It has less natural armor than a horse, but it has better ability scores. Some large mammals, however, have been known to become samurai, replacing their natural affinity for recklessness with precision and discipline. It has a swim speed of 60 feet, a jet speed of 240, and a couple of natural attacks. By level 4 you have picked up Weapon Finesse so that the spider has a remote chance of hitting something, so medium size actually makes it less effective. 4th level adds poison to the bite attack, but even this doesn't really make the octopus useful. | The Modern Path SRD After awakening, animals are predisposed to be friendly toward whoever cast the spell— in this case, presumably their masters. Small and Grab are not a good combination. It has a bite attack with fairly poor damage, but good luck finding anyone slow enough for it to matter. I'm confused why the Giant Gecko doesn't just have a climb speed. Level 4 brings a tiny bit more damage, medium size, and Ferocity. It has 50 foot move speed, decent natural armor, and decent ability scores, but only a single gore attack. The rule you are quoting is under the purchaser animals. 2. The ankylosaurus has 2 intelligence, which makes it easy to make it intelligent, but be sure to invest in its low constitution, and boost it strength to raise the DC on Stun. The addition of Trample makes the hippo a rather amusing potential mount. They get to rage for 6 rounds a day, but they're only enough to get you through one or two very short fights. The small cat trades the Big Cat's size and damage for Trip, greatly improved dexterity, and increased speed. 1. d8 Hit Die. The Iguanodon only gets on claw attack, which is dissappointing, but it gets to put 1.5 strength behind it. However, the Stingray begins with low ability scores, so the DC on the poison won't be spectacular, and with only 1 intelligence it is difficult to bring the Stringray's intelligence up to 3. Even at only 1 point, the Giant Weasel is draining constitution damage, which piles up very quickly over several rounds. Obvious choices like Horses, Ponies, Camels, and Riding Dogs are clearly meant to serve as mounts, so we can try to draw some parallels to make good rulings on what might be allowed to be ridden. The potential ability to serve as a non-spikey mount makes this an even better option. Although the personalities of awakened animals are as varied as those of adventurers, augmented animals often exhibit traits hearkening back to their species. The Tylosaurus also picks up Grab, which turns it into a Grab striker. The Pathfinder Society Organized Play FAQ includes an FAQ entry on which animal companions can use which types of magic items. The Pathfinder Roleplaying Game assumes that all PCs of equivalent level have roughly equal amounts of treasure and magic items. 3 intelligence also allows your companion to understand language, which means you can give it (slightly) complex orders that go beyond whatever tricks it knows. Based on the Bestiary 5 Diplodocus entry, a large Diplodocus might have 10 or even 15 foot reach, which would make it a viable area control defender even without the Ankylosaurus's Stun ability. Level 7 brings large size, all of the normal size changes to ability scores, and Thumb Spikes, which makes the Iguanadon's claw equivalent to two-handing a battleaxe. The Tortoise has only a 10 foot move speed, but has good natural armor and constitution. 2nd Edition Pathfinder Society Hello, I am currently playing a ratfolk alchemist and I am having trouble with weight despite taking the feat that gives me more encumbrance. The animal companion entry also fails to list a maneuverability, but it seems logical to assume Average maneuverability based on the Bestiary's Roc entry. It also adds Tample, making the Parasaurolophus look like a possible Overrun user. Further, an intelligent animal can be difficult to manage. The addition of large size and the usual size adjustments, reach, and Stun at level 7 makes the Ankylosaurus a great area control defender, and the bonus to strength/dexterity from the animal companion table makes Combat Reflexes very viable. The Styracosaurus has a respectable +6 natural armor, a decent Gore attack, and average speed, but otherwise poor ability scores. An Archelon is a pre-historic turtle. With 40 speed it can get around the field easily to reach key targets. 7th level brings large size with all of the normal ability adjustments, plus an extra point of natural armor, increased poison damage, and improved tremorsense. Blue: Fantastic options, often essential to the function of your character. 376 2.0 PFS Note The level 1 version of summon plant or fungus can be used to summon a leaf leshy that has the weak adjustment. However, with its weak defensive stats it doesn't make for a great area control defender. You summon a common creature that has the animal trait and whose level is -1. It improves at 4th level much the same way Horses and Ponies do, and adds the Anchor ability. In addition to being a sturdy mount, it can make for a passable striker. ), teach adventurers about their native environments, act as guides, and provide a valuable surprise weapon against enemies who think them mere brutes. The Thylacine is a small, cat-like marsupial. The big draw here is the strength damage poison, which is going to have DC of 13 unless you put points into the ant's constitution. If it tries to cast a spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing the summoned creature’s spell to fail and the summon spell to end. Level 7 brings large size, and even more striking capabilities. This means that either you found an orphaned giraffe or walked right up to its mother and were like "yo, I'm taking this". 4th level brings is a splash of natural armor, and finally a decent strength score in addition to large size. 7th level brings Large size, but even this leaves it lagging behind the Dire Bat's superior stats and blindsense. The Giant Weasel's big scary gimcik is Blood Drain. Something like a pre-historic crocodile, the Megalania has average move speed and paper thin natural armor. At medium size, and with good ability scores, it can set Grab to good work right away. Pack Animal: Horse: 2 cp per day: 2 gp: Riding Horse: Horse: 1 sp per day: 8 gp: Warhorse: Horse: 1 gp per day: 30 gp (level 2) Riding Pony: Pony: 8 cp per day: 7 gp: Warpony: Pony: 8 sp per day: 24 gp (level 2) At medium size, it might even be a viable mount for a small character. Its natural armor is very weak, but it has good ability scores to start with. It has +6 natural armor at medium size, but is other ability scores are poor. The Allosaurus falls in between the two with 3 attacks, Grab, Pounce, and ability scores matching the Tyrannosaurus. | FateCoreSRD With average move speed, a climb speed, and a fly speed, the Giant Mantis has a lot of good ways to get around. Allowing you to handle your animal companion as a free action allows you to order them around while still taking your full turn. | Swords and Wizardry SRD Powerful Bite adds some extra power to the Tyrannosaurus's new 22 strength and 2d6 bite damage, and Grab turns it into a big, scary Grab Striker. Once awakened, aquatic animals also tend to be the most creative and artistic group of creatures. The Goblin Dog has excellent speed, but fairly terrible stats. An animal possesses the following traits (unless otherwise noted in a creature’s entry). Selecting your animal companion is an important choice, and can have major effects on how your character functions on the table. Animal Companions. The attack is weak, especially with only 9 strength, but with 9 constitution and no natural armor, this thing needs to stay out of combat. They make a decent striker, but won't do much damage until level 4 and they need help with their defenses. Level 4 makes the giant ant somewhat more useful, but doesn't fix its low natural armor, and only slightly improves its strength. This would be consistent with other bonus feats gained by character classes, but be sure to confirm with your DM before you make any assumptions. The giraffe has speed equal to a horse, two respectable hoof attacks, and impressive strength even at medium size. Awakened animals can also make stealthy and reliable snoops (for who guards her words in front of a dog? The rhinoceros has a respectable +4 natural armor, and really good ability scores at start. One of the surest ways to complicate the relationship between an adventurer and her animal companion is to cast awaken on the beast. Green: Good options. Red: Bad, useless options, or options which are extremely situational. Its saving graces are a high dexterity, darkvision, tremsorsense, and a strength damaging poison. Still, combining their pounce ability with a mounted charge character would make for a truly fearsome pair. Lini and Droogami, the 2E Iconic Druid and her Companion ... That’s just the base level; each Order has its own additional anathema. The giant ant brings a climb speed to the table, which can make it a good choice for a mount for small creatures at level 4 when it becomes medium. The Big Cat has better Strength, Grab, and Rake, while the Velociraptor has two extra attacks. The poor thing doesn't even get Scent. The poison deals strength damage and has a con-based DC which starts at 12 and deals strength damage. With some armor, the Spinosaurus could easily serve as Defender, but using it as a mount seems unlikely due to the spiny frills for which is is named. First, familiarize yourself with the table below, taken from the Druid class entry. Level 7 adds a rather horrifying Blood Dragin special attack, and improves Blindsense to Blindsight, but with so little move speed the leech will have trouble catching aything to latch onto. At 21 strength, thos natural attacks start to look pretty scary, and the extra constitution goes a long way to improve the ape's defenses. The best case you can make for the Elasmosaurus is that it might get reach when it advances because of its exceptionally long neck. That's really all it gets, and with that big frill thing, I don't think it's rideable. An ape, even if it were large, would make a poor mount because it does not have a horizontal riding surface to saddle, and the way they move is not conducive to riding. This is a nice ambush mechanic for medium or smaller creatures, but with the chameleon's low strength and poor bite damage, it's not going to do much on its own. 7th level brings Largse Size, which puts some much-needed damage behind the Wasp's sting, and improves the poison DC by 2. 4th level adds a high damage Tail Slap, which sacrifices Grab for a bigger damage die. These intelligent flyers are shrewdly calculating and opportunistic, especially when it comes to ensuring their own survival. At medium size it has decent strength and dexterity, but very little constitution. Blue: Fantastic options, often essential to the function of your character. The reflective natures of animals such as giant squid, whales, and dolphins typically manifest in one of two ways: they either find majesty in nature or adopt a religion. Easily overlooked because it's the same level as Summon Monster I, Summon Minor Monster is a decent spell with a lot of potential. Keep in mind that there is actually a DC of 10 to make your companion do something, and a strict DM might make you roll for that. Level 4 brings Large size a bit earlier than usual, with all of the normal ability adjustments, but 1 less point of natural armor than normal for a net loss of AC. If it keeps in line with other animal companions with poison, it should deal 1 dexterity damage per round for 6 rounds, with 1 save to cure, and a con-based DC equal to 10 plus the Megalania's constitution modifier. Green: Good options. Druid. However, with such poor ability scores it will have trouble competing with other Grab strikers like the Cosntrictor Snake. Proficient with its natural weapons only. 4. If your party is light on armor, you may need a defender. 4th level brings some really meaningless ability score increases. Ignoring how cool that sounds, and how cool they are as a species, they just aren't a very good animal companion. Smaller, weaker, and slower than the Wolf, and it doesn't get Trip. 4th level brings medium size, and a bit of much-needed strength. Its hoof attacks are somewhat lacklustre, but it has 40 foot speed. Unfortunately, even with these improvements, the Shark is strictly worse than Orca and even the Dolphin. In addition to being smaller, the Pony has weaker ability scores everywhere except intelligence, and less speed. The ability score improvements are nice, but still not enough to make this a orange choice. The Giant Frog has average speed and a matching swim speed. Avoid the Stand Still feat because it is considerably less effective than Stun. Ruling on Animal Companions whose base creature was bigger than Large is somewhat more difficult. Trample adds a free attack to overrun, and the damage from powerful charge is added to the normal damage for a charge attack. Their big appeal is blindsight 120 feet once they hit 4th level, which turns them into very vast, very powerful underwater scouts. Pathfinder 2nd Edition Druid Class. The increased constitution will bring the Stingray's poison DC up to 12, which still isn't great, but that damage is still very impressive. Orange: OK options, or useful options that only apply in rare circumstances 3. 1: Races of Nature Unleashed (PF2) December 2, 2020 Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder Second Edition) November 21, 2020 Legendary Planet Player's Guide (Pathfinder Second Edition) November 18, 2020 Surprisingly, the Orca is more dexterous than the Dolphin at start, and has slightly less strength and constitution. With no damage output, no AC, and no useful scouting abilities, this thing has no discernable purpose. I will use the color coding scheme which has become common among Pathfinder build handbooks. An animal has the following features (unless otherwise noted). Combined with the hippo's respectable strength and impressive bite damage, it could make a passable overrun mount. The Kangaroo has good move speed, but otherwise poor stats. The Giant Spider has average move speed and a matching climb speed. At medium size this is a very large squid. 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