Herdmen can be taught all kinds of useful tricks; they are more intelligent than other herd beasts, after all (2d6+6 INT, after all, even if it is Fixed). They carry litters, fetch things, can even be taught to gather rocks together and put 'em in a pile. In times of great danger, the Morokanth give them clubs (which they use to hit anything that scares 'em). My awakened Herdman character, Fido Two-Big-Clubs, was a trained "pit fighter"; he has a high Mace attack, but a much lower parry (it's not easy to teach an unintelligent creature to parry; he dodges a lot). Fido was even taught to put on his own armor (which, incidentally, is made out of herdman leather; causes quite a stir whenever he offers to loan it to somebody).
Guy
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