[Design Focus] Animal Companions


Classes: Cleric, Druid, and Paladin

201 to 239 of 239 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Slime wrote:

Just a small request, I was looking at a halfling paladin character and noticed that all the medium sized mount options have the same base speed of 40 and I was looking for something light and fast with maybe a speed of 50.

Would it be possible (or would it be unbalanced?) to add either the small cat or wolf option for paladin mount (the cat would be medium at 5th level) or add another option(I had an ostrich in mind but that's just me).

I know this isn't what you want to hear (as I personally hate hearing this response from people), but it's quite easy for a DM to rule in. What I would like to see is a line in the paladin mount description that says "or any other mount the DM deems suitable" to leave it up to DMs. Though I can see how this could become a potential balance issue with some pets. Maybe some abilities, like pounce, shouldn't be used while the animal is being ridden...


Velderan wrote:

...

I know this isn't what you want to hear (as I personally hate hearing this response from people), but it's quite easy for a DM to rule in. What I would like to see is a line in the paladin mount description that says "or any other mount the DM deems suitable" to leave it up to DMs. Though I can see how this could become a potential balance issue with some pets. Maybe some abilities, like pounce, shouldn't be used while the animal is being ridden...

I can actually be good with that (I rule stuff in and out all the time mostly for fluff value). But I would not be the DM on that one and I'm just wandering if there is a reason for choosing some options over some others so I wouldn't ask the DM to change something that could be imbalanced because I didn't see it coming.

EDIT: And high speed mounts may be an notable issue for small sized (i.e.: speed-impaired) riders.


Velderan wrote:
Not really. I have (and have gotten) the opposite feeling. I mean, a little tweaking would be nice, but I actually think the posted system is quite good. How can we make them more realistic AND balanced against one another? The only way to make things realistic is to screw some players and the only way to really balance things is to have one pet with different flavor text. As it exists (minus a little tweaking), I think Jason pretty much hit what we need on the mark.

I'm not interested in a re-write of the Animals and Vermin just due to balance issues, but because Animals and Vermin are much more interesting creatures in real life then their stats reflect. Bees can see into the ultraviolet spectrum, Scorpions have the equivalent of Tremorsense, and most Centipedes don't even have eyes, much less Darkvision. But you sure wouldn't know it by reading the current stat blocks! LOL


Slime wrote:

I can actually be good with that (I rule stuff in and out all the time mostly for fluff value). But I would not be the DM on that one and I'm just wandering if there is a reason for choosing some options over some others so I wouldn't ask the DM to change something that could be imbalanced because I didn't see it coming.

EDIT: And high speed mounts may be an notable issue for small sized (i.e.: speed-impaired) riders.

An Axe Beak from Tome of Horrors would be uber cool. Maybe not so fast but...


I have being following this thread and find that is hits a really cool way to have a balance all level pet for all of the classes that have one in game....which is better if the ranger keeps his pet wolf from 1st to 20th level....

But for all the magical beasts...an stuff poeple want added to this system....why not make the improved familair feat....into the now "Improved Animal companion" and just that Players take things that are not one the list, but use the monsters/beasts CR....

Yes I said CR....its the closest things to an overall level you can get....adding in its HD, and all special abilitys....


Sueki Suezo wrote:
The bigger issue here is that the Crocodile was never really meant to scale past Medium. The Crocodile goes up to Medium in the Monster Manual and then there is suddenly a new entry for the Huge Giant Crocodile.

There is the Visejaw Crocodile. It's Large. I'm not sure what (if any 3.x) supplement it was featured in, but it was featured in the Desert of Desolation miniatures set. WotC has RPG stats on the back of each miniatures skirmish card.

http://www.wizards.com/default.asp?x=dnd/mi/20080410a

Edit: Looks like WotC kindly deleted the download links to the 3.5 RPG cards for all their mini's sets, for no reason other then to poon those sticking with their older product. Thanks !


After playing druids in 2nd, 3rd, 3.5, and soon to be a druid in a Pathfinder (Currently playing an evoker in the Pathfinder modules)game set in the Forgotten Realms; I have concerns about the animal companions once they hit mid levels and higher.

As we gain levels we come upon more nasties with tougher things that we need to bypass such as damage reduction. Now under 3.5 it was difficult for them to be of any use versus tough opponents due to not having Silvered/Cold iron/Adamantine/etc. weapons. Even Wildshaping had this disadvantage, thus making the druid weaker and more of a spell caster in many situations even with the magic fang family of spells. I am wondering if with the new ruling in PF to have certain magical attack bonuses = bypassing damage reduction types [in example: Cold Iron/Silver = +3; Adamantine = +4; Alignment Based = +5] takes care of this concern?

We have not playtested far enough in to see the results of this, but I will be converting my 8th level Druid(7 levels)/Ranger(1 level) over to Pathfinder as we adopt the rule set for our midlevel Forgotten Realms campaign. The Druid has a Dire Ape animal companion that I will be using.

Also a quick question for wildshape. If in a dire ape form (or any humanoid form for that matter), can a druid take off his magic items prior to shaping and then put them on again due to having a roughly human shape? For example: Let's say a 20th level druid has the following gear:
--Wild platemail +3 (Allows druid to shape shift and still receive the base and magical armor bonuses, just no other abilities) while the armor merges into the druid's form
--Belt/girdle of Giant Strength
--Ring of invisibility
--Ring of Protection
--Head Band of wisdom
--Scimitar of speed +3
--etc.

The armor works by merging and becomes insubstantial (per 3.5)
The other items are taken off prior to shifting and re-equiped while in humanoid form (In this case Dire Ape) do they function if they are the type of magic item which resizes for its wearer.

Thanks!


I have looked around with no luck, so now im asking for directions if its already online.

where can I find a list of descriptions for the special qualities for the animal companions - like war training for horses?

Sovereign Court

war training just enables the horse to be ridden in combat, it's not spelled out yet, I assume it will be when the bestiary comes out. The rest of the abilities should be in the glossary of the 3.5 monster manual.


Jason Bulmahn wrote:


When the horse gets "war training" its stats are almost exactly that of a warhorse. Remember, the paladin does not take a level hit for his bonded mount, so when he gets it, it already has war training. That was just my code phrase for implying that it does not spook in combat.

Jason Bulmahn
Lead Designer
Paizo Publishing

OO i see - i misread the fist part of Jasons post (quoted above), as if there were some bonus stats included in "war training".

thx for the clarification.


Since I almost never have the time to actually post here but input for the playtest was wanted here I am. I've been playing a druid levels 1 to now 12 in the crimson throne campaign. Before this campaign I've been playing D&D for about 15 years.

The build of the druid I'm playing utilized the animal companion as a mount and the feat selection I took focused on mounted combat at levels 1-7. At level 12 I'm still using the Rhino I picked up after dropping the horse. In terms of dealing with DR, I usually just blow right through it. Between the spell storing lance and the rhino's charge, I'm still not as good as the barbarian at dealing out damage, but the contribution I make is sufficient to where it is preferred to spell casting.

If I had chosen a different build that focused on melee or a companion that guarded me while I used a bow, the selection of animals to chose from is well suited for that. Because of the companion's inability to overcome many forms of DR, I chose the mounted combat approach. To overcome the DR issue, I would recommend wondrous items for mounts (and monks) that would address that issue. The animal companion itself has been very effective for what I use it for. I understood the issues DR would present at later levels when building the character at 1st level, so for the playtest I simply sidestepped that issue by using the mounted combat build.

One area of animal companions that is significantly lacking is in flying creatures. The dire bat is the only one that is of any practical use. Including the giant eagles, Roc, and giant owls as well as creating the teradactyl (spell check didn't have that one) would be good additions.

Lastly I would also strengthen the link between the druid and the animal so that the druid could look through the animal's eyes and communicate telepathically within a given distance (like a mile). The communication would still be limited to the animal's intelligence of 1-4, but communication rather than just a +4 to handle animal checks.

Silver Crusade

I just want to add an opinion against. One of the thing my group likes about not going to 4th is that the variety was condensed into sameness with different name. While this is not bad, I really just allows a druid to pick any animal and have them all be equal. That takes away from story. When I brought it to my group, they saw a small version of a Dino, that grow into a big version as blah, and asked me to keep the old system. I like the fact with the old system that basic animals get more powerful (Heck, legendary wolves had to come from somewhere), but is also kept things open for an upgrade if something happened with yours. This way, I just don't see the same thing. It is hard to explain why it doen't sit right with me but it dosent, and it has nothing to do with balance, just story. Just my opinion.


One fix to that problem is to mix the old concepts with this new system.

Basically, larger creatures can only be taken once you can match the size/HD of the larger creature.

No small creatures growing 10x their size over 20 levels, etc. Your access to larger creatures just gets bigger the more HD/size you can handle.

Any HD past the max size would be considered pure combat training instead of actual size increasing.


Animal companions are indeed near useless against tough opponents with Damage Reduction. The need to have a way to overcome this shortfall unless of course the Druid is suppose to be merely a spell caster against tougher opponents.


Well, it depends.

Here's what a 16th level Druid's animal companion stats would look like. This is assuming he spend some spells on boosting stats, Animal Growth, and getting an amulet of might fists with speed/holy enhancement on it (since both the druid and the animal companion could use that).

Wolf (Combat Buffed, Druid lvl 16)
N Huge animal
Init +5; Senses perception +16

|------------ Defense -------------|
AC 31, touch 15, flatfooted 26
(+5 Dex, +16 natural)
HP 165 (13d8+107)
Fort +15, Ref +13, Will +5 (+9 vs enchantments)
(devotion, improved evasion)

|------------ Offense -------------|
Speed 50ft.
Melee bite +28/+28/+23 (3d6+26, +2d6 vs evil, good aligned)
Special Attacks trip, overrun
Space 15ft.; Reach 10ft.

|------------ Tactics -------------|
Charge towards the most threatening target, or whichever target given
by the Druid. Overrun other targets on the way if feasable, including
final target if possible. Spend attacks of opportunity on each target
that avoids or falls prone (up to 5 per round).
Full attack the target, attempting to trip whenever possible.

|----------- Statistics -----------|
Str 40, Dex 20, Con 24, Int 2, Wis 12, Cha 6
Base Atk +9; CMB +26 (+28 overrun, +27 trip)
Feats combat reflexes, greater overrun, improved natural attack,
improved overrun, power attack, toughness, weapon focus (bite)
Skills perception +16, survival +5 (+9 tracking with scent)

|------- Special Abilities --------|
Animal Companions Link, Share Spells, Improved Evasion, Devotion, Multiattack
Trip A wolf that hits with a bite attack can attempt to trip the opponent
(+1 check modifier) as a free action without making a touch attack or
provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the wolf.

.

If you were to allow Overhand Chop series for animals that had 1.5 Str on their primary natural weapon (makes sense, they are using effectively like a twohanded weapon, strength-wise), then the Wolf would look at getting those feats.
That would increase damage to 3d6+34, or +49 when the Druid hits 18th level. Maybe higher, since they could afford to give their wolfy a +6 physical perfection item.

Animals that have lots of attacks, could instead get the Vital Strike feat, dropping a weaker attack to get a nice boost in damage too.

Any non-aligned damage reduction could be busted through fairly easily with damage like that. The highest DR being 15 in standard core rules.

The weakest aspect of the Animal Companion is the Attack bonus. The only way to increase this is through Magic Fang/Amulet for a max increase of +5, through the Weapon Focus feat (+1 max), and the rest through pumping of Strength.
They are doublehit by the BAB reduction, because not only do they have reduced HD for their level, but they also have 3/4 animal BAB for their HD.

Any animal that isn't getting a massive boost to Strength from being Large and Animal Growth is going to have a fairly crappy, ineffectual BAB.
Even giving them full BAB for their reduced HD would make them at least effective for the CRs the Druid will face at a particular level.

Keeping in mind that BAB increases for Animals don't give iterative attacks, I really don't see the need behind keeping them lower. If they were a Dragon, and had 6 attacks per round from natural weapons, then yeah.. it'd be an issue. But animals usually have 1, with the occasional 3. And even the 3 attack creatures have drastically reduced damage on those (usually 1/2 strength and wimpy dice damage).

If the above wolf had a full BAB for his HD, he'd be doing +32/+32/+27 with his attacks.

Compared to a Fighter at 16th level, using a twohanded weapon: +37-40 attack bonus over 5 attacks (3 iteratives) with a 2d6+30-ish damage (on a 17-20/x3 too, likely, with the new critical feats).
The wolf (and any large creatures that have the most strength boosted) still isn't taking anyone's thunder with his attack bonus being slightly boosted.


If I ever played in such a campaign where such uber magic was given out to animal companions...maybe. This example is too extreme to be considered normal. I have never played nor have DMed such an adventure where there was soooooo much mega magic equipment that we can hand them out to our animal companions. Take magic items out of the equation and go based on the class and the companion itself. A totally different picture. I would be open to the idea of gaining extra abilities via feats much like wizards to with the improved famailar feat.


Kaisoku wrote:

Well, it depends.

Here's what a 16th level Druid's animal companion stats would look like. This is assuming he spend some spells on boosting stats, Animal Growth, and getting an amulet of might fists with speed/holy enhancement on it (since both the druid and the animal companion could use that).

Too bad that magic item is impossible to do as the Max Bonus for the amulet is +5 including the pluses for speed (+3) and Holy (+2) thus using up any damage bonuses. The base cost is 125,000. Now you were saying one for the druid and one for the campanion and you are now out 250,000. This is ok if I make a char starting at this level and can pick his gear, but it is not realistic to try to save and buy these if I had started at a lower level.

as per beta :

Alternatively, this amulet can be enchanted with melee weapon special
abilities, so long as they can be applied to unarmed attacks. See Table
15–7 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus(enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.


Matt Mott wrote:
Kaisoku wrote:

Well, it depends.

Here's what a 16th level Druid's animal companion stats would look like. This is assuming he spend some spells on boosting stats, Animal Growth, and getting an amulet of might fists with speed/holy enhancement on it (since both the druid and the animal companion could use that).

Too bad that magic item is impossible to do as the Max Bonus for the amulet is +5 including the pluses for speed (+3) and Holy (+2) thus using up any damage bonuses. The base cost is 125,000. Now you were saying one for the druid and one for the campanion and you are now out 250,000. This is ok if I make a char starting at this level and can pick his gear, but it is not realistic to try to save and buy these if I had started at a lower level.

as per beta :

Alternatively, this amulet can be enchanted with melee weapon special
abilities, so long as they can be applied to unarmed attacks. See Table
15–7 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus(enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Great point I totally agree about the magic item limits. I guess my point is that even in a monte hall type of campaign were +5 amulets and such were plentiful...the animal would still be the last to get it...unless of course that the Fighter, Barbarian, Monk, and Rogue all already had such an amulet...then if I had a 6th one (druid has one too) I may give it to my animal.

It seems people are trying to tone down the animal and therefor the druid class themselves as a result. An idea to throw out would be:

Weaken the animal companion, but then make the druid able to do spontaneous casting like sorcerers do. They have a limited list anyway so it that were to happen I could see weakening the animal companion.


Sorry, but what the heck are you two talking about?

The amulet can have a +5 enhancement. Speed is +3, Holy is +2. It specifically says it doesn't need a +1 enhancement. So +5 used up into a Speed +3 and Holy +2. 3 + 2 = 5

And only one of those suckers by the way. Like I said, since it's useful to both the Druid AND his animal companion, it's a no brainer purchase. Considering the Craft Wondrous Item feat, it'd be only a 32k cost overall.

Then cast Greater Magic Fang at +4 on his pet (16th level). The games I play in, our Cleric casts Greater Magic Weapon on the Fighter at the start of the day, so why would the Druid not spend a slot on this in the morning?

Then spend 3 2nd level spell slots on Cat's Grace, Bull's Strength and Bear's Endurance, and 1 3rd level slot on Animal Growth. I'm pretty sure the sixteenth level druid can afford them. That's what lower level spell slots are for, buffing. Their DCs aren't going to be that useful against 16th level CRs anyways.

...

So again, I'd like to hear why this is considered "Monty Haul" with one single magical item purchase, that's useable by both the Druid AND his animal companion. "Purchase".. the Druid could have made it for himself, and given it to his pet since he wants it to run into combat while he does the spellcasting this paricular fight.

And if the Druid intends to go into combat too, then he'll just toss out some Mass versions of the stat buffs (higher level spell slots, but it's buffing himself/group as well), and the animal companion won't have the extra attack and holy effect. This example wasn't built around that one item.


Dinja wrote:
Take magic items out of the equation and go based on the class and the companion itself. A totally different picture.

You must not have read my example very closely.

Base Wolf Stats at 16th Druid level:

Str 21, Dex 13, Con 19 (int, wis, cha are inconsequential for this example)
Animal Companion bonus: +5 Str/Dex
Three Ability Score increases: Str +2, Con +1
Animal Growth Spell: +8 Str, +4 Con, -2 Dex
Low Level Buffs: +4 Str/Dex/Con

Total base stats:
Str 21 + 5 + 2: 28
Dex 13 + 5 : 18
Con 19 + 1: 20

After Spells:
Str 28 + 8 + 4: 40 (+15)
Dex 18 - 2 + 4: 20 (+5)
Con 20 + 4 + 4: 28 (+9)

Attack
BAB is 9
Weapon Focus (bite) +1
Strength +15
Greater Magic Fang +4
Animal Growth -1
Multiattack (gives iterative at -5)
Total Attack +28/+23

Damage
bite 1d8
Improved Natural Attack, increased to 2d6
Animal Growth, increased to 3d6
bite has 1.5x Str, +22
Magic Fang spell +4
Total Damage 3d6 +26

...

That's all without magic items being spent. The Druid spends 5 spell slots, the highest being 5th level, and most 3rd or below. Spent on improving an aspect of his character, which isn't that stupid of a tactic.


On the flipside of this, is if the Druid picked a Bird for his AC..

Even with Improved Natural Attack, Animal Growth and all the other buffs, we're still looking at only 1d8+11 damage. That may, or may not even break through DR 15.

This is why I said it depends. If the Druid picks a combat focused AC, then yeah... DR might not be that much of an issue.

If he picks an AC that's more utility based (flight + perception = scout), then yeah.. he's not going to do well in a fight. But I guess that was the decision of the Druid when he chose his companion.


Just started playing PFRPG (Second Darkness Adventure Path, too), and I'm playing a Druid. I've got myself a large cat using this system, and I'm somewhat confused as to why the druid's animal companion can't get multiattack as a feat. I was just wondering if there was a reason that animal companions, unlike normal animals, can't take multiattack? Has there been any discussion about this? Is it an oversight, or is it intentional?


The druid's animal companion gets multiattack at 9th level automatically, so not sure what you mean.

In fact, even if they don't have 3 attacks (the prerequisite for the feat), they can still get an additional attack on their primary weapon at a -5 BAB.


Yeah, I just noticed that (or, rather, my wife did...). Ooops...


minor note, but why is a Croc at Int1?


Because that's it's Int they get in the 3.5 SRD?

Animals have an Intelligence of 1 or 2.

Smart animals, like monkeys and others than can reason out a solution, have an Int of 2. Think of a mouse in a maze, etc.

Dumber animals, ones that simply react instinctively, or don't/can't reason things out as well as the smarter animals, have an Int of 1. They aren't mindless like an insect running on pheromones, but they aren't a chimp in space.

.

I don't know the mental capabilities of the crocodile specifically, however it's likely they aren't as smart as Apes, so they are set at 1.


Jason Bulmahn wrote:

Hey there all,

I have spent the past few days reworking some of the rules for animal companions. I would like you to use these rules and tell me what you think. Of particular interest, I would like to know if you find them balanced across all levels (are they useful, but not overpowering)? Is the same true for the ranger and the paladin? Are the rules simple to use (or at least as simple as the old animal companion rules)? These rules leave open the door for a host of new animal companion types, what types should be included? Finally, do you prefer these rules to the existing rules?

Please note that these rules do not represent a final decision in this matter, just an alternate way of how we might do things.

Take them for a spin. Let me know how it goes.

Jason Bulmahn
Lead Designer
Paizo Publishing

DRUID ANIMAL COMPANIONS
The following rules for animal companions replace those found under the nature bond ability gained by druids at 1st level. A druid can still select a domain instead of an animal companion at 1st level.

RANGER ANIMAL COMPANIONS
The following rules for animal companions replace those found under the hunter’s bond ability gained by rangers at 4th level. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is equal to his ranger level –3. A ranger can still select to form a bond with those he hunts with instead of animal companion at 4th level.

PALADIN BONDED MOUNT
The following rules for animal companions replace those found under the divine bond ability gained by paladins at 5th level. This ability functions like the druid ability of the same name, using the paladin’s level as her effective druid level. A paladin can only select a boar, camel, dog, heavy horse, light horse, or pony as her animal companion. Paladin animal companions have a minimum Intelligence score of 6. A paladin can still select to bond with her weapon instead of an animal companion at 5th level.
[b]ANIMAL...

Jason,

I see the Paladin mount has adopted the new chart/advancement format... but no word on the druid Animal Cmapanions which now lag seriously behind the Paladin mount in HDs, Feats, Skills, Natural Armor, Saves, Ability scores, and BABs at each level. Assuming both start from base

For example at 5th level (when Paladins gain the ability to summon a mount):

Mount has: HD +5; BAB +3; fort/ref +4; Will +2; Skills +5; Feats +3; Nat Armor +2; str/dex +1; Bonus tricks +2; Link; Share Spells; Evasion; Ability score increase and int of at least 6

Animal Comp has: HD +2; Nat Armor +2; Str/Dex +1; Bonus Tricks +2; Link; share spells; Evasion

At 12th:

Mount has: HD +10; BAB +7; fort/ref +7; Will +3; Skills +10; Feats +5; Nat Armor +8; str/dex +4; Bonus tricks +5; Link; Share Spells; Evasion; Ability score increase (2x); Devotion; Multiattack; Celestial Template; int of at least 6

Animal Comp has: HD +8; Nat Armor +8; Str/Dex +4; Bonus Tricks +5; Link; share spells; Evasion; Devotion; Multiattack

At 20th:

Mount has: HD +16; BAB +12; fort/ref +10; Will +5; Skills +16; Feats +8; Nat Armor +12; str/dex +6; Bonus tricks +7; Link; Share Spells; Evasion; Ability score increase (4x); Devotion; Multiattack; Celestial Template; Improved Evasion; Spell Resistance; int of at least 6

Animal Comp has: HD +12; Nat Armor +12; Str/Dex +6; Bonus Tricks +7; Link; share spells; Evasion; Devotion; Multiattack; Improved evasion

I am wondering if something like the chart you proposed above for ACs and Implemented for Mounts is in the works? I am in favor of it even if you need to increase the 24 hour rule to a 30 day wait.

Thanks for your insight.

-Matt


theeaterofshades wrote:

Jason,

I see the Paladin mount has adopted the new chart/advancement format... but no word on the druid Animal Cmapanions which now lag seriously behind the Paladin mount in HDs, Feats, Skills, Natural Armor, Saves, Ability scores, and BABs at each level. Assuming both start from base

For example at 5th level (when Paladins gain the ability to summon a mount):

Mount has: HD +5; BAB +3; fort/ref +4; Will +2; Skills +5; Feats +3; Nat Armor +2; str/dex +1; Bonus tricks +2; Link; Share Spells; Evasion; Ability score increase and int of at least 6

Animal Comp has: HD +2; Nat Armor +2; Str/Dex +1; Bonus Tricks +2; Link; share spells; Evasion

At 12th:

Mount has: HD +10; BAB +7; fort/ref +7; Will +3; Skills +10; Feats +5; Nat Armor +8; str/dex +4; Bonus tricks +5; Link; Share Spells; Evasion; Ability score increase (2x); Devotion; Multiattack; Celestial Template; int of at least 6

Animal Comp has: HD +8; Nat Armor +8; Str/Dex +4; Bonus Tricks +5; Link; share spells; Evasion; Devotion; Multiattack

At 20th:

Mount has: HD +16; BAB +12; fort/ref +10; Will +5; Skills +16; Feats +8; Nat Armor +12; str/dex +6; Bonus tricks +7; Link; Share Spells; Evasion; Ability score increase (4x); Devotion; Multiattack; Celestial Template; Improved Evasion; Spell Resistance; int of at least 6

Animal Comp has: HD +12; Nat Armor +12; Str/Dex +6; Bonus Tricks +7; Link; share spells; Evasion; Devotion; Multiattack; Improved evasion

I am wondering if something like the chart you proposed above for ACs and Implemented for Mounts is in the works? I am in favor of it even if you need to increase the 24 hour rule to a 30 day wait.

Thanks for your insight.

-Matt

Does any one know if this change has been made official or not? I need to port over a character and his Animal Companion. Need to know which system to use, as our DM is saying we are going by the official rules.

Thanks!

-Matt

Scarab Sages

Well there are no "official" rules per se, it's a Beta test, no official rules until the final product comes out, both rules are up for testing and feedback.


few newbie questions. How do you determine when an AC gets its size increase I feel like im missing something that should be obvious. Second does this completely replace higher level animals IE take a baby dino or a full grown cat and at lvl 20 have a t rex or a badass hunting cat. If this is the case I would say I prefer just not having access to some things till higher level.

Ideas I like
more AC's with less coolness
man I miss having a wolf PACK as a druid instead of having 1 single
pack animal
not all animals are equal
This in fourth does get boring. I gore you bite they both do 1d6 meh

lastly has the OP been edited to show the changes that have been sighted IE incorrect sizes and attack bonuses etc

lastly do animals increase in size only once


Based upon what I saw of a druid from 1st - 15th level in my Beta-test campaign, the results in play strongly argue in favor of stripping animal companions from druids. They can summon hordes of animals as it is, not to mention the wild shaping abilities - handing them yet another pet is just too much.

I agree that such 'pets' should share a universal rules set, a cleric or druid is decidedly not one of the core classes that have a real need for one.

A "cavalier" (fighter, paladin or ranger working on mounted combat and in need of a mount to carry them their adventuring career) and the arcane bonding characters are by far the most desperately in need of such a pet.


Hrm - another alternative: perhaps a druid chooses when selecting her divine bond either to have an animal companion (a powerful one, especially over progression in the class) or to be able to summon animals (as per the spells)?

Scarab Sages

Using these rules...what *should* a riding dog get at 4th level? A druid of mine uses one in our CotCT game, but as there's no size advancement for it I'm at a loss as to what to give it.

Also, if anyone can guess what a hippogriff would get, that'd be cool too. Huge size? They do get that at HD 7.


I'm not really sure if this has been already addressed (230+ posts are LONG to check), but a Wolf should have Low-Light vision among his Special Qualities, being an Animal (it's a basic quality of the Animal type, from the SRD).


Looking at the proposed new animal companion rules:

1) Just noting that currently Improved Natural Armor and Improved Natural Attack are not defined in the Beta Rules. You'd probably want to include these for completeness.

2) Under current d20 srd, animals cannot have an intelligence higher than 2. (If the do, then they are "magical beasts"). You might want to cover when an animal companion can or cannot have higher intelligence, and what this means for the animal. Can it learn language (as magical beasts can)? Is it awakened? Can it now have an alignment other than neutral?

3) Is "Armor Proficiency (all)" meant to be a single feat? If so, what are the prerequisites? If not, then must an animal run the progression of feats until it meets the requirement for its level of barding? I thought "Armor Proficiency (barding)" might be more reasonable, but then it occurred to me that a character who is not proficient in any armor, might wish to pay the extra cost for barding to have himself equipped and not pay an armor check penalty. If you gave "Armor Proficiency (barding)" the requirement of "non-humanoid", then that might work, except for apes and other bipedal animals. (Is a T-Rex humanoid? )

3) I noticed that riding dog dropped off the list of animal companions. The riding dog was different from the wolf in that it had higher strength, but lower speed. The riding dog was War Trained.

4) What exactly is mean by War Trained now? Is it a set of tricks as in 3.5, in which case, couldn't any companion have the War Trained quality, if it has sufficient intelligence to learn that set of tricks? If this is true, then the feat "Armor Proficiency" becomes meaningless, as war trained includes the ability to wear armor (or barding) without penalty. Clarification one way or the other might be helpful.

5) As stated by others, it would be nice to have the option for your animal companion to remain the same size. Though you might want to make the stats reflect this smaller size (as though the animal had undergone a "Reduce Animal" spell (which gives +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size, along with a reduction in damage dealt through natural attacks). Thus, a wolf for example might have two possible advancements:

a) 7th Level Advancement: Size Large; AC +2 natural armor, AC -1 size; Attack (-1) bite (1d8); Ability Scores Str +8, Dex –2, Con +4.
b) 7th Level Advancement: Size Medium; AC +2 natural armor, Attack bite (1d6); Ability Scores Str +6, Con +4.


6) Will class skill bonuses work the same for the animal companion as the creature? ie, class skills with ranks have a +3 bonus? If so, will this translate across the bestiary?


Hello!

Pathfinder Chronicles Campaign Setting have the following alternate class feature for Rangers:

Pathfinder Campaign Setting wrote:

Enhanced Companion (Ex): Upon gaining an animal companion

at 4th level, the ranger must choose a single type of animal. The
ranger cannot call a different animal companion. The ranger’s
effective druid level is equal to the ranger’s level –2 (instead of
the normal 1/2) for that type of animal. This animal must be on
the basic list of companions that can be chosen at 4th level and
cannot be changed.

How this would work with the new Animal Companion rules?


Domingos Santin wrote:

Hello!

Pathfinder Chronicles Campaign Setting have the following alternate class feature for Rangers:

Pathfinder Campaign Setting wrote:

Enhanced Companion (Ex): Upon gaining an animal companion

at 4th level, the ranger must choose a single type of animal. The
ranger cannot call a different animal companion. The ranger’s
effective druid level is equal to the ranger’s level –2 (instead of
the normal 1/2) for that type of animal. This animal must be on
the basic list of companions that can be chosen at 4th level and
cannot be changed.
How this would work with the new Animal Companion rules?

Best guess: since you cannot call a different critter buddy, your buddy's benefits from being an animal companion would be as if a druid of your full ranger level.


Domingos Santin wrote:

Hello!

Pathfinder Chronicles Campaign Setting have the following alternate class feature for Rangers:

Pathfinder Campaign Setting wrote:

Enhanced Companion (Ex): Upon gaining an animal companion

at 4th level, the ranger must choose a single type of animal. The
ranger cannot call a different animal companion. The ranger’s
effective druid level is equal to the ranger’s level –2 (instead of
the normal 1/2) for that type of animal. This animal must be on
the basic list of companions that can be chosen at 4th level and
cannot be changed.
How this would work with the new Animal Companion rules?

I am allowing this one with one change. wild empathy works but only with that critter type.

but it would work as normal, you count a 6th level ranger as 4rd not 3rd level. a 10th as 8th not 5th. 15th as 13th not 8 or 9th

201 to 239 of 239 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Classes: Cleric, Druid, and Paladin / [Design Focus] Animal Companions All Messageboards
Recent threads in Classes: Cleric, Druid, and Paladin