Druids Log: Animal companions


Pathfinder Society

701 to 750 of 843 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
2/5 5/5 Venture-Agent, Indiana—Lafayette

1 person marked this as a favorite.

Roll out the miniature giant space hamsters.

Silver Crusade 5/5 5/5 **

1 person marked this as a favorite.
Flutter wrote:
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

Pretty sure that Space Raccoons are a thing too :-)

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

New updates in the latest faq batch

You can retrain animal tricks YAY.

You can have one combat critter, one beast of burden, and one pocket pet. The combat critter has no restrictions, the beast of burden only takes move actions, and the pocket pet only provides its static bonuses. This choice is made at the start of the adventure.

If you sent your pet in to grab the cursed monkey idol, that curse transfers to you at the end of the adventure. Serves you right.

An update to familiars using wands, and animal critter slots is coming soon.

The Exchange 5/5

Yay, I get to bring a mini for my bison and wagon to clutter up the battlemap even more.

Let's see I'll be taking up:
3x3 squares for myself and my mount
2x2 squares for the bison
2x4 squares for the wagon

Anyway, jokes aside I'm not entirely sure that having an extra mini on the map that only takes move actions is a practical idea.

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

It's relevant to low-speed wizards on a mount whose only job is to cart them around, while the familiar does the wand-wielding work.

3/5

Shamira wrote:
Anyway, jokes aside I'm not entirely sure that having an extra mini on the map that only takes move actions is a practical idea.

I've had enough characters that had 'carried' gear and 'packmule' gear but couldn't afford a porter for one reason or another. It is nice to be rule supported and able to go full immersive in those few situations when the packmule and gear he carries is relevant.

But, admittedly corner case.

Scarab Sages

Shamira wrote:
Anyway, jokes aside I'm not entirely sure that having an extra mini on the map that only takes move actions is a practical idea.

Been running a Giant Tortise as a mount... It's pretty terrible, but, for some reason, the party really likes having it there. Totally worthless, and it even slows us down, but they like it.

Did a recent one where there was a trench in the path, 70ft deep and 50ft across. It took like 45minutes to work out the logistics of how to get the turtle across. And yet, the party really had fun with it.

Grand Lodge 2/5

Murdock Mudeater wrote:
Shamira wrote:
Anyway, jokes aside I'm not entirely sure that having an extra mini on the map that only takes move actions is a practical idea.

Been running a Giant Tortise as a mount... It's pretty terrible, but, for some reason, the party really likes having it there. Totally worthless, and it even slows us down, but they like it.

Did a recent one where there was a trench in the path, 70ft deep and 50ft across. It took like 45minutes to work out the logistics of how to get the turtle across. And yet, the party really had fun with it.

Next time just jump it.

(of course, this is assuming it's a class granted pet and you can cast this spell and it still has the share spells ability--but I just love the thought of super turtle sprinting and jumping across the chasm.)

Scarab Sages

1 person marked this as a favorite.
claudekennilol wrote:

Next time just jump it.

(of course, this is assuming it's class granted pet and you can cast this spell and it still has the share spells ability--but I just love the thought of super turtle sprinting and jumping across the chasm.)

Wow, I overlooked that spell in character creation. Character is actually a Sorcerer with Sylvan bloodline, so I can't take that one now without a complete rebuild.

I did run into an interesting obstacle regarding this mount and character creation. I have a medium rider and the Giant Tortise is also Medium (I have the undersized mount feat). Tortise is only Str 14, so even with 4 legs, most medium characters weigh too much. After tinkering with strength and carry weight increasing options, I noticed that the Females of each core race, actually weigh less than the Males.... I don't really like to metagame, but the advantages of being a lighter weight rider were too impressive to pass up.

Prior to this, I hadn't noticed any mechanical advantages to being a certain gender. For Riders of mounts, especially undersized mounts, being a female is a huge mechanical advantage.

Grand Lodge 2/5

2 people marked this as a favorite.

When that spell first came out I made a small hunter riding a wolf. We were doing a scenario (well module) that involved festival games. The game was "who can jump over the fire the farthest and I ended up in the middle of the neighboring field. The NPCs wouldn't let me join in any of the other games after that :(.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

claudekennilol wrote:
When that spell first came out I made a small hunter riding a wolf. We were doing a scenario (well module) that involved festival games. The game was "who can jump over the fire the farthest and I ended up in the middle of the neighboring field. The NPCs wouldn't let me join in any of the other games after that :(.

That is what you get for riding a reindeer in wolf's clothing :)

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

Female riders are also where it is at with flying mounts. Still haven't done a flying mount in PFS, but I did it two separate non-PFS campaigns and loved it.

Hmm

Scarab Sages 2/5

Murdock Mudeater wrote:
claudekennilol wrote:

Next time just jump it.

(of course, this is assuming it's class granted pet and you can cast this spell and it still has the share spells ability--but I just love the thought of super turtle sprinting and jumping across the chasm.)

Wow, I overlooked that spell in character creation. Character is actually a Sorcerer with Sylvan bloodline, so I can't take that one now without a complete rebuild.

I did run into an interesting obstacle regarding this mount and character creation. I have a medium rider and the Giant Tortise is also Medium (I have the undersized mount feat). Tortise is only Str 14, so even with 4 legs, most medium characters weigh too much. After tinkering with strength and carry weight increasing options, I noticed that the Females of each core race, actually weigh less than the Males.... I don't really like to metagame, but the advantages of being a lighter weight rider were too impressive to pass up.

Prior to this, I hadn't noticed any mechanical advantages to being a certain gender. For Riders of mounts, especially undersized mounts, being a female is a huge mechanical advantage.

As it is an animal companion that is granted by your class, then you can use its share spells to cast Overland Flight on it eventually. That'll really zip your steed up.

5/5 5/55/55/5

Or just cast ant haul and you can keep your..

Silver Crusade 5/5 5/5 **

"Flutter wrote:


You can have one combat critter, one beast of burden, and one pocket pet. The combat critter has no restrictions, the beast of burden only takes move actions, and the pocket pet only provides its static bonuses. This choice is made at the start of the adventure.

Excellent. My Mother's Fang/Hunter just became clearly legal and practical

(Its unclear if I have one snake or two, but I can just bring both versions to the table and see which the GM wants me to play).

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Let them take the "extra slot" feat and buy them muelback cords.

3/5

1 person marked this as a favorite.

As I have a Nagaji Divine Hunter to be built at lvl 3 (gm & pregen credit) I was very happy to find this tread about companions. Though I do have a few questions I would like to see answered as this is my first PFS-legal built of an AC.

Let me first present you the (hopefully correct) build I have till now.

Presenting: Sesha, the cuddler:

CONSTRICTOR SNAKE
N Medium Celestial animal
Init +4; Senses darkvision 60 ft, low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 16 (3d8+3)
Fort +4, Ref +7, Will +2
SR 8
Resist cold 5, acid 5, electricity 5
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+4 plus grab)
Special Attacks smite evil
STATISTICS
Str 16, Dex 18, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 on grapple); CMD 19
Feats Improved Natural Attack, Blind-Fight
Skills Climb +15, Stealth +8, Swim +11
Tricks Attack x2, Sneak, Heel, Maneuver (grapple)
SPECIAL ABILITIES
Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil foes; smite persists until target is dead or the celestial creature rests).

I am the most confused about the tricks, Sesha can learn 5 (3 from int and 2 bonus), so I want to invest 2 in the Attack trick, 1 in stealth (mostly roleplay reasons) and then I have 2 left... Do I need the Maneuver (grapple) for her grab ability or not? As far as I could find you need it to make the snake grapple, but this is part of the attack itself so it kind of confused me...
If it is not a necessity I think it is best to replace it with something else. I am mostly doubting between down/defend/heel for the final two tricks.
Eventually I just want the snake to be combat trained, anything extra is nice but boosting the int to 2 or 3 won't be a priority for me.

And I am really doubting whether there is something I forgot/misunderstood/miscalculated etc...

Also, is there a way to improve the armor of snakes besides the feat?

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

The immediate dilemma I see is that your snake does not yet have the BAB for Improved Natural Attack (+4).

The maneuver trick is not needed to make your snake grab, but your snake only grabs on a successful bite. If you're finding it hard for your snake to hit an opponent's AC, having the maneuver trick is useful because your CMB is always going to be higher than your Attack bonus.

Scarab Sages 2/5

Manon van Keulen wrote:
Also, is there a way to improve the armor of snakes besides the feat?

There is always Mage Armor. Either UMD or hope there is an arcane caster in the party.

3/5

Nefreet wrote:
The immediate dilemma I see is that your snake does not yet have the BAB for Improved Natural Attack (+4).

I knew I missed something... Staring at numbers for too long xD

So I'll replace that one by either Combat Reflexes of Power Attack (not sure whether the last one will be an overkill with het 4th-lvl advancement in mind, then again, I kind of want this character to be suited for the bonekeep challenge)

Quote:
The maneuver trick is not needed to make your snake grab, but your snake only grabs on a successful bite. If you're finding it hard for your snake to hit an opponent's AC, having the maneuver trick is useful because your CMB is always going to be higher than your Attack bonus.

Let's keep it in there just in case. Thanks :)

Lorewalker wrote:


There is always Mage Armor. Either UMD or hope there is an arcane caster in the party.

A wand and hoping for an acane caster in the party it is. The Nagaji will be built with cha 10 and int 9, so UMD will be a too huge investment of the 'little' amount of skill points to be usefull anytime soon.

I use Mage Armor for so many of my casters, stupid I didn't think of that option for the Animal Companion. Somehow my thoughts said no to the possibility. xD

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

You want to get a wand for every day wear, and a case of potions in case no one can use the wand or the rogue with a reasonable UMD rolls a 1.

You want to pick up "down" asap, either as your next bonus trick or working on Sesha's problem solving skills to help them up their intelligence at 4 hd.

3/5

Flutter wrote:
You want to pick up "down" asap, either as your next bonus trick or working on Sesha's problem solving skills to help them up their intelligence at 4 hd.

would you rate down as more important than either maneuver or heel?

At 4 HD I was planning to give Sesha an extra point in constitution as that would result directly in 4 more HP, and with the limited possibilities for extra AC extra HP is quite nice.

The divine hunter herself will use a bow (also dedicated to Erastil so Savior's Arrow will be in her feat list and deadeye bowman in her list of traits ;))

5/5 5/55/55/5

Manon van Keulen wrote:
Flutter wrote:
You want to pick up "down" asap, either as your next bonus trick or working on Sesha's problem solving skills to help them up their intelligence at 4 hd.
would you rate down as more important than either maneuver or heel?

Probably the manuever. Being able to grapple a tin can you can't hit is a really nice option to have available, but you need heel or come to get the critter to follow along with you.

Quote:
At 4 HD I was planning to give Sesha an extra point in constitution as that would result directly in 4 more HP, and with the limited possibilities for extra AC extra HP is quite nice.

Druids local definitely appreciates your attention to your cohorts survivability :)

Quote:
The divine hunter herself will use a bow (also dedicated to Erastil so Savior's Arrow will be in her feat list and deadeye bowman in her list of traits ;))

Oh that's a nice one.

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

My archer also used that combination. Incredibly effective.

Sovereign Court 5/5

Darrell Impey UK wrote:
Let them take the "extra slot" feat and buy them muelback cords.

based on current rules for extra item slot that pfs put into play, your companion must have the slot on their list of available slots on the front cover of the guide.

Additionally, animal companions have access to magical item slots, in addition to barding and neck, as listed on the inside front cover of Pathfinder Player Companion: Animal Archive so long as they select the Extra Item Slot feat. The Animal Magic Item Slots table found in Animal Archive is not a legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature's anatomy). Second, access to specific magic item slots may be granted at a later date by another legal source. If you do not own a copy of the Animal Archive, your animal companion may only use barding and neck-slot items.

notice that this faq removes the ability for you to get a slot not available to your companion such as a magical belt slot for most of them due to the fact the belt slot is limited to saddles only(clarified in animal archives below

Available slots followed by either “(saddle)” or
“(horseshoes)” denote that creatures of that body type can only wear magic items in the appropriate slots as long as they are either saddles or
horseshoes, respectively (for instance, a hoofed quadruped can wear a saddle of the sky-river, but not a belt of dwarvenkind).

Scarab Sages 4/5

Murdock Mudeater wrote:
claudekennilol wrote:

Next time just jump it.

(of course, this is assuming it's class granted pet and you can cast this spell and it still has the share spells ability--but I just love the thought of super turtle sprinting and jumping across the chasm.)

Wow, I overlooked that spell in character creation. Character is actually a Sorcerer with Sylvan bloodline, so I can't take that one now without a complete rebuild.

If it's something you want bad enough, it's on the witch list, which means it's legal to put it into a Ring of Spell Knowledge II. So for 6,000 gold and 25 gold for a scroll, you could have access to it when you need it (EDIT: as a 2nd level spell).

I'll admit, that's a little pricey just to solve that issue. However, you can switch the spell in the ring as a standard action to any other 1st or 2nd level spell on the Sorcerer list, or 1st level Arcane spell not on the Sorcerer list. Provided you have access to a scroll or spellbook that contains it, or see it being cast. It's actually well worth the 6,000 gold.

Sovereign Court 5/5

lol levitate spell works wonders also

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

Would the mantis lunge ability count as reach for paired opportunists?

Scarab Sages

Sarvei taeno wrote:
lol levitate spell works wonders also

Leviate only carries 100lbs/caster level. The Giant Tortise weighs 500lbs as a medium creature according to B3. So levitate requires 5 caster levels before it can help in this situation. Not useless, but super helpful regarding this issue. Anyway, I'm just going to redesign the character (fresh start, same model). Probably slow advancement, this time around, just to maximize the 1st level sessions so I can really get all the kinks out.

Grand Lodge 2/5

Hilary Moon Murphy wrote:
Would the mantis lunge ability count as reach for paired opportunists?

Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.

Apparently not.

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

Lorewalker wrote:
As it is an animal companion that is granted by your class, then you can use its share spells to cast Overland Flight on it eventually. That'll really zip your steed up.

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.

5/5 *****

2 people marked this as a favorite.
James Anderson wrote:
Lorewalker wrote:
As it is an animal companion that is granted by your class, then you can use its share spells to cast Overland Flight on it eventually. That'll really zip your steed up.

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.

That seems overly antagonistic frankly. In the same way an animal companion knows how to use it feats it should also be able to use its applicable skills and if you can cast overland fly on it then it can take ranks in fly.

Liberty's Edge

andreww wrote:
That seems overly antagonistic frankly. In the same way an animal companion knows how to use it feats it should also be able to use its applicable skills and if you can cast overland fly on it then it can take ranks in fly.

Tastes differ.

I find it implausible that a land bound animal would have any reaction other than stark terror to finding itself suddenly inexplicably floating through the air. Hence, I'd never allow one to just casually pick up flying as if it were like learning to play fetch.

Dark Archive 3/5 5/5

CBDunkerson wrote:
andreww wrote:
That seems overly antagonistic frankly. In the same way an animal companion knows how to use it feats it should also be able to use its applicable skills and if you can cast overland fly on it then it can take ranks in fly.

Tastes differ.

I find it implausible that a land bound animal would have any reaction other than stark terror to finding itself suddenly inexplicably floating through the air. Hence, I'd never allow one to just casually pick up flying as if it were like learning to play fetch.

I might let it fly (hah!) once the animal reaches 3 Intelligence. Maybe a rank in linguistics to have it explained to them. At that point, they should have enough of an understanding, especially if they can have it cast on them repeatedly and thus gain ranks in fly.

Of course, having Air Walk as a trick sort of puts this idea in the furnace. Flight would work well as a trick but there's no rule for it so we've got one of those situations where a perfectly reasonable solution is impossible because the rules have a few hiccups in them.

This is one of the reasons why my PFS roster has 4 Summoners and no Druid or Hunters.

5/5 5/55/55/5

CBDunkerson wrote:

I find it implausible that a land bound animal would have any reaction other than stark terror to finding itself suddenly inexplicably floating through the air. Hence, I'd never allow one to just casually pick up flying as if it were like learning to play fetch.

skill ranks happen 1/3rd or 1/6th as often as the opportunity to retrain tricks, some of which are fairly compicated or counter intuiative (like attack the zombie)

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

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.

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

CRB wrote:

Animal Skills

Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Fly is not "too complex" for animals. Provided the animal meets the other criterion of taking ranks in Fly (i.e. daily practice opportunity), it can take ranks in it.

Since there doesn't exist any "flying mount" trick, it's also not required. People have been using rocs, bats, wasps and pterodactyls as mounts for a while now.

I could imagine a GM ruling that a mount without ranks in Fly isn't a good flying mount. But if the mount has ranks in Fly I don't see a good basis for objecting.

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

Lau Bannenberg wrote:
I could imagine a GM ruling that a mount without ranks in Fly isn't a good flying mount.

^ this was the case with thistledown's Companion at Tonya's table.

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

Oh! He didn't have a rank in fly? Well, then the ruling makes sense to me. Still when I hear about this, I am really glad that Handle Animal is Zahra's signature skill!

Hmm

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

Nefreet wrote:
Lau Bannenberg wrote:
I could imagine a GM ruling that a mount without ranks in Fly isn't a good flying mount.
^ this was the case with thistledown's Companion at Tonya's table.

Well, what constitutes a proper mount is a vague subject to begin with. But a "fish out of water" would probably count.

Side note, if you're a druid and wondering how to get your companion a daily fly speed so he can practice, consider the Vermin Shape spell cast through Share Spells.

5/5 5/55/55/5

4 people marked this as a favorite.
Lau Bannenberg wrote:


Side note, if you're a druid and wondering how to get your companion a daily fly speed so he can practice, consider the Vermin Shape spell cast through Share Spells.

I BEElieve i can FLY?

*ow ow ow ow...*

4/5

2 people marked this as a favorite.

I couldn't resist any more. A new halfling will be joining Druids Local with Terry the Pteranadon. Technically a sylvan wyldblooded sorceror but close enough :)


So a Shissah (from Qadira) is a horse, and PFS legal for play even on limited companion/mount lists, so while not explicit in the text itself, should hopefully make it a fairly clearcut option for most tables (awesome). A genie-touched companion is a horse companion that has basically a template added to it. This is also PFS legal.

Anyone know if you can have a genie-touched Shissah? Or more blanketly, does a Shissah count as a horse in all contexts (since it's basically a breed of horse)?

I even feel silly for asking, but I'm almost sure it will come up.

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

Hushed wrote:

So a Shissah (from Qadira) is a horse, and PFS legal for play even on limited companion/mount lists, so while not explicit in the text itself, should hopefully make it a fairly clearcut option for most tables (awesome). A genie-touched companion is a horse companion that has basically a template added to it. This is also PFS legal.

Anyone know if you can have a genie-touched Shissah? Or more blanketly, does a Shissah count as a horse in all contexts (since it's basically a breed of horse)?

I even feel silly for asking, but I'm almost sure it will come up.

. Misc.: The animal companions, barbarian rage powers, cavalier order, and sorcerer bloodline and legal for play. A PC who must select an animal companion from a limited list (e.g. cavalier, paladin, or ranger) may select a shissah in place of a horse, but unless it is that PC's first animal companion selected, the PC must spend 4 Prestige Points to gain such a mount

So it's good.

1/5

I hope that Totem Spiritualist is made legal whenever Psychic Anthology unlocks. I look forward to seeing how phantom animal companions work out.


With animal companions being skill starved, do you think Owl Style is worth it for BAB to skills for stealth, acrobatics and fly? It taxes skill focus (stealth) and 1 rank in each skill, but the alternative (the HD to skills feat Cunning from Villian Codex) can only be taken once.

Or if you're go Eye for Talent with an Int 6 Mount and focus on Int ability score increases you could eventually rock 12+ Int and multiple skill points per HD, but that would take real commitment.

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

not unless you get a regular stealth group together.

In order to sneak up on an enemy, you usually need the entire group to be stealthy and there's usually at least one party member that.. well. Ahh...

*distant screams of TIIIIMBER! and a crash in the background*

Has a more straightforward means of entry.

Party's sneaking through dungeons always seem to have to open doors, which makes stealth impossible.

Stealthing for PC's tends to be very hard, while NPC's have all the conditions they need to stealth laid out before them. On top of that the skill check is.. pretty rough, and very few bosses are high dex opponents where that really matters.

3/5

Quick sanity check before I deliver the bad news to my players: The Huntsmaster feat when referring to a 'bird' only includes 'Bird (Eagle/Hawk/Owl)' and does not include the 'Roc'. Is this correct?

5/5 *****

I believe so. I believe the same applies to the animal ally boon.

1/5

1 person marked this as a favorite.

Yes, Bird is a choice of companion, similar to Large cat. Bird here is not referencing the broad definition that all birds are birds, but is giving the name of a companion, bird.

1 to 50 of 843 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Druids Log: Animal companions All Messageboards

Want to post a reply? Sign in.