How can I prevent "Awaken" from affecting my Animal Companion?


Advice


Is there any way to make your Animal Companion Immune, or at least essentially immune, to the Awakening spell? Because it'd really suck to lose your strong-ass buddy because they got smart suddenly, and have them turn on you because of the spell.


1 person marked this as a favorite.

...is this a serious issue? I ask because it's a 24 hour cast time, Will negates, touch range spell. I'm not sure if the Will negates refers to the save required by the spell or if the animal also gets its own save, so it could require two saves. So it's not really a combat spell. Out of combat you can replace a lost animal companion (who returns at pretty much the same strength as the last one) in 24 hours.

In addition, the second the animal companion is awakened it no longer qualifies to be an animal companion and loses the part making it "strong-ass". I don't know what most of them become (as many are nothing like the animals in the bestiary) but it doesn't keep any of the bonuses from being an animal companion. Because it's not anymore.


Crb wrote:
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.


Bob Bob Bob wrote:

...is this a serious issue? I ask because it's a 24 hour cast time, Will negates, touch range spell. I'm not sure if the Will negates refers to the save required by the spell or if the animal also gets its own save, so it could require two saves. So it's not really a combat spell. Out of combat you can replace a lost animal companion (who returns at pretty much the same strength as the last one) in 24 hours.

In addition, the second the animal companion is awakened it no longer qualifies to be an animal companion and loses the part making it "strong-ass". I don't know what most of them become (as many are nothing like the animals in the bestiary) but it doesn't keep any of the bonuses from being an animal companion. Because it's not anymore.

Just precaution. Most characters I make are quite emotional, and I'm feeling Hunter for a new game. I figure the character would be heavily attached to the animal, and would be devastated if someone were to kidnap the animal and then break their bond forever.

Again, just a precaution.


I can't really think of anything off the top of my head to protect an AC from GM fiat.

Let me hit this from a different direction though, possibly give you a little hope if your GM happens to be... well... a synonym for a donkey.

I don't normally get in rules arguments much but I don't see anything stopping your old buddy, now given possibly above average intellect, from becoming your cohort. Now, your lack of Charisma and using a class with an AC normally will lower your Leadership score (Someone correct me if I'm wrong, I'm doing this on a lack of sleep at work, (YAY! overtime)), but your buddy could be given a few appropriate class levels and still serve with his master.

Communication might be a little one sided as he could probably understand you but not talk back (Anyone know an item or spell to help with that?), but all hope is not lost.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Amusingly, it's actually having an AC that lowers your Leadership score. Not a problem in this case.


I have yet to see this spell used offensively; really don't see the issue here.

If you yourself do not decide to cast it on your AC than nobody will; if your GM ever decides to use this tactics on you I'd quit the game.

This spell is seen as a gift to your companion if you retire from the life of adventuring and set it free: less crunch more fluff.

Nowhere in the spell description does it say that the awakened animal turns on you either.

In addition, you can take on your former AC as a cohort (via Leadership) and look for another AC.

Ruyan.

Edit: Wraithguard already thought along the same lines I see.


2 people marked this as a favorite.
Awaken wrote:
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.

Just raise the animal companion's intelligence with one of its ability score increases. That would invalidate it as a target of the spell.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Animals can't have an Int score higher than 2:

PRD, Animal creature type wrote:
Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).


1 person marked this as a favorite.

But, there are rules for what happens if your companion's intelligence is increased to three. The specific case of animal companion stat increases trumps the general rule of animal type definition.

Liberty's Edge

Zaister wrote:

Animals can't have an Int score higher than 2:

PRD, Animal creature type wrote:
Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).

An animal companion can however


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Ah, OK, good to know. I've actually never played or seen played a character with an animal companionain Pathfinder.


KunoichiSong wrote:
Because it'd really suck to lose your strong-ass buddy because they got smart suddenly, and have them turn on you because of the spell.

If you treat your AC well why would it turn on you? If an opponent somehow manages to capture your AC and cast the spell on it it will be friendly toward them, but that doesn't mean it would be unfriendly toward you. The former AC could be caught between 2 friends who don't like each other. So just treat the AC as a friend.


1 person marked this as a favorite.
KunoichiSong wrote:

Just precaution. Most characters I make are quite emotional, and I'm feeling Hunter for a new game. I figure the character would be heavily attached to the animal, and would be devastated if someone were to kidnap the animal and then break their bond forever.

Again, just a precaution.

You should be FAR more worried about them actually, you know, killing it.


KunoichiSong wrote:

Just precaution. Most characters I make are quite emotional, and I'm feeling Hunter for a new game. I figure the character would be heavily attached to the animal, and would be devastated if someone were to kidnap the animal and then break their bond forever.

Again, just a precaution.

Isn't the threat of the animal companion, like, dying a much bigger one? To me, it sounds like you're doing the equivalent of taking a tin foil hat as protection (from alien mind-control) when you decide to take a stroll in the hood.

Only a jerk GM would spring an awakening on an unsuspecting animal companion. The defence against that isn't in any rule book, but through proper communication and - in the extreme case - finding a different GM.

If you want to play a character with a deep emotional connection to her animal companion, by all means, do. And tell your GM and the rest of the table that that's your intention. Tell them about your fears, that you don't want anyone to randomly kill or awaken the companion because you don't consider it an expendable resource.

However, I must admit I find your sentiment rather boring. What's an emotional connection if it isn't challenged? Messing with stuff is how you make stories. Imagine Lord of the Rings was an RPG campaign, and I was playing Sam. From the onset, I tell the GM and the other players »my character, this Sam guy, has a strong connection both to his home and his master, eh, Frodo. He's really emotional about it, so I don't want anything to happen that threatens those things.«. Now, that would’ve been a rather pissy LotR, right? Sure, I'm exaggerating, but your characters deep bond to her animal companion is a story waiting to happen. Work with your fellow players to make that happen, rather than shying away from it.


Zaister wrote:

Animals can't have an Int score higher than 2:

PRD, Animal creature type wrote:
Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).

An animal companion is mechanically its own thing with its own rules set.

Ruyan.

Liberty's Edge

If you are an assimar then you can take the celestial servant feat. It makes your animal companion become a magical beast. So it's immune now.


KunoichiSong wrote:
Is there any way to make your Animal Companion Immune, or at least essentially immune, to the Awakening spell? Because it'd really suck to lose your strong-ass buddy because they got smart suddenly, and have them turn on you because of the spell.

DM: Okay, Harvey it's your turn in initiative, what are you doing?

Harvey: I'm casting Awaken on the enemy Druid's Animal Companion?

DM: Are you sure?

Harvey: Yes I am! because I know how much he loves his wolf and I really want him to feel it!

DM: Okay. I'll get back to you in 14,400 rounds. BTW, I think you just got that Druid's personal attention.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / How can I prevent "Awaken" from affecting my Animal Companion? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice