Animal Master Animal masters have an affinity with nature’s creatures. They can be trainers, keepers, or guardians of animals. Good-aligned animal masters protect and care for animals, evil ones use simple creatures to their own advantage. Many animal masters spend much of their time outside with their furred, feathered, or scaled friends. Animal masters could include rangers, huntsmen, falconers, and druids.

Social ranks: Animal masters tend to be earthy folks from the lower echelons of a community. Roll 2d6 to determine an animal master’s rank.

2d6 roll
Social rank
2–5
Lower Class
6–11
Lower Middle Class
12
Upper Middle Class

Requirements: To take this kit, a character must have a minimum Constitution/Fitness of 10 and a minimum Wisdom/Intuition of 12. This kit is open to all player character races.

Weapon proficiencies: Animal masters can use any weapon appropriate to their class.

Recommended nonweapon proficiencies: Animal lore, survival, agriculture, animal training, animal handling, fire-building, fishing, herbalism, hunting, mountaineering, riding (any), swimming, set snares, tracking.

Equipment: Standard for the character’s class.

Recommended traits: Animal empathy, empathy, climate sense.

Benefits: When this kit is chosen, the player and DM must determine a suitable animal companion for the character. There are several factors to consider: 1) the climate and terrain of the animal master’s homeland, where he acquired the companion; 2) the character’s alignment, as companions are attracted only to animal masters of like demeanor; 3) the character’s race (dwarves and gnomes might attract burrowing or underground creatures, while elves would attract forest creatures) and; 4) the availability of compatible creatures. All animal companions should be size S (small). An animal companion is similar to a wizard’s familiar in that it has a bond with the animal master. The master can issue it simple verbal commands, and the animal can convey its needs and emotions.

After making a list of available and compatible creatures, the player should choose one creature as a companion. DMs might prefer the animal to be selected randomly. If this is the case, roll 1d20 and consult the chart below.

Hindrances: The animal master must protect his companion, not send it into dangerous areas to spring hidden traps. Should an animal master lose his companion through carelessness or by capriciously placing the animal in danger, he loses 10% of his current experience point total, and he loses his affinity to that species. No other creature of that type will serve as a companion for that animal master. No penalties are assessed if the animal dies through natural causes, accidentally, or while following orders of a reasonable nature. (However, it’s reasonable for animals with combat skills to defend their masters.)

Wealth: Standard as per the character’s class.

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