Druids Log: Animal companions


Pathfinder Society

651 to 700 of 843 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Scarab Sages 5/5 5/55/55/5

Tony Lindman wrote:
I would say that you can certainly use the between-scenario undefined time to untrain Serve, but to train it back, you would have to specify who the target is before you know your party. I can't think of any scenarios that give you enough time to train a trick after the briefing, which is presumably when you meet your party.

The question is whether it is Serve: you train them to serve one person or whether serve works like defend in that you command the creature to serve them. The UR example would be a warhorse with serve and exclusive that will try to bite anyone, UNLESS the master hands over the reins. Without that it becomes very hard to have your page or the stableboy care for your horse.

Liberty's Edge 4/5 *

The way I read Serve:

Quote:
An animal with this trick willingly takes orders from a creature you designate. [...] This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.

While I admit the wording of the first sentence is slightly vague, I think the intent is pretty clearly that you train the animal to follow a certain person. Otherwise there would be no need to train the trick multiple times - you would just say "Serve Bob" when Bob was around, then say "Serve Sue" later.

- - - -

Based on that, I see the tricks interacting like this:

Default: A trained animal will follow instructions from anyone who can make the appropriate Handle Animal check.

Serve: If you have trained your animal the "serve" trick, then the designated "handler" gets two benefits: the starting attitude is friendly, and they get to use your Handle Animal bonus (which generally guarantees success, since most companion-classed characters get to +9 on the check pretty quickly).

Exclusive: If you have trained your animal the "exclusive" trick, then only you and anyone you have designated with "serve" can even make the check.

This is based on observation: My dog was trained by a trainer to follow several basic commands. Now, anyone who is playing with him or walking him can tell him to "sit","heel", etc, and he will. The trainer didn't have to train him to obey other people, he just responds to commands he knows.

Now, that said, I also believe that it is reasonable to expect that a creature that is unfriendly won't take commands (or at the very least imposes a significant penalty on the check). This isn't in the rules, but seems like it ought to be. I would also say that trying to give a creature a command that contradicts one it's owner gave would take a severe penalty, as well. I admit that is outside the written rules, but I think it is well within the GM's purview of assigning circumstance modifiers.

Silver Crusade 4/5

OK, I have a new question about the same character (a Divine Hunter). My archetype made my wolf companion Celestial, which gave it the annoying quality of having spell resistance that isn't strong enough to bother most NPCs but is strong enough to bother me. So far as I've seen, there's nothing in any of the rules that lets me get around this besides asking my wolf nicely to lower its spell resistance as a standard action. Sadly, I didn't notice this until after I had trained out my Elven spell resistance feature and I had to spend 20 prestige to get the elf feature back.

So far as I was aware then, this was just an issue with one archetype of Hunters and could pretty easily be missed by most people.

Recently, however, I was perusing Paladin rules and noticed that Paladins seem to have the same problem, but worse by a substantial degree. Their mount becomes Celestial template and their spellcasting feature doesn't note an exception to the normal rules. Then, later, their mount gains 11+level spell resistance which also doesn't have any spell resistance exception for the Paladin. With a Paladin's lower caster level, stuff like Heal Mount just isn't going to work without standard action investment on the part of the mount.

When it was just my Hunter in a niche archetype, I could understand why there wasn't much of an outcry. Now that I'm seeing the problem with Paladins as well, a Core class on a Core feature (most people take the weapon divine bond but not everyone), I'm wondering what is going on. Am I missing something? If I'm correct about how this works, why aren't people screaming about this?

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

Tessaviri Erisanthe wrote:
[Stuff about SR on an AC]

There might be a better way of doing this, but I tell GMs that my aasimar hunter pushes his celestial lion to lower his SR when they wake up every morning. The SR is rarely going to save him from a spell and I never did find a justification for giving the hunter an exception to his AC's SR. That means the healer-types can heal him, too, without worrying about it.

4/5 ****

Terminalmancer wrote:
Tessaviri Erisanthe wrote:
[Stuff about SR on an AC]
There might be a better way of doing this, but I tell GMs that my aasimar hunter pushes his celestial lion to lower his SR when they wake up every morning. The SR is rarely going to save him from a spell and I never did find a justification for giving the hunter an exception to his AC's SR. That means the healer-types can heal him, too, without worrying about it.

Unless there's something special about the hunter's companion, I've got bad news for you...

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

1/5

I'd personally let companions slide in using the SR doesn't effect self casts, kind of an expansion on the rule that you can cast personal spells on them treating them as yourself.

But yeah, this seems like an annoying problem.

Scarab Sages 5/5 5/55/55/5

2 people marked this as a favorite.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

So it really doesn't come up for paladins much inside of PFS play, and by that point the mount has an int of 6 and can beat the Nagaji paladin at checkers anyway.

Dark Archive 4/5 5/55/55/5 ***

4 people marked this as a favorite.
Flutter wrote:
So it really doesn't come up for paladins much inside of PFS play, and by that point the mount has an int of 6 and can beat the Nagaji paladin at checkers anyway.

Yes, but can either of them play a more civilized game, such as mahjong or go?

1/5

Flutter wrote:

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

So it really doesn't come up for paladins much inside of PFS play, and by that point the mount has an int of 6 and can beat the Nagaji paladin at checkers anyway.

There are a handful of ways to gain a celestial animal well within PFS play. The paladin was probably just an easy example in a book that everyone has and shows that this isn't some new issue created in newer books.

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

Pirate Rob wrote:
Terminalmancer wrote:
Tessaviri Erisanthe wrote:
[Stuff about SR on an AC]
There might be a better way of doing this, but I tell GMs that my aasimar hunter pushes his celestial lion to lower his SR when they wake up every morning. The SR is rarely going to save him from a spell and I never did find a justification for giving the hunter an exception to his AC's SR. That means the healer-types can heal him, too, without worrying about it.

Unless there's something special about the hunter's companion, I've got bad news for you...

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

Hmmm. Well.

The Exchange 1/5

2 people marked this as a favorite.
Terminalmancer wrote:
Pirate Rob wrote:
Terminalmancer wrote:
Tessaviri Erisanthe wrote:
[Stuff about SR on an AC]
There might be a better way of doing this, but I tell GMs that my aasimar hunter pushes his celestial lion to lower his SR when they wake up every morning. The SR is rarely going to save him from a spell and I never did find a justification for giving the hunter an exception to his AC's SR. That means the healer-types can heal him, too, without worrying about it.

Unless there's something special about the hunter's companion, I've got bad news for you...

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

Hmmm. Well.

that moment when you realize you have been doing something wrong for a long time XD

edit (just realized my first star has appeared)

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

leonvios wrote:
Terminalmancer wrote:
Pirate Rob wrote:
Terminalmancer wrote:
Tessaviri Erisanthe wrote:
[Stuff about SR on an AC]
There might be a better way of doing this, but I tell GMs that my aasimar hunter pushes his celestial lion to lower his SR when they wake up every morning. The SR is rarely going to save him from a spell and I never did find a justification for giving the hunter an exception to his AC's SR. That means the healer-types can heal him, too, without worrying about it.

Unless there's something special about the hunter's companion, I've got bad news for you...

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

Hmmm. Well.

that moment when you realize you have been doing something wrong for a long time XD

edit (just realized my first star has appeared)

PFS is very good for showing me which rules I actually know and which rules I thought I knew well enough not to look them up, but actually was remembering some houserule from 15 years ago instead.

Anyway, this makes me unhappy, because now that I know how SR is supposed to be applied in PFS, multiclass hunters and animal companions with SR are not really a good mix. Sigh.

Silver Crusade 4/5

Thomas Hutchins wrote:
Flutter wrote:

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

So it really doesn't come up for paladins much inside of PFS play, and by that point the mount has an int of 6 and can beat the Nagaji paladin at checkers anyway.

There are a handful of ways to gain a celestial animal well within PFS play. The paladin was probably just an easy example in a book that everyone has and shows that this isn't some new issue created in newer books.

Right. I understand that this isn't a thing for Paladins until late in their career. That doesn't mean that it isn't a thing--we have Seeker Paladins floating around. The fact that this isn't some niche thing for some niche build is the main reason to bring Paladins into it. This should be an important question.

This issue cost my Hunter an amount of resources roughly equivalent to a character death to only partially solve, so I care at least.

Silver Crusade 5/5 5/5 **

1 person marked this as a favorite.

There was recently a posting in the rules forum pointing out that if you raise an animal companion you do NOT have to pay for negative levels, instead you have to pay the greatly reduced price to just restore constitution drain

Scarab Sages 5/5 5/55/55/5

1 person marked this as a favorite.

Going to church with your animal companion

An animal companion does not receive a divine patron except under the following exceptions, all but one of which require the animal companion to share the same patron deity as the PC. First, the mount provided by a paladin’s divine bond receives a patron. Second, the animal companion granted by the Animal domain’s animal companion power and Scalykind domain’s serpent companion (or Saurian subdomain’s saurian companion) receives a patron. Third, the animal companions granted by the following archetypes receive patron deities: the sacred huntsmaster (inquisitor), the the divine commander (warpriest), and the divine hunter (hunter) gain a patron. Finally, the imp companion of a diabolist—technically an animal companion—receives a divine patron, but it must be Asmodeus or one of the archdevils.

Silver Crusade 4/5

Just to make sure we understand, the main impact of an animal companion having a divine patron would be that they can select religion-specific rules options, right? (Feats & traits via Additional Traits, probably some other things)

A few roleplaying implications as well and possibly some targeting restrictions are impacted.

Is there something I'm missing, or is that about it?

Scarab Sages 5/5 5/55/55/5

Tessaviri Erisanthe wrote:


Is there something I'm missing, or is that about it?

That would seem to be it.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I'm trying to come up with interesting applications but nothing's come to mind yet.

Dark Archive 4/5

4 people marked this as a favorite.

This opens up some options. We could have a Wolf that worships Gozreh with Riptide Attack, who trips and immediately drags opponents away (steep prereqs, online at lvl 10 for this tree). Or a Gorilla that worships Abadar with Measured Response, that deals the average amount of damage with each blow (just the right amount of carnage). Just to name a few.

I made a list of feats found on the Archives of Nethys that an Animal Companion with a patron could choose. These do not require the ability of casting or class abilities.

Large amount of Deities:
Additional Traits, to gain access to the religion traits.
Celestial Obedience
Deific Obedience
Demonic Obedience
Fey Friend
Heroic Interposition

Abadar:
Measured Response

Asmodeus:
Devilish Pride
Diabolical Negotiator

Calistria:
Bloody Vengeance

Cayden Cailean:
Drunken Brawler

Desna:
Butterfly's Sting

Gorum:
To the Last

Gozreh:
Riptide Attack
Wave Master

Irori:
Steady Engagement

Kurgess:
Intrepid Rescuer

Lamashtu:
Fearsome Finish
Nightmare Scars

Norgorber:
Shadow Dodge

Rovagug:
Breaker of Barriers
Merciless Rush
Oath of the Unbound
Squash Flat

Urgathoa:
Potion Glutton

Zon-Kuthon:
Bloodletting
Cruelty
Welcome Pain

5/5 *** Venture-Agent, Netherlands—Utrecht

5 people marked this as a favorite.

I need a drunken monkey. For reasons. Cayden Cailean-related reasons.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

2 people marked this as a favorite.
Quentin Coldwater wrote:
I need a drunken monkey. For reasons. Cayden Cailean-related reasons.

Oooh, that is a good reason!

5/5 *** Venture-Agent, Netherlands—Utrecht

1 person marked this as a favorite.
Mr. Bonkers wrote:
This opens up some options. We could have a Wolf that worships Gozreh with Riptide Attack, who trips and immediately drags opponents away (steep prereqs, online at lvl 10 for this tree).

I think it can be earlier:

Start out Human or Halfling, with Eye for Talent or Caretaker, up his INT to 4 so it can learn non-animal tricks.
Level 1: Give wolf Dirty Fighting.
Level 2: Give wolf Improved Trip.
Level 4: Give wolf Improved Drag.
Level 8: Give wolf Riptide Attack.

Level 2 and 4 can of course be switched around. Am I missing something?
Small Cat, Hyena, Stegosaurus also have a trip attack. I think the stegosaurus and the wolf are the best options for this. The stegosaurus has a higher STR, damage output and AC once he hits 7, a wolf has way more CON and movement.

Dark Archive 4/5

The wolf was chosen as example due to it being a fairly well known animal companion with the Trip special ability. It works with the others as well.

But Riptide Attack still comes online at lvl 10, due to the fact that Dirty Fighting does not circumvent the need for Power Attack. That one is necessary for Improved Drag, so you need that one in the feet tree as well.

Now that I think about it some more, you indeed also need to have the Human or Halfling racial traits to make it work, cause all mentioned feats require the animal to have 3+ Intelligence. (Unless of course, you're mount starts with 6 Int, then you're ok)

Dark Archive 4/5

1 person marked this as a favorite.

Three other feats I found while skimming my Companions.

Most Deities:
Diverse Obedience
Divine Communion (Unfortunately not PFS Legal, would be a fun experience though)
Reward of the Faithful

That last one is very nice for a Animal Companion whose master is a Healer/Buffer.

5/5 *** Venture-Agent, Netherlands—Utrecht

Mr. Bonkers wrote:

The wolf was chosen as example due to it being a fairly well known animal companion with the Trip special ability. It works with the others as well.

But Riptide Attack still comes online at lvl 10, due to the fact that Dirty Fighting does not circumvent the need for Power Attack. That one is necessary for Improved Drag, so you need that one in the feet tree as well.

Now that I think about it some more, you indeed also need to have the Human or Halfling racial traits to make it work, cause all mentioned feats require the animal to have 3+ Intelligence. (Unless of course, you're mount starts with 6 Int, then you're ok)

Derp, totally missed that Improved Drag required it. I even opened the feat to look at it. Thought it worked exactly like Improved Trip.

Dark Archive 4/5

Quentin Coldwater wrote:
Derp, totally missed that Improved Drag required it. I even opened the feat to look at it. Thought it worked exactly like Improved Trip.

I had to look it up as well, so don't worry about it. I still think it would make for a very fun build though, even if it comes online this late.

Sczarni 5/5 5/55/5 ***

If your Divine Patron is one of the alignment extremes (LG, CG, LE, CE), what happens to your companion's alignment?

Most companions (recognizably not all companions) are Neutral.

Would its alignment 1) stay Neutral, 2) shift to that of the deity's, or 3) shift one step towards the deity's? And if it shifts one step, how do you decide which step?

It's largely an irrelevant question, but it was my immediate thought.

Grand Lodge 2/5

Does Celestial of Fiendish template affect alignment?

Scarab Sages 5/5 5/55/55/5

Streamwalker wrote:
Does Celestial of Fiendish template affect alignment?

No. Like other mortals non humanoid pathfinders are free to choose their own path in life regardless of their planar heritage.

they just all seem to choose neutrality...

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I've been in a situation where a paladin's mount was at ground zero of a mile-wide Holy Word, and we then realized it wasn't actually Good.

Grand Lodge 4/5 5/55/55/55/5 ****

Something awesome that might bear getting added to the information at the start of the thread (if possible).

A teamwork feat called Blades Above and Below. It's from Inner Sea Races and requires a bab of +6. As long as you and your buddy (animal companion) are threatening the same target and different sizes, and the target is one of those sizes, you count as flanking.

Especially for a Hunter who picked Outflank as your precise feat and then give this through Hunter Tactics, it's a pretty potent feat.

I've got a Rogue/Hunter/Cavalier who's sharing it with his mount to get nearly permanent sneak attack.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Pack Flanking from the advanced class guide is similar in effect of that, though it requires combat expertise and int 13 and the you and your companion need to adjacent or sharimg a space.

Shadow Lodge

True, but BAB +6 is a lot easier to get on an animal companion than Int 13 (and another feat).

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

You use Hunter Tactics to share the teamwork feat.

Theoretically you can get Pack Flanking on your companion at level 3 with a hunter or sacred huntsman inquisitor, while Blades Above and Below at it's earliest at level 7 for a level 3 hunter or sacred huntsman/4 full bab class, level 8 for a full hunter or sacred huntsman if you retrain or level 9 for a non-hunter or sacred huntsman with animal companion.

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

I think you're right, Damanta--and that's what I did for my hunter. Combat expertise, outflank, pack flanking, etc. all the way on to broken wing gambit. I guess there's still an argument that Blades Above and Below might be worthwhile for a druid who wild-shapes and teams up with her animal companion in melee, though. They wouldn't benefit from hunter tactics so they'd want something their AC can take on its own.

(Although if you're teaming up with an animal companion and using teamwork feats I'm not really sure why you wouldn't use one of the options that's actually good at that. But to each their own.)

Dark Archive 1/5

I also took Outflank/Pack Flanking with my Hunter who rides his animal companion, as well as Paired Opportunist and going for Broken Wing Gambit. It works very well.

5/5 *****

I have outflank/pack flanking on my sacred huntmaster inquisitor and it works exceptionally well. I prioritised improved spell sharing over other teamwork feats to make spell slots go further.

Sovereign Court 3/5

Sorry if all these points are covered in various other threads, but I'm trying to determine if my cavalier/mount is all legal, and will function the way I intend it to.

Victar
Cavalier (Drill Instructor) 5
Human variant race trait: Eye for Talent
Cavalier Order: Order of the Dragon
Feats: Dirty Fighting, Improved Trip, Paired Opportunists
Tactician Feat: Tandem Trip

I have a series of 3 chronicles that give me an Axe Beak mount.

Mount: Poiyo (+2 INT from Eye for Talent let's me learn non animal companion feats)
Large Axebeak
Feats: Light Armor Proficiency (bonus from Cavalier class), Improved Unarmed Strike, Vicious Stomp, Paired Opportunists

So one of the main questions I have is: As I understand it, while mounted, my mount and I count as being adjacent, so when something we threaten gets tripped my mount can make an attack of opportunity using an unarmed strike (because of vicious stomp) and paired opportunists will then let me make an Attack of Opportunity. Is this correct?

Next question: I have been told that a large Axebeak has 10' reach, but I don't see this listed in the level 4 advancement for the Animal Companion in Bestiary 3. Is this correct or is the person who told me this mis-interpreting something?

edited for clarity and to remove a spoiler

Scarab Sages 5/5 5/55/55/5

Quote:
So one of the main questions I have is: As I understand it, while mounted, my mount and I count as being adjacent

I believe yes.

A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.

Melee Attacks: With a normal melee weapon, you can strike any opponent
within 5 feet. (Opponents within 5 feet are considered adjacent to you.)

If you can be your own ally, you should be adjacent to squares that you're in.

Quote:
so when something we threaten gets tripped my mount can make an attack of opportunity using an unarmed strike and paired opportunists will then let me make an Attack of Opportunity. Is this correct?

Sounds right

Quote:
Next question: I have been told that a large Axebeak has 10' reach, but I don't see this listed in the level 4 advancement for the Animal Companion in Bestiary 3. Is this correct or is the person who told me this mis-interpreting something?

Its the most reasonable conclusion based on available evidence. There's no hard rules for figuring out animal companion reach, but an axebeak fits the pattern of a tall biped having reach, and its bestiary counterpart also has 10 feet of reach. On the first page there's a link to the ape animal companaion having 10 feet of reach. Whether or not that sets a precedent, with no other way to determine the reach if a wild axebeak has a 10 foot reach a similarly sized animal companion really should have the same reach.

You may want to say that you acquired your axebeak *bellyrubs* on your many adventures rather than naming the scenario.

Please be aware that as a biped, your companion may have encumbrance issues. Please double check your and your gears weight and consider diet, exercise, and supplement with potions of ant haul as needed to avoid lumbar strain.

Sovereign Court 3/5

Flutter wrote:
Lots of helpful stuff

Thanks, I edited my post to remove the spoiler

Sczarni 5/5 5/55/5 ***

Flutter wrote:
Victar wrote:
I have been told that a large Axebeak has 10' reach
Its the most reasonable conclusion based on available evidence.

I agree with this as well.

There's nothing in the Animal Companion entries that limits a Horse to a five foot reach, either.

The best practice is to go by the Bestiaries.

Grand Lodge 2/5

Nefreet wrote:
Flutter wrote:
Victar wrote:
I have been told that a large Axebeak has 10' reach
Its the most reasonable conclusion based on available evidence.

I agree with this as well.

There's nothing in the Animal Companion entries that limits a Horse to a five foot reach, either.

The best practice is to go by the Bestiaries.

I'm of the other thought, for PFS we have to go with what's given to us. Mike Brock in his infinite wisdom granted a large monkey a 10' reach, he did not give us a template to move forward off of and say something along the lines of "find the appropriate animal in the bestiary and determine the AC's reach based off of the bestiary entry."

5/5 5/55/55/5

3 people marked this as a favorite.
claudekennilol wrote:


I'm of the other thought, for PFS we have to go with what's given to us. Mike Brock in his infinite wisdom granted a large monkey a 10' reach, he did not give us a template to move forward off of and say something along the lines of "find the appropriate animal in the bestiary and determine the AC's reach based off of the bestiary entry."

Then how do you conclude 5 feet of reach, or zero feet of reach, or any reach at all for that matter? Should all animal companions except the ape be illegal because their reach is a question mark?

Sczarni 5/5 5/55/5 ***

1 person marked this as a favorite.
claudekennilol wrote:
Nefreet wrote:
Flutter wrote:
Victar wrote:
I have been told that a large Axebeak has 10' reach
Its the most reasonable conclusion based on available evidence.

I agree with this as well.

There's nothing in the Animal Companion entries that limits a Horse to a five foot reach, either.

The best practice is to go by the Bestiaries.

I'm of the other thought, for PFS we have to go with what's given to us. Mike Brock in his infinite wisdom granted a large monkey a 10' reach, he did not give us a template to move forward off of and say something along the lines of "find the appropriate animal in the bestiary and determine the AC's reach based off of the bestiary entry."

How do you determine the reach of a Horse, then?

Shadow Lodge

Nefreet wrote:
How do you determine the reach of a Horse, then?

CRB, page 195, Table 8-4: Creature Size and Scale. The real question is: how do you determine if the creature is a "tall" or "long" creature? The only reasonable solution (as Nefreet is implying) is to consult the standard creature Bestiary entry, although even there they don't list it; you have to infer from the listed reach (ie, an axe beak is listed as a large creature with a 10' reach, thus they must be a "tall" creature, while a horse is listed as a large creature with a 5' reach, and thus must be a "long" creature).

Sczarni 5/5 5/55/5 ***

Indeed.

There is no "default" reach of X feet for all Animal Companions.

They're going to vary.

Scarab Sages

Flutter wrote:

Part I

Few things require as much DM adjudication as the diverse and wonderful world of animal companions. Part class feature, part PC, part NPC, Animal companions, their actions and abilities exist in a nebulous intersection of rules, player control, and DM control. So its no surprise that organized play has its own rules about how these non humanoid pathfinders function in the party.

Resources

The druid for basic information about your companion. It is very important to note that the animal you see here IS your animal companion species. If the ability isn't listed here then your animal companion doesn't have it. If for example, the bestiary lion gets a stealth bonus in tall grass while your animal companion lion does not because its not a listed ability

The feats spelled out here as animal companions count as access for those feats, so your animal companion can take say improved natural attack even if your druid can't.

Handle animal skill . Very important to point out that the DC to push a critter is 25. The DC to get an animal to do a trick it knows is 10. These are regardless of the DC's listed next to the trick, which are only the difficulty of TEACHING the critter the trick.

The monkey See Monkey do Blog - Which , among other important information, clarifies that your ape animal companion will not use a manufactured weapon for you. Please respect his or her right to choose their own natural weaponry. It also spells out that raising a critters intelligence to three does NOT mean you can stop making handle animal checks.

According to the guide to organized play, You can only have one combat animal active at any time. This makes archetypes and multiclassing options...

Love this thread, but heads up, some of the links are broken in OP (EDIT though none in my quote above, darn Paizo site cutoff).

Scarab Sages 5/5 5/55/55/5

try them again now that they're not updating the site for starfinder. They all seem to be working here.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Speaking of Starfinder... We are going to have to update this for animal buddies in Spa-a-a-a-a-a-ace!

Scarab Sages 5/5 5/55/55/5

2 people marked this as a favorite.
Hilary Moon Murphy wrote:

Speaking of Starfinder... We are going to have to update this for animal buddies in Spa-a-a-a-a-a-ace!

Just the pigs

651 to 700 of 843 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Druids Log: Animal companions All Messageboards

Want to post a reply? Sign in.