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.
The Ranger's Follower's tables in the Ranger's Followers article 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.
Follower Training Table
* 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
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 |
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 in the Ranger's Followers article). 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.
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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