Help: Animal Companion [Archive] - Wizards Community

Post/Author/DateTimePost
sollmn

03-01-05, 01:19 PM
I tried this on the character optimization boards, but got no hits. I figure they prefer to optimize characters to the max, while thread people here may be more inclined to helping with slighter issues. On with the thread...

What 2 feats should I give my Riding Dog for his bonus Hit Dice? Weapon Focus (bite) and Improved Natural Attack (bite) seem like standards, but as he isn't for combat so much, I'm not so sure. Is there a way to improve his ability to trip above the +3 or should I trade him in for a Dire Wolf when I can if I want him to trip?

What feats could I give to make him better at his job as assistant warning mechanism? Skill Focus, Open Minded? What are the best feats to give him to keep him alive? Improved Natural Armor, Dodge, Improved Toughness?

What magic items should I seek to get for him?

Any help would be greatly appreciated.

Background information:

Because of the Wild Cohort feat, it has +5 HD, +5 AC, +2 Str/Dex, and +3 tricks. It knows assist attack, attack, defend, down, fetch, heel, seek, track, and warn. His scent helps track and warns if hidden nasties are within 30 feet.

I am using the feat Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) to gain what amounts to a nerfy animal companion. I'm a 9th level human, fighter 2, ranger 2, the rest rogue (and the rest will always be rogue). The rest of the party relies on me mostly for searching and tracking, but they also rely on me, by default, for spot and listen, and general warnings and awarness.
Board_Rider

03-01-05, 02:07 PM
How about Alertness? Sorry but I don not have much XP in this area. I like the Dodge feat.

Boots of Striding and Springing for him/it so you can really hual bu-tay!!.
sollmn

03-01-05, 11:03 PM
"Riding" Dogs already have alertness.

I do want to get mits of striding and springing. With limited funds, I want to get those items that best enhance his survivability and functionality, and I'm not sure those are the best bang for the buck.

Any other ideas?
sollmn

03-04-05, 12:45 AM
:bump:
Ryoohki

03-04-05, 02:15 PM
Something that might be useful is a collar of resistance +X. If you want more attack-oriented, collar of might fists +X. (Greater Magic Fang) Or a combined one with both.

As for feats, you could always get skill focus in spot and/or listen if you want to up those for the dog. Nothing will help the trip attempt except boosting strength. He can't take improved trip because his INT is not high enough. So if you want STR higher, a collar or bracers which increase STR.

Other feats that might be helpful are improved natural armor (kind of lame, but every little bit of AC helps) or the feat that improves the movement rate.

I spent a while looking for "interesting" feats for my riding dog animal companion, but I couldn't find much aside from some standard combat feats. (weapon focus, power attack, cleave, etc.) The low INT really hurts.



Kyle
PurdueDave

03-04-05, 02:32 PM
When in doubt I've found that iron will, lightning reflexs, and great fortitude tend to be pretty useful.

If you want him to be a guard dog then skill focus (spot) would seem to fit well or maybe a feat to improve his scent ability (don't know enough off-hand to know if something like that exists, though.)
sollmn

03-04-05, 03:33 PM
I finally bookstormed Savage Species and found some good stuff. A necklace of natural attacks let's you add weapon-like modifiers to a natural attack, like flaming, or in this case, Sweeping (from Magic of Faerun) which gives a +4 to trip attempts.

For feats, they have cumbrous will, which is great for animals with bad will saves. It has Iron Will as a prereq, gives a +6 to a will save, but makes you shaken. Improved Scent extends your scent range to 60', which is really great for guard dogs. Uncanny Scent, which has improved scent as a pre-req, let's you pin-point with scent within 20'! There are others in there, for those who care, but I've found what I'm looking for. :)
lukelightning

03-04-05, 03:41 PM
How about combat reflexes, so your dog can make more attacks of opportunity (especially against tripped foes)?

Iron will is also good, since animal will saves are pretty low.

Weapon focus (bite) will be worth it too, since it will be used all the time.
TinManFan

03-05-05, 10:39 AM
Uh, don't believe they get feats. They get bonus HD cause they're yer buddy, but if you sever that connection, they are just normal 1 hd critters again. You'd have to awaken them, but then they'd be back to 1 hd anyway cause awakened critters can't be Animal Companions.

However, if you ignore this, which just about everyone does, Combat Reflexes and WFoc: Bite
sollmn

03-05-05, 10:53 AM
For the record only, in case someone looks at this thread and is given the wrong impression; from the SRD:An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
BW0222

03-05-05, 04:45 PM
If he is non-combat, then look at non-combat feats...

Altertness
Skill Focus (Spot or Listen)
Skill Focus (Wilderness Lore). Helps with tracking.
Endurance
Self Sufficient. Again helps with tracking.
sollmn

03-05-05, 05:40 PM
Open Minded, which grants 5 ranks in any skills, is probably best for skills, as most animal companions, including riding dogs, have not maxed out their ranks for their HD.
PurdueDave

03-05-05, 08:50 PM
Open Minded, which grants 5 ranks in any skills, is probably best for skills, as most animal companions, including riding dogs, have not maxed out their ranks for their HD.

Good point.