10. Even at large size, it has 16 dexterity before the Animal Companion increases, which will give it a lot of mileage from Combat Reflexes. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. A smaller, more dextrous version of the wolf. Most familiars are Tiny animals, though a few are unusual, such as a leaf druidâs leshy familiar. Complete information for all 16 Pathfinder 2 classes published to date including their descriptions, class features, and feats. Until the start of your next turn, each time you hit a creature in the sharkâs reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. Still, it has a wopping 18 constitution and respectable dexterity, so at the very least it will survive to see 7th level. This form is always the same each time it uses this ability. As you gain levels, you might make further adjustments as your companion becomes more powerful. Knowing which options are available for that race can make playing that race more viable. The list of Animal Companions from the Bestiary is: Ankylosaurus. Someone looked at the Bird option, and decided that they wanted something less predatory and more artistic, but not with appreciably different stats. However, its damage is still poor compared to several other options, and its lack of reach and a crowd control ability make it ineffective at its only interesting gimmick. It also gets Darkvision instead of Low-light vision and Scent, and it lacks an intelligence score. Your familiar gains resistance equal to half your level against the chosen damage types. 30 foot speed isn't awful, and the Brachiosaurus gets decent natural armor, and a respectable tail attack. Urdefhans train, kill, and then raise as undead skaveling animal companions.. Vampiric animal companions Press question mark to learn the rest of the keyboard shortcuts. Pouncing with 22 strength (actually 24 due to the animal companion bonus to strength/dexterity) and 3 attacks is going to do a whole lot of damage. No low-light vision or scent, but you get darkvision. 1 Ranger 2 Cavalier 3 Cavalier (at least 4th level) 4 Paladin (ask GM if not a heavy horse or pony). The Tylosaurus also picks up Grab, which turns it into a Grab striker. Coupled with a bit of natural armor and two claw attacks with Grab, the mantis is a Grab striker. Support Articles. hide. Each companion type has its own statistics. It gets two claw attacks with respectable damage, but its ability scores are fairly bad. Even at only 1 point, the Giant Weasel is draining constitution damage, which piles up very quickly over several rounds. As a vermin, it has no intelligence, and has Darkvision instead of Low-light vision and Scent. Pathfinder 2 Animal Companion Rules. Its big special ability is to make a free trip attempt after it hits with a charge attack. You must be able to cast 6th-level spells using spell slots to select this ability. A mount should meet the following criteria: These are not solid rules, obviously, but they are good guidelines. The Tyrannosaurus can most easily be compared to the Allosaurus and the Deinonychus. It also gets a little bit of natural armor, and has enough constitution to keep it standing. The description for this animal companion outright states that it works as a mount at large size for medium characters. An animal has the following features (unless otherwise noted). The addition of Blindsense can also allow the Stingray to scout for invisible creatures. Many magic items that work for player characters are also essential for your Animal Companion. The Manta Rays smaller, scarier cousin, the Stingray is Small, and slower than the manta Ray, but has a rather impressive poison which deals both dexterity and constitution damage. This allows me to gain a +2d8 to my own successful Strikes, i.e. Some familiars, however, are more powerful creatures with unique abilities. Something like a pre-historic crocodile, the Megalania has average move speed and paper thin natural armor. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Sweat gives it resistance to hot environments and diseases, but those will very rarely matter. Level 4 brings medium size, slightly improved stats, and a really lousy trample attack. 7th level brings large size, bringing the Gore attack to 2d6 damage, and adds two secondary hoof attacks, far outclassing the Elk's need to choose between its gore attack or its hoof attacks. 1. The species of animal you choose is called your companion’s type. I would also consider this a viable mount. Paizo Publishing, LLC. 1. On top of that, it lacks scent, has poor ability scores, and no other interesting abilities. Based on its stats, we can compare it to the Ankylosaurus. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you. An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. 7th level makes the Brachiosaurus large, and a possible mount for medium characters. Animal Choices in Pathfinder Kingmaker. This site may earn affiliate commissions from the links on this page. The Ranger's most iconic choice, the Wolf is a solid option. Animal Companion Descriptions. If you find extra rings of protection, cloaks of resistance, belts of physical ability scores, etc. 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. It gets a single point of natural armor, and has a huge amount of dexterity, but otherwise unremarkable ability scores. Other than the damage, the effect lasts for 1d4 rounds or until the dweomercat cub Dismisses the effect, whichever comes first. 7th level brings Large size with all of the usual ability adjustments, and adds Trip to the already impressive Tail attack. Druids and rangers have a wide selection of animal companion choices, but this selection by no means covers the entirety of animals available as companions. Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark. An even worse version of the Elk. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. If they don't the free secondary attack is crucial in making up the damage gap between animals with multiple attacks and those with only single attacks. Melee [one-action] jaws (finesse), Damage 1d8 piercing, Str +2, Dex +3, Con +2, Int â4, Wis +1, Cha +0; Hit Points 6. Companions have their own personalities and attitudes, as well as unique character development paths. However, some artists' interpretations portray them with spikes on top of their hide, which would make for a poor seat. 1: Races of Nature Unleashed (PF2), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder Second Edition), Legendary Planet Player's Guide (Pathfinder Second Edition). If it doesnât reach the target to touch it this turn, the spell has no effect. Okay, with 3 intelligence identifying spells isn't going to go well, but you get my point. Even in the water, the octopus isn't great. Granted Abilities darkvision, flier, manual dexterity, resistance (fire and poison), skilled (Deception), speech, touch telepathy. Real boar are only small size, and if you see one in the wild you very quickly run in the other direction and hope it isn't following. Melee [one-action] jaws (finesse); Damage 1d8 piercing, Melee [one-action] talon (agile, finesse); Damage 1d6 slashing, Str +2, Dex +3, Con +2, Int â4, Wis +1, Cha +0. The crocodile also gets Sprint, which helps make up for its slow speed when you need it to charge. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike. 1. d8 Hit Die. Granted Abilities alter dweomer, darkvision, detect magic, scent, speech. You think the smaller size might at least give it slightly better dexterity. 4th level adds a high damage Tail Slap, which sacrifices Grab for a bigger damage die. The Snapping Turtle brings an impressive +10 natural armor, but at medium size has poor speed, dismal ability scores, and an insignificant bite attack. All of the skills marked with an (*) are class skills for animal companions, so they get the +3 class skill bonus just like you do. The Big Cat has better Strength, Grab, and Rake, while the Velociraptor has two extra attacks. 10. Access You are a member of the leaf order. If your drake is nimble or savage, the fire damage increases to 2d4. | d20HeroSRD The poison has a 1 hour increment, which means it won't have any effect on combat. 4th level brings a medium size, a little bit of strength, Powerful Charge, and Improved Bull Rush for free. Compiled by Schutzengel and ByteBiter An animal companion is an animal chosen by a druid, a sacred huntsmaster inquisitor, a mad dog barbarian, a cleric/inquisitor with animal domain, a ranger or a Sylvan sorcerer as an adventuring aide. This otherwise uses the effects of humanoid form, except the change is purely cosmetic. Good Fortitude and Reflex saves. The Orca also picks up blindsight 120 feet at this level, the same as a dolphin. Masterâs Form: Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a catâs eyes or a serpentâs tongue. A big angry prehistoric fish, the Tylosaurus is one of few aquatic options with both Scent and a land speed. Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiarâs stat block. An animal companion cannot have more ranks in a skill than it has Hit Dice. The boost to strength is great, but with a single lackluster gore attack, it's not going to get you much. Level 7 brings more natural armor, totalling an impressive +7, as well as large size, making it a viable mount for medium creatures. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target canât use a Step action (unless it can Step through difficult terrain) until it moves from its current position. Each day, you channel your magic into two abilities, which can be either familiar or master abilities. Wording of Work Together says "Your animal companion assists you." Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have. The animal companion can Seek even while raging. Share Senses: Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. After it has stopped raging, it canât use Badger Rage again for 1 minute. 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. Animal companions listed in order of effective druid level can be found here. Some adventurers travel with loyal allies known as animal companions and familiars. Animals usually have additional information on how they can serve as companions. Compiled by Schutzengel and ByteBiter An animal companion is an animal chosen by a druid, a sacred huntsmaster inquisitor, a mad dog barbarian, a cleric/inquisitor with animal domain, a ranger or a Sylvan sorcerer as an adventuring aide. The roc also gets three primary natural atacks, but with so little constitution and strength, it won't do much damage. Because it now has only 11 dexterity (before the Animal Companion bonuses), Reflexive Strike is important for the Styracosaurus to serve as an area control tank. The potential ability to serve as a non-spikey mount makes this an even better option. CARING VETERINARIAN. Their animal companion eventually becomes a fungal creature.. Urdefhan animal companions. 2) Instead of having it Strike, it could "Work Together" for its first action. Multiattack: If your companion has multiple natural attacks, multiattack is a fantastic feat. It even has two less points of natural armor! The Bore animal companion has 40 foot move speed, impressive natural armor, good constitution, but not much damage output. Iguanadons start at medium size, and would make for a fine mount for a small creature despite only having average speed. There are some notable cases where creatures have considerably more reach than their size would typically indicate, such as the Diplodocus, which gets a stunning 60 foot reach in its typical Colossal form (30 foot square). With no Scent, these are mostly only useful as flying eyes. Aeon Stone Reservoir Your aeon wyrd can hold any aeon stone as a powerfully resonant nucleus that holds it together. They get an impressive 80 foot fly speed, and three attacks with fairly poor damage. Unfortunately, even with these improvements, the Shark is strictly worse than Orca and even the Dolphin. You can have only one familiar at a time. Red: Bad, useless options, or options which are extremely situational. Under Equipment, you may also buy barding for your companion, which can give +2AC. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). It deals 3 additional damage with its unarmed attacks. Ruling on Animal Companions whose base creature was bigger than Large is somewhat more difficult. Iconic and spiky, the Triceratops seems like a fine mount choice, and makes an obvious charge striker. Ultimate Campaign includes some wonderful content about how to handle pets in your game. Their speed is respectable and their ability scores are acceptable, but their natural armor is weak, and they damage is poor. Poison Skin will help protect your Toad against monsters and people who enjoy licking giant amphibians, but won't be useful offensively. A horse designed by committee. A bite attack with move speed and a swim speed. They get to rage for 6 rounds a day, but they're only enough to get you through one or two very short fights. 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. With a minimum of 22 strength, that's 4d8+18 damage on a charge. Companion Type Animal Monster Entry Link Starting Statistics: Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities scent. Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. Homebrew. Dweomercat cubs are curious and love exploring ley lines and traveling the world. 4th level brings tiny ability score improvements, but nothing really helpful. He also made a couple of other minor improvements. The Tyrannosaurus gets one big, scary attack with Grab. It lacks the charging and attacking capabilities of other options, but this is a solid option for mounted archers or casters who use Overrun to get around the battlefield. The Speed entry gives your companionâs Speeds. The magical beast does not gain any abilities not listed here. The glyptodon can now serve as a very slow mount for a medium creature, or a somewhat mediocre defender. You must still Cast the Spell and meet the spellâs other requirements. Focused Rejuvenation: When you Refocus, you generate magical energy that heals your familiar. The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. Bonded Animal Feat 2. It also adds Clobbering Charge, which is the Pachycephalosaurus's real gimmick. At a very impressive 25 strength (not counting the animal companion bonuses), that claw deals 1d8+10 damage, which is very respectable. 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