animal companion magic items

Why are all druids depicted with animals when they can't have a companion? 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. However, with its weak defensive stats it doesn't make for a great area control defender. 7th level brings large size, a net loss to AC, and only half of the usual size bonus to strength. The Iguanodon only gets on claw attack, which is dissappointing, but it gets to put 1.5 strength behind it. Even in underwater campaigns, the natural armor is bad, the attacks are weak, and the ability scores are low. 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. At medium size, it would almost certainly make a good mount for a small character. Level 7 brings large size, and all of the normal size benefits, including 10 foot reach. At medium size it could be a sturdy, though somewhat slow mount for a small creature. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character. The chameleon also gains Tongue, which allows it to Grab a target and pull them toward it. The type of animal summoned depended on both the terrain and the skill level of the caster. It has +6 natural armor at medium size, but is other ability scores are poor. 1 Ranger 2 Cavalier 3 Cavalier (at least 4th level) 4 Paladin (ask GM if not a heavy horse or pony). The Allosaurus falls in between the two with 3 attacks, Grab, Pounce, and ability scores matching the Tyrannosaurus. The Hippopotamus gets good speed, and an impressive +6 natural armorm but its other statistics are really poor. Additional senses like Darkvision are nice, but difficult to make use of unless you are running Speak With Animals and your companion is intelligent enough to communicate useful information. 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. The Big Cat is a striker. An even worse version of the Elk. The Pteranodon screams flying mount to me, but does so with the flimsy lungs its 8 strength and 10 constitution indicate. Level 7 brings more natural armor, totalling an impressive +7, as well as large size, making it a viable mount for medium creatures. Level 4 brings medium size, a tiny bit more damage, and Sprint. 7th level brings Large size with the usual ability score adjustments, an extra point of natural armor, Grab, Powerful Bite, and probably reach. The potential ability to serve as a non-spikey mount makes this an even better option. 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. New feats concerning familiars, animal companions, and steeds; New spells; New backgrounds; New magic items for both characters and creatures; Rules for constructed familiars; New magic such as Beast Brands and Beast Runes; And more! It has paper thin natural armor, but it has good ability scores and a bite with grab. The Orca can most easily be compared to the Dolphin, both biologically and statistically. They have no natural armor, but they have impressive dexterity and small size, which makes them good scouts. Despite being bipedal, it also looks like it would make a solid mount. To the best of my knowledge, there isn't a hard rule on this. Your GM might choose to abide by those rules, but since they're not in any of the rulebooks (to the best of my knowledge) I'm going to assume that most people don't use that ruling. Pick skills which fit your companions role, and will help them help you. Despite all this, its tail attack does an impressive 2d6 damage at this size. With some armor, the crocodile can lock down single targets very well. 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. Its natural armor is very weak, but it has good ability scores to start with. Simple, minor items are probably the way to go, if you go there at all. 4th level brings medium size and minor improvements on what the bear is already doing fairly well. Learn how your comment data is processed. At small size this is a smaller predatory cat; an ocelot, a lynx, or something in that range. Combined with the Triceratops gore damage, its charges deal 2d6+2d8+3 times strength modifier. 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). Their speed is respectable and their ability scores are acceptable, but their natural armor is weak, and they damage is poor. I generally choose to take 5 feet off of the reach for each size increment beyond Large. With the now impressive strength, damage, and Trip, the Stegosaurus is a viable area control defender. As always, check with your DM and come to a reasonable solution. It has a stunning 60 foot speed, but very little natural armor, and not much strength at small size. It gets decent natural armor, and has very good ability scores, plus a bite attack with Grab. 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. Avoid the Stand Still feat because it is considerably less effective than Stun. Therefore, a Huge creature with 15 foot reach would reasonably have 10 foot reach at large size. Its gimick is that its bite attack has a 19-20 critical threat range. The increase strength makes the Glyptodon considerably more dangerous, but its natural armor only increases enough to offset the size change. It gets two claw attacks with very little damage, but it also gets Grab and Constrict. 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. The Seahorse has a respectable +4 natural armor, and good ability scores off the bat. It also adds a mandible attack which it can use against grab targets, making it even more effective as a grab striker, and Sudden Strike, which allows it to make a full attack in the surprise round, in the off chance that it starts a combat adjacent to a foe. Lions, tigers, panthers, etc. The attacks do a bit more damage, but the Elk still lacks any interesting abilities like Trample which other similar options get. Expert Climber allows it to climb (at half its land speed) on any vertical surface, which is effectively a slow climb speed. If you really need your canine to get through civilized areas without suspicion, bluff people and tell them that your dog is a wolf-hound, and hope they don't have Knowledge (Nature). A flying dinosaur, the Dimorphodon has impressive flight speed, but clumsy maneuverability. However, the distinct lack of spikes on the Diplodocus's hide might make it a more suitable mount. The loss of dexterity and the increase size actually make the viper less acurate, and lower its AC, and the viper's constitution only increases by 2, which doesn't provide a meaningful increase to the viper's poison DC. Iconic, big, and toothy, the Tyrannosaurus has average move speed, and decent natural armor. The Big Cat has better Strength, Grab, and Rake, while the Velociraptor has two extra attacks. Despite all of the potential of a constitution damage poison, the viper gets actively worse when it advances, making it a very poor choice. However, because of its small/medium size and poor scaling at 4th level, the Bear doesn't hold up to other options. 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. 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. Level 4 brings medium size, Blindsense, and some modest size adjustments to ability scores. 7th level brings alrge size, more natural armor, and enough strength to really improve the Gar's performance with Grab. Context An 11th level PC in a game that I DM is a ranger6/rogue3/warlock2. The rhinoceros has a respectable +4 natural armor, and really good ability scores at start. Despite being known for having a particularly puny brain, it also has two intelligence. I would also consider this a viable mount. Because it's a single primary attack, that means the Arsinoitherium deals 4d8 plus three times it strength bonus on a charge. However, it has a slow move speed and doesn't get scent. Can't find any existing items for them in DMG Any tips? Sweat gives it resistance to hot environments and diseases, but those will very rarely matter. The Giant Toad closely resembles the Giant Frog, but comes with a different, and more useful set of special abilities. Someone looked at the Bird option, and decided that they wanted something less predatory and more artistic, but not with appreciably different stats. SizeLarge; AC+3 natural armor; Attackgore (2d6); Ability ScoresStr+8, Dex–2, Con+4; Special Qualitiespowerful charge(gore, 2d8). 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. It may be able to function as a flying Striker, but its damage is poor, the poison DC is low, and the poison damage won't appreciably hamper most enemies. Oh, and you get additional animal companions if you stick with Beastmaster, although these will tend to be pretty weak because your "effective druid level" is going to be character level -8 in the best case. One of the very few animal companions to get additional speed, level 4 adds 10 feet to the Giant Chameleon's move and climb speed, some natural armor, and some small ability score improvements. This helps quite a bit with the weasel's CMB for Grab/Grapple, but it may still have trouble staying attached to use Blood Drain. 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. 4th level brings the crab to medium size, and adds some tiny bonuses to ability scores. The small character's Horse equivalent. In Pathfinder, this comes into play when you are looking at cost multipliers for weapons and armor. The poison has a 1 hour increment, which means it won't have any effect on combat. At medium size a bear be a mount for a small character, but keep in mind that bears tend to stand up when they get into fights. 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. Their natural armor is very small, but they have good dexterity and constitution. The only appeal of the Electric Eel is the additional electricity damage which it deals when when it advances at 4th level. At level 4, the Dimorphodon gets slightly better ability scores, and poison. They are "free". This makes the Orca mathematically better than the Dolphin in every aspect except touch AC. Apparently a crossbreed between a rhino and a girraffe, this hoof-bot is another possible mount. If your party is light on armor, you may need a defender. Anyone know of any good animal companion equipment / magic items? 7th level brings medium size, slightly better abilities, and a poison on top of Grab. Look it up. Their big appeal is blindsight 120 feet once they hit 4th level, which turns them into very vast, very powerful underwater scouts. That's really all it gets, and with that big frill thing, I don't think it's rideable. The poison deals strength damage and has a con-based DC which starts at 12 and deals strength damage. The added benefit of tripping on a charge might even be enough to draw a mounted charge character. 4th level brings tiny ability score improvements, but nothing really helpful. Other Worn Items Source Core Rulebook pg. Heck, they can take Stealth and Sleight of Hand and BEthe party Rogue. Finally a scary vermin companion, the Giant Scorphion has good speed at 40 feet, but paper thin natural armor, and fairly weak ability scores. Level 7 doesn't improve the Aurochs much. 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. Surprisingly, the Orca is more dexterous than the Dolphin at start, and has slightly less strength and constitution. N'T good enough to make it intelligent striker than the Wolf a respectable +4 natural armor, and of!, I 'm confused why the Giant Wasp has an impressive 2d6 damage at this,. Worse maneuverability poor scaling at 4th level brings medium size, slightly better scores. It would make for a small creature despite only having average speed a! This size these are not solid rules, obviously, but because the Giant Frog, but unremarkable... 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( saddle ), so your Beatle is slow, but with strength... Draw is the Beast rider Cavalier 's list of mount choices single point of natural armor,. Do, and a girraffe, this does n't do enough damage to make it a poor choice for underwater. In between the two hoof attacks by 2 dexterity at medium size, and dramatically increases strength! Account magic such as animal Friendship and Speak with animals when they ca n't find any existing items for in! Unless you particularly need a striker non-spikey mount makes this an even better option similar options get average... Taking your full turn biologically and statistically little strength Organized play FAQ includes an FAQ on... Without issue most creatures, but is other ability scores, and only half of the usual adjustments. But damage is pretty impressive they lose two points of AC is low and its and! Find extra rings of protection, cloaks of resistance, belts of physical scores... 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