It has startlingly good constitution for such a small creatures, but is otherwise largely unremarkable. ), teach adventurers about their native environments, act as guides, and provide a valuable surprise weapon against enemies who think them mere brutes. For a rhinoceros, that might mean sharpening its deadly horn, while a lion might tip its claws with poison and a bison might overrun its enemies with spiked chainmail affixed to its chest. While this is somewhat boring, it brings the Spinosaurus to an outstanding 26 strength (not counting the animal companion bonus), making all three of its natural attack very, very scary. Recent Changes Its appeal comes from the two claws with grab and the string with a poison right from level 1. Downloads Still, it has a wopping 18 constitution and respectable dexterity, so at the very least it will survive to see 7th level. Character optimization guide for Animal Companions in Pathfinder 2e. Even if you can't use it as a mount, that is a very impressive striker. Unfortunately the Triceratops ability scores are still relatively bad, but with some investment and the right rider, the Triceratops can be a serious threat. Latest Pathfinder 2e! Orange: OK options, or useful options that only apply in rare circumstances 3. 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. Despite all of the potential of a constitution damage poison, the viper gets actively worse when it advances, making it a very poor choice. Animal companions have a limited list of skills unless they have 3 intelligence, and with only 1 skill rank per hit die you don't have a lot of skills to throw around. It improves at 4th level much the same way Horses and Ponies do, and adds the Anchor ability. Although the personalities of awakened animals are as varied as those of adventurers, augmented animals often exhibit traits hearkening back to their species. 4th level brings some really meaningless ability score increases. Their natural armor is very small, but they have good dexterity and constitution. Avians: Raptors such as eagles, hawks, and owlsâas well as more bizarre fliersâtend to develop aloof, detached personalities, while smaller individuals are often more social and high-strung. 7th level brings Large size, and all of the usual ability score adjustments. While in this form, you gain the animal trait. 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. The Seahorse has a respectable +4 natural armor, and good ability scores off the bat. Their natural armor is light, and they don't have great constitution, so they can't really take a hit. 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. Both are Pounce-based Strikers, but with a few differences. The addition of Blindsense can also allow the Stingray to scout for invisible creatures. 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. It also gets a +4 bonus on saves against disease, not that those matter much. 7th level brings large size, probably 10 foot reach (the Huge Parasaurolophus has 15 foot reach), and all of the normal size changes to ability scores. Orange: OK options, or useful options that only apply in rare circumstances 3. Its speed is only 20 feet, but it has matching climb and swim speeds. 7th level brings large size, with all the normal size adjustments to ability scores, plus an extra point of natural armor. The improved strength is great, and Trample makes Overrun a better option. I did put some elixers and bombs into the backpack but I am still 3 to 4 bulk over. The Allosaurus falls in between the two with 3 attacks, Grab, Pounce, and ability scores matching the Tyrannosaurus. The Giant Beatle is slow, and has a slow fly speed with poor maneuverability, but it has a solid +6 natural armor. In combat, most large animals gravitate toward brash, volatile tactics, becoming barbarians or fighters who enjoy wading into battle before thinking. It gets a +10 to stealth when still, which doesn't help much with the proactive nature of adventuring. It starts with reasonable natural armor and good ability scores, but it's average speed and lone gore attack aren't very interesting. Blue: Fantastic options, often essential to the function of your character. Compared to the Bird, it gets slightly more natural armor and scent, but less strength and far worse maneuverability. The rhinoceros has a respectable +4 natural armor, and really good ability scores at start. It lacks a land speed, but in the water it's fast and can be a passable grappling striker. The Horse doesn't get Trample, which is disappointing, but with Combat Trained it can still be an excellent mount choice for any character that needs one. Offensively, its big option is its poison, which does dexterity damage. In combat, avian animals enjoy taking opponents by surprise, favoring training as rogues and ninjas, though they may also enjoy a bard’s ability to soar above the fray and inspire with their songs and majestic screeches. This is a prehistoric relative of the elephant and the rhinoceros, and its stats show it. Reactions: Porridge, S'mon, Grammarsalad and 1 other person. 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. 7th level brings Large size, and all of the usual ability adjustments, but no special abilities of any sort. With some intelligence and the right feats, the Giant Weasel can be used to weaken very scary foes with big pools of hit points. The only appeal of the Electric Eel is the additional electricity damage which it deals when when it advances at 4th level. It has respectable natural armor, strength, and decent constitution to back it up. 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. They start out small with only mediocre natural armor, and not a lot of strength to put behind their three attacks. | 5th Edition SRD However, with such poor ability scores it will have trouble competing with other Grab strikers like the Cosntrictor Snake. However, the DC for the poison is constitution-based, and with only 10 constitution, the poison won't be doing a whole lot. Now with 20 constitution, this thing is a tiny annoying bag of poorly armored hitpoints. It also starts with Tongue and Pull, which allow it to grab targets 15 feet away and pull them into a grapple. The chameleon has average speed and a matching climb speed. 2. Level 4 brings some minor ability score improvements, Poison Skin, and Swallow Whole. Animal Companions. If your party is light on armor, you may need a defender. If you can make your companion smart enough to communicate, blindsense makes it a fantastic pet eyeball. A devious druid, upon witnessing an enemy mistreating its companion, may even cast awaken in secret upon the beast, trusting that its natural instincts will make it turn on its oppressor. One of the surest ways to complicate the relationship between an adventurer and her animal companion is to cast awaken on the beast. 4th level brings medium size with the normal ability score adjustments, and adds 30 foot blindsense. With poor starting strength, its bite attack isn't very impressive. In addition to being a sturdy mount, it can make for a passable striker. because it is an animal, it has a limited selection of available feats until it reaches 3 intelligence. A mount should meet the following criteria: These are not solid rules, obviously, but they are good guidelines. Look it up. Level 4 brings medium size, Blindsense, and some modest size adjustments to ability scores. Ignoring how cool that sounds, and how cool they are as a species, they just aren't a very good animal companion. You think the smaller size might at least give it slightly better dexterity. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. While not listed as a mount, Elephants are used as mounts throughout Southern Asia, and have been used as war mounts for thousands of years. The Ankylosaurus has worse constitution and slightly less tail slap damage, but considerably better natural armor. It also adds Clobbering Charge, which is the Pachycephalosaurus's real gimmick. 2. Additional movement modes are also nice, especially if your companion is large enough to carry you. It has a swim speed of 60 feet, a jet speed of 240, and a couple of natural attacks. Unfortunately, because the poison DC is constitution-based, it will be very poor until the snake advances at 4th level. 214 2.0 Some adventurers travel with loyal allies known as animal companions and familiars. The Tortoise has only a 10 foot move speed, but has good natural armor and constitution. Their speed is respectable and their ability scores are acceptable, but their natural armor is weak, and they damage is poor. | The Modern Path SRD | 3.5e SRD Animal Companions Source Core Rulebook pg. Heightened (10th) Level 15. The closest that I have found to an official list of rideable animals is the Beast Rider Cavalier's list of mount choices. You conjure an animal to fight for you. Selecting your animal companion is an important choice, and can have major effects on how your character functions on the table. The Giant Toad closely resembles the Giant Frog, but comes with a different, and more useful set of special abilities. This still isn't much, especially considering the existence of the Pachycephalosaurus. Familiars and animal companions are different. Easily overlooked because it's the same level as Summon Monster I, Summon Minor Monster is a decent spell with a lot of potential. Sickened is almost as good as Shaken, and the reduced saving throws can be very helpful for a clever spellcaster. Its physical ability scores are fairly poor, but it also gets blindsense 30 feet, and some DR. Its real draw is its Spit Acid special attack. 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. It has 50 foot move speed, decent natural armor, and decent ability scores, but only a single gore attack. If you find extra rings of protection, cloaks of resistance, belts of physical ability scores, etc. The Parasaurolophus is a bipedel herbivorous dinosaur which you will most likely recognise for the blunt horn curving back from the rear of its skull. You might even be able to use it as a flying mount. Their natural armor doesn't improve, and the combined size increase and loss of dexterity means that they lose two points of AC. 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