Animal Companions Skills and Feats [Archive] - Wizards Community

Post/Author/DateTimePost
ShriekingDrake

04-19-08, 05:27 PM
As my druid increases in levels, the Animal Companion advances as well. Does it get more feats and skill points?

If so, who choses the feats and are there limitations on what feats an AC can have beyond the basic description of the feat?

As for skills, if so, can animals only choose to improve the skills listed in their descriptions, or can others be selected? How many skill points do they get?
runestar

04-19-08, 11:39 PM
As my druid increases in levels, the Animal Companion advances as well. Does it get more feats and skill points?

Yes. 1 new feat every 3rd HD and skill points = 2+int mod (which is basically 1).:rolleyes:

You could improve any skill you want, though note that any skill not listed in their stat block is not a class skill (and you don't really get that many to burn).

If so, who choses the feats and are there limitations on what feats an AC can have beyond the basic description of the feat?

You should have full freedom in choosing the feats, though the DM may set limits as to what he feels reasonable choices are. For example, general feats like improved toughness, weapon focus, flyby attack or INA may make sense. Conversely, others like weapon prof (so your companion can wield a magical weapon or armour spikes) or vow of poverty (for celestial animal companions) might be harder to pass through.

So yes, in theory, they could take any feat they meet the requirements for, but in practice...:P
Essex

04-20-08, 05:43 PM
I tend to go with feats such as Improved Natural Attack, Improved Toughness, Multiattack, and Powerful Charge.

Ability Focus is good for poisonous creatures.

If you're using a snake and have the Serpent Kingdoms book, also look into taking Spit Venom, Deadly Spittle and Improved Spit (which requires Point Blank Shot and Precise Shot).

I'm quite fond of snakes. Being able to slither, climb, and swim, they are perfect for getting into position to aid their masters. Given that an 18th level Druid's animal companion has +12 HD, this means that a medium viper will have Weapon Finesse as a bonus feat with Improved Initiative as the first feat (as indicated in the Monster Manual errata document), and then receive 4 additional feats from increased HD. Take Spit Venom and Deadle Spittle. Then either take Ability Focus (Poison) and Improved Toughness, or see about getting Improved Initiative retrained as Point Blank Shot so that you can then take Precise Shot and Improved Spit.

Also note that a poison's save DC is set at 10 + 1/2 racial HD + Con modifier + other bonuses. If your DM rules that the extra HD that an animal companion receives are treated as racial HD, then the medium viper companion of an 18th level Druid has a poison save DC of at least 17. If you pump all three of the snake's ability boosts (4, 8, & 12 HD) into Constitution and take Ability Focus (poison), then the DC rises to 21. Even if the extra HD don't count as racial HD, you can still give it a save DC of 15. It may not seem like much, but having the snake on a ledge or tree branch making ranged touch attacks to potentially inflict Constitution damage (or spraying the stuff in a cone) can make a big difference in a fight.
ShriekingDrake

05-24-08, 12:51 AM
:bump:
nightwyrm

05-24-08, 01:53 AM
If you're using an animal with pounce, see if your DM allows your pet to take power attack, leap attack, improved bullrush, and/or shocktrooper. :D
ShriekingDrake

06-01-08, 06:08 PM
:bump:
Deckinhand

11-13-08, 10:33 PM
I wonder what other feats would be good for one's animal companions. I have not been able to find a thread dedicated to this. I imagine that some feats would really improve your animal companion. Deckinhand
Deckinhand

11-23-08, 05:15 PM
I've found another thread dedicated to this subject, here: http://forums.gleemax.com/showthread.php?t=1114518

--Deckinhand
Terronus

11-23-08, 06:15 PM
Lets not forget armor prof: light for mithral breastplate barding.
Riven_T_McGuire

11-23-08, 06:43 PM
I tend to go for the familiar/companion with the scent ability and pick the following feats:

- Track (by scent)
- Improved Scent (60 ft.)
- Uncanny Scent (pinpoint 20ft.)

These 3 feats combined with the nose of your familiar/companion makes for the perfect scout and bloodhound. I wouldn't want my familiar/companion to enter combat anyway (got summoning spells for that sort of thing), so I never really pick combat improving feats for them.
Deckinhand

12-24-08, 09:57 AM
:bump: