3 Distinct animal companions.


Advice


We are going to play a gestalt game, and I've already confirmed with the DM that I will be able to take Druid (Pack Master) and Ranger (Beast Master) and have each class give me separate effective druid pools to spread between animal companions. I'm planning this character up to 8 at the moment.

At level 8 I will have 3 animal companions all effective druid level 8. I want them to feel different from each other. This means I have 4 feats to chose from, 7 skills, 3 tricks, and 1 ability point to customize them. Also, I can use the animal companion archetypes Bodyguard, charger, Racer, or Totem Guide. For flavor reasons they are all wolves.

I will probably be picking up a hawk, that I will likely use as a longer range scout/messenger but keeping it out of combat. Later on we've talked about undergoing a quest to turn one of my animal companions into a cohort via awakening it. Still working on flavor & mechanics for this part.

Before any customization the wolves look like this:

Str 23, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Init: +2 Speed: 50
AC: 18 (10 +2 dex +6 natural armor)
Saves: 9/7/3
Health: 63 (7d8+28)
Bite: +11 (1d8+9+Trip)

(to spend: 1 ability point, 4 feats, 7 skills, 3 tricks, and possible archetypes)

So, how would you customize them?


Hmm, I thought this would get more attention.

So far, I've got a bodyguard archetype based around combat patrol.

Str 23, Dex 16, Con 19, Int 2, Wis 12, Cha 6
Init: +3 Speed: 50
AC: 20 (10 +3 dex +6 natural armor + 1 dodge)
Saves: 9/8/3
Health: 63 (7d8+28)
Bite: +11 (1d8+9+Trip)

Feats:Combat Reflexes, Dodge, Mobility, Combat Patrol
Skills: Perception 4 (8) , Stealth 1 (6) , Acrobatics 2 (7)
Tricks: Guard, Menace, Get Help, Attack (2 tricks), Come, Down, Flank, Flee

All of them should have combat reflexes to get the max out of attacks of opportunity from enemies standing back up.

2nd will ideally be the aggressive one.
Str 24, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Init: +2 Speed: 50
AC: 18 (10 +2 dex +6 natural armor)
Saves: 9/7/3
Health: 63 (7d8+28)
Bite: +13 (2d6+10+Trip)
PA Bite: +11 (2d6+16+Trip)

Feats:Combat Reflexes, Power Attack, Weapon Focus (bite), Improved natural attack
Skills: Stealth 4 (9), survival 2 (3) , perception 1 (5),
Tricks: Hunt, Sneak, Stay, Attack (2 tricks), Come, Down, Flank, Flee

Kinda at a loss for the 3rd.


Rylar wrote:

We are going to play a gestalt game, and I've already confirmed with the DM that I will be able to take Druid (Pack Master) and Ranger (Beast Master) and have each class give me separate effective druid pools to spread between animal companions. I'm planning this character up to 8 at the moment.

At level 8 I will have 3 animal companions all effective druid level 8. I want them to feel different from each other. This means I have 4 feats to chose from, 7 skills, 3 tricks, and 1 ability point to customize them. Also, I can use the animal companion archetypes Bodyguard, charger, Racer, or Totem Guide. For flavor reasons they are all wolves.

I will probably be picking up a hawk, that I will likely use as a longer range scout/messenger but keeping it out of combat. Later on we've talked about undergoing a quest to turn one of my animal companions into a cohort via awakening it. Still working on flavor & mechanics for this part.

Before any customization the wolves look like this:

Str 23, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Init: +2 Speed: 50
AC: 18 (10 +2 dex +6 natural armor)
Saves: 9/7/3
Health: 63 (7d8+28)
Bite: +11 (1d8+9+Trip)

(to spend: 1 ability point, 4 feats, 7 skills, 3 tricks, and possible archetypes)

So, how would you customize them?

wait, how are they all effectively druid level 8?

As to the actual question. I'd go with a horse, hawk, and some form of combat beasty (wolf, tiger, etc.).

One is your loyal hawk who scouts, the other your trusty steed, and the final your loyal guardian.

Dark Archive

Snapping turtle-tank
Roc -utility/mount (flying)
Cheatah- damage/sprinter


Quote:
wait, how are they all effectively druid level 8?

Gestalt Ranger/Druid level 8

Ranger Pet level 5
Druid Pet 8, divided between 2 pets 4 (Pack Master Archetype
3 X boon companion feat applied to each companion, giving each +4 but capping at character level.

Quote:
As to the actual question. I'd go with a horse, hawk, and some form of combat beasty (wolf, tiger, etc.).

Except they are all wolves...

I could make the third one a mount I guess, that would be something. Just kinda seems weird to have a mount when I can transform into a wolf myself...


If you want to not have to worry about them knowing the right trick at the right time, you can put the point into intelligence, at 3 intelligence they can understand your language (pretty sure treantmonk details that in one of his guides too?)

I'd say a trip build wouldn't be a bad idea, too bad vicious stomp is an unarmed attack, otherwise that could be fun, but greater trip could be good for AoO. I guess you could give them imp. UA strike to go with the vicious stomp theme, but that's a bit feat intensive, though monk wolves puts in mind an interesting image.

You can turn into a wolf, but there are better forms to take if you've already got 3 wolfs running loose tripping things. Also, you've got limited wildshapes per day, so turning into something just for the move speed rather then riding one of three available mounts seems silly.

Knowing about the druid might help, not sure exactly how gestlat works, but what kind of stuff are you doing, ranged combat, primarily caster, etc... with the 3 boon companions you're probably pretty low on feats, how many left, 1 plus the ranger bonus feat?


I was thinking about wild-shaping and joining the wolves in combat in wolf form, but that feels lacking right now (the wolves would out preform the actual character).

Archery is a possibility, but starting to lean to a simple 2 hander at this point. So, the character himself isn't set. Yes 3 feats used on the pets leave me with only a few. 1 for human, 1 for 1st level and the ranger feat at 2. I also lose the 6th level ranger feat due to the Beast Master archetype.

He wouldn't really turn into a wolf because it's the most useful form available but because it's what he's the most comfortable with.


Still looking for ideas on how to make the third wolf different than the others. Putting a point into intelligence is an idea, that would make it smart enough not to need tricks and capable of thinking for itself. But, after that what?

Maybe it would wear armor? Use it as a mount? If I use it as a mount, how should I build the character himself?


Here is a way to give your Wolves a bit of armor. It is from Kobold Press' New Paths Compendium.

Collar of Beast Armor:
COLLAR OF BEAST ARMOR
Aura moderate conjuration; CL 7th
Slot neck; Price 1,000 gp (+1), 3,000 gp (+2), 6,000 gp
(+3), 11,000 gp (+4), 18,000 gp (+5), 25,000 gp (+6),
34,000 gp (+7), 44,000 gp (+8); Weight 1 lb.
DESCRIPTION
This item appears to worked leather collar made to fit the
neck of a medium or large animal or similar beast. The
collar surrounds the wearer with an invisible but tangible
field of magical force, granting it an armor bonus of +1 to
+8, just as though the beast was wearing armor. A collar
of beast armor only functions for a creature of the animal
or magical beast type.
Alternatively, collars of beast armor can be enchanted
with armor special abilities just like other magic armor
(Pathfinder RPG Core Rules). Special abilities usually
count as additional bonuses for determining the market
value of an item, but do not improve AC. Collars of beast
armor cannot have a modified bonus (armor bonus plus
armor special ability bonus equivalents) higher than
+8. Collars of beast armor must have at least a +1 armor
bonus to grant an armor special ability. Collars of beast
armor cannot have any armor special abilities that add
a flat gp amount to their cost. Collars of beast armor
and ordinary armor do not stack. If a creature receives
a larger armor bonus from another source, the collar of
beast armor ceases functioning and does not grant its
armor bonus or armor special abilities. If the collar of
beast armor grants a larger armor bonus, the other source
of armor ceases functioning.


I was thinking simple barding.

Liberty's Edge

All your wolves should wear actual armor. Either Masterwork Studded Leather Barding, or Mithral chain Shirt Barding depending on your budget. There's no reason not to.

EDIT: Ninja'd by the person I was giving advice to! At least we're in agreement, mostly.


I see, even without Light armor training, all I need to worry about is the armor check penalty. All the armor you mentioned get a 0 penalty once modified, very nice.

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