Ranger Animal Companion HELP!!! [Archive] - Wizards Community

Post/Author/DateTimePost
asiy

09-06-07, 10:37 AM
im a level 8 character -6 ranger and 2 fighter.

my question is how do i apply the animal companion? what choices do i have on the Monster manual? i have tried to read the subtext of the druid animal companion of the PHB and i cant understand it! please explain it to me in simpler terms on what choices do i have and what relation it has to the HANDLE ANIMALS skills?...

thanks in adv!
asiy

09-06-07, 10:44 AM
btw... what can you recommend me too? im a TWF ranger.
BW0222

09-06-07, 03:43 PM
asiy,


my question is how do i apply the animal companion?


As a 6th-level ranger, your gain an animal companion as a druid/3 (half your ranger level). Your levels in fighter to do help since fighters do not gain animal companions.


what choices do i have on the Monster manual?


A druid, 1st-3rd level, is limited to: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. Your DM might permit other choices -- such as dolphins or squid in an aquatic campaign -- or lesser animals from other sources (cat, bat, goat, cow, dire skunk, etc.)

As a druid/3, the animal companion gains +2hd, +2 natural armor, +1 strength, +1 dexterity, evasion, and a (second) bonus tricks. The extra hit dice will increase its BAB, saves, skill points, and possibly add a feat.

As an 8th-level ranger, you are equal to a 4th-level druid in terms of animal companions and could select a normal (no extra hit dice, natural AC, strength/dex) -- ape, black bear, bison, boar, cheetah, crocodile, dire badger, dire bat, dire weasel, leopard, monitor lizard, large shark, constrictor snake, large viper snake, or wolverine.


please explain it to me in simpler terms on what choices do i have and what relation it has to the HANDLE ANIMALS skills?...


There is no relation between handle animal and which animal you can select or its abilities.

However, any animal you select, you will need to teach it tricks -- such as come, stay, attack, guard, etc. It may gain a bonus trick (which you don't need to teach it), but otherwise you have to spend time and make a handle animal check to teach it tricks.

You also need to make handle animal checks to get your animal to perform a trick. The DC is 10 (and you get a +4 for handling your own animal companion). It is a free action (for your animal companion). Thus, if your wolf knows the attack trick, it is a DC 10 check to order it to attack someone. If the animal does not know how to perform a trick, it is a DC 25 handle animal check (and a move action for your companion) to get it to do the trick. For example, if your wolf does not know how to 'fetch' then it is a DC 25 check to get it to 'fetch' for you.



btw... what can you recommend me too? im a TWF ranger.


Your animal companions will be extremely week in terms of combat potential. At 10th-level, any 4hd wolf you bring into combat will be a skin within seconds. You should be considering non-combat creatures -- those whose abilities are best of out of combat uses. Examples:

* A light warhorse, cammel, riding dog (for a halfling or gnome ranger), for use as a mount. Don't use it in combat unless you have mounted combat, insane ride checks, and put a lot of coin into protecting it -- barding, buffs, potions, etc.
* A riding dog (or wolf) to aid in tracking, carrying a pack, and/or as an extra guard.
* Pony as a pack animal.
* Dire rat as a scout.
* Owl as a night time guard or aerial scout.
* Eagle or hawk as a daytime aerial scout.

You might also consider some of the more unusual combative type animals just for mundane duties. For example, if you have a badger sleeping in the top of your backpack, it is pretty hard that it will go missing in the inn. A dire skunk pretty much ends the likelyhood of someone starting a bar room brawl with you. A tiny viper in your coin pouch makes pick pockets think twice.
Bedlamtom

09-06-07, 03:49 PM
Its pretty self explanitory.

Use half of your Ranger level. 6th level gives you an animal companion with level 3 modifications. You may only select off of the primary list right now. Wolves are a good choice, so are horses or riding dogs, but it depends on what you wish to use it for.
Nephlite

09-06-07, 03:55 PM
btw... what can you recommend me too? im a TWF ranger.

Natural Bond: +3 to Druid level for ASnimal Companion.
6th level Rangerr =43Druid +3=6 Druid for Animal Companion.
Basicaly the feats makes Animal better (more survivablility).

Natutal Bond is in Complete Adventurer.
asiy

09-06-07, 10:41 PM
thanks for replies especially much to BW022 for the detailed explanation!

im reading the monster manual animal section and ... for example the eagle...

its stats say for (im quoting this based from the MM book)

attack: talons +3 melee (1d4)
full attack: 2 talons +3 melee (1d4) and bite -2 mlee (1d4)

how does this apply? so if i chose an eagle, how does it attack during a standard and a full round action?

is a standard action 1d4+3? ... then a full round action 2d4+6 since it has 2 talons AND another additional 1d4-2 bite?

how does it also move in combat? if it's a dog, it's understand if it's speed is 40 feet meaning 8 combat squares. but what about the flight of an eagle? is the 5' step still applicable here?

btw, basing from the MM... the eagle has a speed of 10 feet and a flight of 80 ft.

and about the feats? do pets also gain per 3 level? and the abilities per 4 levels? or is the table in PHB the ability modeifier increase already?


thanks!
BW0222

09-07-07, 01:41 AM
asiy,


im reading the monster manual animal section and ... for example the eagle...


Eagle starts out as:

Eagle, small animal - Hd 1d8+1; Hp 5; Initiative +2; Speed 10 ft., fly 80 ft. (average); AC 14 (+1 size, +2 dex, +1 natural), touch 13, flat-footed 12; BAB/Grapple +0/-4; Attack talons +3 melee (1d4); Full Attack 2 talons +3 melee (1d4) and bite -2 melee (1d4); Space/Reach 5 ft./5 ft.; SA -; SQ low-light vision; Saves Fort +3, Ref +4, Will +2; Abilities S 10, D 15, C 12, I 2, W 14, Ch 6; Skills listen +2, spot +14; Feats weapon finesse; Al N


It gains:
* +2 hd
* +2 natural armor
* +1 strength
* +1 dexterity
* evasion
* +2 BAB (as a 3hd animal)
* +2 skill points (as a 3hd animal)
* +1 to fort, reflex, and will saves (as a 3hd animal)
* bonus feat (as a 3hd creature)

Adjusted it would look something like:

Eagle, small animal - Hd 3d8+3; Hp 16; Initiative +3; Speed 10 ft., fly 80 ft. (average); AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; BAB/Grapple +2/-2; Attack talons +6 melee (1d4); Full Attack 2 talons +6 melee (1d4) and bite +1 melee (1d4); Space/Reach 5 ft./5 ft.; SA -; SQ low-light vision, evasion; Saves Fort +4, Ref +6, Will +3; Abilities S 11, D 16, C 12, I 2, W 14, Ch 6; Skills listen +5, spot +17; Feats weapon finesse, alertness; Al N

I gave it alertness, it could get dodge, skill focus (spot), or weapon focus (talons), or any other feat it might qualify for.


so if i chose an eagle, how does it attack during a standard and a full round action?


As a standard action, it gets one talon attack (at +6) doing 1d4 damage.

As a full-round action, it gets three attacks -- one talon (at +6) doing 1d4 damage, a second talon attack (at +6) doing 1d4 damage, and one bite attack (at +1) doing 1d4 damage.


how does it also move in combat? if it's a dog, it's understand if it's speed is 40 feet meaning 8 combat squares. but what about the flight of an eagle? is the 5' step still applicable here?


An eagle has an average manuverablity. This means:
* It must move at least half its speed forward (40 ft.) each round or it stalls and falls to the ground.
* It can not hover or move backwards.
* It can only turn in place 45 degrees by sacrificing 5 ft. of its movement.
* It can only turn a maximum of 90 degrees per turn
* Has a maximum up angle of 60 degrees
* Climbs at half speed
* Dives at double speed
* And must move at least 5 ft. between diving and climbing.

For an attack, that mean it must spend a move action flying each round (and move at least 40 ft. It must either move at least 40 ft. to a creature and then attack (standard action); or it must begin next to a creature attack (standard action) and then move at least 40 ft. If it move less than 40 ft. in any turn, it falls. In order to full attack, (it can take a 5' step), but it falls to the ground after making its attacks.

For all practical purposes such a creature isn't useful in combat. It is almost forced to draw AoOs and end up on the ground. Indoors or underground it can't even turn a corner in a 5' wide hallway.

Again, use such creatures for scouting and don't take them to places where they can't fly.


and about the feats? do pets also gain per 3 level?


Yes. They still need to meet the prerequisites, but they do gain feats every three hit dice.


and the abilities per 4 levels? or is the table in PHB the ability modeifier increase already?


These are bonus hit dice. The animal is not advancing in hit dice and they only gain what the animal companion rules in the PHB say. While this includes most of what an advancing animal would get, it does not include ability score increases every four hit dice, nor does the animal increase in size.
asiy

09-07-07, 06:27 AM
clarification...

what made the +3 of the talons to +6?... and what do they represent? arent they like 1d4+6 damage?

and ya.. im not looking at it as battle oriented.. i just want to learn how the whole pet thing works.

thanks for your replies
natzero

09-07-07, 09:14 AM
the +6 is its bonus to attack. not damage


the +3 it originally had was 15 dex (2) + 1 bab
the +6 it now currently is: 16 dex (3) + 3 bab

that is too attack (although 3 bab may not be right. animals go up bab as cleric of same level.)

so ya thats the breakdown the damage is 1d4 + str modifier and as the eagle has 11 str its bonus is 0 :(
asiy

09-07-07, 10:17 AM
ah!!! thanks for the reply! so that's what it meant!... it was bonus attack rolls! thanks very much for the clarification!

now about the combat movement... where is all these written? i cant seem to understand all the rules that BW stated. sorry for being slow, and thanks for the patience...

thanks!
Ovistavin

09-07-07, 11:17 AM
ah!!! thanks for the reply! so that's what it meant!... it was bonus attack rolls! thanks very much for the clarification!

now about the combat movement... where is all these written? i cant seem to understand all the rules that BW stated. sorry for being slow, and thanks for the patience...

thanks!

Here you go. (http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions)
BW0222

09-07-07, 11:23 AM
asiy and natzero,

The eagle's attack modifier is calculated as follows:

+2 base attack bonus (3hd animal)
+3 dexterity (since it has weapon finesse and natural attacks are considered light weapons)
+1 small size

total is +6 for the talons. The bite is a secondary attack, which is at 5 less - for a total +1.

Damage (as natzero said) is +0 for an 11 strength.

Flying manuverability rules are in the DMG p20. You can also find them in the SRD at http://www.d20srd.org/srd/movement.htm (scroll down to the "Tactical Aerial Movement" section).

If you are new to the game, my advice it don't worry too much about it and just don't have your eagle attack or bring it indoors or underground. Even experienced players don't typically worry about it. The eagle basically can't fly inside most buildings, dungeons, crypts, etc. and a 3hd eagle is pillow stuffing in any 10th-level combat. :weep: Have it remain outside high above circling 500' up or in a tall tree.
natzero

09-07-07, 12:35 PM
omg i cant believe i forgot about small size bonus lol

i knew it wasnt +3 bab yet.

sigh well i was mostly right. thanks for clearing that up
AtsuiShoto

09-07-07, 12:50 PM
If you only want an animal companion because it's a default ability for rangers, I would suggest using an alternate class ability with more usefulness. Disruptive Strike is popular with archers. It comes out of Unearthed Arcana, I believe.