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| clannagh12-13-06, 01:12 AM | I am try to write a basic "10 step primer" for our local druid girl so she has some simple step by step instructions on leveling up animal companions by Druid level. I am hoping people can check this out and make sure I have it correct. STEP 1. Get the basic unimproved animals Stats, Base Attack Bonus, Saves etc. from the monster manual listing or other source. STEP 2. Determine your effective druid class level with your animal by subtracting the adjustment shown in the alternative animal companion list in the side bar (page 36 PHB) from your actual druid level. STEP 3. Look up the effective druid class level from STEP 2 in the first table in the sidebar. Note down any new abilities it now has. Check how many hit dice (if any) the companion gains, how much AC it gains, what improvement to STR and DEX it will get and how many new tricks it will get. STEP 4. If the animals new hit dice total takes it equal to or past 4, 8 or 12 hit dice add one to any stat. Take notice of any change to stat modifiers. STEP 5. Add the improvements to STR, DEX and AC from the sidebar table to the existing base stats. Remember to also adjust AC to take into account any changes in the dex modifier. STEP 6. If the animals new hit dice total takes it equal to or above 3, 6, 9 or 12 hit dice choose the animal a new feat. STEP 7. Recalculate the animals total hit points as (half * total number of hit dice * hit dice type) +(1 extra HP per 2 total hit die) + (total hit die * new con modifier). STEP 8. Look up the base saves of a Ranger of the same level as the animals total hit dice. Add the new CON, DEX and WISDOM modifiers of the creature these base saves. The total is the improved creatures new saves. STEP 9. Change the animals base attacks to be equal to a druid of the same level as the animal has hit dice. Recalculate the animals attacks bonuses based on the new STR DEX and BAB. Note: If the creature uses a weapon it gets iterative attacks for BAB 6 and above. If it uses natural attacks it just gets the one attack regardless of BAB. STEP 10. Note down how many tricks the animal gained and what tricks were chosen. |
| katrick12-13-06, 02:04 AM | Hey there STEP 7 doesn't it get full Hp for 1st level? |
| Lupo12-13-06, 05:23 AM | I am try to write a basic "10 step primer" for our local druid girl so she has some simple step by step instructions on leveling up animal companions by Druid level. I am hoping people can check this out and make sure I have it correct. STEP 1. Get the basic unimproved animals Stats, Base Attack Bonus, Saves etc. from the monster manual listing or other source. STEP 2. Determine your effective druid class level with your animal by subtracting the adjustment shown in the alternative animal companion list in the side bar (page 36 PHB) from your actual druid level. STEP 3. Look up the effective druid class level from STEP 2 in the first table in the sidebar. Note down any new abilities it now has. Check how many hit dice (if any) the companion gains, how much AC it gains, what improvement to STR and DEX it will get and how many new tricks it will get. don't forget improvement to natural armor :) STEP 4. If the animals new hit dice total takes it equal to or past 4, 8 or 12 hit dice add one to any stat. Take notice of any change to stat modifiers. no, animal companions DO NOT get stat points to distribute, check the FAQ and the LGCS :rolleyes:. STEP 5. Add the improvements to STR, DEX and AC from the sidebar table to the existing base stats. Remember to also adjust AC to take into account any changes in the dex modifier. STEP 6. If the animals new hit dice total takes it equal to or above 3, 6, 9 or 12 hit dice choose the animal a new feat. STEP 7. Recalculate the animals total hit points as (half * total number of hit dice * hit dice type) +(1 extra HP per 2 total hit die) + (total hit die * new con modifier). STEP 8. Look up the base saves of a Ranger of the same level as the animals total hit dice. Add the new CON, DEX and WISDOM modifiers of the creature these base saves. The total is the improved creatures new saves. hm, i looks as you have to use the druid's sidebar and therefore druid saves (strong saves fort and will, not fort and reflex), even as a ranger, so one has to apply the changes in saves from a druid equal to the former hd of the critter to the new hd. STEP 9. Change the animals base attacks to be equal to a druid of the same level as the animal has hit dice. Recalculate the animals attacks bonuses based on the new STR DEX and BAB. Note: If the creature uses a weapon it gets iterative attacks for BAB 6 and above. If it uses natural attacks it just gets the one attack regardless of BAB. STEP 10. Note down how many tricks the animal gained and what tricks were chosen. yea, the process is sometimes nifty and brain power consuming. especcially some animals are better suited for certain feats than others. i am considering power attack for my druid's tiger as next feat :P ciao martin m. |
| Iswald12-13-06, 09:49 AM | hm, i looks as you have to use the druid's sidebar and therefore druid saves (strong saves fort and will, not fort and reflex), even as a ranger, so one has to apply the changes in saves from a druid equal to the former hd of the critter to the new hd. For animals, it'll be the good fort and reflex saves (PHB). Dire animal companions have all good saves (FAQ pg 9). Animal companions use the BAB of a druid of whose level is equal to their HD. I suspect though, that if the creatures of the companion's type had fighter BAB, you'd use it instead. |
| Lupo12-13-06, 10:10 AM | For animals, it'll be the good fort and reflex saves (PHB). Dire animal companions have all good saves (FAQ pg 9). Animal companions use the BAB of a druid of whose level is equal to their HD. I suspect though, that if the creatures of the companion's type had fighter BAB, you'd use it instead. uhps, yea, good fort and reflex, makes animal companions with evasion even more surivable :) and dire animals rock anyway, apart from the dire ape, in short you gain the "dire" template for delayed bonus thingies from the druid's progression. ciao martin m. |
| DuctShuiTengu12-13-06, 10:33 AM | STEP 7. Recalculate the animals total hit points as (half * total number of hit dice * hit dice type) +(1 extra HP per 2 total hit die) + (total hit die * new con modifier). Can someone confirm that this is accurate? (as opposed to the 1 over half and full HP at first level that PCs get?) STEP 9. Change the animals base attacks to be equal to a druid of the same level as the animal has hit dice. Recalculate the animals attacks bonuses based on the new STR DEX and BAB. Note: If the creature uses a weapon it gets iterative attacks for BAB 6 and above. If it uses natural attacks it just gets the one attack regardless of BAB. Minor note: expect some table variation on whether animals can use weapons. Other than that, I think everything has been coered. |
| kjenks12-13-06, 12:16 PM | Can someone confirm that this is accurate? (as opposed to the 1 over half and full HP at first level that PCs get?) Yes, that's right. Check out how HP are listed in advanced monsters in the MM. For example, the Advanced Megaraptor Skeleton, Hit Dice: 12d12 (78 hp). 12 times 6.5 is 78, so you can see that it's half HP, not the full HP at first level that PCs get. For d8 HD, "half HP" is rounded down to 4 on the first d8 and 5 on the second d8. This is important if you end up with an odd number of HD. In your Step 6, when the animal gets to select a new feat, you should note that the animal can choose a feat from the Core list on LGCS 596, page 26, or from the NPC list on page 29. (This is a bit ambiguous in the LGCS and has been clarified by Circle rulings.) I have another step for your checklist. If the animal companion has a special ability with a saving throw, see if advancing the HD will affect the save DC. For example, a 2nd level druid has a medium viper animal companion. When the druid reaches 3rd level, the snake gains 2 HD (and 9 HP). For the snake's poison, "The save DCs are Constitution-based." Therefore you use the saving throw DC formula on page 8 of the MM: The DC is 10 + HD/2 + Con modifier. The medium viper starts out at Fort DC 10. After advancing by 2 HD, it's Fort DC 11. |
| Howie2312-13-06, 12:53 PM | Can someone confirm that this is accurate? (as opposed to the 1 over half and full HP at first level that PCs get?) "Unless stated otherwise in these rules or in the Player’s Handbook v.3.5, animals and magical beasts that accompany your character on adventures have the average hit points listed within their description in the Monster Manual v.3.5." (LGCS, p. 39) Yes, OP has it correct. |
| TWG_Prometheus12-13-06, 03:53 PM | Minor note: expect some table variation on whether animals can use weapons. Probably, but you shouldn't get it if you take the appropriate weapon proficiencies and the weapon used is reasonable. Armor spikes in particular ought to be clear, with appropriate proficiency feats. |
| kenobi6512-13-06, 05:14 PM | Probably, but you shouldn't get it if you take the appropriate weapon proficiencies and the weapon used is reasonable. Armor spikes in particular ought to be clear, with appropriate proficiency feats. Apes wielding falchions, on the other hand.... ;) |
| Lupo12-13-06, 05:35 PM | Probably, but you shouldn't get it if you take the appropriate weapon proficiencies and the weapon used is reasonable. Armor spikes in particular ought to be clear, with appropriate proficiency feats. if anything still is moving violently after two rounds in a grapple of my druid's tiger animal companion ("magic fang, greater" +1 on all natural attacks, "natur's favor, swift" for a +3 on all attacks and damage, and if combat allows an "animal growth" for a +8 on strength (net only a plus 3 on attacks due to size increase, but full +4/+2 on damage) i doubt that armor spikes would do the job :P i still try to persuade dms that i share a produce flame with my kitty cat, for one of his pawns or his bite to do an additional 1d6+5 fire damage, and i am willing to give the kitty "power attack" asap. nearly the same goes for a bear (brown or polar) ciao martin m. |
| kjenks12-13-06, 05:55 PM | i still try to persuade dms that i share a produce flame with my kitty cat, Share Empower Spell + Produce Flame for (1d6+5) x 1.5 = even more firey fun |
| Lupo12-13-06, 05:59 PM | Share Empower Spell + Produce Flame for (1d6+5) x 1.5 = even more firey fun no unused feat so far, i am to fond of "rapid spell" summoning, and to few dms like the idea anyway . . . . ciao martin m. |
| Morgen12-13-06, 06:18 PM | Better for the DM then sharing that wings of purity spell or whatever it's called. Silly druids. |
| clannagh12-13-06, 06:33 PM | Revised version .... STEP 1. Get the basic unimproved animals Stats, Base Attack Bonus, Saves etc. from the monster manual listing or other source. STEP 2. Determine your effective druid class level with your animal by subtracting the adjustment shown in the alternative animal companion list in the side bar (page 36 PHB) from your actual druid level. STEP 3. Look up the effective druid class level from STEP 2 in the first table in the sidebar. Note down any new abilities it now has. Check how many hit dice (if any) the companion gains, how much natural AC it gains, what improvement to STR and DEX it will get and how many new tricks it will get. STEP 4. Add the improvements to STR, DEX and natural AC from the sidebar table to the existing base stats. Remember to also adjust AC to take into account any changes in the dex modifier. STEP 5. If the animals new hit dice total takes it equal to or above 3, 6, 9 or 12 hit dice choose the animal a new feat. These feats can be either core or appropriate NPC animal feats from the LGCS book. STEP 6. Recalculate the animals total hit points as (half * total number of hit dice * hit dice type) +(1 extra HP per 2 total hit die) + (total hit die * new con modifier). STEP 7. Change the animal base saves to match the new hit dice. If the creature is a normal animal it gets good reflex and fort saves so give it the base saves of a Ranger of the same level as the animal has hit dice. If it is a Dire animal all it saves are good so give it the base saves of a monk of the same level as the Dire Animal's total hit dice. Add the new CON, DEX and WISDOM modifiers of the creature these base saves. The total is the improved creatures new saves. STEP 8. if the animal has saving throws DC's (for example against it's poison attack) check that the advancement does not change these. STEP 9. Change the animals base attacks to be equal to a druid of the same level as the animal has hit dice. Recalculate the animals attacks bonuses based on the new STR DEX and BAB. Note: If the creature uses a weapon it gets iterative attacks for BAB 6 and above. If it uses natural attacks it just gets the one attack regardless of BAB. STEP 10. Note down how many tricks the animal gained and what tricks were chosen. |
| RedKnightofKet12-13-06, 06:37 PM | In your Step 6, when the animal gets to select a new feat, you should note that the animal can choose a feat from the Core list on LGCS 596, page 26, or from the NPC list on page 29. (This is a bit ambiguous in the LGCS and has been clarified by Circle rulings.) Ken, can you direct me to the Circle ruling on this issue? I always thought that the feats had to be from the PH or MM (LGCS, p. 40). If the core list is used, I have a whole host of new ideas.... :plotting: |
| clannagh12-13-06, 06:39 PM | i still try to persuade dms that i share a produce flame with my kitty cat, for one of his pawns or his bite to do an additional 1d6+5 fire damage, and i am willing to give the kitty "power attack" asap. Unless circle rule otherwise I have been inclined to allow produce flame on the animal providing it stays with in five feet for melee attacks with its natural attacks only. I am inclined to not allow a big cat to make ranged touch attacks with its flaming paw .... that is just silly. |
| vvincent12-13-06, 07:43 PM | [QUOTE Minor note: expect some table variation on whether animals can use weapons.[/QUOTE] Look for that table variation to disappear shortly. |
| kjenks12-13-06, 07:44 PM | Ken, can you direct me to the Circle ruling on this issue? I always thought that the feats had to be from the PH or MM (LGCS, p. 40). If the core list is used, I have a whole host of new ideas.... :plotting: Original here: http://boards1.wizards.com/showthread.php?t=413027 Collected here: http://www.theocracyofthepale.com/gamerules/circle_rulings.html#animalfeats |
| clannagh12-13-06, 07:55 PM | revised again to include initiative changes Revised version .... STEP 1. Get the basic unimproved animals Stats, Base Attack Bonus, Saves etc. from the monster manual listing or other source. STEP 2. Determine your effective druid class level with your animal by subtracting the adjustment shown in the alternative animal companion list in the side bar (page 36 PHB) from your actual druid level. STEP 3. Look up the effective druid class level from STEP 2 in the first table in the sidebar. Note down any new abilities it now has. Check how many hit dice (if any) the companion gains, how much natural AC it gains, what improvement to STR and DEX it will get and how many new tricks it will get. STEP 4. Add the improvements to STR, DEX and natural AC from the sidebar table to the existing base stats. Remember to also adjust AC and iniative modifier to take into account any changes in the dex modifier. STEP 5. If the animals new hit dice total takes it equal to or above 3, 6, 9 or 12 hit dice choose the animal a new feat. These feats can be either core or appropriate NPC animal feats from the LGCS book. (note that only feats in the NPC list with a * are core for animal companions) STEP 6. Recalculate the animals total hit points as (half * total number of hit dice * hit dice type) +(1 extra HP per 2 total hit die) + (total hit die * new con modifier). STEP 7. Change the animal base saves to match the new hit dice. If the creature is a normal animal it gets good reflex and fort saves so give it the base saves of a Ranger of the same level as the animal has hit dice. If it is a Dire animal all it saves are good so give it the base saves of a monk of the same level as the Dire Animal's total hit dice. Add the new CON, DEX and WISDOM modifiers of the creature these base saves. The total is the improved creatures new saves. STEP 8. if the animal has saving throws DC's (for example against it's poison attack) check that the advancement does not change these. STEP 9. Change the animals base attacks to be equal to a druid of the same level as the animal has hit dice. Recalculate the animals attacks bonuses based on the new STR DEX and BAB. Note: If the creature uses a weapon it gets iterative attacks for BAB 6 and above. If it uses natural attacks it just gets the one attack regardless of BAB. STEP 10. Note down how many tricks the animal gained and what tricks were chosen. |
| RedKnightofKet12-13-06, 08:09 PM | Now, my elite dire wolverine can have improved toughness! Mwah hah hah |
| Cynric12-13-06, 10:17 PM | if anything still is moving violently after two rounds in a grapple of my druid's tiger animal companion ("magic fang, greater" +1 on all natural attacks, "natur's favor, swift" for a +3 on all attacks and damage, and if combat allows an "animal growth" for a +8 on strength (net only a plus 3 on attacks due to size increase, but full +4/+2 on damage) i doubt that armor spikes would do the job :P ciao martin m. Sounds like my tiger, but I normally cast Bite of the Weretiger intead of Animal Growth. At least until they restrict it that is. I have the access but honestly expect it to go away sometime soon. |
| clannagh12-13-06, 10:27 PM | I thought the main desire for spikes was because they could be +1 and silver or cold iron so animals could overcome DR on some of the tougher nasties by grappling with DR bypassing spikes ? |
| Cynric12-13-06, 11:18 PM | The bypassing DR is exactly why I have seriously considered it in the past. Steven |
| Lupo12-14-06, 01:14 AM | The bypassing DR is exactly why I have seriously considered it in the past. Steven i - as a dm - are not to fond of giving animals weapon proficiencies or weapon use OTHER then their natural attack forms. there should be something like the metal tubes indian war elephants get attached to their tusks or the claw extensions some people were using in rooster fights :rolleyes: horses and ponies are easy, they can wear at least some horseshoes . . . .:eek: but other critters . . . . nothing:mad: in case of need my druid can give the tiger a scarab of golembane that helps at least a little bit, i would like my druid to get access to the "align fang" spells :cool: ciao martin m. |
| Cynric12-14-06, 03:46 AM | Yeah I got the Mass align Fang, in exactly the same mod I got Bite of the Weretiger, talk about nice:D |
| Iswald12-14-06, 08:54 AM | Original here: http://boards1.wizards.com/showthread.php?t=413027 I'd thought there was more to the thread. The answer itself isn't without ambiguity and there may have been other, later, responses from circle members which indicated that animal companions only had access to PHB and MM feats, IIRC. |
| trollbill12-14-06, 09:32 AM | no unused feat so far, i am to fond of "rapid spell" summoning, and to few dms like the idea anyway . . . . ciao martin m. Do DMs let you do this with spontanious summons or are you preparing the summon natures allies with Rapid Spell? |
| kjenks12-14-06, 01:41 PM | Step 4: Remember that creatures with a single natural weapon get 1.5x their Str bonus on damage. Step 5: For each HD, a creature gets 2 skill points + Int modifier, minimum 1. Since animals almost always have Int 1-2, this means that they get one skill point per HD. The animal's class skills are the skills listed in its stat block; all other skills are cross-class skills. I like to give my animal companions a cross-class rank in Tumble since it can help them out in melee combat. Step 6: You might want to give an example, like advancing a heavy horse by two HD. For example, a heavy horse with Con 15 (+2 modifier) has 3d8+6 HD (19 HP), which is (4+5+4) + (3x2). When advancing the horse by 2 HD, this becomes (4+5+4+5+4) + (5x2) for a total of 32 HP. Step 10: You already mentioned tricks in Step 3. Do we need to mention them again? Speaking of tricks, they're involved in the "trained for war" discussion. Although it's not technically part of advancement, you should also consider armor/barding. Animals that are "trained for war" are proficient in all armor. There isn't a good definition of what "trained for war" means, but warhorses, wardogs and war ponies seem to be. I figure any animal companion with the set of tricks described under the Handle Animal skill in the Combat Riding package (attack, come, defend, down, guard, and heel) is trained for war, but that's a DM call. But even without armor proficiency, an animal companion can wear armor; it just takes a penalty equal to the armor check penalty (ACP) on all of its attacks. Leather armor and masterwork studded leather have 0 ACP, so animals can wear that armor with no penalty. |
| Lupo12-14-06, 02:37 PM | Do DMs let you do this with spontanious summons or are you preparing the summon natures allies with Rapid Spell? no, i just prepare one "rapid spell" in the highest available slot. when i get to act in a surprise round i use them as standard action summonings, when i have some time i just convert them to a equivalent summon spell :). ok, that gives the "rapid spell" one tier down, but a critter that is there faster is most often more usefull than taking the risk to be disturbed while casting :P and it is one of the worst thingies to start a full round casting during a surprise round, you are actually wasting your next round's standard action on it.:rolleyes: ciao martin m. ps: strange there is no spontaneous caster class like sorcerer or favoured soul for druids . . . . maybe a cool idea ;) |
| trollbill12-14-06, 02:45 PM | ps: strange there is no spontaneous caster class like sorcerer or favoured soul for druids . . . . maybe a cool idea ;) That would be the Spirit Shaman. |
| katrick12-23-06, 10:20 AM | That would be the Spirit Shaman. theres only one of them(cause he won a special award) and he seriously kicks ass. But i don't remember him having an animal companion although 35 in spot helps the sorceror kill Nalfeshnees while he's busy summoning Huge Earth Elementals and everyone else is busy with performing the ritual to consecrate Joramy's Shrine in Perrenland Darius |
| Japangirl12-23-06, 06:14 PM | Nalfeshnee, nalfeshnee . . . oh right, that's the demon that melts in one round against the ranger with favored enemy (evil outsider) maxed, Improved Favored Enemy, and a +1 holy composite longbow (+2 Str, I think) with cold iron arrows. I really like the people I play with :). |
| CaptainAhab12-26-06, 06:59 PM | again concerning the improvement of druid companions. how does skill point progression work? The side bar in the PHB says to reference under the animal in the monster manual, but i dont see anything there concerning skills points. also, for instance, the monster manual says that a wolf of HD 4-6 would move up a size class to large. do we do this size class change for animal companions, giving the +8 strength and so on? enlighten me, thanks! joe |
| Arvagor12-26-06, 07:18 PM | again concerning the improvement of druid companions. how does skill point progression work? The side bar in the PHB says to reference under the animal in the monster manual, but i dont see anything there concerning skills points.Creatures of the Animal type get Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Since no animal companion would ever have more than Int 2, that means it gets (2 + (-4)) skill points per hit die -- since that's less than 1, that means your animal companion effectively gains 1 skill point per hit die. also, for instance, the monster manual says that a wolf of HD 4-6 would move up a size class to large. do we do this size class change for animal companions, giving the +8 strength and so on?Per the LGCS, "Animal companions advance using the rules laid out in the PHB. They do not gain anything (larger size, etc.) that is not specifically mentioned in the PHB." So no, even if your wolf has 12 HD (the maximum for a 15th level druid), he remains Medium in size. |
| Jay_Ibero_91112-28-06, 07:57 PM | 2 questions I've always been a little flaky on regarding animal compations: 1) Do they get the normal +1 stat bump per 4 HD? 2)When determining an animal companion's HP, do you take the base ammount given in the MM(or other source as needed), and then add HP as normal for LG with extra HD, or do you recalculate the total HP based on LG standards (Full at 1st, half+1 for all other levels)? |
| Arvagor12-28-06, 09:48 PM | 1) Do they get the normal +1 stat bump per 4 HD?Now turning on the broken record... Per the LGCS, "Animal companions advance using the rules laid out in the PHB. They do not gain anything (larger size, etc.) that is not specifically mentioned in the PHB." Stat bumps per 4 HD are not specifically mentioned, so the animal doesn't gain them. 2)When determining an animal companion's HP, do you take the base ammount given in the MM(or other source as needed), and then add HP as normal for LG with extra HD, or do you recalculate the total HP based on LG standards (Full at 1st, half+1 for all other levels)?LGCS, page 39: "Unless stated otherwise in these rules or in the Player’s Handbook v.3.5, animals and magical beasts that accompany your character on adventures have the average hit points listed within their description in the Monster Manual v.3.5." Animal companions are not PCs, so it does not follow that they should obey the same hit point rules that PCs do. Average hp for a d8 is 4.5; since animal companions always advance 2 bonus HD at a time, then you simply add 9 hp for every 2 bonus HD your druid levels grant the companion (+ appropriate bonus for Con) |
| gomeztoo12-29-06, 05:07 AM | Stat bumps per 4 HD are not specifically mentioned, so the animal doesn't gain them. That would also mean they don't get extra feats, extra hp, extra BAB, or better saves, as those are not mentioned either. Gaining a +1 to stats is what is inherent to adding hit dice. So unless the FAQ specifically says that stat bumps are excluded, they simply apply as normal. Gomez |
| Lupo12-29-06, 08:16 AM | That would also mean they don't get extra feats, extra hp, extra BAB, or better saves, as those are not mentioned either. Gaining a +1 to stats is what is inherent to adding hit dice. So unless the FAQ specifically says that stat bumps are excluded, they simply apply as normal. Gomez PHB p. 36: An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual). but they omitted - willingly or just erratically - the ability bump for every four HD. the bumps of one point per HD to strength and dexterity are of course more, but especially a single point to con would be very appreciated from time to time :(. just craft your animal an "amulet of health" or read one of the tomes to it :D hm, i should have tried to get my animal close to the pieces of black stone but the DM was not in favour of this ;) ciao martin m. |
| gomeztoo12-29-06, 08:50 AM | hm, i should have tried to get my animal close to the pieces of black stone but the DM was not in favour of this ;) Or have him touch the shadow pool... though I doubt the animal companion would have gotten the dark template. Hmm. Ok so I missed the reference to feats etc. Still, it doesn't mention hp and save bumps either :P It would be a bit weird if you can't raise stats like Con... Gomez |
| Jay_Ibero_91112-29-06, 08:18 PM | Of course, the obvious complication that the 4 level stat bumbs create is the possibility of increasing an Animal's intelligence to 3 or higher, which would have a similar effect as making an awakened animal...3 intelligence counts as a person...which would make things just wierd....of course, I just want the bumps for CON, but that's just me... |
| Arvagor12-31-06, 12:09 PM | That would also mean they don't get extra feats, extra hp, extra BAB, or better saves, as those are not mentioned either.Uh, yes, they are. BAB: "An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. Saves: "An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). Feats: "An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice." As far as hit points goes, the LGCS (page 39) grants average (4.5) hit points per hit die to all "animals and magical beasts that accompany your character on adventures". |