs. A ranger who consistently ignores or withholds praise and affection from his followers risks losing them.
Mating Season. An animal's urge to mate may overwhelm its loyalty to its ranger. An animal may disappear during mating season and never return, particularly if it has trouble finding a suitable partner. Morale checks usually aren't applicable in these situations; instead, the DM may take advantage of mating season to restore balance to the game by eliminating a powerful follower, or getting rid of a cumbersome follower that's proving to be too much of a burden to a ranger.
Impending Death. When certain followers reach the end of their days, due to illness or old age, they may abandon their ranger to die alone (an aged elephant journeying to an elephant's graveyard). Morale checks aren't usually necessary. Instead, the DM may engineer a poignant scene where the ranger realizes that death is near for his loyal companion, and must come to terms with the loss.
When a Ranger Abandons a Follower
Situations may arise where the ranger wants to rid himself of a particular follower. A follower with negligible trainability may prove to be more annoying than helpful. A filthy or frightening follower may make the party uncomfortable. A follower may eat too much, move too slowly, or scare off too many NPCs. Whatever the reason, the ranger has two options for abandoning a follower, either of which he can exercise any time he likes.
Release. This is a form of temporary abandonment. Using commanding gestures and a firm voice, the ranger lets the follower know that he wants it to remain behind. Because of the special bond between the follower and the ranger, the follower instinctively understands what the ranger is telling it, and responds by reluctantly wandering away into the wilderness. Should the ranger return to the general area where he released the follower, and call out to the follower or otherwise make his presence known, the released animal may show up again, ready to resume its role as a follower. (The DM decides if a released follower returns; generally, if the ranger attempts to locate the follower within a few months of its release, the animal will show up within a day or so. Otherwise, the ranger should assume that the released follower has died or relocated.)
Dismiss. This is a form of permanent abandonment. As with release, the ranger communicates his desire to dismiss a follower through a series of gestures and vocal commands. The dismissed follower moves away into the wilderness, never to be seen again. A dismissed follower will not return to the ranger. A ranger can=t replace dismissed followers; they still count against his normal limit.
Other Options
A ranger who doesn't want to release or dismiss an unwanted animal follower has a host of other options, limited only by his imagination and the DM's approval. He can arrange for a farmer, a zoo keeper, or other NPC to care for the follower (making sure, of course, the caretaker is of good alignment). He can keep it in his stronghold, asking a human or demihuman follower to care for it. He can also give it to a friendly NPC as a gift (again, presuming the NPC is of good alignment; failure to do so may be taken as a sign of betrayal by the ranger's remaining followers).
Humans and Demihumans
Humans and demihumans become followers for different reasons than animals. Drawn to a ranger's reputation for honor and integrity, humans and demihumans serve as followers out of respect, admiration, and hero-worship. They remain loyal so long as their basic needs are met, and the ranger doesn't betray their trust.
Trainability doesn't apply to human and demihuman followers. Instead, they will perform any duties or functions within reason. Typically, such followers serve as soldiers, but they may also work as guards, servants, or personal aides.
Human and demihuman followers accompany the ranger as long as their basic needs are met and their are fairly treated. Some may serve with the understanding that the ranger will teach them the ways of the wilderness. It's up to the ranger to determine the needs and expectations of each new follower when he arrives.
A ranger's human and demihuman followers aren't confined to a stronghold. They may accompany him on his travels or undertake independent missions. In other respects, a ranger's followers adhere to the guidelines given in the NPCs article. The DM should prepare a character sheet with all relevant statistics for each new follower. The DM, not the player, controls the actions of the follower.
Restrictions. In general, human and demihuman followers should be of 1st to 4th level when they appear; a 15th-level fighter has better things to do than tag along after a 10th-level ranger. Additionally, the follower should be of good alignment; except in rare cases, rangers won't tolerate neutral or evil followers.
Followers can be of either sex. The age of the follower is also unimportant, although because of their low levels, most followers will be relatively young.
Personalities. Impressionable youths, curious scholars, impulsive vagabonds, and orphaned wanderers all make good followers. Interesting quirks or personal problems make followers more fun for the players, and also provide springboards for adventures. The NPCs article offers suggestions for creating NPC personalities, which are also suitable for followers.
Abandonment. Just as he may do with animal followers, the ranger may dismiss or release his human and demihuman followers. Released followers may rejoin the ranger at a later time. Human and demihuman rangers who are dismissed or otherwise lost can't be replaced.
Human and demihuman followers may also abandon their rangers. Situations that may trigger abandonment include reckless endangerment, continual verbal abuse, or inattention to the follower's needs. If the ranger commits an act of cowardice or otherwise violates his code of honor, a follower may become disillusioned and abandon the ranger in disgust. The DM might make morale checks to determine if a follower stays or goes, he may resolve the situation by role-playing (the follower requests an explanation for the ranger's cowardly behavior; the follower stays if the ranger offers a reasonable justification), or in extreme cases, he may have the follower simply disappear without explanation.
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