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Animal Companions (OSR)
Animal Companions (OSR)
Animal Companions
OSR Advancement Rules for Domestic Beasts
Written by Mark A. Thomas
Published by PBE Games
© 2018 PBE Games, licensed for private use only
Product ID: GS-6062
On the Web
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Art Credits
Cover image courtesy the National Gallery of Art
Interior images in the public domain
Some images courtesy Wikimedia Commons
Special Thanks
Art Gower, Melissa Sawicki, Kelan Sisk, Micah R. Sisk, Scott Snyder
Introduction
Introduction
Qualifying as a Companion
Any mundane domestic creature can become an Maximum Companions
animal companion if it meets a few simple
requirements. The beast must have a single owner Charisma Companions
who is responsible for its care and feeding. It must 3-6 1
also have a personal name. The number of animal 7-10 2
companions a single character may keep is limited 11-14 3
by their charisma, as outlined in the Maximum
15-17 4
Companions table.
Companion Experience
18 5
Companion Experience
Beasts that accompany their master on adventures earn experience points (XP) and
gain levels that grant minor powers and improve survivability. Award animal
companion XP when you award character XP. Companions may not advance more than
one experience level per adventure, and their level cannot exceed their master's
character level. The maximum companion level is seventh. Animals gain XP from the
following activities:
• 1 XP for each day spent in the wilderness
• 1 XP for every four hours spent in a dungeon environment
• 1 XP per foe hit die for any monster or beast the companion helps defeat
When animal companions earn sufficient experience, they gain a level and specific
benefits, which include additional hit points, attack or saving throw bonuses, skills, and
quirks. Quirks are unique abilities or traits that you roll on the appropriate quirk table.
Most quirks are beneficial, but there are a few stinkers in the mix.
Example: Rocky, a first level mule, spends six days in the wilderness with his mistress, a
second level fighter, and her companions. When gnolls attack the camp, Rocky kicks
two of the creatures, which are subsequently slain by party members. Later, Rocky
accompanies the party into a ruined temple, where the group spends six hours
exploring. When the group returns to town, Rocky earns 11 XP:
• 6 XP for days in the wilderness
• 4 XP for helping to defeat two 2 HD monsters
• 1 XP for time spent in a dungeon
Rocky gains a level and as a second level mule, he gains +2 hit points.
Animal Companions by PBE Games - Page 3
Tricks
Tricks
Characters may teach their animal companions tricks, minor actions that use the
creature's natural abilities or quirks. Some animals are more amenable to training than
others, but all companions may learn one trick per level. Typical tricks include: sit and
stay, fetch, hide, buck off a rider, follow a scent, or carry a message.
Feeding Companions
Feeding Companions
Animals require specific foods to remain healthy. Characters must provide the proper
feed in sufficient amounts to retain their companion's loyalty. As a general rule, animals
eat one to two percent of their body weight in food each day. Equines, camelids, and
elephants can graze in appropriate terrain, halving their food requirements.
Losing Companion Status
Companions as Familiars
The game master may allow magic users to treat their
familiar as a companion. Consider the following guidelines
if you allow animal companion familiars:
• Companion bonuses do not apply to benefits transferred
to the creature's master
• Magical creatures such as imps or quasits cannot be
animal companions
• Familiars reroll all negative quirks
• All familiars will enter dungeons
Some animal companions can use gear that enhances their capabilities: saddles secure
riders or loads, armor provides added protection, and leashes and collars help control
wayward animals. The prices here are for basic equipment of the given type. Fancy
decorations can double or triple the listed values. Items that fit beasts of different sizes
have a range of prices that reflect the additional material needed to manufacture larger
pieces of gear.
Barding (15 to 10,000 GP)
Barding is armor designed to fit animal companions. Size and materials (padded,
leather, scale, plate, etc.) determine barding cost and the protection it offers. A creature
wearing barding gains a +1 armor bonus if its natural armor class is better than the
protection provided by the armor. War dogs, hunting cats, and war-trained equines,
camelids, and elephants can wear barding, but training hunting cats to wear barding
uses a trick slot.
Bit/Bridle (15 SP)
The reins, headstall, and mouthpiece that allow a rider to direct a mount. Any animal
companion that can carry a rider can wear a bit and bridle.
Collar/Halter (1 SP)
A strap or series of straps that fit an animal's neck or head. Collars allow a master to
maintain control during training or transport. Dogs, monkeys, small mammals, and cats
wear collars. Equines, elephants, and camelids wear halters.
Feed, high-protein (2 CP per pound)
Food for animals that are omnivorous or carnivorous.
Feed, plant-based (1 CP per pound)
Food for herbivores.
Gauntlet, leather (2 GP)
A heavy leather glove that protects a trainer's hand/forearm from the claws of
predatory birds.
Harness (1 to 15 GP)
A system of straps and collars that allows an animal to pull a cart, wagon, or sled. Any
creature that can haul a load can use a harness. Harness prices reflect the size of
creature they fit.
Horseshoes (1 GP)
Metal horseshoes protect equine hooves from damage when traveling on hard surfaces.
Howdah (75 GP)
A howdah is a carriage-like structure that fits on the back of an elephant and provides
seating for up to four people. Fancier howdahs have tent-like covers that protect riders
from sun and weather and are often decorated with rich cloth and jewels.
The Companions
Any domestic animal can become a companion, but some creatures are more common
than others. Each section that follows summarizes a companion category and includes
advancement and quirk tables. You can quickly adapt the provided attributes to any
OSR-style game.
Hit dice (HD), determine a creature's hit points (HP). Roll 1d8 per HD. Armor class (AC)
values are given as descending (ascending). An unarmored human is AC 9 (10), and
chainmail is AC 5 (14). Damage (Dam) indicates what die to roll when a companion
makes a successful attack. All animal companions fight as monsters and save as
fighters. Movement (MV) is given in generic units. Unburdened humans are MV 12.
Animals that can carry riders/gear have a load rating expressed in pounds. They can
haul the given amount (when fitted with appropriate equipment) at their standard
movement rate or up to 1.5 times the listed weight at half speed.
Note: While the creatures and equipment described herein are based on reality, please
don't use this information to care for real-life animals.
Canine Quirks
Roll Quirk
1 Yappy - Barks at the slighted provocation
2 Snappy - Prone to bite anyone but its owner
3 Keen Senses - Only surprised on 1 on a 1d8 roll, warns its master
4 Faithful Companion - Can always find its master, even from miles away
5 Pack Leader - Grants +1 morale bonus to all nearby friendly dogs
6 Iron Jaws - Does +2 damage with bites
7 Fearless - Never flees, +2 save versus fear effects
8 Herd Instinct - Will herd and guard other friendly animals
9 Tough as Nails - Gains a +1 bonus to all saving throws
10 Trash Mouth - Will eat anything and forages its own food
11 Master’s Choice - Choose any quirk or remove an existing quirk
12 Master’s Choice - Choose any quirk and roll again
Animal Companions by PBE Games - Page 8
Corvids and Parrots
Corvids and Parrots
Corvid/Parrot Quirks
Roll Quirk
1 Thief - Steals small objects and deposits them in its owner’s gear
2 Mouthy - Repeats random phrases at inconvenient moments
3 Nimble - Gains a -1 (+1) AC bonus when flying (corvids)/climbing (parrots)
4 Loyal Companion - Makes all loyalty checks at +2
5 Dive Attack - Gains a +1 to hit bonus to initial attack rolls
6 High Perch - Hides in high places, gaining +1 stealth
7 Self-Preservation - Flees from dangerous situations
8 Clever - Can learn two additional tricks
9 Go for the Eyes - 10% chance successful attacks temporarily blind the target
10 Wily - Grants a +1 bonus to thievery attempts
11 Master’s Choice - Choose any quirk or remove an existing quirk
12 Master’s Choice - Choose any quirk and roll again
Animal Companions by PBE Games - Page 9
Elephants
Elephants
Elephant Quirks
Roll Quirk
1 Grabby - Uses its trunk to grab items or people at random
2 Leaner - Likes to lean against trees, rocks, and buildings, with predictable results
3 Placid - Has a +1 morale bonus in dangerous situations
4 Heavy Build - Gains a 10 percent carry/lift/drag bonus
5 Swift - Gain a +2 movement bonus
6 Keen Hearing - Only surprised on 1 on a 1d8 roll
7 Guardian - Treats other herbivores as members of its herd
8 Hard Headed - Does extra structural damage
9 Thick Hide - Gains a -1 (+1) AC bonus
10 Iron Hearted - Can carry/pull loads for up to 12 hours per day without harm
11 Master’s Choice - Choose any quirk or remove an existing quirk
12 Master’s Choice - Choose any quirk and roll again
Animal Companions by PBE Games - Page 10
Equines
Equines
Equine Quirks
Roll Quirk
1 High-Strung - Flees at the first sign of trouble
2 Frail - Reduce carry capacity by 10 percent
3 Placid - Has a +1 morale bonus in dangerous situations
4 Double Kick - Does +2 damage with kick attacks
5 Loyal Mount - Bucks off any rider other than its master
6 Steel Spine - Increase carry capacity by 10 percent
7 Water Wise - Can find fresh water within one mile
8 Herd Leader - Will keep other horses and ponies together
9 Self-Preservation - Flees from dangerous situations
10 Swift - Gains a +2 movement bonus
11 Master’s Choice - Choose any quirk or remove an existing quirk
12 Master’s Choice - Choose any quirk and roll again
Animal Companions by PBE Games - Page 11
Felines
Felines
Feline Quirks
Roll Quirk
1 Yowler - Meows and yowls at any unusual noise
2 Gifts for Master - Brings animals it’s killed to its owner
3 Avid Hunter - Finds its own food
4 Stalker - Will always attempt to remain hidden, +1 stealth
5 Cute - Grants its master a +1 bonus to reaction checks when present
6 Razor Claws - +1 damage with claws (+2 for hunting cats)
7 Pounce Attack - Has a silent first attack with a +2 to hit bonus
8 Fuzz Ball - Tolerates cold temperatures
9 Squeeze Play - Easily fits through openings that appear too small
10 Nine Lives - Has a 10 percent chance to avoid deadly spells or attacks
11 Master’s Choice - Choose any quirk or remove an existing quirk
12 Master’s Choice - Choose any quirk and roll again
Animal Companions by PBE Games - Page 12
Monkeys
Monkeys
Monkey Quirks
Roll Quirk
1 Poo Flinger - Expresses its displeasure by throwing fecal matter
2 Thief - Constantly steals and hides small items
3 Entertainer - Likes attention and hams it up when people are watching
4 Self-Preservation - Flees from dangerous situations
5 Explorer - Constantly wanders off to check out its surroundings
6 Follow the Leader - Always sticks close to its master
7 Naturally Sneaky - Gains a +1 sneak bonus
8 Leap Attack - Attacks with a +2 to hit bonus when positioned on a high perch
9 Deft Dodger - Gains a -1 (+1) AC bonus
10 Clever - Can learn two additional tricks
11 Master’s Choice - Choose any quirk or remove an existing quirk
12 Master’s Choice - Choose any quirk and roll again
Animal Companions by PBE Games - Page 13
Predatory Birds
Predatory Birds
Players may wish to tame creatures not covered by the provided tables. In these cases,
the GM can create their own advancement and quirk tables by picking and choosing
entries from the examples given or making up their own bonuses and quirks. Here are
some guidelines for advancement and quirk table creation:
• Advancement tables should include three quirk rolls, two to five combat/save/skill
bonuses, and add three to ten hit points.
• Quirk tables should have two negative entries and two entries that grant the master a
choice of quirks.
The Companion Worksheet contains blank advancement and quirk tables and space
for notes. GMs and players can use it to create custom companion advancement charts.
The Beastmaster
The Beastmaster
Beastmasters are characters with a natural affinity for wild animals. They live on the
fringes of the civilized world, outcast by choice, chance, or force of law. Their life in the
wilderness has made them tough and strong, and their gift requires a certain amount of
charm. Beastmasters can tame the usual number of standard animal companions and
use Empathic Bond to turn wild beasts of any sort into unique companions with added
abilities and benefits.
Beastmasters revere nature and must maintain a neutral alignment. A Beastmaster
with Strength, Constitution, and Charisma scores of 13 or higher earns a 5% experience
point bonus. If all three scores are 16 or higher, the character earns a 10% experience
point bonus. This class choice is available to humans, elves, and half-elves.
Beastmasters have the following abilities and characteristics:
• Minimum Attributes: STR 9, CON 12, CHA 12
• Prime Attribute: CHA
• Hit Dice: 1d6
• Maximum Level: None
Beastmasters fight and gain levels as Clerics. They use all weapons except crossbows,
elaborate pole arms, or guns. To allow swift and silent movement in their wilderness
habitat, Beastmasters only wear light armor: padded, leather, or studded leather. They
save as Fighters of the same level. Beastmasters live a simple life, owning only what
they and their animal companions can carry. They may not hire henchmen or hirelings.
In natural settings, Beastmasters can Move Silently and Hide in Shadows as a same-
level Thief. They are proficient hunters and foragers, doubling the odds of finding food
in the wilderness. Beastmasters can also track creatures in the wilderness with a 90%
chance of success. Make a tracking check every two hours and modify the chance of
success as follows:
• +5% per creature being tracked
• -20% per hour of precipitation
• -5% per hour that has passed since the creatures passed the area
In the wilderness, Beastmasters are only surprised on a 1 on a d6 and surprise others
on a 1 to 3 on a d6.
Character: Player:
Companion: Species:
HP (HD): ( ) Move: Notes:
AC: Load:
Damage:
Level: XP:
Fight/Save as: /
Advancement
Level XP Benefit
1 0
2 10
3 30
4 60
5 90
6 140
7 200
Quirks
Roll Quirk
1
2
3
4
5
6
7
8
9
10
11
12
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