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Heightened (9th) Level 13. Know it, love it, embrace it. The Stegosaurus has a respectable +6 natural armor bonus, and a big pile of dexterity at medium size. Ultimate Campaign includes some wonderful content about how to handle pets in your game. A horse designed by committee. They have 2 intelligence, which means they can easily be made intelligent, and have three attacks. Its ability scores aren't great, and the squid's big draw is the Ink Cloud ability. If you are uncertain, use the animals on that list as examples. An animal has the following features (unless otherwise noted). Large size makes it a potentially viable mount for medium creatures. Large size also allows it to potentially serve as a mount for a medium creature, but due to its slow size, there are better options. your Animal Companion is a great recipient for those hand-me-down items. I support a limited subset of Pathfinder's rules content. Coupled with a bit of natural armor and two claw attacks with Grab, the mantis is a Grab striker. 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) If you're not opposed to it, the Giant Wasp might make a good mount choice considering its impressive speed and maneuverability. Still, it has a wopping 18 constitution and respectable dexterity, so at the very least it will survive to see 7th level. It has Grab, which would be great if it wasn't small with 10 strength. 7th level brings Large size, but even this leaves it lagging behind the Dire Bat's superior stats and blindsense. With no special abilities and no chance of being a viable mount, the Kangaroo really has nothing to offer. 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. It gets decent natural armor, and has very good ability scores, plus a bite attack with Grab. 3. Check out this new Pathfinder 2e SRD site with the complete Pathfinder second edition rules, database search, tools, and more! The bite damage isn't going to get very far with such poor stats, so this thing is an annoying ball of natural armor that sometimes flies into your windows repeatedly for hours on end. If treated well, an awakened animal may become a valuable member of an adventuring party, adding new perspective to problems and fighting alongside its friends. Its appeal comes from the two claws with grab and the string with a poison right from level 1. Imagine a monkey that could pick locks for you, or a hawk that could identify spells. Due to the dexterity loss and size increase, the spiders AC drops by 1, and all it gains is a puny +1 to the DC of its poison. 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. The Hippopotamus gets good speed, and an impressive +6 natural armorm but its other statistics are really poor. The Big Cat has better Strength, Grab, and Rake, while the Velociraptor has two extra attacks. Treasury of Winter (Pathfinder Second Edition) December 11, 2020; The improved strength is great, and Trample makes Overrun a better option. It grows to medium size, gets a bit of extra ability scores, and adds two talon attacks to its existing 3 natural attacks. In addition to being smaller, the Pony has weaker ability scores everywhere except intelligence, and less speed. At level 4, the Dimorphodon gets slightly better ability scores, and poison. Michael Brock, the global organized play coordination over at Paizo, responded in this forum thread simply to say that the Large Ape animal companion has 10 foot reach, but provided no other insight regarding reach for animal companions. Finally a scary vermin companion, the Giant Scorphion has good speed at 40 feet, but paper thin natural armor, and fairly weak ability scores. Therefore, a Huge creature with 15 foot reach would reasonably have 10 foot reach at large size. Treasury of Winter (Pathfinder Second Edition) December 11, 2020 Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. The description for this animal companion outright states that it works as a mount at large size for medium characters. These classes do occasionally possess a mechanic or ability that can immediately resolve encounters, but those are rare exceptions. Iconic and spiky, the Triceratops seems like a fine mount choice, and makes an obvious charge striker. Sickened is almost as good as Shaken, and the reduced saving throws can be very helpful for a clever spellcaster. Orange: OK options, or useful options that only apply in rare circumstances 3. Shop the Open Gaming Store! 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. It has average swim speed, and an impressive Jet speed, but its damage is pathetic, and its tentacles give it grab so that it can wave its dismal strength score around. With poor starting strength, its bite attack isn't very impressive. Aquatic animals who eschew religion may instead pursue training as druids or bards, or crave the intellectual stimulation of wizardry. Unfortunately, because the poison DC is constitution-based, it will be very poor until the snake advances at 4th level. | Design Finder 2018 Check out our other SRD sites! Good Fortitude and Reflexsaves. The Giant Beatle is slow, and has a slow fly speed with poor maneuverability, but it has a solid +6 natural armor. It will still have trouble hitting, and at medium with 14 strength Grab won't get it very far. An animal has the following features (unless otherwise noted). Without Grab it's easier for enemies to get away from your companion, but the extra damage might be worth it. It also starts with Tongue and Pull, which allow it to grab targets 15 feet away and pull them into a grapple. The Kangaroo has good move speed, but otherwise poor stats. Spit is a ranged touch attack with no saving throw on the sickened effect, so be sure to make use of it at every opportunity. It has a little of natural armor and great dexterity, but it doesn't have a lot of constitution to back up its low AC. Expert Climber allows it to climb (at half its land speed) on any vertical surface, which is effectively a slow climb speed. I will use the color coding scheme which has become common among Pathfinder build handbooks. 7th level brings large size, and not enough natural armor to offset the size change. Medium size out the gate, and a possible mount option for small characters. | d20PFSRD If your build requires mobility, you might want a mount. These creatures tend to be opportunistic, perpetually on the lookout for interesting magic items to help augment their natural abilities. They eschew company whenever possible, preferring instead to be alone with their increasingly complex thoughts. Blue: Fantastic options, often essential to the function of your character. With 40 speed, decent natural armor, and respectable stats, Elephants are decent right from the start. If the Megatherium's ability scores weren't so poor, it might make a decent striker. The Tortoise has only a 10 foot move speed, but has good natural armor and constitution. | Starjammer SRD As always, check with your GM and come to a reasonable conclusion before making any rules assumptions or character choices. Character Sheets 7th level brings large size, with all of the usual size adjustments to ability scores. I like it, though! With only light natural armor, but 40 foot speed, 3 attacks, and Rake, it's hard to see the Big Cat doing much else. Most are highly social and communicative, though this does not always make them great allies as they form intense attachments, manipulate others, and vie for dominance. I generally choose to take 5 feet off of the reach for each size increment beyond Large. This makes the giant scorpion a powerful Grab Striker, and if your DM is a little crazy it might even serve as a mount. Allowing you to handle your animal companion as a free action allows you to order them around while still taking your full turn. It has good speed, a bit of natural armor, good ability scores, and Trip right from level 1. They get three attacks, but fairly low natural armor and not much constitution. 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. Multiattack: If your companion has multiple natural attacks, multiattack is a fantastic feat. Used to living in vast ecosystems full of larger predators, these creatures are accustomed to using any advantage they have, banding together with allies or manipulating others to serve their own designs. 7th level brings Large size and all of the normal ability adjustments, but also adds Rend. A big angry prehistoric fish, the Tylosaurus is one of few aquatic options with both Scent and a land speed. The +4 bonus to wild empathy and handle animal with your companion makes it considerably easier to teach additional tricks. However, it only has 1 base intelligence, which makes it hard to make it intelligent. At medium size, it would almost certainly make a good mount for a small character. Some choices have interesting combat options like Grab and Trip which can provide additional utility in battle. The Goblin Dog has excellent speed, but fairly terrible stats. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. Stampede will likely never come up unless you find a way to draw your enemies into herds of cattle, at which point you probably don't need your animal companion. 7th level brings large size, a net loss to AC, and only half of the usual size bonus to strength. Once awakened, aquatic animals also tend to be the most creative and artistic group of creatures. Despite being bipedal, it also looks like it would make a solid mount. Avoid the Stand Still feat because it is considerably less effective than Stun. 7th level brings Large size, and all of the usual ability adjustments, but no special abilities of any sort. The added natural armor offsets the size increase, and additional strength makes that tail attack more viable. It has average speed, but its constitution and strength are lacking. 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. Also note that most animals have low-light vision and scent, so we can consider those two senses a base line for animal companions. Good on you, Paizo—a great update that finally sets Pathfinder apart from D&D, and in … At medium size it has a bit of natural armor and impressive dexterity, but its Bite has essentially nothing behind it. Apes have a climb speed and become large, but I don't think I would try to use one as a mount. Aquatic Animals: Often as mysterious as the depths in which they live, ocean dwellers are predisposed to developing deep, philosophical personalities when awakened. Level 4 brings medium size, slightly improved stats, and a really lousy trample attack. The Thylacine is a small, cat-like marsupial. The Pathfinder Society Roleplaying Guild, part of Paizo's organized play programs, is a worldwide fantasy roleplaying campaign that puts you in the role of an agent of the Pathfinder Society. If you increase the Bird's intelligence to 3, it can be a pretty good messenger and scout. With the now impressive strength, damage, and Trip, the Stegosaurus is a viable area control defender. 7th level brings large size, more natural armor, 2d6 bite damage, and all of the size bonuses to ability scores, bringing the eel to an impressive 24 strength. Also note that many colored items are also links to the Paizo SRD. It gets two claw attacks with very little damage, but it also gets Grab and Constrict. Now with 20 constitution, this thing is a tiny annoying bag of poorly armored hitpoints. Evasion (Ex): This will keep your animal companion alive. An adventurer considering awakening his animal companion should keep in mind the awaken spell’s potential drawbacks. With some armor, the crocodile can lock down single targets very well. Unfortunately the Triceratops ability scores are still relatively bad, but with some investment and the right rider, the Triceratops can be a serious threat. Link (Ex): Handling an animal to make them do something normally requires a move action, so if you like to train attack dogs or something, keep that in mind. Its Powerful Jaws ability improves the threat range of its bite attack, but with only 12 strength behind a d4 bite, it's not really going to do any damage. Though not necessarily evil, reptiles often retain predatory streaks that can seem cruel to others, and some crave violence and the thrill of the hunt over all. 4th level brings some small ability score improvements and Combat Trained, which makes the horse an excellent combat mount. The added ability scores and medium size help with Grab, but the real winner here is Death Roll, which makes it a much scarier grappler. It gets the iconic Allergic Reaction, but even that only applies a very minor ability penalty. 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. Level 4. With the right choices, your animal companion can be a scout, a striker, a defender, or a mount, depending on your needs. It has no natural armor, and not much in the way of combat stats. [2E] Bonded Animal feat 2E Discussion Bonded Animal allows you to spend 7 days of downtime and attempt a DC 20 Nature check to bond with an animal (one which isn't a companion, familiar or special animal) but apart from those requirements, there isn't really any limit or guideline on what animals … Keep spitting. 4. They get an impressive 80 foot fly speed, and three attacks with fairly poor damage. Level 4 brings medium size, Blindsense, and some modest size adjustments to ability scores. Level 7 improves the natural armor just enough to offset the AC lost from the size increase and dexterity loss, but the improved strength brings some much-needed damage. The biggest draw here is the 60 foot blindsense. With this much versatility, and viability from level 1, the Elephant is an excellent choice for nearly any character and nearly any situation. They make a decent striker, but won't do much damage until level 4 and they need help with their defenses. Prerequisites: Animal Companion. Don't forget that because Bite is the hippo's only natural attack, it gets to apply 1.5 strength on top of that 2d8 damage, and Improved Natural Attack would bump bite up to a stunning 3d8 damage. With +5 natural and 80 foot fly speed, and decent dexterity, it has a great starting AC, but watch out for the 9 constitution. It improves at 4th level much the same way Horses and Ponies do, and adds the Anchor ability. The poison deals strength damage and has a con-based DC which starts at 12 and deals strength damage. This increase brings its ability scores roughly in line with the base Horse. An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Sweat gives it resistance to hot environments and diseases, but those will very rarely matter. 4. The addition of Grab makes the turtle look like a Grab Striker, but with so little move speed and still very low strength, the Turtle isn't going to be very successful. 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