PFS, Animal Companions, and Animate Dead


Rules Questions

Dark Archive

I have a new character concept brewing in my head, and I wanted to get some clarification on how something works.

When an animal companion dies, does it stop being an animal companion? Specifically, if the dead animal companion is animated as undead, does it lose it's bonus HD and stats? Would it revert to the base stats for the animal type?

The Exchange

This would be a Rules Question :)

Sczarni

It would follow the rules for animating undead, and would no longer be an Animal Companion.

Dark Archive

So what would it's stats revert to?


Victor Zajic wrote:
So what would it's stats revert to?

The way I see it you'd use the same HD and such that the animal companion has when it died. Neither the arcane bond nor any of the templates suggest that they lose the HD and statistics on death.


Keep in mind, you can't re animate someone elses critter without the owners permission.

It becomes whatever kind of undead you're making out of it. Parts is parts. It doesn't matter if they used to be to Razorfang the mighty t rex or just a t rex.


Nefreet wrote:
It would follow the rules for animating undead, and would no longer be an Animal Companion.

^^This

Basically, if Valeros the level 20 ginsu fighter dies and you animate his corpse, he comes back as... a 1 HD skeleton (or 2 HD Zombie). Base HD based on racial HD. They loose all their class levels/goodies.

Since animal companion bonus HD come from a class feature, I would treat these bonus HD as "class levels" for purpose of Animate Dead. Some critters may gain HD, especially low level ones.

Technically, RAW it could go either way, but RAI, this is how I would run it.

That said, an AC does not stop being an AC upon death; there is a spell called "Raise Animal Companion." Animate Dead would stop that spell from functioning... and might lead to a pissed off Druid/Paladin/whatever

Dark Archive

I'm looking for RAW, since this is for Pathfinder Society. I know I can't raise other people's animal companions without their permission.

BigNorseWolf, it sounds like you're saying it would use the base stats in the bestiary? Because default T-Rex stats are much better (and larger sized) than T-Rex animal companions.

I'm thinking I should probably prepare stats for both the animal companion version, and the base version from the Bestiary, in undead form.

PFS has very strict rules about undead, so my idea was to play a Seperatist Cleric of Urgothoa with the Animal domain, and Sacrifice my animal companion to Urgothoa every session, prepare a gourmet meal from the flesh, then raise the bones as a skeleton.

What animal compainions would be good for this? I would need something with clearly defined stats in the Bestiary, since there seems like there would be table variance on this.

Sczarni

Victor Zajic wrote:
my idea was to play a Seperatist Cleric of Urgothoa with the Animal domain, and Sacrifice my animal companion to Urgothoa every session, prepare a gourmet meal from the flesh, then raise the bones as a skeleton.

*pauses, with mouth open and index finger up*

Hrmmm.

Good question.

Lemme think that one over.

Sczarni

So, let's take a look at the Spinosaurus from the Bestiary, and the Spinosaurus as an Animal Companion. I chose this as my example because it has the highest strength of any Animal Companion and would most likely become the popular choice for such a tactic.

The Bestiary version is Gargantuan, with 20 hit dice, and a Strength of 34.

The Animal Companion version is either Medium or Large, with variable hit dice, and a Strength that can get up to 30ish.

I would never allow a level 1-6 PC to Animate their Medium-sized Spinosaurus and expect to get a Gargantuan Skeleton. The most they'd get would be a Medium-sized Skeleton.

So... I suppose one possible method for figuring this out would be to apply the Young Template to a Gargantuan Skeleton three times. That would lower its Strength from 34 to 22, its bite damage from 2d8 to 1d6, and its claw damage from 2d6 to 1d4.

Net result is attacks that deal 1d6+6 / 1d4+6 / 1d4+6

And, since no sane GM would allow you to treat your Animal Companion's corpse as a 20 hit die creature, I suppose the most balanced practice would be to go off of the number of hit dice the creature had when it died.

So, let's toss out a number, 5, since that's when Clerics get Animate Dead. Animating a 5 hit die, Medium-sized Skeleton nets it a +3 BAB, a +2 Natural Armor, and the attacks listed earlier above (all at +9 to-hit).

At 5th level... you know... that's not unbalancing.

Creepy, and definitely evil, but not overpowered...

Sczarni

Moving on to 7th level, when the Animal Companion becomes Large-sized, and has 6 hit die...

BAB is +4, Strength is 26 (+8), and it's large (-1), which means its attacks are now:

Bite +11 (1d8+8) and 2 Claws +11 (1d6+8)

A dedicated Fighter can pump out much more damage than that at 7th level, and other than HD increases the Skeleton will never improve beyond this. It doesn't have feats, tricks, or skills, and is mindless. If it gets dropped to zero, it's dead.

I still don't think that's unbalancing (although still just as creepy and evil).


Victor Zajic wrote:


BigNorseWolf, it sounds like you're saying it would use the base stats in the bestiary? Because default T-Rex stats are much better (and larger sized) than T-Rex animal companions.

Nope. It would just be generic Zombie animal medium sized. I think the only thing that matters is its size and bite damage.

Quote:
PFS has very strict rules about undead, so my idea was to play a Seperatist Cleric of Urgothoa with the Animal domain, and Sacrifice my animal companion to Urgothoa every session, prepare a gourmet meal from the flesh, then raise the bones as a skeleton.

It works. Just don't be surprised if some of the druids and paladins want to set you on fire. you might actually get a "hell no I'm not stabilizing him" out of some of the other players.

Sczarni

I'm on the fence as to whether or not the "sacrificing" aspect would be considered an evil act in Society.

Previously I ruled that a worshiper of Zon-Kuthon sacrificing a prisoner would be considered an evil act, but I'm not sure where I stand with regards to non-sentient animals.

It's certainly an expensive build idea with much potential to never be viable. You not only have to pay for the material components every session, but possibly an atonement as well, depending on your GM. Not to mention the reaction from other players/characters.

It's really not worth it, IMO.

Though I'm definitely getting ideas for some evil NPCs in my home campaign ;-).

Dark Archive

BigNorseWolf wrote:
Victor Zajic wrote:


BigNorseWolf, it sounds like you're saying it would use the base stats in the bestiary? Because default T-Rex stats are much better (and larger sized) than T-Rex animal companions.

Nope. It would just be generic Zombie animal medium sized. I think the only thing that matters is its size and bite damage.

Quote:
PFS has very strict rules about undead, so my idea was to play a Seperatist Cleric of Urgothoa with the Animal domain, and Sacrifice my animal companion to Urgothoa every session, prepare a gourmet meal from the flesh, then raise the bones as a skeleton.

It works. Just don't be surprised if some of the druids and paladins want to set you on fire. you might actually get a "hell no I'm not stabilizing him" out of some of the other players.

That's not how the Animate Dead spell works, BigNorseWolf. You remove class based hit dice, and apply the appropriate template, based off the creatures remaining statistics. If I animate Jo the 3rd level Brigand with the spell, I don't use the generic Zombie for him. I apply the Zombie template to his stats, using 1 HD as a baseline since he's all class levels.

If I cast the spell on the corpse of a Large Brown Bear, it doesn't shrink down to a medium animal zombie.

Now if what you are argueing is that I use the base, level 1 animal companion stats from the druid class section to make the zombie, that makes a bit more sense, though it relies on your assertion that Bonus HD are the equivolent of class levels, which is not terribly well supported RAW.

Nefreet, I'm not really going for the powergaming aspect, and I am well aware from the million and one paladin vs necromancer threads the roleplaying challenges. I actually enjoy in character philosophical arguements about faith and morality, and my local PFS group tends not to put up with people who deliberatly play in a way that prevents other people from having fun with their characters (Local paladins are more likely to forget what god they worship than attack a necromancer's pet just on principle). This just seemed like a fun way to get around some of the restrictions that PFS places on Necromancers, namely the availablity of corpses at the begining of scenarios. And it seems to fit very well with the Goddesses themes and style, and in a way that is not quite so blatently evil as the typical cleric of Urgothoa.

For chuckles, I might even say I share the gourmet feast with a local poorhouse in Absolom. What better way to share the teachings of my faith and confound the goody-two-shoes who say what I'm doing is wrong.


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I'm seeing enough table variation in this to make this a bad idea for pfs.

The Exchange Owner - D20 Hobbies

BigNorseWolf wrote:
I'm seeing enough table variation in this to make this a bad idea for pfs.

+1 on "this will be subject to table variance"

There are no rules to explicitly say an Animal Companion retains it's HD after death or after ceasing to be an Animal Companion.

So there will always be table variance that depends on permissive or restrictive interpretations of RAW.


As a pathfinder though, its a reaaly odd scenario where you can't come across some bodies. That ahh.. were TOTALLY like that when you got there, is swear.


As a GM I would probably tell you it's raised as the worse of either the base animal or animal companion stats.

Dark Archive

That seems like a reasonable way to do it. I'm going to try and pick animal companions who have about the same stats at any particular level as their base animal equivolent, and have the stats ready ahead of time. And if a GM makes a very strict ruling, I still have an animal companion who's likely more powerful than the skeletal version.

At least, until I get too hungry...

There's also battle bison to fall back on, if I'm desperate for warm bodies/delicious meat.

Sczarni

Just keep in mind that if you go that route your Animal Companion won't begin play knowing all of its tricks. Switching Companions from scenario to scenario is brutal.


Its not so bad, actually.

You can teach your companion one trick per point you have in handle animal per scenario

Since he won't be able to do this until level 5... that's 5 ranks... add in the free tricks, and any animal he gets from that point on will start at least combat trained (well, assuming he can reliably make the handle check)

At least until he devours it for parts =) Then its all moot.

Hmm... actually, the above assumes you can make the observed handle animal check(s) at the beginning of the scenario (or more likely the end of the previous one).

I personally think this is a fascinating concept.


Switching out an AC places a normal animal in the wild, not an enhanced one. If the AC made it large from medium, the released animal is no longer large.

ACs cannot be undead, so undead cannot be an AC. Since it is not an AC, it gets none of the AC benefits (HD, stats, size, etc.).

As to the dino mentioned, I would say you get an undead version of the base creature the AC template was applied to. Since the bestiary's 20HD dino is not the AC base, it is also not the undead base. Since you have the base AC stats (in order to apply the AC template benefits), you have the stats needed for the undead.

/cevah


Cevah wrote:

Switching out an AC places a normal animal in the wild, not an enhanced one. If the AC made it large from medium, the released animal is no longer large.

Well thats kinda the problem here. If he has say, a roc companion and he kills it .. what size is it now? It would be ridiculous if it suddenly grew into a huge roc, and there are no stats for a medium one. You'd have to convert.. somehow... and thats always a little iffy.

If you're going to do this (and flutter has a pointy stick that she will set on fire if you do) make sure to pick an animal companion with the same size as its wild counterpart, like a wolf, so you know you have a wolf corpse to template up.


BigNorseWolf wrote:
Cevah wrote:

Switching out an AC places a normal animal in the wild, not an enhanced one. If the AC made it large from medium, the released animal is no longer large.

Well thats kinda the problem here. If he has say, a roc companion and he kills it .. what size is it now? It would be ridiculous if it suddenly grew into a huge roc, and there are no stats for a medium one. You'd have to convert.. somehow... and thats always a little iffy.

If you're going to do this (and flutter has a pointy stick that she will set on fire if you do) make sure to pick an animal companion with the same size as its wild counterpart, like a wolf, so you know you have a wolf corpse to template up.

Which is why there were a bunch of threads about Roc companions and size. The released companion is the size of the creature that was made into the companion, not the size of the Bestiary Roc.

Take your stats for the Roc companion. Subtract out the benefits conferred by being an AC, and that is the base creature. I believe the AC rules explain how to modify a standard animal. Using this to backwards engineer the base Roc from the companion does not give you the Bestiary Roc, but does give you the base for the undead spell used.

/cevah


And if the DM wants to use a different formula/method/ disallow the entire thing?

Dark Archive

Cevah wrote:


ACs cannot be undead, so undead cannot be an AC. Since it is not an AC, it gets none of the AC benefits (HD, stats, size, etc.).

/cevah

While I understand your logic, that's not actually a rule in Pathfinder.

Sczarni

Victor Zajic wrote:
Cevah wrote:
ACs cannot be undead, so undead cannot be an AC. Since it is not an AC, it gets none of the AC benefits (HD, stats, size, etc.).
While I understand your logic, that's not actually a rule in Pathfinder.

While I understand your dissent, you're going to have to accept table variation and the opinions of GMs like Cevah.

The last thing you should do is assert that you know what the rules are, when there really aren't any.

The Exchange Owner - D20 Hobbies

Victor Zajic wrote:
that's not actually a rule in Pathfinder.

There is no rules stating what happens to an AC when it ceases to be an AC and no rule stating that being an AC fundamentally changes its DNA.

So you will have GM's that assume one of these:

  • Being an AC changes the animal's DNA and when it ceases being an AC it is still über
  • Being an AC temporarily changes the animal's stats until such time as it is no longer an AC from being dismissed, being awakened, dying, etc.

Silver Crusade

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Make darn sure that you give the GM a lot of time before the game to think about this.

If a player sprung this on me in the middle of a session I'd just say "I haven't time to deal with this right now. Doesn't work. Talk to me later".

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