Pathfinder Kingmaker Animal Companion Guide

Pathfinder Kingmaker Animal Companion Guide

Contents

Adventuring parties can be strengthened with hunting pets. Dogs, mastodon, and giant insects can all fight in the name of the barony.

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Pathfinder Kingmaker Animal Companion Guide

Pathfinder: Kingmaker has released on consoles to eager fans of the series. For many new players, Paizo’s roleplaying system can be overwhelming especially if they haven’t played a pen and paper game before. It can be difficult to select a strong leader and overall party.

After the first chapter, players can meet Okbo the wolf (erroneously called “Dog”) who acts as a 7th member whenever Ekundayo is in the party. Animal Companions aren’t exclusive to those that join the party, the main Baron and mercenaries can choose classes like Druid or Inquisitor to gain their own loyal pet. Best yet, they can be used in difficult dungeons and battles.

Animal Choices in Pathfinder Kingmaker

Pathfinder Kingmaker Animal Companion Guide

Animal Companions advance levels according to their master. They start at level 2 when their owner is level 1, then normally gain levels along with the character, but stagnate at levels 3, 6, 9, 12, and 15. This results in the animal finishing at level 16 when the master is 20. A companion’s hit die is d8 and they gain multiples of 4.5 HP rounded down (before adding ability scores, feats, etc). Their base attack is 0.75 of their level, rounded down. Like normal characters, they gain additional attacks at a -5 each time base attack reaches 6. Base Fortitude and Reflex saves start at +3 and grow to +10, while Will starts at 0 and gets to +5. When an animal increases in size (due to advancement or spells) they gain an additional +2 Strength, -2 Dexterity, -1 attack, -1 armor class, and their damage dice increases to the next step (ex: 1d6 becomes 1d8).

In Kingmaker, an animal will always increase Perception. When the master gets to level 3 the pet learns Evasion like a Rogue and upgrades to Improved Evasion at master’s level 15. At level 6 they get Devotion, improving Will saves against enchantment. They gain Physical Prowess which increases their Strength, Dexterity, and Constitution 2 per stack for a total of +14. Tough Skin gives them +3 natural armor per stack for +21 armor class. Enhanced Attacks treats their attacks as magical for bypassing damage reduction, and gives +1 enhancement to attack and damage, and +1 resistance to saving throws per stack for +5 total. These upgrades were added because Owlcat disallowed animal equipment slots.

Bear

Bears have a speed of 40, 6 Natural Armor, and are medium size. They start with a 1d6 bite and 2 1d4 claws. Their Strength is 17, Dexterity 13, Constitution 13, Intelligence 2, Wisdom 13, and Charisma 6. They will take Dodge, Power Attack, Toughness, and Weapon Focus Claws as feats.

When the character gets to level 7, Bears have 10 base Natural armor, large size, +4 Strength, -2 Dexterity, +4 Constitution. They also learn Rend, which deals claw damage a third time if both claws hit a single target.

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Boar

Boars speed is 40, with 9 Natural Armor, and medium-size. They have a single 1d6 gore. Their Strength is 13, Dexterity 12, Constitution 15, Intelligence 2, Wisdom 13, and Charisma 4. They will take Dodge, Power Attack, Toughness, and Weapon Focus Gore as feats.

At level 7 they become large, 11 Natural Armor, +8 Strength, – 2 Dexterity, +4 Constitution. They learn Ferocity, allowing actions when they should be unconscious but will suffer more damage if they do.

Dog

They have a speed of 40, 6 Natural Armor, and medium-size. Attacks are a 1d6 bite. Their Strength is 15, Dexterity 13, Constitution 15, Intelligence 2, Wisdom 12, and Charisma 6. They will take Dodge, Trip, Power Attack, Toughness, and Weapon Focus Bite as feats.

At level 7 they become large, 8 Natural Armor, +8 Strength, -2 Dexterity, +4 Constitution. They also gain Ferocity.

Elk

Elks have movement of 50, 6 Natural Armor, and medium-size. Attacks consist of 1d8 gore and 2 1d4 hooves. Their Strength is 12, Dexterity 17, Constitution 14, Intelligence 2, Wisdom 15, and Charisma 5. They will take Dodge, Toughness, and Weapon Focus Gore as feats.

At level 7 they become large, gain 8 Natural Armor, +8 Strength, -2 Dexterity, +4 Constitution. When they use charge it will now deal 2d6.

Centipede

Their movement is 40, 6 Natural armor, and medium-size. They have a 1d6 bite that can poison, dealing Dexterity damage. They are immune to trip. Their Strength is 9, Dexterity 13, Constitution 13, Intelligence N/A (mindless), Wisdom 10, and Charisma 2. They will take Dodge, Toughness, and Weapon Focus Bite as feats.

Like others, level 7 increases are large size, 8 Natural Armor, +8 Strength, -2 Dexterity, +4 Constitution.

Leopard

These animals are small, move 50, and have 4 Natural armor. They have a 1d4 bite and 2 1d2 claws. Their Strength is 12, Dexterity 21, Constitution 13, Intelligence 2, Wisdom 12, and Charisma 6. They will take Dodge, Trip, Weapon Finesse, Toughness, and Weapon Focus Claws as feats.

At level 4 they grow to medium, +2 Dexterity, +2 Constitution and use Dexterity for damage. They gain Pounce, allowing full attacks on a charge.

Mastodon

Mastodons are medium, with 40 speed and 7 Natural Armor. They have a 1d8 gore and 1d6 slam. Their Strength is 14, Dexterity 14, Constitution 13, Intelligence 2, Wisdom 13, and Charisma 7. They will take Dodge, Power Attack, Toughness, and Weapon Focus Gore as feats.

At level 7 they grow large with 10 Natural Amor, +8 Strength, -2 Dexterity, +4 Constitution. They learn Trample, allowing them to deal 2d6 damage versus Reflex saves but may suffer opportunity attacks.

Monitor Lizard

Monitor Lizards are small, with 30 speed, and 4 Natural Armor. They have a 1d6 bite. Their Strength is 13, Dexterity 17, Constitution 12, Intelligence 2, Wisdom 12, and Charisma 6. They will take Dodge, Trip, Power Attack, Toughness, and Weapon Focus Bite as feats.

At 7 they increase to medium, 6 Natural Armor, +4 Strength, -2 Dexterity, +4 Constitution. Their bite also now poisons like the Centipede.

Smilodon

They are medium with 40 speed and 4 Natural Armor. They have a 1d6 bite, and 4 1d4 claws. Their Strength is 13, Dexterity 17, Constitution 13, Intelligence 2, Wisdom 15, and Charisma 10. They will take Dodge, Power Attack, Toughness, and Weapon Focus Claws as feats.

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They get the standard level 7 large size, +8 Strength, -2 Dexterity, +4 Constitution, 6 Natural Armor. They also gain Pounce.

Wolf

Wolves have speed of 50, 5 Natural Armor, and are medium. They have a 1d6 bite. Their Strength is 13, Dexterity 15, Constitution 15, Intelligence 2, Wisdom 12, and Charisma 6. They will take Dodge, Trip, Power Attack, Toughness, and Weapon Focus Bite as feats.

At master level 7 they become large, 7 Natural Armor +8 Strength, -2 Dexterity, +4 Constitution. They gain Fercoity.

Master Bonuses in Pathfinder Kingmaker

Only certain classes gain Animal Companions. Typically, they give up one class option to empower their pet with traits. Multiclass heroes stack levels and features on a single animal.

Nature Bond

At first level, Druids can take an Animal Companion but lose out on extra spell slots and domain powers. Unlike pen and paper, Kingmaker Druids cannot share personal spells. A Defender of the True World grants their bonuses against Fey to the Animal Companion. Druid spells have an emphasis on buffing and damage prevention, but less on directly healing an ally.

Mad Dog

The Mad Dog archetype Barbarian provides a war beast animal but delays their iconic Rage to level 4 and doesn’t learn Uncanny Dodge. The master and pet have increased flanking, and the Barbarian can eventually take opportunity attacks when their pet confirms combat maneuvers like Trip. The pet gains damage reduction at the same time as the Barbarian.

Sylvan Sorcerer

The Sylvan archetype gives the Sorcerer a pet, but locks their bloodline as Fey. They have the standard Fey bonus spells and feats, but not the arcana or all standard bloodline powers. Sorcerer spells have some focus on area effect destruction, which can be risky for the animal.

Sacred Huntsmaster

This Inquisitor archetype grants an animal at first level, but delays learning Judgement until 4th level and cannot use multiple simultaneous Judgements. The Inquisitor shares teamwork feats with their hunting pet, but doesn’t treat other allies as knowing feats like Solo Tactics would.

Hunter’s Bond

At 4th level, Rangers can select an Animal Companion, but treat their own level as -3 when determining the animal’s level. This can be offset by taking the Boon Companion feat. The animal inherits the Ranger’s Favored Enemy and Favored Terrain choices.

Animal Domain

Druids, Clerics, and Inquisitors can select the Animal Domain to receive a -3 Animal Companion at 4th level, like a Ranger would. Druids and Clerics gain bonus spells like Hold Animal and Dominate Animal, but Inquisitors miss out. Clerics and Inquisitors must worship Gozreh or Erastil and are restricted by alignments.

Players should decide if their character is bolstered by their animal ally, or if the Animal Companion is the real star with the hero as more of a supporter. Either one are viable options for certain parties.

Link Source : https://screenrant.com/pathfinder-kingmaker-animal-companion-guide/

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