Rules Index | GM Screen | Player's Guide


Chapter 6: Equipment / Gear

Animals

Source Player Core pg. 295 2.0
The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price.

Most animals panic in battle unless specifically trained otherwise. When combat begins, they become frightened 4 and fleeing as long as they're frightened. If you successfully Command your Animal using Nature (page 242), you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions.

Warhorses and warponies are combat trained. They don't become frightened or fleeing during encounters in this way.

Statistics for the animals appear in Monster Core.

Barding

Source Player Core pg. 295 2.0
You can purchase special armor for animals, called barding (shown on the Barding table). All animals have a trained proficiency rank in light barding, and combattrained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size (use the statistics for Small barding for creatures below Small size). Barding can’t be etched with magic runes, though special magical barding might be available.

Table 6-18: Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5