Animal Companions allows PC’s to own and use pets.
Determine how the PC got an Animal Companion. Did they buy them from a market, or did they befriend them in the wild?
|PC bought a Pet|
|1||Referee rolls 2d6 and then consults the following table to understand how the new Pet reacts to their owner.|
|2||The Referee rolls the Virtue, Vice, and Disabling Characteristics tables in character creation to understand their Pet’s personality.|
|3||PC fills out a Character sheet for their Pet. All Pets start at level 1, and stats are rolled the same way a PC’s stats would be rolled except, the PC adds 5 to find the passive score.|
|4||Referee informs the PC of the pet's reaction to them and can play out their personality how they see fit|
|5||Once the PC begins to train the pet, the referee can award the PC advantage or disadvantage depending on the Pets reaction to their new master. If the pet responded talkative or helpful when meeting their new master the PC has advan- tage when attempting to train their Pet. If the Pet responded hostile or unsure of their new master the PC has disadvantage when attempting to train their pet (lasts for 3 training sessions).|
|6||After 3 successful training sessions, the Pet becomes a companion and a best friend. Any further training has no repercussions.|
|PC befriended a Wild Animal|
|1||Referee rolls the Virtue, Vice, and Disabling Characteristics tables in charac- ter creation to understand the Wild Animal’s personality.|
|2||PC fills out a Character sheet for the Wild Animal. To determine the Wild Animal’s starting level roll 1d4. Stats are rolled the same way a PC’s stats would be rolled except, the PC adds 5 to find the passive score. Make use to update the HP and bonus according to the Wild Animals starting level.|
|3||The Referee is free to play out the Wild Animal’s personality how they see fit.|
|4||Once the PC begins to train the Wild Animal, referees can make a morality roll to see if the animal follows the command outside of training.|
|5||After 3 successful training sessions, the Animal becomes a companion and a best friend. Any further training has no repercussions.|
General Animal Companion Rules
- Level 1 Animal compaions start with 4 HP.
- When an Animal Companion gains a level, they roll a number of d4's equal to their new level (-1 d4 and add 4 HP), to find their new HP maximum. If the result is less than their previous maximum, their maximum HP increases by 1. They also raise the passive score and bonus score of 1 ability by 1 point.
- Each command an Animal Companion learns, takes up 2 of their Inventory slots.
- To Train, an Animal Companion PC’s just need roll a successful Intelligence saving throw. If successful the PC can train the animal to follow a complex command.
- PC’s can have infinite pets, however all XP said PC earn must be divided up among them.
- Robert trains his new dog to fetch healing potions out of his bag, and bring them to his allies, on command.
- Janet teaches her new pet seagull, to assist her in scouting for foes, by flying high above.
Ben Milton: Knave
DishwasherPossum: Editorial Stuff
Special Thanks to Ben Milton for allowing nobodies like me to pretty much do anything with the Knave System and thank you for all the help from the people on the QuestingBeast discord.
Designer's Note: Add a little extra fun, customization for your players. Afterall, there will always be that one PC who insists on taming a bear.