Druids Log: Animal companions


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Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

"A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks."

What do people think about this, are any of the skirmisher's tricks worth taking?

Grand Lodge 2/5

Question. If my ranger's horse companion knows all tricks that are part of Combat Training purpose, does that horse count as combat trained, or do I have to wait until my ranger is high enough level?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Darrell Impey UK wrote:

"A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks."

What do people think about this, are any of the skirmisher's tricks worth taking?

It is good, but we are still waiting for the final wording of the errata document, for an animal companion can IIRC use it 1/2 HD + WIS mod times per day.

It's good, but you have to announce that you are using it before you make your attack roll, and if you miss, you daily use is wasted.

My animal companion usually learns to inflict shaken, entangled and -2 to attack rolls, everything that affects the animal companion (like an extra attack) doesn't seem to work unless your animal companion has an animal companion.. and that isn't easy to do.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Streamwalker wrote:
Question. If my ranger's horse companion knows all tricks that are part of Combat Training purpose, does that horse count as combat trained, or do I have to wait until my ranger is high enough level?

Well if your Horse has learned the combat training purpose, or has alternatively learned all the separate tricks, it counts as combat trained in my opinion. Note that horses are somewhat of an exception here, only animal companions with INT 2 and more. can actually learn 6 tricks (excluding bonus tricks from being a level 6+ Hunter or Druid).

Horses are smart ^^

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Ranger skirmisher tricks on the hunters companion are usable 1/2 HD + wis modifier per day as Sebastian already mentioned.
Edit: Found the post from the Design Team here

As far as useful tricks, everyone has different tastes I think.

My hunter's mammoth has been taught the following skirmisher tricks:

Catfall (Ex):
The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.

I forgot I had this during the last time I played her, so I ended up taking damage from a 20 ft. fall, but after that it was a lot easier for the rest of the players to come down, as we turned a 20 ft. fall into a 10 ft. drop onto a mammoth, and then a 10 ft. drop down to the ground.

Rattling Strike (Ex):
The ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Making an enemy shaken for 1d4 rounds is awesome.

Tangling Attack (Ex):
The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

I like inflicting entangled conditions on enemies.

Upending Strike (Ex):
The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Both a way to get an enemy to use up attacks of oppertunity and being prone makes for an unhappy enemy usually.

Tricks I'm considering:

Cunning Pantomime (Ex):
As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Just for the amusement factor. "Oh no-one knows how to talk with that creature? I can get my mammoth to do the talking ..." What's a mere -6 on bluff/diplomacy rolls when you have a mammoth doing the negotiations ;)

Other useful ones are:

Aiding Attack (Ex):
The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Free aid another. Not bad.

Chameleon Step (Ex):
The ranger can move up to twice his speed as a move action. The ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Some extra maneuverability is always useful.

Distracting Attack (Ex):
The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Stacks with other penalties on attack rolls for making an enemies to hit even lower.

Second Chance Strike (Ex):
When he misses with a melee attack, the ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

While the -5 hurts, rerolling that 1 is always nice.

Vengeance Strike (Ex):
The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Extra attacks are always nice I think.

Grand Lodge 2/5

I like Upending Strike and Vengeance Strike.

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Mmm, the change to its Wis bonus restricts it a bit at lower levels.

Silver Crusade 2/5

Most animal companions have a 12 Wisdom, from the core. Poor pony and camel only have 11. Birds have 14 and big cats have 15. So, it isn't like animal companions are all negative WIS modifiers.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I once made a list of animal companions by wisdom score.

There is 1 animal companion with a negative wisdom modifier:
Frog (9)

There are 9 animal companions with a wisdom modifier of 0:
Electric Eel and Pygmy Hippopotamus (10)
Auroch, Axebeak, Camel, Kangaroo, Lizard (Giant Chameleon), Pony and Yzobu (11)

There are 32 animal companions with 12 wisdom, and 29 with 13 for a total of 61. Not gonna list those :P

16 animal companions have wisdom 14 or 15:
Bird (Eagle/Hawk/Owl), Dinosaur (Dimorphodon), Dinosaur (Pteradon), Dire Bat, Lizard (Giant Gecko), Megafauna (Basilosaurus), Orca, Pterosaur (Quelzalcoatlus) and Ram with 14.
Cat, Big (Lion, Tiger), Dinosaur (Allosaurus), Dinosaur (Tyrannosaurus), Elk, Megafauna (Megaloceros), Stag and Vulture, Giant with 15.

There is one interesting animal companion who has both 13 and 14 wisdom, because it has 2 different entries:
Pterosaur (Dimorphodon) has 13 wisdom, while the Dinosaur (Dimorphodon) has 14. The Dino is from bestiary 4, while the Ptero is from pathfinder #37, Souls for Smuggler's Shiv.

If we check the verminious companions, those are low on wisdom. Only 3 of the 10 vermin companions have a wisdom bonus, the others have none (but no penalty either).


Nice list. Thanks for it.
Sadly that does little to change the go-to companions. Those that were the best before still come out good. And the poor frog will even find less friends than before.

A T-Rex with vital strike line would benefit greatly from second chance strike and/or vengeance strike.

1/5

I just thought of something... If skirmisher tricks can be taught to the companion - can you then "push" the companion to do skirmisher tricks it does not know?


Derwalt wrote:
I just thought of something... If skirmisher tricks can be taught to the companion - can you then "push" the companion to do skirmisher tricks it does not know?

Without Errata I would say yes? Here is what it says under handle animal for 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."

Any skirmisher trick a hunter's animal companion is physically capable of performing should be allowed to attempt with a Push

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

The 1/2 HD+ Wis/day limit is for total trick usage rather than per trick though, isn't it?

Grand Lodge 2/5

Darrell Impey UK wrote:
The 1/2 HD+ Wis/day limit is for total trick usage rather than per trick though, isn't it?

Yes, that only applies to the Animal Companion's ranger skirmisher tricks.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Derwalt wrote:
I just thought of something... If skirmisher tricks can be taught to the companion - can you then "push" the companion to do skirmisher tricks it does not know?

You are making the assumption that you actually have/can teach them to your companion. Since they have no listed handle animal DC, I would assume that you can access all the tricks.

Not actually that powerful since most hunters will have 2-4 favorite tricks, and it will be nice to have the other ones when you really need them.

Grand Lodge 2/5

Sebastian Hirsch wrote:
Derwalt wrote:
I just thought of something... If skirmisher tricks can be taught to the companion - can you then "push" the companion to do skirmisher tricks it does not know?
You are making the assumption that you actually have/can teach them to your companion. Since they have no listed handle animal DC, I would assume that you get to use everyone.

I hope you're being flippant because it's abundantly clear that this is definitely not the case.

PRD, Hunter wrote:
A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks

Maybe I just misunderstood what you meant, but it looks like you meant that you can just use them without pushing/teaching or taking up any trick slots.

5/5 *****

Hi Flutter,

I wonder if you would be willing/able to outline the differences between mounts and animal companions as regards how to control and make use of them in combat. I had this come up in a recent scenario where one PC was riding his war trained dog and it was unclear if Ride completely replaced the need for Handle Animal or not.

Scarab Sages

Andreww,
The two skills are used in tandem for mounted characters. Ride is used to determine if you are knocked from your mount and for various actions the mount may need to use in combat. If you take a hit and fail a DC 5 ride check, you roll a d% based on what saddle you're using to see if you fall from your saddle. Since any class with the mount feature gets Ride as a class skill, most of the time, this can be negated by a single rank in the skill. Handle Animal is used to direct the animal to use tricks or to do something it might be able to. It's also used to teach tricks to the animal.

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

andreww wrote:
I wonder if you would be willing/able to outline the differences between mounts and animal companions as regards how to control and make use of them in combat. I had this come up in a recent scenario where one PC was riding his war trained dog and it was unclear if Ride completely replaced the need for Handle Animal or not.

Just read through the Ride and Handle Animal skill descriptions. They cover entirely different utilities.

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

andreww wrote:

Hi Flutter,

I wonder if you would be willing/able to outline the differences between mounts and animal companions as regards how to control and make use of them in combat. I had this come up in a recent scenario where one PC was riding his war trained dog and it was unclear if Ride completely replaced the need for Handle Animal or not.

There's a little table variation on that, but I think ride pretty much negates most of the need to make handle animal checks.

Most of the differences show up in the mounted combat section of the combat chapter. A few points.

____
Ride: Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

__

Even if you limit "as you direct it" to movement, your combat trained mount has defend and is set to defend you by default, so you're moving right next to a threat and mr wolfy should respond with big sharp pointy teeth.

Reading the rules another way would make mundane combat trained mounts entire worthless, since their knight would need to spend their move action telling their steed to attack.

You would probably only need to command the animal to attack if you wanted to hit different targets, or MAYBE in a big crowd of bad guys.

Grand Lodge 2/5

Flutter wrote:
andreww wrote:

Hi Flutter,

I wonder if you would be willing/able to outline the differences between mounts and animal companions as regards how to control and make use of them in combat. I had this come up in a recent scenario where one PC was riding his war trained dog and it was unclear if Ride completely replaced the need for Handle Animal or not.

There's a little table variation on that, but I think ride pretty much negates most of the need to make handle animal checks.

I agree, however, I think you missed something, or maybe I'm not understanding your interpretation.

"Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action." DC 10. It's never a move action to tell your steed to attack (unless you meant you're doing it via Handle Animal instead in which case it would be--but you should probably never attempt it via Handle Animal when you can do it via Ride for free).

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

"Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action." DC 10. It's never a move action to tell your steed to attack (unless you meant you're doing it via Handle Animal instead in which case it would be--but you should probably never attempt it via Handle Animal when you can do it via Ride for free).

I've seen that read as both

[With a dc 10 ride check you can] direct your war-trained mount to attack in battle

and

If you direct your war-trained mount to attack in battle [via a handle animal check], you can still make your own attack or attacks normally

Which is why I like the defend option, sidesteps the legal wrangling.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

claudekennilol wrote:
Sebastian Hirsch wrote:
Derwalt wrote:
I just thought of something... If skirmisher tricks can be taught to the companion - can you then "push" the companion to do skirmisher tricks it does not know?
You are making the assumption that you actually have/can teach them to your companion. Since they have no listed handle animal DC, I would assume that you get to use everyone.

I hope you're being flippant because it's abundantly clear that this is definitely not the case.

PRD, Hunter wrote:
A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks
Maybe I just misunderstood what you meant, but it looks like you meant that you can just use them without pushing/teaching or taking up any trick slots.

No actually I was not flippant at all, but let my explain myself.

You are currently mixing the current version of the text with the unfinished version of the Errata, at this point in time we don't know which text this will replace (if any).

We really want to avoid the situation where a hunter can actually push his animal companion to do a skirmisher trick.

Every regular trick requires a handle animal DC to teach it to your animal companion, the skirmisher tricks do not have a listed DC.

As written in the current version of the ACG, you might not be able to sucessfully teach those tricks without succedding on a handle animal check... and since we have no listed DC.... well expect table variation.

I don't actually mind using trick slots for things like the skirmisher tricks, but my reading of the situation would sidestep the "teaching your companion a trick" part of the problem.

The whole situation really seems like an editing mistake/last minute addition to me, thus the confusion for the last couple of months.

Grand Lodge 2/5

Ok, I see what you're saying. I thought you were saying that Hunter ACs could just natively do skirmisher tricks without being taught/pushed because of the line "I would assume that you get to use everyone".

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

claudekennilol wrote:
Ok, I see what you're saying. I thought you were saying that Hunter ACs could just natively do skirmisher tricks without being taught/pushed because of the line "I would assume that you get to use everyone".

Well the half had + wis mod limit is already quite an effective limitation, we will see what ends up in the errata (I think it is pretty likely that the new version is already at the printer and they just wait for it to become available. Not a huge fan of Paizo in that area).

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

Flutter wrote:

I've seen that read as both

[With a dc 10 ride check you can] direct your war-trained mount to attack in battle

and

If you direct your war-trained mount to attack in battle [via a handle animal check], you can still make your own attack or attacks normally

I can only read it as option #2. It's in standard if/then format:

If [make Handle check to attack],
Then [make Ride check to also attack]


Hey Guys maybe this is covered somewhere but I couldnt find it.

What Item slots does my Treant have?

Is it Biped?...... sorta?

Any help would be great.

Dark Archive 5/5 *

None.

Treant is a plant. Does not meet animal companion requirements.

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

Thefurmonger wrote:

What Item slots does my Treant have?

Is it Biped?...... sorta?

Unfortunately, it's not defined anywhere.

Treesinger Druids have a rough time with table variation.

Same goes for Elemental Familiars.

Dark Archive 5/5 *

joe kirner wrote:

None.

Treant is a plant. Does not meet animal companion requirements.

oops. Forgot about the treesinger type.

still could not find slots for plants.

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Since it is an animal companion it defaults to barding and neckslot due to not having any listed slots.

For homegames I would say biped shape.


When listing the useful skirmisher tricks, no one mentioned surprise shift. With a flying mount it is awesome. When you get to the baddie you really don't want to be hit by. 5 foot (fly) in, both get your full attack, then surprise shift 45° up out of its melee range.

4/5

Merm7th wrote:
When listing the useful skirmisher tricks, no one mentioned surprise shift. With a flying mount it is awesome. When you get to the baddie you really don't want to be hit by. 5 foot (fly) in, both get your full attack, then surprise shift 45° up out of its melee range.

I don't think that's quite right, since flying up at 45° costs 10ft of movement and Surprise Shift only gives you 5ft.


redward wrote:
Merm7th wrote:
When listing the useful skirmisher tricks, no one mentioned surprise shift. With a flying mount it is awesome. When you get to the baddie you really don't want to be hit by. 5 foot (fly) in, both get your full attack, then surprise shift 45° up out of its melee range.
I don't think that's quite right, since flying up at 45° costs 10ft of movement and Surprise Shift only gives you 5ft.

Then switch it, surprise shift in, then 5 foot fly up at 45°. Flying up is not difficult terrain where each square counts as 2 or 3 squares, and you can't 5'. It halves your move speed. If it was 40, your speed flying up at 45° is 20. Nothing says you can't 5'.


Merm7th wrote:
redward wrote:
Merm7th wrote:
When listing the useful skirmisher tricks, no one mentioned surprise shift. With a flying mount it is awesome. When you get to the baddie you really don't want to be hit by. 5 foot (fly) in, both get your full attack, then surprise shift 45° up out of its melee range.
I don't think that's quite right, since flying up at 45° costs 10ft of movement and Surprise Shift only gives you 5ft.
Then switch it, surprise shift in, then 5 foot fly up at 45°. Flying up is not difficult terrain where each square counts as 2 or 3 squares, and you can't 5'. It halves your move speed. If it was 40, your speed flying up at 45° is 20. Nothing says you can't 5'.

Nevermind can't 5-foot step and surprise shift in the same round.

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Oh wise and beneficent Flutter; before I sit down and do a lot of copy/pasting, is there a list of all of the animal tricks available somewhere please?

Silver Crusade 2/5

The main source for tricks are in the CRB under Handle Animal skill. Note there is one more trick in the CRB under the spell air walk.

Other tricks are on pages 8-9 of the Animal Archive.

The PFSRD has a mostly complete list under the Handle Animal skill.

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

Here is [b]PFSRD Animal Trick[/b] list.

There are some awesome ones in there!

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Great, thanks all.

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

Figured I'd link to a new FAQ request over in the Rules Forum, since it pertains to this thread:

Pricing Mithral Armor for Unusual Creatures

I'd be much appreciative if you all paid it a visit =)

The Exchange 5/5

Done.

I seriously hope that item cost mofifier is added afterwards.
The fullplate for Libi would otherwise become way too expensive.

Libi's fullplate:
Huge Masterwork Noqual Fullplate:
(1.500x8) (size modifier) + 12.000 (noqual item cost modifier) + 150 masterwork = 24.150 gp vs (1.500 + 12.000 (noqual item cost modifier))x8 (size modifier) + 150 (masterwork) = 108.150 gp.

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

Ooo! Can you post that exact comment over in the other thread? I suppose other special materials like Adamantine and Noqual would also be subject to that FAQ.

I'm of the firm belief that the modifier is added after the multiplier, and very cogent arguments for game balance, order of operations, and game terminology have been presented in the other threads I linked in that post.

(but we should take any further discussion on this matter over to the other thread)

The Exchange 5/5

1 person marked this as a favorite.

Done again.

Also added some extra calculations.

Grand Lodge 2/5

Ok, a little weird question:
Since Tiger and Lion use same statistics as animal companions, is their hybrid, known as Liger, possible to use as companion?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Streamwalker wrote:

Ok, a little weird question:

Since Tiger and Lion use same statistics as animal companions, is their hybrid, known as Liger, possible to use as companion?

Seems like a pretty cut and dry reflavoring question. So yeah, expect table variation, and choose and animal in case it ever becomes relevant if your cat is a lion or a tiger....

And frankly if you are a Hunter, like my -1 it is pretty damn relevant when I want to use share shape

Share Shape wrote:


School transmutation (polymorph); Level ranger 3, sorcerer/wizard 4, witch 4

CASTING

Casting Time 1 standard action

EFFECT

Duration 1 hour/level (D)

DESCRIPTION

This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your animal companion or familiar. If your familiar or companion is not an animal, this spell has no effect.

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

Liger should be possible, as well as Tigon.

I say this because the Animal Choices in parentheses appear to be suggestions in addition to the main entry.

"Badger (Wolverine)" is an option. This doesn't mean you can choose only a Wolverine, or only a Badger. You can choose either. You simply use the stats for "Badger".

"Cat, Big (Lion, Tiger)" is an option. This means you can choose Lion, Tiger, or "Big Cat". A Liger or Tigon is certainly a "Big Cat", as each of their parents could attest to.

So long as everyone automatically knows and can tell that you have a "Big Cat" you're not risking running afoul of the reskinning rules.

You should be good.

Sovereign Court 4/5

1 person marked this as a favorite.

I just wanted to share the rare in character appearance of one of the Druids Local branches. I just finished GMing a scenario, and had placed several animal companions down on the table. As soon as I remembered the four player adjustment, they promptly took their union-mandated break and walked off the map.

But, while I'm here and scrolling past the previous discussions about flight/mounted rules, does anyone have suggestions for quick table references (similar to the grapple flowcharts that show up every so often) for those two systems? I know I'd appreciate a relatively simple resource to help make sure I use those rules correctly as both a player and GM.

4/5

Dhenn wrote:

I just wanted to share the rare in character appearance of one of the Druids Local branches. I just finished GMing a scenario, and had placed several animal companions down on the table. As soon as I remembered the four player adjustment, they promptly took their union-mandated break and walked off the map.

But, while I'm here and scrolling past the previous discussions about flight/mounted rules, does anyone have suggestions for quick table references (similar to the grapple flowcharts that show up every so often) for those two systems? I know I'd appreciate a relatively simple resource to help make sure I use those rules correctly as both a player and GM.

I made this. Hope it's useful.

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