Best animal companion? [Archive] - Wizards Community

Post/Author/DateTimePost
GreatSiron

11-30-05, 12:45 PM
I just started a first lvl druid and am not sure on what animal companion to give him. My friend suggested a wolf, but I'd like to get the board's opinon first.
Nightmare Beast

11-30-05, 01:14 PM
Wolf is a good choice. Our druid has a wolf, and is very helpful. The wolf has a trip attack which came in handy a couple of times.
JohnduBois

11-30-05, 01:49 PM
For most druids, I would recommend a wolf. For a halfling, I recommend a riding dog, since you can use it as a mount. For a gnome, I recommend a badger for flavor reasons.
rutrow424

11-30-05, 02:24 PM
For most druids, I would recommend a wolf. For a halfling, I recommend a riding dog, since you can use it as a mount. For a gnome, I recommend a badger for flavor reasons.

I would suggest a riding dog regardless of race - the riding dog also gets the trip attack (its trained for war), has better AC, and better damage. Though I personally have the soft spot for wolves for flavor reasons.
lostpike

11-30-05, 04:16 PM
the riding dog does not get the trip attack unless you specifically spend time to train it.
CdrcJsn

11-30-05, 04:33 PM
A riding dog can be trained for war by training for it.

Most GMs I've met agree that a dog with two tricks on attack will train it for war.

It's one of those things that should've been specified in the LGCS but was left out and is thus subject to interpretation and you'll get table variation.

In any case, a Riding Dog is indeed a better animal companion than a wolf, even if you have to spend an extra trick to train it to trip (druids get enough bonus tricks that this isn't a real issue).

Cedric
Swiftbrook

11-30-05, 05:34 PM
I would suggest a riding dog regardless of race - the riding dog also gets the trip attack (its trained for war), has better AC, and better damage. Though I personally have the soft spot for wolves for flavor reasons.

I run a Ranger who just got an animal companion at 4th level. I chose a wolf. I puchased a riding dog and trained it for war for 150 gp at 2nd level and have had it ever since. You can purchase a dog this way at any time.

-Swiftbrook
kenobi65

11-30-05, 05:41 PM
I run a Ranger who just got an animal companion at 4th level. I chose a wolf. I puchased a riding dog and trained it for war for 150 gp at 2nd level and have had it ever since. You can purchase a dog this way at any time.

Although the dog won't advance in HP, AC, etc., the way your animal companion will...and, at higher APLs, bringing a 2HD dog along simply means you're packing a light lunch for the monsters.
Swiftbrook

11-30-05, 07:49 PM
Although the dog won't advance in HP, AC, etc., the way your animal companion will...and, at higher APLs, bringing a 2HD dog along simply means you're packing a light lunch for the monsters.

True, but I'm a ranger. My animal companion doesn't get bonus HD until I'm 6th level and then again when I'm 12th! I'm 4th now, and I think the dog will be very usefull until my wolf get's his bonus HD.

-Swiftbrook
qstor

12-01-05, 02:14 PM
True, but I'm a ranger. My animal companion doesn't get bonus HD until I'm 6th level and then again when I'm 12th! I'm 4th now, and I think the dog will be very usefull until my wolf get's his bonus HD.

-Swiftbrook

The problem at higher APL's though will be the wolf will get killed a lot. I have a 10 level ranger and I use my wolf more as flavor than in combat.

Mike
Namarus

12-01-05, 09:49 PM
Dog has better stats, and better AC.

Plus if you invest in some barding for your companion they make very good flanking tools.
kenobi65

12-01-05, 10:32 PM
Plus if you invest in some barding for your companion they make very good flanking tools.

Absolutely. My 5th-level druid has a dog companion; with simple leather barding, the dog's AC is 21 (i.e., better than the druid's!)
DuctShuiTengu

12-01-05, 11:03 PM
I'd start with either the wolf or riding dog (depending on how reliably you think you'll be able to get DMs to accept it being war-trained).

Beyond that, I'd either stick with one of those two and dump the few skill points they get as they advance into Survival so that it can track for the party (or assist you (if you take the Track feat) or a Ranger (if you have one in the party)), or go with either the bears or big cats progression for more of a presence in combat.
JohnduBois

12-01-05, 11:28 PM
An interesting high-level option: Get access to large weapons, and get an ape. It's especially interesting with a Centaur PC who takes the Natural Bond feat, as it can use any Large weapon you can buy. Just make sure one of the companion's assigned feats is the appropriate weapon proficiency.
King Kashue

12-02-05, 01:25 AM
An interesting high-level option: Get access to large weapons, and get an ape. It's especially interesting with a Centaur PC who takes the Natural Bond feat, as it can use any Large weapon you can buy. Just make sure one of the companion's assigned feats is the appropriate weapon proficiency.



I think you'll find very few DMs who will accept that an animal companion can gain martial weapon proficiency...I don't think it's actually possible, don't you need a non-animal intelligence (aka 3+) in order to get a weapon proficiency?
Namarus

12-02-05, 01:48 AM
Absolutely. My 5th-level druid has a dog companion; with simple leather barding, the dog's AC is 21 (i.e., better than the druid's!)

My Druid 3/Wiz 2 has a dog with an AC of 24. I invested in studded leather barding +1. Just incase I met a GM who doesn't allow war trained.

The improved natural armour feat helps a bit too.

Of course mine is Celestial now, so the animal companion is even stronger. Just waiting to pick up natural bond now to upgrade it futher. At this rate though, I don't see any point switching to another companion. My medium sized dog goes whereever I go, and since it's a dog, a number of cities in LG that restrict wild animals in their confines don't bat an eyelid at him.

Previously I had had problems with wolves, and other such creatures, paying for permits, being too big, having to keep the animal in a cage. The riding dog just makes sense on a whole number of levels.

Of course it's damage is not amazing, but then again, you never know when a lucky trip will come in.

I am waiting on access for a hand of glory, or a hand of the mage, then my pet can use mage hand at will. Or as with the hand of glory it can start using ring slots. Ring of protection anyone?
JamesMaissen

12-02-05, 03:19 PM
I just started a first lvl druid and am not sure on what animal companion to give him. My friend suggested a wolf, but I'd like to get the board's opinon first.

The riding dog is a better attacker and tank than the wolf. It can certainly be trained for war.

The wolf is faster than the dog by 10ft. If you are doing a mounted spirited charger then going with the wolf is a smart bet. You can still spur it on for even more movement when that's needed to boot.

But in general until you get 4th level I suggest that you go with a dog. At 4th level you get some nice options in Dire Weasel and Dire Bat to bandy about.

Towards the 10th level ranger I would suggest the Dire Bat as it will augment someone's mobility and be useful in that regard. If there's a grappler in the party then the weasel to try to drain someone being held works as well (that's what my shifter used to do with his companion).

But whichever you do get look to get barding for them. If being trained for war is really an issue then masterwork studded leather until mithril chain is available will work for you.

-James
GreatSiron

12-05-05, 02:15 PM
Ok, first what is "training for war"? How do I do it and what does it mean if an animal companion is trained for it? Second, what book has natural bond as a feat?
gninja

12-05-05, 04:27 PM
I think you'll find very few DMs who will accept that an animal companion can gain martial weapon proficiency...I don't think it's actually possible, don't you need a non-animal intelligence (aka 3+) in order to get a weapon proficiency?

I've actually been playing a druid with an ape companion, who weilds a heavy flail, for quite awhile. New dms look at me a little weird, ask "Does it have the proficiency feat?" And that's it.

And there are no requirements for weapon proficiency. If you're using a paladin mount or animal companion without something that resembles hands, you can even provide them with armor spikes. I'd avoid giving anything a ranged weapon unless it has both hands AND int of 3+. But there's nothing preventing a creature with thumbs from wielding a bow, or from, say, picking up the Throw Rocks feat.
Namarus

12-05-05, 04:47 PM
I've actually been playing a druid with an ape companion, who weilds a heavy flail, for quite awhile. New dms look at me a little weird, ask "Does it have the proficiency feat?" And that's it.

And there are no requirements for weapon proficiency. If you're using a paladin mount or animal companion without something that resembles hands, you can even provide them with armor spikes. I'd avoid giving anything a ranged weapon unless it has both hands AND int of 3+. But there's nothing preventing a creature with thumbs from wielding a bow, or from, say, picking up the Throw Rocks feat.

Although I play a druid, and I like this idea, the LGCS forbids it.

Unless an approved rules source explicitly states an item is usable by animal, animal companion, mount or familiar,s these creatures only use these item types:
A. One suit of barding
B. One collar, necklace or other neck gear
C. One cloak.

No mention of weapons of any sort, rocks, flails, or otherwise.

So even if your animal companion aquires the feats to use such things, unless you have campaign documentation allowing such a thing, you cannot do it.
gninja

12-05-05, 05:32 PM
Although I play a druid, and I like this idea, the LGCS forbids it.

No mention of weapons of any sort, rocks, flails, or otherwise.

So even if your animal companion aquires the feats to use such things, unless you have campaign documentation allowing such a thing, you cannot do it.

Ah, that would seem to apply. I think the intent was to prevent people from filling up a pc's standard items slots, on an animal, with a bunch of magic items, but that would seem to limit weapons. I'll inquire with my triad about the weapon.

Rocks, I'd argue. If a monkey can fling poo, it can fling a rock. And a rock isn't much of an item.

On the other hand, "barding can be made of any of the armor types on table 7-6". A not excessively loose interpretation of that allows armor spikes. Shields are out, if you don't consider them armor. So, an animal with the proficiencies could slam into something with armor spikes, or if shields are armor, 'kick' a shield bash with a buckler(or a bigger shield if it can hold it).

All of this, of course requires a paladin mount, or an animal companion with bonus feats, for the training.

I've got questions about barding proficiency, but they're better suited for another thread.
ranagrande

12-15-05, 02:35 AM
I just thought I'd chip in with my favorite animal companion. Currently, my Druid/Ranger/Fighter cavalry specialist rides a war-trained camel. I just thought a warhorse would be too boring. In a few more levels the real fun will begin though, when I get a war-trained rhinoceros.
Madfox11

12-15-05, 05:06 AM
Purely looking at combat effectiveness I would advice bears on higher levels. They might require a bit of attention due to their relatively low AC (though barkskin does wonders), but Improved Grab is a killer. On higher levels dogs really start to loose their edge due to the fact that their damage output hardly grows, and their strength does not grow quick enough for the improved trip to remain effective. You might be surprised how handy reduce animal is when you want permission for the beast to enter town or even on board of a ship. I even have seen druids cast baleful polymorph on animal companions during transport on boats. I do agree that during urban adventures dire bears and the like might be a problem. Normal sized bears though can be depicted as 'dancing' bears, and I never seen it be rejected as long as it is on a leash and with its maw tied up.
Veistran

12-16-05, 07:50 PM
I'm with madfox, the bears are nice. A friend plays a druid and he has a brown bear that is very handy to have around. Speaking of polymorphing, his bear has spent some time as a dwarf which seems fitting.
solbergb

12-16-05, 09:18 PM
The big cats are also good...both dire lions and tigers can grapple, both can pounce (the lion is a little stronger, the tiger can grapple with paws as well as teeth).

Sub level 8, the advanced riding dog with chain barding remains a pretty effective "cork" and you need his offense less and less anyway as your summons get better and better.

Keep that barding around for the "social city" adventures where your giant cat won't be appreciated. Dire bats are a fairly decent compromise, they're quite tough (good AC/hitpoints), fly, have nice senses and actually hide pretty well in city rooftops, ready to come when you whistle :)
vonhist

12-22-05, 01:12 AM
I also used an ape - wielding a great club (a big stick) . Apes do use sticks in the wild. The ape had both the weapon prof and power attack i.e. hit really hard with stick.

Not sure about a flail though.

One problem: I found in combat I was playing my Ape instead of my Druid. I now have a wolverine instead.

Galen of Sepia
Itsa_Trika

12-27-05, 10:05 PM
I also used an ape - wielding a great club (a big stick) . Apes do use sticks in the wild. The ape had both the weapon prof and power attack i.e. hit really hard with stick.



Regardless of what they do in the real world, the rules are clear and arguing the point is unnecessary.
Itsa_Trika

12-27-05, 10:07 PM
I have a high-mid druid and have been very pleased with my dire weasel. It's only ever died once, has plenty of hit points and AC and when it attaches and starts draingin 1d4 con a round it really changes the combat. It's even more fun when I wild shape into a dire weasel and we attach together, doing 2d4 con a round.

As an author, I regularly use eagles. They benefit from the hig hit die increase for multiple feats and ability score increases. Give them hover and have them target familiars. Watch the wizard's tactics fall apart when it realizes its familiar is at risk.
gninja

12-28-05, 02:45 AM
Regardless of what they do in the real world, the rules are clear and arguing the point is unnecessary.

Actually, it's not as clear as it should be.

The three items listed for animals fit into specific magic item slots. The rules should explicitly deny things like weapons, because, as is, where do you draw the line between item and not-item?

Are armor spikes a seperate item? Or part of armor? A horse (not even getting into apes at the moment) could be trained to slam into something, with its' body, thus attacking with armor spikes. Give it the weapon proficiency feat and you skip the -4 to hit.

Are rocks an 'item'? An ape could hurl rocks. Take a look at the feat list. Rock Hurling is a core feat for animal companions. Is that an oversight? Should they have seperated the animal companion/familiar/paladin mount/special cohort Core feats into multiple lists?

A lot of things -aren't- clear. There's a lot of things that may not be in the spirit of the rules, but perhaps aren't against the letter of the rules. Hopefully we'll get the new LGCS for review real soon now so that we can get some of this stuff clarified.

There's a lot of things I think should be clarified. Some things need to be loosened, some need to be restricted a bit more.

Just because you've read a rule one way, and it matches with the way you think it should work, doesn't actually mean that the rule is clear.
Namarus

12-28-05, 12:34 PM
Sorry, but your statement is incorrect.

The LGCS is very clear. It doesn't say magic items, it just gives 3 item slots that an animal can use whether it is magic or not. Since weapons are not in that list, that is a clear statement. It does not have to forbid specific items if it already tells you what you can use.

The LGCS specifically says that you can get in terms of feats. So you could give your companion the feat to make it proficent at throwing rocks. However, since the LGCS forbids it from using rocks, (ie weapons) it cannot use them.

Whether you agree or not, those are the rules.

In terms of armoured spikes, I do believe that this is very ambigious, and needs clarification, since the spikes are listed on the armour table.
rogerd

12-28-05, 01:28 PM
I think I would allow rock usage for a companion that took Rock Hurling as a feat. I would say some of the weapon use issue fall into the "pushing" rules for animal companions. Since an ape is physically capable of holding a rock (or a flail, ...), you could push them into carrying it or using it. Fail the roll, and watch them drop it and do what comes natural...

Some clarification on the feats would seem to be desirable. For example, nothing I can see stops me from taking Simple Weapon Proficiency with my Ape companion. Technically, the Dire Ape could then use a Large sling, which seems a bit beyond what I'd think they could manage. OTOH, I can quite easily see a Dire Ape wielding a club with high effectiveness.

Note that the section on items specifically refers to "magic items", not general items. I suspect the idea was to prevent ring usage and other wondrous items (no boots of striding and springing!) more than anything else.

Perhaps the easiest way to simplify this argument is to ban the use of apes (and other possible tool users) as animal companions. They seem to be the only anthropomorphic companions available.

I could even see having a per-adventure list of allowed companions. "Sorry, there aren't any apes in Perrenland, and the one you found in the Amedio jungle wouldn't get on the boat with you." Of course, that's another thing campaign documentation could allow. "Oh, he DID get on the boat with you..."
Namarus

12-28-05, 01:33 PM
I agree with the companions being restricted by terrain.

As a character though, my Druid/wizard would be unhappy at having to leave his celestial riding dog, that he has had since level 1.
rogerd

12-28-05, 06:10 PM
I could see a happy reunion once you get back. It seems unlikely a riding dog would ever be restricted anyhow. Maybe in the Underdark?
Itsa_Trika

12-28-05, 08:44 PM
Actually, it's not as clear as it should be.

The three items listed for animals fit into specific magic item slots. The rules should explicitly deny things like weapons, because, as is, where do you draw the line between item and not-item?


Get used to this one, because that argument has been made for five years now. If something isn't included in the rules, that doesn't make it an option. It makes it not an option. If animal companions are alloted three magic item slots, that's what they get. Armor spikes are weapons, not armor, and are listed as such in the PHB. A rock is an improvised weapon, weapon being the key ingredient here.

You can attempt to claim that the rules are hazy to serve your own purposes, but that doesn't make it true.
gninja

12-28-05, 09:49 PM
Armor spikes are weapons, not armor, and are listed as such in the PHB.

Actually, while table 7-5 lists damage for the armor spikes, the entry on page 121 says basically "See Armor, later in this chapter".

The full writeup is on page 124, under Armor, and the prices are in the Armor table, 7-6. They "count as a martial weapon" but from reading the text there, they are actually both. And since all of the important text is in the armor section, they're primarily armor.

They don't grant any benefit to armor, in themselves, and they're usable as a weapon, but that doesn't make them -not- armor.

If it were the way you think it is, the armor entry would say "See Weapons"
gninja

12-28-05, 09:52 PM
Get used to this one, because that argument has been made for five years now. If something isn't included in the rules, that doesn't make it an option. It makes it not an option.

The LGCS is a relatively small document listing exceptions to the rules in the published books.

There's a LOT of text in the LGCS that is grammatically unclear, and even more text in the published books that goes over something that should be, but is not, covered in the LGCS.

Soon, though, we'll get to work on 5.0
Swiftbrook

12-29-05, 08:14 AM
Slightly Off Topic
I could even see having a per-adventure list of allowed companions. "Sorry, there aren't any apes in Perrenland, and the one you found in the Amedio jungle wouldn't get on the boat with you." Of course, that's another thing campaign documentation could allow. "Oh, he DID get on the boat with you..."
I could see a happy reunion once you get back. It seems unlikely a riding dog would ever be restricted anyhow. Maybe in the Underdark?
Riding Dogs have been restriced.

Authors should not write and triads should not allow adventures that deny a class feature for most or all of an adventure. Animal Companions, Familiars and paladin's mounts are class features. Would you be happy if your wizard couldn't cast any spells or your Fighter couldn't wear armor, for the entire adventure. (note: the old A4 slavelords module is a unique exception. noone got armor, spells, or weapons, that was the point of the adventure.)


That said, banning apes as an animal companion is not denying a class feature. They simply could choose another companion.



-Swiftbrook
Itsa_Trika

12-29-05, 09:57 AM
"count as a martial weapon"

What part of that is unclear?


What region do you game in?
ShinAkuma2

12-29-05, 11:04 AM
On the top left of page 40 of the LGCS it specifically says that by using 2 trick slots to train it for fighting(the attack trick twice) is is granted the trip attack. So no more confusion there. I personally play a 7th level gnome druid who uses a riding dog. Good for mobility, as well as an AC boost when riding for cover. The dog himself has AC 27(10+ 3 dex + 4 chain shirt + 10 natural armor). Base 4 natural armor for riding dog, +4 for being a 7th level druid, +2 for taking improved natural armor feat twice. My druid himself has AC 24 on foot (10+ 1 size + 1 dex + 1 deflection + 9 dragonhide full plate (+1) + 2 Darkwood buckler (+1)), then while riding I automatically make the check to ride for cover for another 4 AC. Fun huh?

(Note: This post not actually from ShinAkuma2, but his friend using his account by mistake cause he was automatically logged in...)
rogerd

12-29-05, 01:34 PM
On the top left of page 40 of the LGCS it specifically says that by using 2 trick slots to train it for fighting(the attack trick twice) is is granted the trip attack. So no more confusion there. Hmmm. I'm looking at the LGCS 4.2 PDF. Page 40 is the end of Leomund's Secret Chest, then Limited Wish and Lesser Planar Ally. I think you want page 34, bottom left of the page "Domesticated Animals". "For the riding dog, you may either pick two tricks or use these trick slots to make the dog trained for fighting and granting them a trip attack".

Teaching them a second attack trick is necessary to get them to attack unnatural enemies, but doesn't in itself grant a trip attack.

Trained for fighting means the fighting general purpose. From the SRD: "Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks."

It appears to me that a fully trained riding dog companion would have to have those three tricks in order to qualify for the trip.

To directly address the OP's question...

Since you can change animal companions every adventure, I think I would read the blurb for the adventure and choose a different animal each time. If I know I'm going on a long boat ride, I might choose a porpoise. If I'm trekking overland, a horse could be handy if the party is mounted, and a wolf, eagle or hawk would be good otherwise. If I know I'm going underground, a badger or a dire rat might be good. YMMV.

Roger
Swiftbrook

12-29-05, 03:30 PM
Since you can change animal companions every adventure, I think I would read the blurb for the adventure and choose a different animal each time.
This is as the rules are written, but it seems a little abusive of the rules. Would requiring 1 TU to aquire a new animal companion be overkill?

-Swiftbrook
Namarus

12-29-05, 06:01 PM
How is it an abuse of the rules?

The rules say you can change them as you wish.

I think it would be an abuse of the whole class feature to require TUs to change companion.

Companions generally die pretty fast a levels where you newly aquire them. especially since at higher levels their AC doesn't seem to hold up to any sort of sustained assault.

The ability to switch and change your companion according to the surroundings that you are in, is a benefit of the class.
clannagh

01-03-06, 12:30 AM
with regard to barding ..


i have allowed one girl in our group to equip her animal companion (panther/leopard) with the equivalent of chain shirt barding

she is consequently being harassed by a very vocal local player who claims that firstly barding is only available to mounts (quoting the fluff in the players guide that refers to mounts) and secondly that her animal companion should only have leather barding as metal is out of character for a druid

my feeling is that a druid would equip an animal companion with the best protection he could afford .. any comments on this ?
JamesMaissen

01-03-06, 02:11 AM
with regard to barding ..


i have allowed one girl in our group to equip her animal companion (panther/leopard) with the equivalent of chain shirt barding

she is consequently being harassed by a very vocal local player who claims that firstly barding is only available to mounts (quoting the fluff in the players guide that refers to mounts) and secondly that her animal companion should only have leather barding as metal is out of character for a druid

my feeling is that a druid would equip an animal companion with the best protection he could afford .. any comments on this ?

First and foremost harassing someone is a bad thing.. now I'm not sure what you really meant by the use of the word, but to whatever degree you meant it, I'm sure it was based on a feeling of yours that the person in question is crossing the line and acting wrongly to the extent that it offends you. Call them on that and that alone.

As to the rules as I understand them, first 'barding' is merely the name for 'armor' for certain animals. You can purchase armor freely from the PhB without regard to size or shape. In the LGCS you will note on what is available how weapons are listed with a size included but armor is not. And, while it is unclear how 'trained for war' is achieved or what it even means and the LGCS hasn't changed on the matter since before 3.5 came out it is certain that animals can indeed wear armor (proficient or not) and that unless they are awakened druids in thier own right suffer no such restrictions.

In general I think the first part is by far the most important. Regardless of the Player's validity (or lack thereof) in actual rules, I believe that in your opinion he crossed the line. That should be the focus of your conversation with him. Save rules debates for situations where those involved aren't being rude already, otherwise it will not be a productive use of your time.

-James
gninja

01-03-06, 03:15 AM
with regard to barding ..

Barring anything that says otherwise (and there isn't in any single Wotc published book, currently) the closest to an official ruling you'll find on barding and proficiency, is that the attack trick twice is the same as all armor proficiency feats. If the animal only has the attrack trick once, it gets armor penalties to attack rolls, as normal for nonproficiency.

As for druids, there is absolutely no prohibition against druids using metal armor for their companions. It somewhat breaks the flavor of a druid, but not the rules. I probably wouldn't put anything more than hide armor on an animal, but there is nothing that prohibits metal armor.

As for the player who's giving the harrasment, tell him to pipe down. He's being disruptive and is wrong. The text refers to mounts and other animals. And the cost chart goes from tiny through collossal.

Should the player still continue to be a problem and you don't feel like taking stringent actions (there's a nice section in the rpga penalty guidelines for this kind of thing,) suggest that the druid in question buy an exotic saddle for her companion. Then, it's a 'mount'. Even if no one ever rides it.
kjenks

01-03-06, 03:02 PM
Hmmm. I'm looking at the LGCS 4.2 PDF. Page 40 is the end of Leomund's Secret Chest, then Limited Wish and Lesser Planar Ally. I think you want page 34, bottom left of the page "Domesticated Animals".

There are two different official versions of the LGCS 4.2, each with different pagination. One (the "prety version") has a watermark on each page and was released a couple of weeks after the other one.
Namarus

01-03-06, 06:31 PM
with regard to barding ..


i have allowed one girl in our group to equip her animal companion (panther/leopard) with the equivalent of chain shirt barding

she is consequently being harassed by a very vocal local player who claims that firstly barding is only available to mounts (quoting the fluff in the players guide that refers to mounts) and secondly that her animal companion should only have leather barding as metal is out of character for a druid

my feeling is that a druid would equip an animal companion with the best protection he could afford .. any comments on this ?

Well actually your vocal player is totally incorrect. It doesn't matter what the PHB says, since the LGCS superseds this. It clearly states that an animal can wear a suit of barding, necklace, and cloak. Irrelevant of whether it is a mount.

There is nothing in the rules concerning the companion being forced to wear non-metal armour. As a DM who also plays a druid character, I see no reason why a druid's vows against wearing metal armour, would affect his choice on barding for his companion. After all wouldn't you want your friend to have the best armour money could by irrelevant of my own preferences with armour.

I would strongly suggest that you have a word with your vocal player, since as part of the rules he is expected to conduct himself in a sportsmans-like manner. If he can't you should apply the RPGA penalities.

However, if you want to check with your local triad, they should be able to clarify for you what the rules for barding and armour proficiency is in your region. My local triad clarified this for me recently.
Arvagor

01-03-06, 08:59 PM
As a DM who also plays a druid character, I see no reason why a druid's vows against wearing metal armour, would affect his choice on barding for his companion. After all wouldn't you want your friend to have the best armour money could by irrelevant of my own preferences with armour.You know, I doubt the relationship of druids vs. metal armor will ever change in D&D, but I've never quite understood it...

Druid to his companions: "Yes, I love nature -- the earth, the sky, the plants, the animals... What's that? Yes, we can head into the dungeon now; just let me put on my dead, cured animal skin before we move out..." :P
SgtHulka

01-06-06, 02:21 PM
Is there a way, through feats or tricks, to make an Animal Companion Heavy or Light Horse or Pony the equivelant of a Heavy or Light Warhorse or Warpony?

I don't mean "training the animal for war", per se, because clearly you can train a Light Horse for Combat Riding which would allow you to ride the horse and have it fight with a DC 10 Ride free action instead of a DC 20 Ride move action.

What I mean, is that the warhorse/warponies have different stats in the monster manual than horses/ponies. You could increase the strength of the horse to a warhorse equivelant, but regular horses and ponies always treat their hoof attacks as "secondary". Is there a feat or other way to negate this penalty?
gninja

01-06-06, 02:26 PM
Horses and Ponies, are in game terms different breeds than Warhorses and warponies.

You could stack feats and spells onto a normal horse, to get it to match the base abilities of a warhorse, but it's still a different base animal.
JohnduBois

01-06-06, 02:36 PM
Is there a way, through feats or tricks, to make an Animal Companion Heavy or Light Horse or Pony the equivelant of a Heavy or Light Warhorse or Warpony?

I don't mean "training the animal for war", per se, because clearly you can train a Light Horse for Combat Riding which would allow you to ride the horse and have it fight with a DC 10 Ride free action instead of a DC 20 Ride move action.

What I mean, is that the warhorse/warponies have different stats in the monster manual than horses/ponies. You could increase the strength of the horse to a warhorse equivelant, but regular horses and ponies always treat their hoof attacks as "secondary". Is there a feat or other way to negate this penalty?

I've been looking, so that my Centaur can take one level of Beastmaster and have a somewhat combat-capable horse "cohort" in a warhorse or warpony. Haven't found it so far. Be sure to let me know if you run into something.
Gelth

01-13-06, 04:05 PM
Is there a way, through feats or tricks, to make an Animal Companion Heavy or Light Horse or Pony the equivelant of a Heavy or Light Warhorse or Warpony?

Nope, and that's one of the primary reasons that I converted my old Windrider character to Paladin/Cavalier. Paladins are the only way I know of now to get a warhorse (as opposed to horse) that increases in hitdice as a class feature.
I considered Ranger very very briefly, but was unwilling to give up on warhorses.

--Penn, Ket Triad