Playbook: Assistant Beast Keeper

The old witch in the village took a liking to you when you were still young, and you now keep her animals for her. While what you do may seem inconsequential, the witch seems to consider you to be vitally important, and favors you above all others. You dream of a more exciting life.

Prerequisites: Favored class must grant an animal companion or familiar.
Starting Stats: You have a knack with animals. Your Constitution and Wisdom begin at 10, and all of your other ability scores begin at 8.
Equipment: Peasant’s Outfit, a Brass Knife, a Veterinarian’s Kit, 5 days Animal Feed, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int, Urchin trait
2 Your father was an outcast, rightfully or not. +2 Int, +1 Str, +1 Con, +1 Wis, Animalistic Affliction trait
3 Your parents were fishermen and you grew up working the docks. +2 Dex, +2 Wis, +1 Str, Wharf Rat trait
4 Your family worked a small farm outside the village. +2 Con, +1 Str, +1 Wis, +1 Cha, Harvester trait
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Talented Blacksmith trait
6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Beast of the Society trait
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis, Accelerated Drinker trait
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Simple Disciple trait
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis, Historian trait
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Well-Guarded mind
11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Str, +1 Con, +1 Dex, Natural Climber trait
12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Int, +2 Cha, +1 Dex, Eye for Quality trait

Add a location to the village (typically your family’s home or place of business).

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Scrapper trait
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Unpredictable trait
3 You were the toughest kid around. +2 Con, +1 Cha, Tough Skin trait
4 No secret escaped you. +2 Int, +1 Dex, Secret Keeper trait
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Whole Hearted trait
6 You never met a creature who didn’t like you. +2 Cha, +1 Str, Wasp Wisperer trait
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Self-Sacrifice trait
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Audience of the Holt trait
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, a One-handed Martial Weapon (your choice).
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, Fishing Tackle.
3 You went camping with the hunters. +2 Con, +1 Int, a Small Tent, a Hooded Lantern, and a flask of lamp oil.
4 The village elder who taught you to read and write. +2 Int, +1 Dex, a Blank Journal, Inkpen, and Vial of Black Ink.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, a Sanctified Ring (the matching ring is worn by your intended), and a House under construction.
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a single dose of Keif.
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, an Old Fur Coat and a Pocketed Scarf.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, Leather Armor and a Buckler.

Add an NPC to the village.

You took on the strangest job in the kingdom. What have you learned?

d6 The witch seems to enjoy making you do your least favorite chore. What is it? Gain
1 Mucking out the stables. +3 Str, Blood Steed trait
2 Preparing alchemical props for impressing the locals. +3 Con, Stage Magic trait
3 Cleaning and sorting the herbs. +3 Int, Tropical Botanist trait
4 Assisting her when she sees the sick. +3 Wis, Wati Remedies trait
5 Pampering her treasured cat. +3 Cha, Feline Devotee trait
6 Acquiring and preparing the meals. +3 Dex, Shiman-Sehk Scavenger trait
d6 Your gift with animals has allowed you to attract an unusual companion. What makes your companion different? Gain
1 It is actually a magical spirit from the celestial planes. +2 Wis, Celestial Servant feat.
2 You are always aware of its surroundings. +2 Int, Companion of Scrying feat.
3 It has evolved beyond its basic nature. +2 Cha, Evolved Companion or Evolved Familiar feat.
4 It is a conduit for the spirits of the world. +2 Wis, Spirit’s Gift feat.
5 Your companion stores magical power for you. +2 Int, Companion Cache feat.
6 Only you can see it. +2 Cha, Companion Unseen feat.

Add a location to the village.

d6 One day, while wandering the woods with a friend, you saw something very strange. The player to your right was there when it happened. Gain
1 You saw your true love with another. You confronted the cheating pair. The friend to your right consoled you after the encounter. +2 Cha, You and the friend to your right both gain the Scarred Legion feat.
2 A horned rider galloped through the trees on a dark errand. You hid in fear. The friend to your right was just as scared as you. +2 Dex, You and the friend to your right both gain the Stealth Synergy feat.
3 The march of a faerie lord and his court. It was the most beautiful thing you have ever seen, and you still hear their song. The friend to your right was there with you and wept at the sight. +2 Cha, You and the friend to your right both gain the Echoes of the First World feat.
4 The meeting of a sinister cult from another village. One of the men grabbed you, but you managed to escape. The friend to your right struck the man from behind and you knocked him unconscious. +2 Str, You and the friend to your right both gain the Precise Strike feat.
5 The miller having a clandestine meeting with a strange thief. You followed the thief and saw him lift a merchant’s purse. The friend to your right sneaked through the village with you after the thief. +2 Dex, You and the friend to your right both gain the Stick Together feat.
6 A knight on a quest. He broke bread with you and told you of faraway places. The friend to your right shared some of their own stories when you were too embarrassed to do so. +2 Cha, You and the friend to your right both gain the Diplomatic Ruse feat.
d6 One of the witch’s beasts is now your constant companion. Which strange animal is your new best friend1? Gain
1 An inquisitive raven. +2 Int, a Giant Raven 1.
2 A rat who always finds a bit of food. +2 Dex, a Dire Rat 1.
3 A silvery stag. +2 Str, a Stag 1.
4 A very loud owl who always knows the way. +2 Wis, an Owl 1.
5 A handsome pig. +2 Cha, a Boar 1.
6 A mother bear who visits daily. +2 Con, a Bear 1.

Add an NPC to the village.

1 This animal has the statistics of a 1st-level Druid’s companion, but does not gain the Link or Share Spells abilities and does not increase in power as you gain levels (unless you choose to make it your own animal companion or familiar). The animal begins trained in a normal number of tricks for its intelligence, and has the typical loyalty of a trained, non-magical animal.

Playbook: Assistant Beast Keeper

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