I
think, across my various reviews, it’s become fairly clear that I’m
generally drawn more towards the “fluff” material: world details,
story lines, things like that. I’m less interested in “crunch”:
the game mechanics like new feats, spells, and so on. But that
doesn’t mean I have no interest at all in crunch, especially when
it’s crunch that is both good and useful. This is certainly the
case with Animal Archive,
the latest in the Pathfinder Player Companion
line. This is a book with everything you could ever want for fleshing
out your characters’ familiars, animal companions, and pets. It’s
really a quite remarkable book, containing more material than I ever
expected of it—new animal companions and familiars, feats
specifically for animals, archetypes for animals, and more—all
neatly packed into just thirty-two pages.
One
of the best things about this book is that it moves away from the
tried and true. New feats, new archetypes, new spells—these are
things that have been done to death for the character classes.
However, while the game has had tons of cool stuff for your druid or
wizard or ranger, your animal companion or familiar has often been
neglected. There are very few feats or spells in the game that are
for animals (either to use themselves or be used on). There aren’t
even very many magic items designed for animals, and it’s often
unclear how well items designed for humanoids work with animals. As
such, Animal Archive fills a need. It uses the kinds of things
we’ve seen before, but uses them in an area that very rarely sees
use.
One
striking thing that readers will notice immediately upon opening the
book is that on the inner front cover is a list of animal magic item
slots. As I said, it’s often unclear what kinds of normal magic
items animals are capable of using. This extremely useful chart
breaks up animals by body type and lists exactly what magic item
slots they have (and thus what kinds of magic items they can use).
The chart also includes lists of specific animal companions and
familiars that fit into each body type.
At
the opposite end of the book, on the inner rear cover is one of the
few bits of fluff in the book: a list of the gods of Golarion and the
animals most associated with each one. Some of these are obvious
(such as Erastil’s association with elk and deer), and some are
less so (such as Pharasma’s association with whip-poor-wills and
elephants). It’s a little touch that adds a great deal of flavour
to the gods and their associated religions. In the pages of the book
itself, you’ll also find a list of the animals most often
associated with each of the principal races.
Of
the archetypes in the book, there are three that are for characters.
Two of these go the route of providing a familiar (in the case of the
carnivalist rogue archetype) or an animal companion (in the case of
the mad dog barbarian archetype) to classes that don’t normally get
them. It’s always a risky thing creating archetypes that provide
one class with the abilities of another class. It runs the risk of
making the abilities less special if everyone can get them. Luckily,
the book doesn’t go overboard here, and both the carnivalist and
mad dog are interesting variants on their respective classes. The
remaining character archetype is by far the most interesting,
however. The huntmaster is a cavalier archetype that replaces the
cavalier’s mount with either a bird or dog animal companion. On top
of that, the huntmaster gets to have a whole flock or pack of animal
companions by dividing up his levels between the animals. Having a
whole bunch of animal companions can cause some game-play issues (by
slowing down combat) so some gamemasters may be leery of introducing
the huntmaster. A whole bunch of animal companions is also a little
risky on the PC’s part, as they’ll each be weaker than a single
companion and thus more likely to be killed. Nonetheless, the
huntmaster is an extremely flavourful archetype and I’ll happily
include it in my own games.
While
archetypes for PC classes are pretty run-of-the-mill, Animal
Archive does something different. It introduces archetypes for
animals. Each archetype specifies whether it’s for a companion or a
familiar in the same way that class archetypes specify a class. And
much like standard class archetypes, animal archetypes replace
various special abilities normally gained by familiars and companions
with new abilities. Altogether, there are seven animal archetypes,
from bodyguard to infiltrator to totem guide. My personal favourite
is the valet, a familiar archetype that allows the familiar to assist
in magic item creation and various other jobs its wizard requires.
The
feats and spells in the book are also useful and creative. Boon
Companion (which is actually reprinted from an earlier book) is great
for rangers and multiclass druids—or even multiclass wizards as a
change to the feat from its earlier version allows it to affect
familiars (unfortunately, it still only refers to effective druid
level; an editing error, no doubt). Bleed for your master and
die for your master are two particularly flavourful spells.
They’re rather creepy and disturbing (as they allow you to force
your familiar to take damage that you would normally take), but are
great for immoral or evil spellcasters.
Animal
Archive also contains several
new animal companions and familiars. There are the llama, moose,
panda, and walrus for animals companions, and the armadillo,
platypus, rabbit, and squirrel for familiars. There is also a
complete chart of all the familiars and the abilities they grant
their masters from all the various books published for the Pathfinder
Roleplaying Game (although, oddly, it misses the rabbit from this
very book, while still having the other new familiars—presumably an
oversight).
“Intelligent
Animals” is one particularly interesting section. It provides
advice on handling animals that have had the awaken
spell cast on them (the spell that grants animals human-level
intelligence and basically turns them into characters). It looks at
several broad groups of animals (such as avian or primate) and
provides suggestions for typical personality types and the kinds of
weapons and equipment they can use.
Animal
Archive doesn’t just limit
itself to animal companions and familiars, however. It also has
material useful to characters who simply purchase an animal as a pet
(or find one in the wild) and who train it using the Handle Animal
skill. There are complete pricing charts for purchasing animals, as
well as animal equipment and magic items for animals. There is even a
section containing new tricks that can be gained through the Handle
Animal skill.
Alas,
it’s the “Animal Tricks” section that is the only part of the
book that I have any significant issues with. When I first started
reading the section, I thought it was a great idea. I’ve often felt
there are things you should be able to train animals to do that
aren’t covered by the current tricks of Handle Animal. However, it
quickly became apparent that this section falls into a trap. In some
ways, animal tricks can be thought of as like skills (although
animals have skills too). Even during the worst glut of 3.5, when new
classes, feats, prestige classes, spells, etc. were being published
in huge numbers, the designers very wisely rarely introduced new
skills. There were a couple introduced for psionics, but that was
pretty much it. This is because skill points come in a very limited
quantity, and after too many skills, each new one basically becomes
just a variant of another. Ultimately, that just limits characters
more rather than giving them new options, as they become less capable
of being diverse than they were before. Pathfinder even consolidated
several of the 3.5 skills to make skill deprivation less of a
problem. The “Animal Tricks” section makes the mistake of adding
too much and subdividing abilities too far, now requiring animals to
learn a trick in order to flank in combat, for example. First off,
many animals (dogs and wolves, for example) instinctively flank when
they attack other animals. They don’t need to be trained to do
this. But even putting that aside, there is already an attack trick,
as well as combat training and fighting general purposes. If these
things don’t already cover flanking, then it becomes much, much
harder to have an effective animal companion or friend. Animals get
an extremely limited
number of tricks they can learn (animal companions get bonus tricks,
but even their number is still limited). Requiring tricks for
flanking or aiding another or even tripping (with the maneuver trick)
doesn’t really expand the animals’ options. Instead, it decreases
their effectiveness since most animals will never have enough
available tricks to learn them. On top of that, it creates more work
for both the GM and the players, as people have to keep track of more
details determining what they can and can’t do in combat. That
said, there are some tricks in this section (such as bury or serve)
that cover areas pre-existing tricks don’t, so I’d advise GMs to
be selective about which tricks they allow in their games.
In
my reviews of recent Pathfinder Player Companion
books (here
and here),
I have heavily criticised the two-page centre spread in each book as
containing a lot of wasted space and poor use of what is otherwise
excellent artwork. I’m happy to say that Animal Archive
does not have this problem. It
still has a two-page spread, but it uses its spread much more
effectively. These two pages contain information on “Animals of the
Inner Sea”, a selection of animals that are unique (i.e. not
existing in the modern real world) to the campaign setting but are
still normal animals (as in they have the animal type, not magical
beast or some other monster type). Each animal has a brief
description, along with pictures and a map showing where in the world
that animal can generally be found. This centre spread makes very
effective use of both space and the artwork. It both looks gorgeous
and serves a useful purpose.
Overall,
Animal Archive is an
excellent and extremely useful book. While it may go a little
overboard with the animal tricks, it provides tons of useful and
flavourful archetypes, feats, spells, magic items, and more. This is
a book that will certainly see a lot of use in my games.
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