Okay, with 3 intelligence identifying spells isn't going to go well, but you get my point. Sprint is great on a trip striker, as it allows them to run a huge distance and tackle your escaping foes while the rest of your party rushes to catch up. An Archelon is a pre-historic turtle. Proficient with its natural weapons only. 7th level brings large size, with all the normal size adjustments to ability scores, plus an extra point of natural armor. As a rule, aquatic animals eschew combat and fight only when necessary for survival unless an enemy threatens something the animal holds sacred. 7th level brings large size, bringing the Gore attack to 2d6 damage, and adds two secondary hoof attacks, far outclassing the Elk's need to choose between its gore attack or its hoof attacks. They also don't get scent for some reason. In combat, most large animals gravitate toward brash, volatile tactics, becoming barbarians or fighters who enjoy wading into battle before thinking. The moment the spell takes effect, an animal companion ceases to be a class feature, and instead becomes a person—an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter than the caster), and who has an increased Charisma score and knows at least one spoken language. Some choices have interesting combat options like Grab and Trip which can provide additional utility in battle. Heightened (7th) Level 9. The added damage is nice, but they still only get 6 rounds of rage in a day, and that's not enough to make this animal companion helpful. The ability to summon any tiny animal means that Pathfinder's large collection of animals offers an impressively long list of potential summons. Couple with its other impressive ability scores, this thing is an impressive fighting machine. Base attack bonus equal to 3/4 total Hit Dice (medium progression). Although the personalities of awakened animals are as varied as those of adventurers, augmented animals often exhibit traits hearkening back to their species. 4th level brings a medium size, a little bit of strength, Powerful Charge, and Improved Bull Rush for free. Druid. The Ankylosaurus has worse constitution and slightly less tail slap damage, but considerably better natural armor. Finally a scary vermin companion, the Giant Scorphion has good speed at 40 feet, but paper thin natural armor, and fairly weak ability scores. Awakened avian animals keenly observe the world around them—often understanding it much better than their demure natures might imply— and are adept at inferring others’ desires, motives, and intentions. I will use the color coding scheme which has become common among Pathfinder build handbooks. Level 7 brings some much-needed natural armor, some strength which you won't ever use, some extra consitution, and of course large size. Level 7 brings large size, and all of the normal size benefits, including 10 foot reach. A big angry prehistoric fish, the Tylosaurus is one of few aquatic options with both Scent and a land speed. The Tail Lash ability also allows the Diplodocus to make two attacks with its already impressive tail. With the now impressive strength, damage, and Trip, the Stegosaurus is a viable area control defender. Link (Ex): Handling an animal to make them do something normally requires a move action, so if you like to train attack dogs or something, keep that in mind. 7th level brings large size, and not enough natural armor to offset the size change. With 5 foot move speed, no natural armor, and poor stats, the Giant Leech is a very squishy bag of hit points. You conjure an animal to fight for you. An adventurer considering awakening his animal companion should keep in mind the awaken spell’s potential drawbacks. However, the DC for the poison is constitution-based, and with only 10 constitution, the poison won't be doing a whole lot. An animal has the following features (unless otherwise noted). If it tries to cast a spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing the summoned creature’s spell to fail and the summon spell to end. Traveller SRD It also adds a mandible attack which it can use against grab targets, making it even more effective as a grab striker, and Sudden Strike, which allows it to make a full attack in the surprise round, in the off chance that it starts a combat adjacent to a foe. 7th level brings medium size, slightly better abilities, and a poison on top of Grab. 7th level brings the Orca up to Large size, and dramatically increases its strength and constitution. Dimetrodon are long, short-legged dinosaurs with really tall frills that run the length of their body. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you. Combined with the hippo's respectable strength and impressive bite damage, it could make a passable overrun mount. 2. An animal has the following features (unless otherwise noted). This still isn't much, especially considering the existence of the Pachycephalosaurus. Similarly, a Gargantuan creature with 20 foot reach would have 10 foot reach at large size. Your GM may see the hazard in offering 20 foot reach to large creature, but even 15 foot reach is quite generous. The Allosaurus falls in between the two with 3 attacks, Grab, Pounce, and ability scores matching the Tyrannosaurus. Elk get the same speed as a horse, and seem like a possible mount option. With 40 speed it can get around the field easily to reach key targets. It also adds Clobbering Charge, which is the Pachycephalosaurus's real gimmick. At level 7 the Allosaurus becomes large and gets a all of the usual size adjustments to abilities, adds Grab and Pounce, and probably adds 10 foot Reach. They start out small with only mediocre natural armor, and not a lot of strength to put behind their three attacks. Additional strength, Grab, and Pounce to throw it all behind. Assuming that it can be used as a mount, this makes the Megaloceros roughly equivalent to a Horse with slightly adjusted ability scores. Based on the Bestiary 5 Diplodocus entry, a large Diplodocus might have 10 or even 15 foot reach, which would make it a viable area control defender even without the Ankylosaurus's Stun ability. You summon a common creature that has the animal trait and whose level is -1. Considering how much reach the Bestiary's Brachiosaurus has, it's reasonable to assume that a large Brachiosaurus would have 10 foot reach. It has good speed, a bit of natural armor, good ability scores, and Trip right from level 1. 7th level makes the Brachiosaurus large, and a possible mount for medium characters. Combined with its new Trample ability, the Elephant is an excellent overrun mount, and it van get by on its good natural armor and constitution to serve as a defender or even a striker. Oh, and you could probably ride it now if you're small. The added benefit of tripping on a charge might even be enough to draw a mounted charge character. Large might also make it a potential mount for medium creatures, but cats don't seem like they would make for a pleasant ride. Red: Bad, useless options, or options which are extremely situational. The ability score improvements are nice, but still not enough to make this a orange choice. An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. 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