Save the Raging Dire Badger Animal Companion!

Re: Re: Re: Save the Raging Dire Badger Animal Companion!

Magus Coeruleus said:
Dominate Animal, a 3rd level spell, would seem to allow forcing the badger to withdraw. That would have a DC of 17 for a Wis 18 druid, for a 45% chance that the badger would make its save. It would be nice if that chance could be decreased more. If you have Heighten Spell you can cast it as a 5th level spell to bump up the DC by 1, but that's about all I can think of.

Actually, that badger gets an additional +4 to Will saves against all enchantment spells and effects due to the devotion special ability. That's ironic in this case since you wouldn't necessarily expect devotion to make it harder for a druid to calm, charm, or dominate his/her animal companion.
it's unfortunate that the animal companion's Int doesn't increase like familiars. if the companion had an Int 3+, it would be intelligent enough to voluntarily fail its save (IMO). i'm not so sure about an Int 2 badger, however.
 

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I think you did that entire post just so you could use the phrase 'Red Badger of Courage' :) I'll have to remember that one!

I think if I was 10th level, I'd have Awakened it already.
 

Bracelet of Friends could help some too.

Key the charm to your Dire Badger Buddy, then use it when the situation gets too dire for your buddy.

* Poof *

Your Dire Badger Buddy is now out of combat and hopefully will come out of their rage while the two of you flee. Works best of you can use a spell to create a barrier between you and the enemy before calling the critter to you.

Main problem is this is a bit expensive at 19K per four uses. Guess you can just consider it the price of friendship.
 

Will said:
Note that an animal companion is a magical beast, not an animal, so animal spells won't work on it.

Andy Collins has stated that the "magical beast" text was a, in effect, a typo. Animal Companions are indeed "animals", not "magical beasts." This should appear in the errata when it's released.
 

Dinkeldog said:
I awakened my dire badger companion and had him start taking levels in barbarian to simulate learning to control his rage.

Of course, that was after the first badger dug his own grave... literally.
 

Kid Charlemagne said:


Of course, that was after the first badger dug his own grave... literally.

It was *supposed* to be the hiding place for the ambush. :rolleyes:

Besides, once you have such a great place dug, why would you dig another?
 

Badgers? We don't need no steenking badgers!

If you thinkg badgers are hard to handle, think of what happens when a wolverine loses control...


IMC, we use Animal Empathy to bring it out of rage. 3.5 would probably be a diplomacy check.
 

How about this?

Tie a cord around your badger. Tie the other end around your waist.

If you flee, the badger will get dragged along. If you want it to stop attacking, you reel it in.

Of course, your badger then can't go very far away from you during the fight, but you probably want it to stick near you anyway so it won't get in over its head.
 

Wow. Some great ideas here. I like the feel of the druid being able to get the badger to comply with a Handle Animal check, but do you really think it should even be possible since the badger can't end its rage voluntarily? I guess it depends on what "voluntarily" means to you. On the one hand, it sounds like the badger just shouldn't be capable of following that command because it's simply berserk. On the other, perhaps voluntarily means it can't choose, based on its own deficient survival instincts, to stop fighting, but if the druid pushes it to do so, well, that's not exactly voluntary, so it can work.

If that's an allowable tactic, is it too easy, too hard, or just right? Let's look at the relevant part of the Handle Animal skill from the SRD:

“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

So does backing off while in a range sound like a task or trick that it doesn't know but is physically capable of performing. Hmm, that's not clear but I think you could make a solid argument for it. Does it seem qualitatively comparable to (even if quantitatively more difficult than) making an animal perform a forced march/overland hustle? Well, those are trying to get the animal to do something somewhat against its nature that can possibly kill it, so maybe it's not unreasonable to get a creature to do something somewhat against its nature that will keep it from getting killed?

The baseline DC for "pushing" an animal is 25. Because, by definition, the badger has been wounded, it goes up to 27. Let's assume a Wis 18 level 10 Druid who has maxed out ranks in Handle Animal (not unreasonable since if you're going to deal with raging badgers on a regular basis, you probably need a lot of skill at animal handling). We also assume that druid has chosen "down" as one of the badger's tricks, so that it's not really being pushed to perform a trick it doesn't know, but to perform it despite the fact that it's raging.

Modifier = 13 (ranks) + 4 (Wis) + 4 (animal companion link) = 21

That means that you'd need to roll a 6 or better, for a 75% chance of success. Does that seem fair and balanced? Should this raging thing be so serious that a stiffer penalty than the -2 for it being wounded should apply? Say an extra +2 DC (for a total of DC 29) , or maybe a +5 DC instead of that +2 DC (for a total of DC 30)? That would change it to a 65% or 60% chance of success.

Does somewhere in the range of 60% - 75% success (retries allowed, as per normal) sound fair for the chance of an 18 Wis druid who has maxed Handle Animal to try and push his animal companion to break off of combat while it's in a berserk rage that it can't end voluntarily or through a normal command of "down"?

If this works, does the rage end? Maybe the druid should need to make another check each round until the opponent is dead or a sufficient distance away? Perhaps if the druid beats the DC by 10 (or by 20, or rolls a critical success, whatever) he can end the rage and doesn't need to make new checks each round?

What do you think?
 
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