How do people optimize their Animal Companions? Why does mine seems pathetic?


Advice


I am building a synthesist summoner and chose the Fauchard as my weapon of choice, going for reach (large, biped, evolution houserule, and lunge). I also took combat reflexes and have 16 dext right now, able to do 3 AoO per round. Fauchard is also +1 Keen making it 15-20 x2 Critical.

I am 10 lvl and I am focusing mostly on doing 3 attacks as my full attack (with haste) and then have lots of AoO for control and extra damage. The high crit fauchard allows me to take advantage of these singular precious attacks when I am getting an AoO.

I do want to get an Animal Companion too. Hence I chose eldritch heritage line to get one through Nature/Sylvan bloodline (DM allowed to use sylvan). I also got boon companion and now my pet is good to go. My problem is this. I do a lot of theorycrafting and making many trial characters but never one with an Animal Companion, so excuse my ignorance. But how on earth do you optimize it for damage/tanking? The large Roc has 24 str at my lvl. It's damage is an insignificant 1d6+7 per talon and 1d8+7 with it's bite. That's a sad 32 damage per round if ALL ATTACKS hit. And it's ''to hit'' isn't all that great.

I thought maybe that's not how people play it so I thought about other choices, like going with a Megaloceros or an Elephant mastodon and take improved/greater overrun or bullrush and have the enemies provoking AoO from the Synthesist when they fail their CMDs. Which I don't expect it to happen all that often at this level (although we fight almost always humanoids and Undeads). The funny thing is that when you bullrush the pet doesn't even do damage and it provides a minor movement control to one target.

TL:DR
How do people optimize their pets? Is it damage? Is it through maneuvers? How?


I never cared for Animal Companions, but from the little I've looked into them and various forum chatter, they are mostly good for lower levels and then taper off. I think you may be out of the sweet spot.

Shadow Lodge

Well your animal companion currently is like a 9th level 3/4 bab character with no gear. So unsurprisingly, it has a hard time vs the el 10-12 encounters you are facing. With an eidolon already, unless you are getting excessive amounts gear, you're going to have a hard time keeping your character and both your companions geared. Still, what are you expecting it to do? It shouldn't be producing the same damage output as another PC. Otherwise why have a party if you are playing 3 characters yourself? It is useful for being a mount, or for taking on lesser minions in fights, providing flanks, and being a teamwork buddy for feats.


Animal companions are good at low levels. Around level 11 they really start to lag behind.

At early levels the multiple natural attacks and small bonuses to hit mean they strong options. Between levels 6-10 they remain a good addition to damage output. Above this they're not really combat input anymore. As a ranger I use mine exclusively as a mount for mounted archery.

I wouldn't spend the feats on an animal companion at higher levels.

The Exchange

Power attack. Heroism, greater magic fang on animal companion, extended. Haste helps too. I suggest perhaps you try using a single hit animal companion, ie, anklyosaurus. Give it combatreflexes, and paired opportunist. Ride your anklyosaurus(undersized mount feat). Weapon focus on tail. Now everytime you get to aoo someone, it gets to aoo too, and a large anklyosaurus has10 ft reach. Greater magic fang gives +2 to hit at lv 10, heroism +2 to atk, +2 to dmg. Paired opportunist is +4 atks on aoo. When an anklyosaurus hits, bad guys need to make fort save or get dazed for 1 round. Not bad, I'd say. You can enlarge your anklosaurus using share spells, and can take improved natural attack to make that 2d6 tail become a 3d6 tail.

Lets see..personal record for an animal companion at 11 was +16 to hit, 3 atks per round, atk routine going 1d8+17, 1d6+17, 1d6+17.


First off, there are 2 routes to making an optimized animal companion. One is the pouncer. Big cats or the dino, thats the only time multiple attack animal companions is really worth it.

The other is the single big hit animal companion. Especially if you can get your hands on some means to give it strong jaw, (normally a druid or ranger spell). High strength and one big attack (like the exaple of the anklyosaurus).

Either way you need to pick animals with a good strength to be good combatants. The ones that have high dex are more or less not going to be good combatants long term (particularly since that goes down when they grow).

Also remember the animal companion is meant to have gear. Most druids will give some of their wealth to their companion. The single best option is to give them armor proficiency and give them barding. It can very easily send their AC through the roof, allowing you to focus on their offence. Amulets of mighty fist are helpful. As are strength items.

The other thing to keep in mind is what the player stats are. If you compare an animal against the default 15 point buy, its stats can often be quite good. If you have 25 point buy or a generous rolling method, it isnt going to be as good.


Usually ppl optimizing AC to the roof gets them with oracle revelation to get it lv 15 when you are lv10 for example.

Or they abuse animal ally and a class that gets AC further to stack levels (almost double).

With my Lunar Oracle I took the revelation, and granted him celestial servant my burning 2 feat with my Human(racial heritage Aasimar and celestial servant). You can also take Aasimar FCB for oracles thx to racial heritage.
I ll probably get Spirit's Gift to grant him RD5/ada or FasterHealing/1 at lv3.

So at level 10, he could get some extra DR(thx to spirit gifts / celestial template) and a Smite Evil with +dmg = HD which is 12 for a lv15 AC. It can even get some attack bonus if you can get your AC some positive CHA (big cat got 10, so not so hard, there is a Dino starting at 14 but not pickable as Oracle AFAIK).


The strength of the Roc is not it's attacks, it's the roc's mobility...well, that and that it can grab badguys, fly up 200 feet, and drop them for 20d6, which is just fun.


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Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Armor: Get it light armor barding with no armor check penalty. It doesn't sound like you would be riding your Roc, so no need for Burdenless enchantment on the armor. Since it is a flyer, you can't use more than light barding on it.

Neck slot: Amulet of Mighty Fists

Spells: Greater Magic Fang, Greater Invisibility, Mass Bull's Strength, etc.


16 DEX with combat reflexes gets to make 4 AOO's a round.


Beast-Rider for 1/2 Orcs gets you a handful of AC's at +2 effective Druid level.

Monstrous Mount can also net you some very cool AC's as well. I'm partial to the Worg for their INT of 6 to start and the ability to speak common and goblin.

So far the best options for optimizing your AC are the Oracle's Nature revelation for an AC, Hunter hybrid class and Inquisitor's Sacred Huntsmaster Archetype. By far having about 4 levels in Sacred Huntsmaster will great improve your pet and I think it rates up there with the Oracle's FCB of gaining +1/2 for your AC level. Being able to grant your pet any Teamwork feats you have and still have Solo Tactics from Inquisitor on top of that is amazing.

Sacred Hunstmaster 4/Hunter(Divine Hunter & Primal Companion Hunter archetypes) 6/ and whatever else you want or continue in those classes.
This can get you a AC that shares 2 free teamwork feats (Outflank & your choice), Animal Focus to give your pet some boosts, choosing the Animal Domain from the divine hunter archetype gets you a +2 to the AC ability score of your choice, the Fiendish/Celestial template and the ability to use at least up to level 6's worth of Evolution points on your AC like he was an Eidolon. Take Monstrous Mount Worg and Spirit's Gift to boost him to a Fiendish Worg with a +2 stat, evolution points, animal focus boost and one of these (+2AC/DR5 adamantine/Fast Healing+1/+2STR/Blur and more).

Couple that with buffing spells for you and your Worg, his INT and ability to speak, shared teamworks feats like Outflank, Paired Opportunists, Pack Flanking, Combat Reflexes and you using a reach weapon you could have a lot of fun with AoO's. Not entirely familiar with Evolution points but I'm sure they'd be great additions to this as well.


Mammoth Rider is great for animal companions, even one level helps anything from a standard charge build to a Vital Striking stegosaurus (with Beast Rider).

Another option I like is Fighter 4/Packmaster Hunter X. If you take the right feats, by 12th level you can have 3 rhinoceroses at effective druid levels 11, 12, and 12, sharing Horde Charge, Distracting Charge, and Coordinated Charge with all three of them. You keep getting more rhinos as you level up. It's a very specific build, but you did ask about optimization.

Sovereign Court

I have a gnome summoner 5... this is his pet. At 4HD it's not too bad if you ask me, and when my gnome casts enlarge and bull's STR on it, he gets downright scary.

==EIDOLON==
SNAKEPION
Serpentine Eidolon 4 HD
Init: +4; Perception: +4; Darkvision 60 ft.
==DEFENSE==
AC: 20, touch 14, flat-footed 16 (+4 dex, +6 natural armor)
hp: 35 (4d10+8)
Fort: +3, Ref: +8, Will: +4 (Evasion)
==OFFENSE==
Spd: LAND 20 ft, CLIMB 20 ft, SWIM 20 ft
Bite +7 (2d6+4 +1d6 electricity + reach),
Sting +7 (1d6+3 +1d6 electricity),
Tail Slap +2 (1d6+3 +1d6 electricity)
==STATISTICS==
Str: 16, Dex: 18, Con: 14, Int: 7, Wis: 10, Cha: 11
BAB: +4, CMB: +7, CMD: +21
Feats: Improved Natural Attack (Bite), Improved Natural Attack (Sting)
Skills: Acrobatics +11 (+13 when balancing), Bluff +4, Climb +15, Escape Artist +9, Knowledge (the planes) +2, Perception +4, Sense Motive +4, Stealth +11, Swim +15

–– EVOLUTIONS ––
• TAIL SLAP (Ex): An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. [+2 to hit. 1d6+3
damage.] (PFAPG 61)
• CLIMB (Ex): An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be
selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet. (PFAPG 60)
• REACH [Bite (x2) (5 ft)] (Ex): An eidolon's attacks is capable of striking at foes at a distance. The eidolon's reach with that selected attack increases. (PFAPG 61)
• TAIL (Ex): An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance
on a surface. (PFAPG 61)
• BITE (X2) (Ex): An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. [+7 to hit. 2d6+4 damage. Special: Reach, Improved Damage] (PFAPG 60)
• IMPROVED DAMAGE [Bite (x2), ] (Ex): The eidolon's selected natural attack is particularly deadly. The damage die type has been improved by one step. (PFAPG 60)
• GILLS (Ex): An eidolon has gills and can breathe underwater indefinitely. (PFAPG 60)
• MOUNT (Ex): An eidolon is properly skilled and formed to serve as a combat-trained mount. (PFAPG 60)
• STING (Ex): An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. [+7 to hit. 1d6+3 damage.] (PFAPG 61)
• SWIM (Ex): An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal 4. (PFAPG 61)
• ABILITY INCREASE (STR) (Ex): Increase one of the eidolon's ability scores by +2. (PFAPG 61)
• ENERGY ATTACKS (ELECTRICITY) (Su): All of the eidolon's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. (PFAPG 62)

–– SPECIAL ABILITIES ––
• DARKVISION 60 FT (Ex): Ability to see with no light source at all, out to the range specified. Darkvision is black-and-white only (colors cannot be discerned). The presence of light does not spoil darkvision.
• LINK (Ex): A summoner and his eidolon share a mental link allows for communication across any distance.
• SHARE SPELLS (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider).
• EVASION (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. (PFCR 53)

–– FEATS ––
• IMPROVED NATURAL ATTACK (Bite (x2)): The damage for this natural attack increased by one step, as if the creature's size
had increased by one category. (PFBty 315)
• IMPROVED NATURAL ATTACK (Sting): The damage for this natural attack increased by one step, as if the creature's size had
increased by one category. (PFBty 315)


Friend above seems to be mistaking the request for an animal companion build with an eidolon one. Well it's probably obvious by now but the key here are feats. OP didn't seem to count in any and an anicomp gets a few. It won't become another fighter but it's still nice for adding a few points in.
The rest is anout how it's used not how its built - mount, flanking companion, support not a primary damage dealer
There's also the option of treaating it with an awaken spell and adding a few class levels, though that's more about a leadership feat tuan anicomp itself


Metux wrote:

Usually ppl optimizing AC to the roof gets them with oracle revelation to get it lv 15 when you are lv10 for example.

Or they abuse animal ally and a class that gets AC further to stack levels (almost double).

With my Lunar Oracle I took the revelation, and granted him celestial servant my burning 2 feat with my Human(racial heritage Aasimar and celestial servant). You can also take Aasimar FCB for oracles thx to racial heritage.
I ll probably get Spirit's Gift to grant him RD5/ada or FasterHealing/1 at lv3.

So at level 10, he could get some extra DR(thx to spirit gifts / celestial template) and a Smite Evil with +dmg = HD which is 12 for a lv15 AC. It can even get some attack bonus if you can get your AC some positive CHA (big cat got 10, so not so hard, there is a Dino starting at 14 but not pickable as Oracle AFAIK).

This is no longer valid. They made an FAQ about it. Now you can't use the FCB to select a revelation your character doesn't have, and I believe you can't raise the the animal companions effective level above your own.

I'm having trouble find the exact FAQ again, but hopefully someone else can chime in with quoting it.


I am currently running a gnome sorc (9th lvl) with the Sylvan bloodline. I have a Large tiger (named "Baby") upon whom I regularly cast Mythic Mage Armor (+6 bonus). Currently she is rolling Improved Natural Armor and Power Attacks for feats.

With MMA her AC is a silly 27.

She has three attacks each at +9 (after PA) due to ridiculous strength bonuses after she grew to Large size (sorc has Boon Companion).

She is basically a tar pit. She will charge in, claw/claw/bite with grab to grapple and rake for extra damage after a successful CMB.

Meanwhile our pally and rogue tag team are flanking dudes while I'm cc-ing (confuse, rainbow pattern) or dropping status effects (ray of enfeeblement, deep slumber, etc)

Pretty effective, overall...

Sovereign Court

StDrake wrote:
Friend above seems to be mistaking the request for an animal companion build with an eidolon one.

oops... uh... yeah... Animal Companion then... hmmm... these can be a bit of a pain to optimize... usually only worry about these when I make a mounted combat build to be honest... if druid, I go dire lion; if anything else, I stick to horse. But they are incredibly boring to maintain paper-wise...


Claxon wrote:
Metux wrote:

Usually ppl optimizing AC to the roof gets them with oracle revelation to get it lv 15 when you are lv10 for example.

Or they abuse animal ally and a class that gets AC further to stack levels (almost double).

With my Lunar Oracle I took the revelation, and granted him celestial servant my burning 2 feat with my Human(racial heritage Aasimar and celestial servant). You can also take Aasimar FCB for oracles thx to racial heritage.
I ll probably get Spirit's Gift to grant him RD5/ada or FasterHealing/1 at lv3.

So at level 10, he could get some extra DR(thx to spirit gifts / celestial template) and a Smite Evil with +dmg = HD which is 12 for a lv15 AC. It can even get some attack bonus if you can get your AC some positive CHA (big cat got 10, so not so hard, there is a Dino starting at 14 but not pickable as Oracle AFAIK).

This is no longer valid. They made an FAQ about it. Now you can't use the FCB to select a revelation your character doesn't have, and I believe you can't raise the the animal companions effective level above your own.

I'm having trouble find the exact FAQ again, but hopefully someone else can chime in with quoting it.

And that is all academic because Aasimar is not a valid choice for the feat Racial Heritage. The feat specifies Humanoid and Aasimars are Outsiders.

Silver Crusade

Stick with your biosuit eidolon, and forget the animal companion. You're too high level to get full benefit from it. Animal companions are great at low and mid levels, but really taper off at high levels. At 10th level you've passed the point where an Animal Companion is worth the investment.

You already know that Eldritch Heritage is not a legal way to pick up an Animal Companion. Your GM probably allowed it because she knew it was a weak choice at your current high level.

Were you lower level, a great way to use an animal companion would be to both get the feat Paired Opportunists. This gives you a +4 (+5 counting your height advantage) to hit on all your reach AoOs, which is substantial. The AC can also make an excellent tripper, so long as it always trips outside the foe's reach. Again, this fails at high level because you're often facing things like giants and dragons, which can't easily be tripped and which often have reach.


Gregory Connolly wrote:
Claxon wrote:
Metux wrote:

Usually ppl optimizing AC to the roof gets them with oracle revelation to get it lv 15 when you are lv10 for example.

Or they abuse animal ally and a class that gets AC further to stack levels (almost double).

With my Lunar Oracle I took the revelation, and granted him celestial servant my burning 2 feat with my Human(racial heritage Aasimar and celestial servant). You can also take Aasimar FCB for oracles thx to racial heritage.
I ll probably get Spirit's Gift to grant him RD5/ada or FasterHealing/1 at lv3.

So at level 10, he could get some extra DR(thx to spirit gifts / celestial template) and a Smite Evil with +dmg = HD which is 12 for a lv15 AC. It can even get some attack bonus if you can get your AC some positive CHA (big cat got 10, so not so hard, there is a Dino starting at 14 but not pickable as Oracle AFAIK).

This is no longer valid. They made an FAQ about it. Now you can't use the FCB to select a revelation your character doesn't have, and I believe you can't raise the the animal companions effective level above your own.

I'm having trouble find the exact FAQ again, but hopefully someone else can chime in with quoting it.

And that is all academic because Aasimar is not a valid choice for the feat Racial Heritage. The feat specifies Humanoid and Aasimars are Outsiders.

Unless they're Scions of Humanity.

Good question for the rules forum, I'd say.

The Exchange

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Doesn't really matter, the only feats a biped syn really needs is power attack and possibly, combat reflexes. He could spend the rest of his feats on trap options and still be effective in combat ^^


thegreenteagamer wrote:
Gregory Connolly wrote:
Claxon wrote:
Metux wrote:

Usually ppl optimizing AC to the roof gets them with oracle revelation to get it lv 15 when you are lv10 for example.

Or they abuse animal ally and a class that gets AC further to stack levels (almost double).

With my Lunar Oracle I took the revelation, and granted him celestial servant my burning 2 feat with my Human(racial heritage Aasimar and celestial servant). You can also take Aasimar FCB for oracles thx to racial heritage.
I ll probably get Spirit's Gift to grant him RD5/ada or FasterHealing/1 at lv3.

So at level 10, he could get some extra DR(thx to spirit gifts / celestial template) and a Smite Evil with +dmg = HD which is 12 for a lv15 AC. It can even get some attack bonus if you can get your AC some positive CHA (big cat got 10, so not so hard, there is a Dino starting at 14 but not pickable as Oracle AFAIK).

This is no longer valid. They made an FAQ about it. Now you can't use the FCB to select a revelation your character doesn't have, and I believe you can't raise the the animal companions effective level above your own.

I'm having trouble find the exact FAQ again, but hopefully someone else can chime in with quoting it.

And that is all academic because Aasimar is not a valid choice for the feat Racial Heritage. The feat specifies Humanoid and Aasimars are Outsiders.

Unless they're Scions of Humanity.

Good question for the rules forum, I'd say.

Scions of humanity count as Aasimars. Specifically, Outsider (Native) and Humanoid (Human) "for any effects relating to race, including feat prerequisites and spells that affect humanoids".

So, for one, Racial Heritage specifies humanoids, and Aasimars are outsiders. If you want to specify you're from a scion of humanity aasimar... You're technically taking racial heritage to let yourself count as human, because the Aasimar half is STILL an outsider. Grats, wasted a feat. Sheet, meet the rubbish bin.


Pathfinder Adventure Path Subscriber

Need more info on the type of campaign. Point buy amount, power level, which sources are available, etc.

FYI AC versions of animals are generally weaker. Most do not gain the nifty special abilities such as stun, or reach the normal sizes.

And you are at the point as others have said where their relative power is falling off. By now or very soon the true kings are the full casters.


Just a Mort wrote:
You can enlarge your anklosaurus using share spells

Uh, you can?

PRD wrote:
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself.

Enlarge Person lacks a "You" target. Are you referencing another spell, though?


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He's referencing the text of Share Spells you failed to quote. In this case, the very next sentence.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I'm "optimizing" my hunter's mammoth companion into a walking tank, emphasis on armor and teamwork feats as to serve better as my attack platform. Since it's for PFS play I'm only going to level 11 which means it's a bit cramped for feats :)

Libi, mammoth companion:
Bodyguard archetype.
Level 1: Medium sized, Light Armor Proficiency. +2 int from human Eye for Talent for 6 extra tricks and linguisitics. Animal focus usually on Bull for strength.
Level 2: Medium size, Medium Armor Proficiency, Outflank (teamwork)
Level 3: Medium size, Lookout (teamwork)
Level 4: Medium size
Level 5: Medium size, Heavy Armor Proficiency,
Level 6: Medium size, Pack Flanking (teamwork)
Level 7: Large size
Level 8: Large size, Narrow Frame. Second animal focus usually into Stag for extra speed.
Level 9: Large size, Distracting Charge (teamwork)
Level 10: Huge size (Mammoth Rider Prestige Class), Power attack
Level 11: Gargantuan size (max 2x day, for 10 minutes per casting of Animal Growth)


FYI - As was pointed out previously if you are able to cast Enlarge Person (even via a wand with Use Magic Device) you can cast it on your animal companion with Share Spells. If your goal is to have your animal companion enlarged frequently and you do not have enough Animal Growth spells to go around they would be a good temporary substitute. At 10 rounds it will last for most single encounters. Animal Growth, of course, is the superior spell as it offers much more, but at least you get the size increase and a Str bump with Enlarge Person.


Pathfinder Adventure Path Subscriber

Does using a potion, scroll, wand, etc. count? A bit off-topic. Granted not an issue for the summoner if actually casts it:
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9n9y

Otherwise if there was a way for my druid to get Enlarge Person that would work on his pet that would be awesome. It's a long wait before Strong Jaw/Animal Growth.

Then again at the level of play for the OP taking a full round to Enlarge his pet may not be viable. Maybe Quickened.


Rerednaw: That link is not asking about Share Spells. I believe that FAQ is establishing that for effects that depend on where the source of the spell came from that they have to be cast by the individual not from an item. Like Augment Summoning can only augment a spell coming from the caster as it is his ability that allows him to augment it. Share Spells is an ability of the Animal Companion, not the caster. IMO it doesn't matter if the spell comes from an item, the companion can accept the spell whether it has a target of "you" or not. I guess YMMV but I honestly haven't seen it argued for the other side.


EvilMinion wrote:

He's referencing the text of Share Spells you failed to quote. In this case, the very next sentence.

well actuly looking into that quote YOU should also ocnsider the very NEXT NEXT sentence:

"The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

in this case getting it VIA the heritge feat might at best count as sourcerer. which spells he has non. so the enlarge still won't count as a spell from that class.


Pathfinder Adventure Path Subscriber
Lune wrote:
Rerednaw: That link is not asking about Share Spells. I believe that FAQ is establishing that for effects that depend on where the source of the spell came from that they have to be cast by the individual not from an item. Like Augment Summoning can only augment a spell coming from the caster as it is his ability that allows him to augment it. Share Spells is an ability of the Animal Companion, not the caster. IMO it doesn't matter if the spell comes from an item, the companion can accept the spell whether it has a target of "you" or not. I guess YMMV but I honestly haven't seen it argued for the other side.

I've never used it but I'd allow it to work...however I played several PFS tables where the GMs and the VL outright blocked its use. So yes, YMMV.


EvilMinion wrote:

He's referencing the text of Share Spells you failed to quote. In this case, the very next sentence.

Quote:
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

It isn't that simple though. For example, it doesn't work for a druid, but only because enlarge person isn't on the druid spell list. For an oracle that manages to get an animal companion, then it should work because enlarge person is on their list.

Of course, this may depend on how the animal companion is gained. Whether it is gained via feat or class feature.


zza ni: Did you know that Sorcerers can gain animal companions?


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Sylvan isn’t a legal option with Eldritch Heritage. Taking Arcane to pick up a familiar is legal, and taking Improved Familiar after that is likely legal too (I don’t think there’s ever been an official ruling). A familiar who uses wands could help you out with buffing and maybe even a little healing. That said, I've had fun with animal companions up to levels 17 and 18. Unless you're in a super high powered game an animal companion should be able to contribute meaningfully.

Option 1: Bodyguard - Picking up the Bodyguard feat and light armor with the Benevolent enchantment would make your animal companion an AC boosting ace. You can easily stack up +7 AC 4-5 times per round this way. If you go with studded leather or lighter armor the animal doesn’t even need to be proficient with the armor. Since you’re starting at a higher level it might make sense to weigh your options between giving the animal the Bodyguard archetype or just increasing Int to 3 with an ability boost and then starting into the Bodyguard feats at 5th level. For my Summoner mounted on an eidolon I found that In Harm’s Way was also a great feat. Of course healing the animal companion could be tougher than healing the eidolon (which the Summoner has spells for), so In Harm’s Way probably deserves more scrutiny in your case. It can definitely be useful for preventing nasty hits and conditions from affecting the PCs though.

Option 2: Flanking Buddy - An animal companion with the Outflank feat and a Menacing amulet of mighty fists can give you (or your summoned monsters) a +6 to hit. That’s a pretty big boost. One easy way to get an animal companion into flank is to use Spring Attack. The animal springs to the front or side of the foe to attack and then moves around behind for flank. I used this tactic frequently with a hyena companion, and it worked pretty well. Boosting the companion’s AC would make sense here since enemies who figure it out might focus attacks on the animal. If you go with an animal which uses combat maneuvers via Trip or Grab the bonus to hit might even allow those to work once in a while.

Option 3: AoO Assistant - Since you seem to be using a fauchard build which fishes for AoOs you might consider adding an animal companion which fishes for AoOs too. The Paired Opportunist feat Magda mentioned would make your AoOs hit more consistently and help the animal companion's AoOs hit too.

Option 4 - Mount - This might be tough to pull off since eidolons are so big, but you can combine a mount and Bodyguard pretty effectively. Having a mount also gives you more mobility options for when you're casting spells. You could also eventually gain a pounce-like ability from Mounted Skirmisher though that's the end of a 3 feat chain.

Bane Amulets - I'm not sure if you've bothered to take Craft Wondrous Items, but if you have it then it is fairly cheap to build up a collection of bane amulets for the common sorts of monsters you face. If you expect a certain type of monster you can put the right amulet on your animal. Even in combat it should only be a move action to put the amulet on something. This can work for summoned monsters too.


Ac with greater grapple and grab has grappke check of a lore warden....


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Artemis Moonstar wrote:

Scions of humanity count as Aasimars. Specifically, Outsider (Native) and Humanoid (Human) "for any effects relating to race, including feat prerequisites and spells that affect humanoids".

So, for one, Racial Heritage specifies humanoids, and Aasimars are outsiders. If you want to specify you're from a scion of humanity aasimar... You're technically taking racial heritage to let yourself count as human, because the Aasimar half is STILL an outsider. Grats, wasted a feat. Sheet, meet the rubbish bin.

I'm so confused by this conversation and the idea of a human wasting his bonus feat, the one thing that makes him good, to try to unsuccessfully count as Aasimar when he could have just selected Aasimar in the first place, got +2 to 2 stats in varying configurations, dark vision, access to Aasimar feats, and still have all human options open due to Scion of Humanity. Trying to go Human -> Aasimar is just a backwards ass way of trying to do things as Aasimars can be consider Human+ unless you really need that bonus feat.


I took Human for example cauz they are never banned.
Aasimar isn't always available.


My cleric took eltritch heritage for ac.
I tried out both a flyer (vulture) and a trex.
Both were amazing without items.
Divine favor, divine power heroism all boost it easy and fast

Its survival is almost as good as the cleric. Not that bad

Grand Lodge

666bender wrote:

My cleric took eltritch heritage for ac.

I tried out both a flyer (vulture) and a trex.
Both were amazing without items.
Divine favor, divine power heroism all boost it easy and fast

Its survival is almost as good as the cleric. Not that bad

You know that Eldritch Heritage can not normally give you an Animal Companion? This requires the GM to make a custom home rule, as it's not normally allowed. So long as your GM knows this and approves, that's dandy.

The Exchange

Yeah, I didn't think of grapple route. Perhaps because my VC here who's a martial artist says no, animals cannot learn improved unarmed strike, nor style feats :p So no kung fu panda.

And half elves make the best summoners because of their fcb. Ancestral arms gives you faulchard profeciency for free, which couldn't be better for the OP.

Free skill focus for eldritch heritage also included in the half elf deal. What more could anyone be asking for, since the eid suit comes with darkvisionand all kinds of funky powers?


Well, the book says that once an animal companion has an Int of 3 it can learn any feat. I guess your GM has a house rule that is specifically against what the rules state. Thats cool, but probably not standard for other groups like the one the OP is in.

Also Ancestral Weapon replaces Adaptability (Skill Focus). Half Elves do not get both.

Liberty's Edge

If third part material is allowed, you might check out the New Paths Compendium from Kobold Press.

There are a number of feats in the NPC specifically for beefing up animal companions!

If you fancy playing a ranger, there is also a ranger archetype called the companion-bound ranger which is all about having a much improved animal companion as well as working/fighting much better with your animal companion.

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