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So, I was tinkering with a Goliath Druid who would take a 1 level dip into Cavalier, and was looking at animal companion choices, when I took a look at the Mastodon. Mainly, it probably makes an acceptable mount at higher levels for Cavalier, and thus would allow the Cavalier and Druid levels to stack.
But, the stats seem kind of bland (not bad, but no clear direction of what to build around):
Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack gore (1d8), slam (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7; Special Abilities low-light vision, scent.
7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (2d6), slam (1d8); Ability Scores +8 Str, –2 Dex, +4 Con; Special Abilities trample (2d6).
Any good ideas? I'm curious to see.

blahpers |

Heh, there's a thread on the first page complaining about how elephant companions are OP. It's a funny world.
It's decent but not terribly strong. Actually landing a blow at high levels is the hard part.

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Heh, there's a thread on the first page complaining about how elephant companions are OP. It's a funny world.
It's decent but not terribly strong. Actually landing a blow at high levels is the hard part.
Heh, that's kind of funny. I'll have to read through that.
Of course, my Goliath Druid is Samsaran, and I'll have access to Divine Favor/Power, as well as Heroism, due to Mystic Past Life. Which should make any animal companion have a decent to hit, even at higher levels, thanks to the Share Spells ability.

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2 words:Animal Growth.
Heh. A great Druid spell indeed. It makes any animal companion better, for sure.
Of course, as a Goliath Druid, I can already cast Enlarge Person on my animal companion. And by the time I can cast Animal Growth, I can Quicken Enlarge Person (which I was planning on doing anyways).
I guess I was looking for feats for it to take, to have an interesting attack routine. For example, an Allosaurus has grab and pounce, so grabbing Dirty Fighting/Improved Grapple/Greater Grapple is one idea for that animal companion. Maybe even Hamatula Strike, Weapon Focus (Claw) and Weapon Versatility so that I can get a pseudo-grab on its claws (or just rely on the Lockjaw spell).
The only special attack an Elephant/Mastodon has is Trample. But, I'm at a loss of any feats that improve upon Trample. Trample is like overrun, except it's not. So any feats that work for overrun is questionable if they work with Trample.
I guess if no one has any ideas, and I decide to go with it, I'll just take generic animal feats like Toughness, Power Attack, Iron Will, Dodge, Improved Natural Armor, etc.

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It is worth noting the an elephant is the one animal companion that has manufactured weapons. Tusk blades.
Consider resinous skin if you are trampling as you may provoke many aoos. This give you DR and debuffs enemies. A menacing amulet is great because you can trample to get into flanking position.
Consider feats like blind fight, outflank.
Additional traits can provide useful bonuses for animal companions.
I'm always a fan of combat reflexes if your making your ac huge.

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It is worth noting the an elephant is the one animal companion that has manufactured weapons. Tusk blades.
Consider resinous skin if you are trampling as you may provoke many aoos. This give you DR and debuffs enemies. A menacing amulet is great because you can trample to get into flanking position.
Consider feats like blind fight, outflank.
Additional traits can provide useful bonuses for animal companions.
I'm always a fan of combat reflexes if your making your ac huge.
Oooh. I did not know about Tusk Blades. That's an awesome piece of equipment. Thanks for that.
Resinous Skin looks like a pretty good spell. I'll keep that in mind for the trample.
Since I can make it huge, and am building my Druid for reach tactics, I was planning on Combat Reflexes. Perhaps even give it Bodyguard/In Harm's Way along with Benevolent barding?
Great ideas all around. Thanks.

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I like in harms way, a lot, mainly because it keeps the ac viable to level 20 by keeping heat off the barbarian or fighter who will be doing more damage and be a greater threat.
That is exactly how I built my elephant animal companion. Though I also took additional traits for helpful and Sacred Touch. The idea was a protector spirit animal. It's silly but I like the idea of an elephant reaching out it trunk and saving people.
The power of the build is action economy not only to you get the normal benefits of extra attacks you also get to buff your allies, and defend them with zero PC actions. In harms way also works with resinous skin.

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I like in harms way, a lot, mainly because it keeps the ac viable to level 20 by keeping heat off the barbarian or fighter who will be doing more damage and be a greater threat.
That is exactly how I built my elephant animal companion. Though I also took additional traits for helpful and Sacred Touch. The idea was a protector spirit animal. It's silly but I like the idea of an elephant reaching out it trunk and saving people.
The power of the build is action economy not only to you get the normal benefits of extra attacks you also get to buff your allies, and defend them with zero PC actions. In harms way also works with resinous skin.
Yeah, Bodyguard/In Harm's Way/Benevolent armor does seem like a cool tactic. Plus, I have one unused Mystic Past Life spot which I could grab Shield Other. I just have to figure out how an Elephant would be able to wear a Platinum ring. Maybe on a chain around it's neck? ;-)
So far we have:
1) Combat Reflexes
3) Power Attack? (Good for low levels to help increase damage. As a Samsaran, I can also cast Divine Favor/Power & Heroism on it)
4) Bump it's INT to 3.
5) Bodyguard
7) In Harm's Way
9) Additional Traits (grabbing Fate's Favored and Helpful)
I might just go with that. The Helpful Woolly Mammoth, lol.

Lunaramblings |
Grandlounge wrote:I like in harms way, a lot, mainly because it keeps the ac viable to level 20 by keeping heat off the barbarian or fighter who will be doing more damage and be a greater threat.
That is exactly how I built my elephant animal companion. Though I also took additional traits for helpful and Sacred Touch. The idea was a protector spirit animal. It's silly but I like the idea of an elephant reaching out it trunk and saving people.
The power of the build is action economy not only to you get the normal benefits of extra attacks you also get to buff your allies, and defend them with zero PC actions. In harms way also works with resinous skin.
Yeah, Bodyguard/In Harm's Way/Benevolent armor does seem like a cool tactic. Plus, I have one unused Mystic Past Life spot which I could grab Shield Other. I just have to figure out how an Elephant would be able to wear a Platinum ring. Maybe on a chain around it's neck? ;-)
So far we have:
1) Combat Reflexes
3) Power Attack? (Good for low levels to help increase damage. As a Samsaran, I can also cast Divine Favor/Power & Heroism on it)
4) Bump it's INT to 3.
5) Bodyguard
7) In Harm's Way
9) Additional Traits (grabbing Fate's Favored and Helpful)I might just go with that. The Helpful Woolly Mammoth, lol.
A ring could be a piercing through the trunk? Or a band worn on their tusk?

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A ring could be a piercing through the trunk? Or a band worn on their tusk?
That's true. I could go with that.
Although, what's really weird is there are two different Shield Companion spells: one in Animal Archive, and one in Advanced Class Guide. In Animal Archive, it's a 1st level spell for most classes, but in the ACG, it's a 2nd level spell AND the Druid doesn't have access to it.
I assume both are valid? If so, then I wouldn't need Shield Other, and can just use Shield Companion.

Saldiven |
When you can, dip a level of Mammoth Rider prestige class to get your Mammoth's size permanently increased to Huge (and get +2 to Str and Con). This isn't a polymorph effect or spell that changes size, so it would still stack with Enlarge Person or Animal Growth to get it up to Gargantuan when needed.

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When you can, dip a level of Mammoth Rider prestige class to get your Mammoth's size permanently increased to Huge (and get +2 to Str and Con). This isn't a polymorph effect or spell that changes size, so it would still stack with Enlarge Person or Animal Growth to get it up to Gargantuan when needed.
Actually, I considered Mammoth Rider. But I wasn't sure if the size increase stacks with Enlarge Person/Animal Growth. If it does indeed stack, then I'll indeed do that.

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Reduce animal lasts hours per cast, so it's a good way to shrink a companion if it's large. So the issue would be is large too big for my small option. If large is fine sized, then having default huge and use shrink when needed seems better than large with limited growth.
It seems counter intuitive to me to dip out of a casting class for Gigantic steed (+2 Str, +2 Con), then use a spell to undo that ability.
The size increase comes with a net zero attack bonus. 2d6 increases to 3d6 and an extra one str 4.5 extra damage. Though the con is nice.
You could just use a spell to increase size for a much larger bonus. Animal growth, enlarge person, strong jaw, all get you there.
Caveats
You can stacking them. Becomeing Gigantic is cool and will increase the damage dice. Carry companion helps with most things.
The situations where size matters:
1) you have room for 2 sizes above large. Mammoth ride is superior.
2) You only have room to be huge. Animal growth no mammoth rider is better.
3) you only have room to be large. Non mammoth rider is better.
4) you want to be medium. Non-mammoth rider is the only option.
I would happily keep my class level, convenience and flexibility over the damage bump and hp. If your attacks go above 4d6 then it gets worth considering for me. So if the plan is mammoth rider, animal growth strong jaw and your gain 8 damage an attack I would consider it but even that close.
Edit: just saw the next comment feel free to read or ignore want I wrote as it it unlikely to apply to your campaign. Expect the losing class levels part.

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Edit: just saw the next comment feel free to read or ignore want I wrote as it it unlikely to apply to your campaign. Expect the losing class levels part.
Yeah, the biggest issue with going Mammoth Rider is a loss of spell level progression. And since I was already planning on dipping one level into Cavalier for armor/weapon proficiencies and Power Attack from Gendarme archetype. Plus, it's also a 3 person party. One player is playing a Cleric, so I won't be the only caster. But I probably want to keep up my spells somewhat.
If I do go for Mammoth Rider, it'll probably be a little later, depending on how well the campaign goes. (Of course, the way that we seem to go through campaigns, it'll probably end well before I qualify for Mammoth Rider, lol).

Saldiven |
Saldiven wrote:When you can, dip a level of Mammoth Rider prestige class to get your Mammoth's size permanently increased to Huge (and get +2 to Str and Con). This isn't a polymorph effect or spell that changes size, so it would still stack with Enlarge Person or Animal Growth to get it up to Gargantuan when needed.Actually, I considered Mammoth Rider. But I wasn't sure if the size increase stacks with Enlarge Person/Animal Growth. If it does indeed stack, then I'll indeed do that.
I can't think of any reason why it wouldn't stack. The prohibition for stacking multiple size increasing things is only stated in the area regarding Transmutation spells.
"You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."
The size increase from Mammoth Rider isn't defined a spell, spell like ability, but as an Ex ability; it looks more like the size increase that Animal Companions get at 4/7 lvl.
The main reason I like the Mammoth Rider dip is because when you get to lvl 14 Goliath Druid, you can have your Huge Druid riding your (Enlarged) Gargantuan Mammoth.
Biggest cavalry anyone in your group has probably ever seen :P

Saldiven |
You might want to look at how permanent enlarge person and animal growth would interact. Animal growth is better than mammoth rider and enlarge put together.
But you can stack Animal Growth with Mammoth Rider, still allowing for the Gargantuan companion.
Unfortunately doesn't look like it can be made permanent, though.
@Arassuil: Now, imagine using a reach weapon from the back of that thing. You'd have an absolutely massive footprint, and the rider's reach is measured from the edge of the mount. Say you took on the form of a Huge Cloud Giant who has a 15' reach; with a reach weapon, that becomes 30'. That 30' reach would be measured from your Gargantuan mount's 20' square base. Give the Mammoth and Druid Pushing Assault (if possible) so that you can have the Mammoth knock opponents back into your rider's reach range, and then have the rider knock the enemy even further away. Get Combat Reflexes to beat on them when they try to move back into attack range.

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@Arassuil: Now, imagine using a reach weapon from the back of that thing. You'd have an absolutely massive footprint, and the rider's reach is measured from the edge of the mount. Say you took on the form of a Huge Cloud Giant who has a 15' reach; with a reach weapon, that becomes 30'. That 30' reach would be measured from your Gargantuan mount's 20' square base. Give the Mammoth and Druid Pushing Assault (if possible) so that you can have the Mammoth knock opponents back into your rider's reach range, and then have the rider knock the enemy even further away. Get Combat Reflexes to beat on them when they try to move back into attack range.
I was already planning on using a reach weapon. Was building him on the grounds of using reach tactics, so a reach weapon (Combat Reflexes, Power Attack/Pushing Assault). Just no standard action summoning.
Originally planned on using a Lucerne Hammer, but I'm thinking of using a Meteor Hammer instead. I can buy a Cracked White Opalescent Pyramid Ioun Stone to treat it as a martial weapon, and it will allow me flexibility on using it as a reach weapon or adjacent, as needed.
But, yes. A Goliath Druid with a reach weapon is a scary, scary thing.
However, I don't think an animal companion can use Pushing Assault, as it requires a two-handed weapon:
A strike made with a two-handed weapon can push a similar sized opponent backward.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.
Since a Mastodon has a Gore and Slam, you can't even argue that an animal with one natural attack is treated as two-handed (since it has more than one natural attack). I might be able to work something if I can dig up some feats that allow bull-rushing on a hit (for the animal companion). Only thing that springs to mind is Shield Slam, which won't work on the Mastodon.

Saldiven |
Ah, good point. I forgot about that.
How about Awesome Blow, instead:
"Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle."
Or for pure silliness factor, make a Ninja-Mammoth by taking Improved Unarmed Strike and then Punishing Kick (ironically, an Elephant/Mastadon companion has sufficient Wis...after getting Int up to at least 3, of course):
"Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round."
(Awesome Blow is better, but Ninja-Mammoth is funnier.)

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Ah, good point. I forgot about that.
How about Awesome Blow, instead:
"Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle."
Or for pure silliness factor, make a Ninja-Mammoth by taking Improved Unarmed Strike and then Punishing Kick (ironically, an Elephant/Mastadon companion has sufficient Wis...after getting Int up to at least 3, of course):
"Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round."
(Awesome Blow is better, but Ninja-Mammoth is funnier.)
Awesome Blow would certainly work. I think there is even an Improved version of it as well, which I would need to read up on. Plus, Greater Bull Rush would allow an AoO.
I agree: "Ninja" Mammoth with Punishing Kick is funnier.
EDIT: Nope, Greater Bull Rush has no effect, as it's not a Bull Rush. I would need to grab Improved Awesome Blow or Greater Awesome Blow to get an AoO.

Saldiven |
Yikes, there's an Improved and Greater version of Awesome Blow....
Improved:
"Benefit: You receive a +2 bonus on checks to perform an awesome blow combat maneuver. You also gain a +2 bonus to your combat maneuver defense whenever an opponent tries to perform an awesome blow combat maneuver against you. Whenever you successfully perform an awesome blow combat maneuver, your opponent’s movement provokes attacks of opportunity from all your allies (but not you)."
Greater:
"When you make an awesome blow combat maneuver, for every 5 by which your combat maneuver check exceeds the target’s CMD, you send the target flying 5 additional feet. Furthermore, this movement provokes attacks of opportunity from your allies."
Wow, that could be a lot of fun. With it's massive STR, the Mammoth should have a pretty darn good CMB, especially after buffing.
Edit: Just saw that Animal Growth gives a Size Bonus to Str, so it would stack with an Enhancement Bonus from something like a Belt or Bull's Strength. At levels in the teens, this thing's strength could be around 40+ after one or two buff spells.

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On second thought, if I'm going to be spending that many feats, I may as well just take Improved Bull Rush/Greater Bull Rush/Quick Bull Rush, as Bull Rush combat maneuvers are better supported than Awesome Blow (at least as far as I can find).
Plus, Tusk Blades with Keen means its crit range is 17-20 for the Gore attack, which means Bull Rush Strike could be a fun feat to grab too.
EDIT #1: @Saldiven: Yeah, it would indeed have a massive Strength. Plus, with the ability to buff it with Divine Favor/Power and Heroism (snagged from Mystic Past Life), it'll hit like truck.
EDIT #2: Tusk Blades are equipment, but can be enchanted like they were a melee weapon. Could those be enchanted with the Impact weapon propery?
These metal caps must be specially fitted to a creature’s horns or tusks; a blade reminiscent of a sword or axe head projects from each cap. If the creature makes a gore attack (including as part of a powerful charge), the attack deals both piercing and slashing damage, and has a critical threat range of 19–20 (this range can be increased by other effects). Tusk blades can be enhanced as melee weapons; the enhancement is applied to the creature’s gore attack.
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.
One problem is whether Tusk Blades are light melee weapons or not. So perhaps it's not a legal combination?