Druids Log: Animal companions


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

I believe so. The feat seems to exist to add a little omf to some of the less popular animal companion choices, who also need loving homes.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I'm not sure if this has been mentioned yet.

One of my players informed me that Qadira, Jewel of the East has a couple of new tricks:
Drive
Find master
Herd
Protect
Quiet Watch: The animal stands watch and alerts master quietly, if able.

As I don't own the book yet, I have no idea what they do exactly except for Quiet Watch, because my player's animal companion had that feat and he explained it.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Here's the relevant stuff from Qadira, Jewel of the East (which is a delightful book, by the by, and I recommend it).

Drive, Find Master, Herd, Protect, Quiet Watch wrote:

Drive (DC 25): The animal attempts to drive away any enemy mount not bearing a rider or any non-magical creature belonging to an opponent. The enemy mount or creature must succeed at a DC 10 Will save to resist being driven away. If it fails, it flees at its move speed with the animal in pursuit until they are 120 feet away from where they started. The animal attempts to keep its enemy there until the animal's master instructs it to release the enemy mount. After it flees, the enemy mount can attempt a new Will save to break free of the animal's control. Animal companions cannot be affected by this trick.

Find Master (DC 15): The animal attempts to locate its master. If it has scent, it tracks her via scent as per the track trick. It does not move at a greater speed than the person who gave the command, and it stops to wait if that person ceases to follow it.
Herd (DC 20) The animal herds any non-animal-companion mounts not bearing a rider and any friendly non-combatants away from combat. An animal with an Intelligence score of 2 or higher selects four targets, plus an additional one for each point of Intelligence above 2, and drives them away from combat. If an enemy attacks the animal or any of its targets, the animal attacks the opponent until its targets are no longer within the enemy's reach, then resumes driving them away. After the animal and its targets are 120 feet from the nearest foe, the animal stops and waits until recalled by its master. A target can attempt a DC 10 Will save to resist being herded.
Protect (DC 20): The animal stands beside a designated target and readies an action to attack any non-ally that moves into a space adjacent to that of the target.
Quiet Watch (DC 20): The animal stands watch over an area as per the watch trick. If alerted to danger, it attempts to silently alert its master, such as by nosing her. If the animal's master cannot be silently alerted, it raises an alarm as per the watch trick.

4/5 **** Venture-Lieutenant, Maryland—Hagerstown

Nice tricks...but is it worth the 16 dollar PDF?

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Zachary Davis wrote:
Nice tricks...but is it worth the 16 dollar PDF?

It's a very interesting book, in my opinion. It really gives different parts of Qadira, its relationship with the rest of Kelesh, and especially the smaller tribes and peoples Kelesh conquered to create the satrapy some cool and much-needed flavor.

3/5

Drive, Find Master, Herd, Protect, Quiet Watch wrote:


Protect (DC 20): The animal stands beside a designated target and readies an action to attack any non-ally that moves into a space adjacent to that of the target.

Normally I'm asking a player if the animal readies or delays or aids if told to guard an ally that is not being attacked at the moment. The extra specificity can be nice.

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

1 person marked this as a favorite.

Protect has two problems.

1) is that its pretty much what you'd expect defend to do, but worse because

2) lots of things attack from reach, and as written Its going to stand there and let an ogre with a greatclub play whackamole with your healer*

*statement not an endorsement of whackamole by druids local 704. Inventors of whackamole have already been dealt with. If you want to know how, see the only game of whackamole endorsed by druids local 704.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

From the writeup it seems that Protect is slightly proactive (specified ready attac), while Defend to me is more reactive.

I'd personally imagine that while protecting the animal uses the move action to interpose itself between the designated target and the closest threat, and while defending the animal would just watch until her designated target got attack and then maul whatever it was that attacked her target.

5/5 5/55/55/5

1 person marked this as a favorite.
Damanta wrote:

From the writeup it seems that Protect is slightly proactive (specified ready attac), while Defend to me is more reactive.

I'd personally imagine that while protecting the animal uses the move action to interpose itself between the designated target and the closest threat, and while defending the animal would just watch until her designated target got attack and then maul whatever it was that attacked her target.

but you only get that from comparing the two. So once again we have a rumor monger like ability where something that should be part of something else requires its own separate investment simply because something new came along.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
BigNorseWolf wrote:
but you only get that from comparing the two. So once again we have a rumor monger like ability where something that should be part of something else requires its own separate investment simply because something new came along.

Sadly that's all too true yes.

I do like the other new ones though, especially Drive and Herd

1/5

Flutter wrote:

Protect has two problems.

1) is that its pretty much what you'd expect defend to do, but worse because

2) lots of things attack from reach, and as written Its going to stand there and let an ogre with a greatclub play whackamole with your healer*

I tend to agree with both points and I am pretty sure I've lobbied my GM to allow my companion to ready an attack action using Defend.

However, Protect also has the issue with preventing the companion from making Full Attacks. A readied attack moves the attacker's init ahead of the triggering act. So every round, the companion is going to Ready-mode and only getting a single attack if provoked.

Regarding #2, I think a GM should assume that the companion would attack anything that attacks using melee, reach or not. The problem is what happens if the companion can't reach the attacker? Does it then use a move action on its next turn to advance and attack normally or does it simply advance within melee and ready another attack?

The companion rules/tricks are kind of a mess. I wish Paizo, or at least PFS, would do an overhaul.

Finally, are there things that are non-Allies, but not hostile in combat?

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Nefreet wrote:
James Anderson wrote:
Lorewalker wrote:
you can use share spells to cast Overland Flight on it.

Actually that doesn't work. While you can teach your companion tricks for Air Walk, there is no trick for fly / overland flight. So you have to Push it every turn to get your mount to carry you into the air.

Such was the ruling when I played at Tonya's table.

Although I can confirm her ruling, I have since looked at it differently:

  • Int 3+ animals can put ranks into any skill.
  • Fly is a class skill for Companions and Familiars.
  • You can put ranks into Fly only if you have a reliable (assumed daily) means of flight.
  • So if you can reliably cast Fly or Overland Flight, then you could theoretically train your Companion (AKA put ranks into) to fly.

Plus, we must remember that there is technically no trick to make an animal use a skill that it has ranks in. I feel that a good default is to treat having skill ranks the same as having feats when considering what a Companion can and can't do.

While I absolutely respect Tonya's ruling for that game, I didn't get the feeling that it was meant as a "Campaign wide" decision.

At least currently, it's still subject to table variation.

How would you recommend a pure martial character, such as a cavalier, get a daily use of flight for the mount?

Scarab Sages

James Anderson wrote:
How would you recommend a pure martial character, such as a cavalier, get a daily use of flight for the mount?

Well, there is that Cavalier Order that grants the ability to use Scrolls. Potions or Wands via UMD could also work.

There is also the Monstrous Mount feat, that does allow access to flying mounts.

There's also the Ghost Rider archetype for the Cavalier, which can fly at higher levels.

And, of course, you could also take one of the Cavalier archetypes that grants wider mount/companion access.

4/5

Murdock Mudeater wrote:
James Anderson wrote:
How would you recommend a pure martial character, such as a cavalier, get a daily use of flight for the mount?
Well, there is that Cavalier Order that grants the ability to use Scrolls. Potions or Wands via UMD could also work.

This doesn't work. Consumables are not daily-access since you'd need to spend an indeterminate amount of gold between scenarios to use them daily.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Retraining an archetype into Ghost Rider would let the mount fly at level 14, past the range of pfs. With the other options I'd have to get a different type of animal.

And I was with Gino that consumables don't allow access, which was I I'm asking for other ways. But I just had a though - the retraining rules DO put a number on the days needed. 5 days per rank. By that measure, you would need 5 scrolls or wand charges per rank you want in fly (And 5 prestige...) but it might be viable.

Scarab Sages

Ah, so that's the issue, that PFS indeterminent time between sessions.

Okay, so first, animal companions and mounts can be replaced for free, each session, in PFS. They lose any tricks they didn't start with, but it means that there's no point in retraining a mount to gain ranks in fly. The rider of a flying mount doesn't need the flying skill. The mount is the only one that needs it. So once you gain the ability to fly with your mount, replace it with one that has full ranks in fly. No retraining required, though you will need to teach some new tricks.

So for Small Cavaliers, there are many options. The Huntmaster can take a Bird Companion, which is Small, but that means you could give it the Undersized Mount feat and have a flying first level. The Castellan can also take a Bird Companion, though his isn't gained until 4th. The Animal Ally feat can also grant a Bird Companion to a Cavalier archetype that replaces companion/mount access with something else.

More restrictive options for medium Cavaliers. The Drake Rider can learn to fly at 7th. The Hippogriff and Griffon can be acquired at 4th, but can't be ridden as flying mounts until 7th. The Small Cavalier has the same access to these mount options.

For non-cavaliers with druid companion access, the Vulture, Mantis, and Wasp can all be undersized flying mounts for a medium character at first level (and normal size mounts for small characters).

Silver Crusade 1/5

Murdock Mudeater wrote:
For non-cavaliers with druid companion access, the Vulture, Mantis, and Wasp can all be undersized flying mounts for a medium character at first level (and normal size mounts for small characters).

The starting STR scores for those companions make them unsuitable for carrying Medium creatures and their equipment loads out of the gate. There are a couple of solutions though. The Ant Haul spell is one, or Reduce Person on the rider (which cuts the weight of the rider and its equipment by a factor of 8).

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

I'm not looking for a dedicated flyer. I want to keep my axebeak, and when needed feed it a potion of fly, and have it still able to function as a charging mount.

Which was exactly the situation at table, when I was told that because it lacked any points in the fly skill, it was unwilling to fly despite now having the ability to. And having a 3 int, and 1 linguistics.

Note that my own character isn't pure martial - I've got 3 levels of hunter. At one more level I could take Raven's Flight and have it turn into a (flighty) bird and fly for 2 rounds per day, which somehow fulfills the requirement. Or I can use scrolls of Air Walk instead of potions of fly. But I'm posing the question for the pure martials out there.

Ironically, you can get a saddle that gives an Aquatic mount 7 minutes of air-walk per day, using its swim speed to do so. But there's nothing for land-bound creatures.

Scarab Sages

supervillan wrote:
Murdock Mudeater wrote:
For non-cavaliers with druid companion access, the Vulture, Mantis, and Wasp can all be undersized flying mounts for a medium character at first level (and normal size mounts for small characters).
The starting STR scores for those companions make them unsuitable for carrying Medium creatures and their equipment loads out of the gate. There are a couple of solutions though. The Ant Haul spell is one, or Reduce Person on the rider (which cuts the weight of the rider and its equipment by a factor of 8).

Hmmm...fair point. I suppose you could have a medium or heavy load encumberance, but I very much see your point.

For an INT 3+ animal companion, you could take either Additional Traits feat for the Muscle of Society trait, or the Cut Your Losses feat, as both grant +2 strength for the purposes of determining carry weight. Neither are really an option for a 1st level creature.

The Totem Beast feat could grant +1 strength via the Bull Totem. This one requires the Animal Companion Class Feature. Though, this one is selected via the Character's feats, not the companion's.

There's also a small handful of Racial Traits that grant additional attribute scores to their companion.

I will note that the ONLY instance of Pathfinder having gender bias in game mechanics is that females weigh less than males in Pathfinder, so when it really matters for the carry weight of a mount, play a female and your weight will drop at least a bit.

Another point of note is that in PFS you could also have a secondary mount which served entirely in a baggage capacity (move actions only). So if the issue is in gear that you wouldn't need while mounted, there is that option.

Oh, one more. You could potentially make a mount out of a Familiar. Familiars can be acquired entirely via feats (either the Eldrich Heritage route, or the Familiar Bond route). And there is now a familiar archetype that can grow in size to be medium.

Scarab Sages

James Anderson wrote:

I'm not looking for a dedicated flyer. I want to keep my axebeak, and when needed feed it a potion of fly, and have it still able to function as a charging mount.

Which was exactly the situation at table, when I was told that because it lacked any points in the fly skill, it was unwilling to fly despite now having the ability to. And having a 3 int, and 1 linguistics.

Note that my own character isn't pure martial - I've got 3 levels of hunter. At one more level I could take Raven's Flight and have it turn into a (flighty) bird and fly for 2 rounds per day, which somehow fulfills the requirement. Or I can use scrolls of Air Walk instead of potions of fly. But I'm posing the question for the pure martials out there.

Ironically, you can get a saddle that gives an Aquatic mount 7 minutes of air-walk per day, using its swim speed to do so. But there's nothing for land-bound creatures.

So a bird companion needs ranks in fly to be able to fly? Sounds fishy. Though I suppose that with armor check and wind penalties, the GM may have been being nice so as to avoid killing your character with falling damage. As written, the Fly spell as a potion would only grant +2 to fly (1/2 caster level, 3rd level spell). So your mount's dex + 2 would be your fly skill. If your mount is Large, you take a -2 size penalty to fly.

I do think it's wierd that neither the fly skill nor the ride skill directly cover flying mounts.


Pathfinder Starfinder Roleplaying Game Subscriber

Don't forget the fly spell grants good maneuverability, which grants an additional +4 bonus on Fly checks in addition to 1/2 the caster level of the potion and your mount's Dexterity modifier.

4/5 ****

Luthorne wrote:
Don't forget the fly spell grants good maneuverability, which grants an additional +4 bonus on Fly checks in addition to 1/2 the caster level of the potion and your mount's Dexterity modifier.

There's some disagreement regarding that.

Fly Rules wrote:

A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Axebeak is normally a flightless bird, thus the need for a potion / scroll. On my mount, the spell would result in a total skill modifier of +6 without any points in it (pointed goes up to +10). Plenty for charging around.

5/5 *****

Pirate Rob wrote:
Luthorne wrote:
Don't forget the fly spell grants good maneuverability, which grants an additional +4 bonus on Fly checks in addition to 1/2 the caster level of the potion and your mount's Dexterity modifier.

There's some disagreement regarding that.

Fly Rules wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability.

There shouldn't be anymore, it was resolved in a FAQ ages ago and you do get the bonus.

A bird may well not have any ranks in the fly skill but skill checks are only needed to take the actions listed in the skill. Provided you are moving at least half your speed and not trying to make any sharp turns you don't need to make a check unless you get hit or crash into something. It can also be used untrained.

5/5 *****

Relevant FAQ Link

4/5 ****

Nice, thanks, I missed that FAQ. Timing isn't surprising considering I was discussing with RogueEidolon right around when he was hired.

Scarab Sages

Luthorne wrote:
Don't forget the fly spell grants good maneuverability, which grants an additional +4 bonus on Fly checks in addition to 1/2 the caster level of the potion and your mount's Dexterity modifier.

Okay, Axebeak is base 17 dex, -2 when they become large at 7th level, so 15 dex, but then you have +3 strength and Dex at that same level via animal companion stats, so that's 18 dex and if both ability score increases for 7th level go to dex, that's 20 dex, or a +5 mod. So With the potion of fly, you should be adding +6 due to the caster level (5/2=2.5 which rounds down to 2) and the good manuverability, but then you subtract 2 for the mount being large. So +9 on fly checks for a 7th level axebeak companion, if I'm adding this right. Fly is subject to both encumberance and armor check, some further penalties there.

But not sure why ranks in fly are "required" for a mount/animal companion to be able to fly. I'm pretty sure it works the other way, in that being able to fly is required to put ranks in fly. If I have a Bird Companion, are they really unable to fly without ranks in the fly skill? That would be an annoying skill tax.

And in closer reading of the Fly spell, looks like certain aspects of the spell apply whether the subject is flying or not (like the inability to run...).

5/5 5/55/55/5

murdock wrote:
But not sure why ranks in fly are "required" for a mount/animal companion to be able to fly.

Its a reasonable call by the DM that as there is no fly trick the animal can't do it without having the trick, or something that makes a trick unnecessary.

A work around would be a feat or ability that an animal is allowed to use without you directing it, like a wolf tripping when biting or a kitty pouncing or an eagle using it's fly speed.

1/5

1 person marked this as a favorite.

You need a specific trick to let it air-walk. I don't see why fly would really work that differently.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Murdock Mudeater wrote:

But not sure why ranks in fly are "required" for a mount/animal companion to be able to fly. I'm pretty sure it works the other way, in that being able to fly is required to put ranks in fly. If I have a Bird Companion, are they really unable to fly without ranks in the fly skill? That would be an annoying skill tax.

And in closer reading of the Fly spell, looks like certain aspects of the spell apply whether the subject is flying or not (like the inability to run...).

Tanya's ruling when I was at her table was that because I had no ranks in fly, no Trick for fly (because there isn't one) and the companion is normally flightless, my companion is unwilling to serve as a flying mount when the fly spell was cast on it.

She's the boss, so I'll work with that. But I'm looking for how to fix it in the future. I do have Air Walk Trick, Int 3, and Linguistics.

5/5 *****

James Anderson wrote:

Tanya's ruling when I was at her table was that because I had no ranks in fly, no Trick for fly (because there isn't one) and the companion is normally flightless, my companion is unwilling to serve as a flying mount when the fly spell was cast on it.

She's the boss, so I'll work with that. But I'm looking for how to fix it in the future.

You could look at the perform trick as an alternative way of doing it.

Alternatively invest more in handle animal and take move actions to push.

Grand Lodge 2/5

James Anderson wrote:

I'm not looking for a dedicated flyer. I want to keep my axebeak, and when needed feed it a potion of fly, and have it still able to function as a charging mount.

Which was exactly the situation at table, when I was told that because it lacked any points in the fly skill, it was unwilling to fly despite now having the ability to. And having a 3 int, and 1 linguistics.

Note that my own character isn't pure martial - I've got 3 levels of hunter. At one more level I could take Raven's Flight and have it turn into a (flighty) bird and fly for 2 rounds per day, which somehow fulfills the requirement. Or I can use scrolls of Air Walk instead of potions of fly. But I'm posing the question for the pure martials out there.

Ironically, you can get a saddle that gives an Aquatic mount 7 minutes of air-walk per day, using its swim speed to do so. But there's nothing for land-bound creatures.

Zarta just gives me a scroll of Airwalk everytime I go out. But I can understand how that won't work for everyone.

Scarab Sages

James Anderson wrote:
Murdock Mudeater wrote:

But not sure why ranks in fly are "required" for a mount/animal companion to be able to fly. I'm pretty sure it works the other way, in that being able to fly is required to put ranks in fly. If I have a Bird Companion, are they really unable to fly without ranks in the fly skill? That would be an annoying skill tax.

Tanya's ruling when I was at her table was that because I had no ranks in fly, no Trick for fly (because there isn't one) and the companion is normally flightless, my companion is unwilling to serve as a flying mount when the fly spell was cast on it.

She's the boss, so I'll work with that. But I'm looking for how to fix it in the future. I do have Air Walk Trick, Int 3, and Linguistics.

Strange. Well, not sure if that ruling at her table was meant to be offical, or just table variation. But, yeah, no point in debating it, since even if it's just table variation, the goal is to be able to "always" have the option to fly, so there's no functional difference between table variation and an offical ruling in this case.

Seems like your options are spelled out pretty well: Get a trick for fly (maybe a supplement will add it), Find a way to gain ranks in fly, or switch to a companion that isn't normally flightless. What about a magic item that grants the ability to fly to animal companion?

Did a search in archives of Nethys for magic items with the keyword "fly" and I came up with a decent list. Looks like your choices are either wonderous items (would require feat to unlock the magic item slot) or magical barding (often expensive, but also feat demanding if you need the heavier armors).

None of them are very cheap, but there is a Heavy Armor upgrade from Armor Master's Handbook called, "Radiant Flight," which costs +15k to the cost of any heavy armor (so about 16k when attached to +1 armor). Could also get some Winged Boots. Those are 16k, and would require a feat to unlock the magic item slot (plus I'm unsure if the axebeak can wear them at all). Allows the wearer to fly as the spell 3/day for 5 minutes each use. Yeah, 16k seems to be about the minimum cost for a magic item that grants daily uses of a flight ability. Not sure what level your character is, but it might be more practical to just switch for a naturally flying companion.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Learning to fly:

1. Baleful polymorph your animal companion into a chicken.
2. Teach it to fly.
3. Dispel the baleful polymorph.

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

James Anderson wrote:
Murdock Mudeater wrote:

But not sure why ranks in fly are "required" for a mount/animal companion to be able to fly. I'm pretty sure it works the other way, in that being able to fly is required to put ranks in fly. If I have a Bird Companion, are they really unable to fly without ranks in the fly skill? That would be an annoying skill tax.

And in closer reading of the Fly spell, looks like certain aspects of the spell apply whether the subject is flying or not (like the inability to run...).

Tanya's ruling when I was at her table was that because I had no ranks in fly, no Trick for fly (because there isn't one) and the companion is normally flightless, my companion is unwilling to serve as a flying mount when the fly spell was cast on it.

She's the boss, so I'll work with that. But I'm looking for how to fix it in the future. I do have Air Walk Trick, Int 3, and Linguistics.

As I understand, that just makes it a ruling at her table. However, I think it makes sense and I'd probably run it the same way.

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

Murdock Mudeater wrote:

Seems like your options are spelled out pretty well: Get a trick for fly (maybe a supplement will add it), Find a way to gain ranks in fly, or switch to a companion that isn't normally flightless. What about a magic item that grants the ability to fly to animal companion?

Did a search in archives of Nethys for magic items with the keyword "fly" and I came up with a decent list. Looks like your choices are either wonderous items (would require feat to unlock the magic item slot) or magical barding (often expensive, but also feat demanding if you need the heavier armors).

None of them are very cheap, but there is a Heavy Armor upgrade from Armor Master's Handbook called, "Radiant Flight," which costs +15k to the cost of any heavy armor (so about 16k when attached to +1 armor). Could also get some Winged Boots. Those are 16k, and would require a feat to unlock the magic item slot (plus I'm unsure if the axebeak can wear them at all). Allows the wearer to fly as the spell 3/day for 5 minutes each use. Yeah, 16k seems to be about the minimum cost for a magic item that grants daily uses of a flight ability. Not sure what level your character is, but it might be more practical to just switch for a naturally flying companion.

Keep in mind that animal companions can't activate magic items, only use passive bonuses. So for example Winged Boots aren't a solution.

I think right now the cheapest solution is to use Air Step, at least as a druid; since that spell references having ranks in Fly, it looks like you could use it to practice Fly. A druid could use Share Spells on his companion with it.

Not much help to a cavalier I'm afraid.

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

Lau Bannenberg wrote:
Murdock Mudeater wrote:

Seems like your options are spelled out pretty well: Get a trick for fly (maybe a supplement will add it), Find a way to gain ranks in fly, or switch to a companion that isn't normally flightless. What about a magic item that grants the ability to fly to animal companion?

Did a search in archives of Nethys for magic items with the keyword "fly" and I came up with a decent list. Looks like your choices are either wonderous items (would require feat to unlock the magic item slot) or magical barding (often expensive, but also feat demanding if you need the heavier armors).

None of them are very cheap, but there is a Heavy Armor upgrade from Armor Master's Handbook called, "Radiant Flight," which costs +15k to the cost of any heavy armor (so about 16k when attached to +1 armor). Could also get some Winged Boots. Those are 16k, and would require a feat to unlock the magic item slot (plus I'm unsure if the axebeak can wear them at all). Allows the wearer to fly as the spell 3/day for 5 minutes each use. Yeah, 16k seems to be about the minimum cost for a magic item that grants daily uses of a flight ability. Not sure what level your character is, but it might be more practical to just switch for a naturally flying companion.

Keep in mind that animal companions can't activate magic items, only use passive bonuses. So for example Winged Boots aren't a solution.

I think right now the cheapest solution is to use Air Step, at least as a druid; since that spell references having ranks in Fly, it looks like you could use it to practice Fly. A druid could use Share Spells on his companion with it.

Not much help to a cavalier I'm afraid.

Funny, I see it the other way around: your time spent practicing flying allows you to be more stable while Air Stepping, not vice versa.

Grand Lodge 3/5

Is there a list of viable Summon Nature's Ally list, that can be sorted by animal type?

I have a saurian shaman druid, and in my last session, i summoned a giant frog- and another player commented that frogs aren't reptiles. Frogs are Amphibians, a subclass of reptiles.
And i only have the Bestiary 1 to gather summons/wild shapes from

4/5 ****

While not a biology expert my understanding is that amphibians are NOT a subclass of reptiles.

Reptiles are born in eggs on land and amphibians are born in eggs in the water.

Although herpetologists study both. (along with caecilians)

---

So I went here and restricted the search to animals from bestiary 1.

Reptile is not a game term, but rather a real world term and thus doesn't show up on animal listings.

A brief perusal there lead to to believe the following creatures from Bestiary 1 are reptiles:

Celestial lizard
Celestial Viper
Crocodile
Crocodile, Dire
All the Dinosaurs
Fiendish lizard
Fiendish Viper
Lizard, Giant Frilled
Lizard, Monitor
Snake, Anaconda
Snake, Anaconda (Huge)
Snake, Constrictor
Snake, King Cobra
Snake, Venomous

There are quite possibly some vermin that are reptiles as well that I didn't get to.

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

The SNA list references only the first Bestiary anyways. No need to own the others (although for Wildshape they're useful).

If you're going to lump amphibians with reptiles you may as well lump birds with dinosaurs, too.

Grand Lodge 2/5

Selvaxri wrote:
Frogs are Amphibians, a subclass of reptiles.

That's an interesting claim.

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

4 people marked this as a favorite.

Apparently players need more ranks in knowledge nature to play druids...

2/5 5/5 Venture-Agent, Indiana—Lafayette

To really get technical, dinosaurs aren't reptiles either.

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

Dinosaurs are indeed reptiles.

"The word dinosaur comes from the Greek terms dienos (terrible) and sauros (lizard). Dinosaurs are their own category of animal, most closely related to birds and crocodiles. They come from a group of reptiles called Archosauromorphs."

Thankfully that's not an issue with the Saurian Shaman, since their class features work with Dinosaurs and reptiles.

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Nefreet wrote:

Dinosaurs are indeed reptiles.

Depends on your phylogeny scheme. I mean the only reason we're not reptiles by monophylia (everything from a common ancestor on down) is some really fine tuning specifically to stop us from being reptilessssssss

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Nefreet wrote:

Dinosaurs are indeed reptiles.

Depends on your phylogeny scheme. I mean the only reason we're not reptiles by monophylia (everything from a common ancestor on down) is some really fine tuning specifically to stop us from being reptilessssssss

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
BigNorseWolf wrote:
Nefreet wrote:

Dinosaurs are indeed reptiles.

Depends on your phylogeny scheme. I mean the only reason we're not reptiles by monophylia (everything from a common ancestor on down) is some really fine tuning specifically to stop us from being reptilessssssss

Huh. I only ever see Synapsida as a sister clade to Sauropsida nowadays.

(Fun fact: caecilians are amphibians too!)

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

Nagaji are considered reptilian, but spun off from nagas, which as aberrations shouldn't really go into the animal kingdom...

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

Nagaji are people, too.

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