Do Totemic Skalds Have An Animal Companion?
The species of fauna you choose is chosen your companion's type. Each companion type has its ain statistics. The Size entry indicates your companion's starting size as a immature animal companion. Post-obit the size entry are the companion'southward unarmed attacks, and and then its power modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if nowadays, lists whatever other special abilities your companion has, for example whether information technology often serves equally a mountain and is specially appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special do good yous proceeds past Commanding the Fauna to apply the Support activity (encounter below). The Avant-garde Maneuver entry indicates a powerful new activeness your companion learns how to use if it becomes a nimble or brutal animal companion. Critical Success The brute is unaffected. Success The target treats all creatures equally concealed on its next attack earlier the start of your next turn.Brute Companions
Source Cadre Rulebook pg. 214 two.0
Some adventurers travel with loyal allies known as animal companions and familiars. The former brainstorm as young animals but larn impressive physical abilities as yous level upward, while the latter share a magical bond with you. Support
Source Core Rulebook pg. 215 ii.0
Requirements The creature is an animal companion.
Your animal companion supports you. You gain the benefits listed in the companion blazon's Support Benefit entry. If the animal uses the Support action, the merely other actions information technology tin use on this turn are basic movement actions to get into position to accept advantage of the Support benefits; if it has already used any other action this plough, it can't Support you.
Click hither for the full rules on Creature Companions. Ape
Source Advanced Actor's Guide pg. 144 two.0
Your companion is an ape or other primate.
Size Pocket-size
Melee fist, Damage 1d8 bludgeoning
Str +3, Dex +one, Con +2, Int -four, Wis +ii, Cha +0
Hit Points eight
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the offset of your side by side plough, if y'all hit and deal damage to a creature in your ape'south reach, the beast becomes frightened 1.
Advanced Maneuver Frightning DisplayFrightening Brandish
Source Advanced Role player'due south Guide pg. 144 2.0
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target animal; this brandish gains the visual trait and doesn't require language. While frightened by this ability, the target is apartment-footed to your ape. Arboreal Sapling
Uncommon
Source Avant-garde Player'southward Guide pg. 144 2.0
Your companion is a walking tree, a cousin of the not bad arboreal wardens and regents. An arboreal sapling has the plant trait instead of the animal trait, but information technology otherwise functions normally every bit an creature companion. They are typically only selected by animal order druids who are also members of the leaf lodge.
Access You are a member of the leaf guild.
Size Small
Melee branch, Harm 1d8 bludgeoning
Str +3, Dex +ane, Con +ii, Int -4, Wis +2, Cha +0
Striking Points viii
Skill Stealth
Senses low-light vision
Speed 25 feet
Back up Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the kickoff foursquare the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver Throw RockThrow Rock
Source Avant-garde Thespian'due south Guide pg. 144 2.0
The arboreal sapling Interacts to option upwardly a rock within reach or remember a stowed stone, then throws it with a ranged rock Strike that deals a base of operations of 1d6 bludgeoning impairment with a range increment of 30 feet. Badger
Source Core Rulebook pg. 215 two.0
Your companion is a badger, wolverine, or other big mustelid.
Size Small
Melee jaws, Damage 1d8 piercing
Melee hook (agile), Damage 1d6 slashing
Str +2, Dex +2, Con +two, Int -4, Wis +ii, Cha +0
Striking Points 8
Skill Survival
Senses low-calorie-free vision, scent (imprecise, 30 anxiety)
Speed 25 feet, couch 10 anxiety, climb 10 anxiety
Support Benefit Your badger digs around your foe's position, interfering with its footing. Until the showtime of your next plow, if you hit and deal harm to a creature your badger threatens, the target tin can't use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Advanced Maneuver Annoy RageBadger Rage
Concentrate Emotion Mental
Source Core Rulebook pg. 215 ii.0
Requirements The badger isn't fatigued or raging.
The annoy enters a country of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can't voluntarily stop raging. While raging, the badger is afflicted in the following ways.
Later it has stopped raging, information technology tin't employ Badger Rage again for 1 minute. Bat
Source Advanced Player'south Guide pg. 144 2.0
Your companion is a peculiarly large bat, such equally a behemothic bat.
Size Small
Melee jaws (finesse), Damage 1d6 piercing
Melee fly (agile, finesse), Damage 1d4 slashing
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
Hitting Points 6
Skill Stealth
Senses echolocation 20 feet (the bat can utilize hearing as a precise sense within this range), low-light vision
Speed fifteen feet, wing 30 feet
Back up Benefit Your bat flaps around your foes' arms and faces, getting in the style of their attacks. Until the outset of your next turn, creatures in your bat'southward accomplish that you lot impairment with Strikes take a –1 circumstance penalty to their set on rolls.
Advanced Maneuver Wing ThrashWing Thrash
Source Advanced Thespian's Guide pg. 144 2.0
The bat thrashes wildly with its wings, making wing Strikes against up to three side by side foes. Each attack counts toward the bat's multiple assail punishment, but the penalty but increases afterward all the attacks have been made. Bear
Source Core Rulebook pg. 215 2.0
Your companion is a blackness, grizzly, polar, or other blazon of bear.
Size Minor
Melee jaws, Impairment 1d8 piercing
Melee claw (agile), Impairment 1d6 slashing
Str +3, Dex +2, Con +two, Int -four, Wis +one, Cha +0
Hit Points eight
Skill Intimidation
Senses low-light vision, scent (imprecise, thirty feet)
Speed 35 feet
Back up Benefit Your conduct mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a animate being in the acquit's reach with a Strike, the animal takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.
Avant-garde Maneuver Bear HugDeport Hug
Source Core Rulebook pg. 215 2.0
Requirements The bear's last activity was a successful claw Strike.
The deport makes another hook Strike against the aforementioned target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target. Beetle
Source Yard Bazaar pg. 54
Your animal companion is a large, flightless stag beetle.
Size Medium or Large
Melee mandible, Harm 1d8 piercing
Melee foot (agile), Damage 1d6 bludgeoning
Str +3, Dex +ane, Con +iii, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-low-cal vision
Speed 35 feet
Special mount
Support Benefit Your beetle stomps around and smashes into foes, knocking them off residuum or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your Strikes that deal harm either make the target apartment-footed until the end of your next turn or move the target v anxiety away from the protrude (this is forced motility). The target chooses which result occurs.
Advanced Maneuver HustleHustle
Source M Bazaar pg. 54
The beetle moves at incredible speed. Information technology Strides three times. Bird
Source Cadre Rulebook pg. 215 2.0
Your companion is a bird of prey, such as an eagle, hawk, or owl.
Size Modest
Melee jaws (finesse), Harm 1d6 piercing
Melee talon (agile, finesse), Damage 1d4 slashing
Str +two, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 4
Skill Stealth
Senses low-low-cal vision
Speed 10 anxiety, fly lx feet
Support Do good The bird pecks at your foes' eyes when you create an opening. Until the start of your adjacent turn, your Strikes that impairment a creature that your bird threatens too bargain 1d4 persistent bleed harm, and the target is dazzled until it removes the bleed damage. If your bird is nimble or barbarous, the persistent drain damage increases to 2d4.
Advanced Maneuver Flyby AttackFlyby Set on
Source Core Rulebook pg. 215 2.0
The bird Flies and makes a talon Strike at whatever point forth the way. Boar
Source Advanced Role player's Guide pg. 144 2.0
Your companion is a boar or pig.
Size Small
Melee tusk, Damage 1d8 piercing
Str +3, Dex +1, Con +two, Int -four, Wis +ii, Cha +0
Striking Points eight
Skill Survival
Senses depression-light vision, scent (imprecise) thirty feet
Speed 35 anxiety
Back up Do good Your boar gores your foes. Until the start of your next turn, your Strikes that damage a fauna in your boar's reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Avant-garde Maneuver Boar ChargeBoar Charge
Source Advanced Histrion'southward Guide pg. 144 2.0
The boar Strides twice in a direct line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack whorl. Camel
Source Pathfinder #149: Against the Scarlet Triad pg. lxxx
Your companion is a camel or llama
Size Medium or Large
Melee jaws, Damage 1d6 piercing
Str +3, Dex +2, Con +2, Int -four, Wis +1, Cha +0
Striking Points 8
Skill Survival
Senses depression-calorie-free vision, scent (imprecise, 30 feet)
Speed 35 anxiety
Special mount; your camel ignores the harmful furnishings of mild, severe, and extreme common cold or estrus, selected when you proceeds the companion
Support Benefit The camel makes a ranged attack to spit a long string of saliva at a foe inside 10 feet. On a hit, the foe is dazzled for i round.
Advanced Maneuver Sand StrideSand Step
Move
Source Pathfinder #149: Against the Scarlet Triad pg. eighty
The camel Strides twice with a +five-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone. Capybara
Source Chiliad Bazaar pg. 54
Your animal companion is a capybara, a giant rodent common in the forests of Arcadia.
Size Modest
Melee head (active), Damage 1d6 bludgeoning
Str +2, Dex +ii, Con +2, Int -4, Wis +2, Cha +0
Hit Points 6
Skill Survival
Senses low-lite vision, scent (imprecise, xxx feet)
Speed 30 feet, swim fifteen feet
Support Benefit Your capybara assists you in battle. Yous proceeds a +1 circumstance bonus on your next attack curlicue to Strike a foe within your capybara'southward accomplish. The bonus lasts until the first time yous employ it or until the beginning of your next plow, whichever comes offset.
Advanced Maneuver Distracting SprayDistracting Spray
Source Thou Bazaar pg. 54
The capybara sprays an next target with its odor glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact activeness and ends the effect. This uses a trained DC using the capybara'due south Constitution modifier or an proficient DC if the capybara is specialized.
Success The animate being is impuissant 1 for one round.
Failure The creature is clumsy 1 for 1 infinitesimal.
Critical Failure The creature is clumsy 2 for i minute. True cat
Source Cadre Rulebook pg. 215 ii.0
Your companion is a big cat, such as a leopard or tiger.
Size Small
Melee jaws (finesse), Damage 1d6 piercing
Melee claw (agile, finesse), Harm 1d4 slashing
Str +2, Dex +3, Con +one, Int -4, Wis +2, Cha +0
Hitting Points 4
Skill Stealth
Senses low-light vision, scent (imprecise, thirty feet)
Speed 35 feet
Special Your cat deals 1d4 extra precision damage against flat-footed targets.
Support Do good Your cat throws your enemies off-rest when you create an opening. Until the showtime of your adjacent turn, your Strikes that deal damage to a animal within your cat'south accomplish make the target apartment-footed until the end of your next plow.
Advanced Maneuver Cat PounceTrue cat Pounce
Flourish
Source Cadre Rulebook pg. 215 2.0
The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, information technology remains undetected until after the attack. Cave Gecko
This Beast Companion may contain spoilers from the Extinction Curse Adventure Path
Uncommon
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Your companion is a gluey-footed lizard like a gecko or anole.
Size Small
Melee jaws (finesse), Damage 1d6 piercing
Str +two, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points six
Skill Stealth
Senses depression-light vision, scent (imprecise) xxx feet
Speed 25 feet, climb 25 feet
Back up Benefit Your cave gecko helps you stay afoot, leaning into y'all and propping you upwardly equally you maneuver your opponent. Until the stop of your adjacent turn, as long as yous are next to your cave gecko, if you lot attempt to Disarm, Shove, or Trip an opponent and roll a disquisitional failure, you become a failure instead.
Advanced Maneuver Natural language PullNatural language Pull
Attack
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe'due south Fortitude DC. On a success, the cave gecko pulls the foe side by side to it. This movement is forced movement. On a critical success, the foe is too grabbed until the beginning of your next turn. Cave Pterosaur
This Animal Companion may comprise spoilers from the Extinction Curse Gamble Path
Uncommon
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
Your companion is a flying prehistoric animate being, such every bit a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the footing.
Size Small
Melee beak (finesse), Damage 1d6 piercing
Melee talon (agile, finesse), Damage 1d4 slashing
Str +two, Dex +3, Con +i, Int -4, Wis +2, Cha +0
Hit Points 4
Skill Thievery (Palm an Object or Steal only)
Senses darkvision
Speed x feet, fly 60 feet
Support Benefit Your pterosaur expands its wings and makes distracting flapping motions. Any beast that would proceeds lesser encompass from the pterosaur gains standard cover instead.
Advanced Maneuver Pterosaur SwoopPterosaur Swoop
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
The pterosaur Flies up to its Speed and makes one bill Strike at whatever point during that movement. Crocodile
Source Advanced Thespian's Guide pg. 145 2.0
Your companion is a crocodile or a similar crocodilian reptile, such equally an alligator or caiman.
Size Small
Melee jaws, Damage 1d8 piercing
Melee tail (finesse), Damage 1d6 bludgeoning
Str +iii, Dex +2, Con +two, Int -four, Wis +1, Cha +0
Hitting Points 6
Skill Stealth
Senses low-light vision
Speed xx feet, swim 25 feet
Special The crocodile tin can concur its jiff for nigh 2 hours.
Back up Benefit Your crocodile clamps its jaws on your foe, refusing to let become. Until the start of your adjacent turn, if your Strike damages a creature in your crocodile'southward reach, your crocodile can latch onto the fauna. While thus fastened, the crocodile tin move along with the target whenever the target moves until the end of your next plow. Your crocodile can latch onto only i creature in this manner, and information technology must release the beast to make a jaws Strike. If the target is smaller than the crocodile, it takes a –ten-human foot circumstance penalization to its Speeds and tin can't Fly while the crocodile is latched on.
Avant-garde Maneuver Death RollExpiry Roll
Source Advanced Player's Guide pg. 145 two.0
Requirements The crocodile has a creature grabbed.
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +two circumstance bonus to the assault roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, information technology releases the beast. Dromaeosaur
Source Core Rulebook pg. 216 2.0
Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.
Size Small
Melee jaws (finesse), Damage 1d8 piercing
Melee talon (active, finesse), Damage 1d6 slashing
Str +2, Dex +3, Con +2, Int -four, Wis +ane, Cha +0
Striking Points 6
Skill Stealth
Senses low-light vision, olfactory property (imprecise, thirty feet)
Speed 50 feet
Support Benefit Your raptor constantly darts into flanking position. Until the outset of your next plow, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you tin can cull a different space for each of your attacks.
Advanced Maneuver Darting Set onDarting Attack
Flourish
Source Core Rulebook pg. 216 ii.0
The raptor Steps upward to ten feet and then Strikes, or Strikes and so Steps up to 10 anxiety. Elephant
This Animal Companion may incorporate spoilers from the Quest for the Frozen Flame Adventure Path
Uncommon
Source Pathfinder #177: Burning Tundra pg. 73
Your companion is an elephant or mammoth.
Size Big
Melee tusk, Damage 1d8 piercing
Melee foot, Damage 1d6 bludgeoning
Str +three, Dex +1, Con +ii, Int -4, Wis +2, Cha +0
Hit Points eight
Skill Intimidation
Senses depression-light vision, aroma (imprecise, 30 anxiety)
Speed 35 feet
Special mountain
Support Do good Your elephant trumpets noisily and menaces your enemy. The first animal within your elephant's reach that you hit and deal damage to before the start of your side by side plow has difficulty hearing as its ears ring from the dissonance, taking a –iv status penalization to purely auditory Perception checks until the end of your side by side plow.
Avant-garde Maneuver Grabbing TrunkGrabbing Trunk
Source Pathfinder #177: Burning Tundra pg. 73
The elephant grabs its foe with its trunk and carries it off. The elephant uses Athletics to Grapple a brute up to two sizes smaller than the elephant in its trunk. If its target is grabbed or restrained, the elephant repositions the target to another space in the elephant'southward reach. Equus caballus
Source Core Rulebook pg. 216 two.0
Your companion is a equus caballus, pony, or like equine.
Size Medium or Large
Melee hoof (agile), Impairment 1d6 bludgeoning
Str +3, Dex +2, Con +ii, Int -4, Wis +1, Cha +0
Hit Points viii
Skill Survival
Senses low-light vision, scent (imprecise, thirty anxiety)
Speed 40 feet
Special mount
Support Benefit Your horse adds momentum to your charge. Until the beginning of your side by side plough, if y'all moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of impairment dice. If your weapon already has the jousting weapon trait, increase the trait'southward damage bonus by 2 per die instead.
Advanced Maneuver GallopGallop
Movement
Source Core Rulebook pg. 216 2.0
The horse Strides twice at a +x-pes circumstance bonus to Speed. Hyena
Source Pathfinder #149: Confronting the Scarlet Triad pg. 80
Your companion is a hyena
Size Small
Melee jaws (finesse), Harm 1d8 piercing
Str +2, Dex +3, Con +2, Int -four, Wis +ane, Cha +0
Hit Points vi
Skill Intimidation
Senses low-light vision, odor (imprecise, 30 anxiety)
Speed 40 feet
Support Benefit The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time yous hit a creature in the hyena's reach with a Strike, the brute becomes frightened 1.
Advanced Maneuver GnawGnaw
Source Pathfinder #149: Confronting the Scarlet Triad pg. eighty
Requirements The brute companion's last action was a successful jaws Strike.
The Strike'southward target takes 1d6 persistent bleed damage and takes a –ten-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the persistent bleed impairment increases to 2d6. Legchair
Source Thousand Bazaar pg. 72
Your companion is a strange beast, akin to a chair with unmerciful legs.
Size Medium or Large
Melee hoof (active), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int -four, Wis +1, Cha +0
Hit Points eight
Skill Stealth
Senses depression-light vision, scent (imprecise, thirty feet)
Speed 40 feet
Special mount
Support Benefit Your legchair moves its limbs in the style of enemy attacks. You gain bottom cover from your legchair against all attacks, not just ones where the legchair would be in the way.
Avant-garde Maneuver Careful WithdrawCareful Withdraw
Source M Bazaar pg. 72
The legchair carefully extricates y'all from a dangerous situation. It Steps twice and so Strides. Monitor Lizard
This Creature Companion may contain spoilers from the Extinction Curse Adventure Path
Uncommon
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Your companion is a stocky-limbed cadger with a long, almost serpentine body.
Size Medium
Melee jaws, Damage 1d8 piercing
Str +3, Dex +ii, Con +two, Int -four, Wis +one, Cha +0
Hitting Points eight
Skill Survival
Senses depression-calorie-free vision, olfactory property (imprecise) 30 feet
Speed xxx anxiety
Special mount
Support Benefit The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your side by side turn, if your Strike damages a foe, whatsoever time the foe attempts an action with the manipulate trait until the stop of your next turn, it must endeavor a DC 5 flat check. On a failure, the action is disrupted.
Avant-garde Maneuver Lurching RushLurching Blitz
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
The monitor lizard Strides and and then makes a jaws Strike. If information technology moved at least twenty feet away from its starting position, it gains a +2 circumstance bonus to this set on roll. Moth
Source Grand Bazaar pg. 54
Your beast companion is a giant fruit-eating moth with a strong proboscis that can pierce skin.
Size Pocket-sized
Melee proboscis (finesse), Damage 1d6 piercing
Str +ii, Dex +3, Con +i, Int -four, Wis +ii, Cha +0
Hit Points 6
Skill Stealth
Senses darkvision, scent (imprecise, xxx anxiety)
Speed xv anxiety, fly 30 feet
Special Your moth is invisible to echolocation.
Support Benefit Your moth releases a shower of dust to reveal your foes. Until the outset of your next turn, if you damage a concealed or hidden fauna in your moth's reach with a Strike, that animal requires simply a DC 3 flat check to target it if it's concealed, or DC 9 if it'southward hidden. The reduced DC lasts until the end of your next plow.
Avant-garde Maneuver Ultrasonic ScreamUltrasonic Scream
Source Thousand Bazaar pg. 54
The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one fauna within 30 feet of the moth. That creature must endeavor a Fortitude save. This uses a trained DC using the moth'southward Constitution modifier or an expert DC if the moth is specialized.
Failure The target treats all creatures as concealed until the start of your side by side turn.
Critical Failure Equally failure, and the target is also stunned ane. Pangolin
Source M Bazaar pg. 55
Your companion is a particularly large pangolin, such as an ugvashi from Vudra.
Size Medium
Melee body, Damage 1d8 bludgeoning
Melee claw (agile), Harm 1d6 slashing
Str +three, Dex +2, Con +2, Int -four, Wis +i, Cha +0
Striking Points 8
Skill Survival
Senses low-light vision
Speed 25 feet
Support Benefit Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your Strikes that harm a animate being in your pangolin's attain also deal 1d6 persistent bleed damage. If your pangolin is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Defensive RingletDefensive Curl
Source Grand Bazaar pg. 55
The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any animal that hits the pangolin with a melee unarmed assail while it's in its Defensive Coil take 2d6 persistent drain impairment. The pangolin can't move, utilize its unarmed attacks, or accept other actions that crave it to use its limbs while in its Defensive Whorl, only it tin can unfurl as a unmarried activity, ending the effects of Defensive Curl. Rhinoceros
This Animal Companion may comprise spoilers from the Quest for the Frozen Flame Adventure Path
Uncommon
Source Pathfinder #177: Called-for Tundra pg. 73
Your companion is a rhinoceros or woolly rhinoceros.
Size Large
Melee horn, Damage 1d8 piercing
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hitting Points 8
Skill Survival
Senses olfactory property (imprecise, thirty feet)
Speed 30 anxiety
Special mount
Support Benefit Your rhinoceros swings its heavy head to unbalance your enemy. The first creature within your rhinoceros's accomplish that you hit and deal damage to before the start of your next turn becomes clumsy 1 until the end of your side by side plow.
Advanced Maneuver Rhinoceros ChargeRhinoceros Charge
Source Pathfinder #177: Called-for Tundra pg. 73
The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhinoceros moved at least 20 feet, the horn Strike deals 1d8 boosted piercing harm, or 2d8 boosted damage if your rhino is nimble or barbarous. Riding Drake
Uncommon
Source Advanced Actor's Guide pg. 145 2.0
Your companion is a swift, flightless drake with limited intelligence, less vicious than nigh drakes merely fiercely loyal to you. A riding drake has the dragon trait instead of the animal trait, but information technology otherwise functions usually equally an animal companion.
Size Large
Melee jaws, Damage 1d8 piecing
Melee tail, Damage 1d6 bludgeoning
Str +ii, Dex +1, Con +2, Int -iv, Wis +ane, Cha +2
Hitting Points viii
Skill Intimidation
Senses darkvision
Speed 45 anxiety
Special mount
Back up Benefit Your drake snorts fire in your foes' faces. Until the outset of your next turn, each fourth dimension you Strike while riding the drake and hit a beast in the drake's reach, the animate being takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver Breath WeaponBreath Weapon
Source Advanced Player's Guide pg. 145 2.0
Frequency once per hour
The riding drake breathes a 30-human foot cone of burn, dealing 1d6 burn impairment for every 2 levels the drake has to all creatures in the surface area (bones Reflex save). This uses a trained DC using the drake'south Constitution modifier or an skillful DC if the drake is specialized. Scorpion
Source Avant-garde Actor'due south Guide pg. 145 2.0
Your companion is one of the various species of giant scorpion.
Size Small
Melee stinger, Harm 1d6 piercing plus poisonous substance
Melee pincer (active), Damage 1d6 slashing
Str +three, Dex +3, Con +1, Int -4, Wis +1, Cha +0
Striking Points 6
Skill Stealth
Senses darkvision
Speed 30 feet
Special The scorpion's stinger attack deals an boosted 1d4 poison damage or 2d4 poison impairment if the scorpion is a specialized companion.
Support Do good Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that impairment a creature in your scorpion's attain likewise deal 1d6 persistent poison harm. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Avant-garde Maneuver Take hold of and StingGrab and Sting
Source Advanced Player's Guide pg. 145 2.0
The scorpion holds its foe in place with its pincers in order to sting information technology. Information technology makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed past the scorpion, which and then makes a stinger Strike against it. The grabbed condition lasts until the end of your next plow. Shadow Hound
Uncommon
Source Secrets of Magic pg. 228
Your companion is a canine fauna related to the Shadow Plane denizens known every bit shadow mastiffs.
Access You're a shadowcaster
Size Small
Melee jaws (finesse), Damage 1d8 piercing
Str +2, Dex +3, Con +1, Int -iv, Wis +1, Cha +1
Hit Points iv
Skill Intimidation
Senses darkvision, scent (imprecise) 30 feet
Speed 30 anxiety
Back up Benefit Your shadow hound shrouds your foes in shadow when y'all leave an opening. Until the start of your next turn, when you harm a creature with a Strike and that creature is inside achieve of your shadow hound, both you and your shadow hound become concealed to the animal until the end of your next turn.
Avant-garde Maneuver BayBay
Source Secrets of Magic pg. 228
The shadow hound releases an eerie bay, attempting to Demoralize each foe in a twenty-pes emanation. These Demoralize attempts don't require a language and don't take whatever penalty due to not sharing a language. Shark
Source Avant-garde Actor's Guide pg. 145 2.0
Your companion is a shark of whatsoever kind, such as a hammerhead, great white, or jigsaw shark.
Size Minor
Melee jaws, Damage 1d8 piercing
Str +3, Dex +two, Con +two, Int -4, Wis +one, Cha +0
Striking Points half dozen
Skill Stealth
Senses blood scent, scent (imprecise, sixty feet)
Speed swim 40 feet
Special The shark has the aquatic trait. Its claret odor enables it to olfactory property claret in the water from up to 1 mile away.
Support Benefit When your shark senses claret, it tears into your enemies. Until the beginning of your next turn, each time you hit a creature in the shark's reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or brutal, the slashing damage increases to 2d8.
Avant-garde Maneuver ShredShred
Source Advanced Player's Guide pg. 145 2.0
Requirements The shark hit with a jaws Strike on its most recent action this plough.
The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion). Snake
Source Core Rulebook pg. 216 2.0
Your companion is a constrictor ophidian, such as a boa or python.
Size Pocket-size
Melee jaws (finesse), Damage 1d8 piercing
Str +three, Dex +three, Con +1, Int -4, Wis +1, Cha +0
Hit Points half-dozen
Skill Stealth
Senses low-light vision, smell (imprecise, 30 feet)
Speed 20 anxiety, climb 20 feet, swim 20 feet
Back up Benefit Your serpent holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your ophidian threatens can't use reactions triggered by your actions unless its level is higher than yours.
Advanced Maneuver TuckConstrict
Source Core Rulebook pg. 216 2.0
Requirements The snake has a smaller creature grabbed.
The serpent deals 12 bludgeoning damage to the grabbed fauna; the fauna must endeavour a basic Fortitude save. If the snake is a specialized fauna companion, increase this damage to 20. Terror Bird
Source Grand Bazaar pg. 55
Your companion is a terror bird, a big species of flightless cannibal avian.
Size Large
Melee neb, Damage 1d8 piercing
Melee talon (agile), Impairment 1d6 piercing
Str +three, Dex +2, Con +two, Int -4, Wis +i, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed xl anxiety
Special mount
Support Benefit Your terror bird screeches at your enemies when yous create an opening. Until the beginning of your next turn, your Strikes that deal damage to a fauna within your terror bird's reach make the target apartment-footed until the beginning of your side by side turn.
Advanced Maneuver Trigger-happy ClutchFierce Clutch
Source Thou Boutique pg. 55
The terror bird makes a pecker Strike; on a successful hit, the target takes 2d6 persistent bleed damage. Triceratops
This Animal Companion may incorporate spoilers from the Quest for the Frozen Flame Adventure Path
Uncommon
Source Pathfinder #177: Burning Tundra pg. 73
Your companion is a triceratops or other armored dinosaur. If necessary, change the horn set on and harm type to an advisable assault for the dinosaur (for case, an ankylosaurus would have a tail attack that deals bludgeoning damage).
Size Large
Melee horn, Damage 1d8 piercing
Melee foot, Damage 1d6 bludgeoning
Str +3, Dex +1, Con +2, Int -iv, Wis +2, Cha +0
Hitting Points viii
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 25 anxiety
Special mount
Support Benefit Your triceratops gores prone targets in your wake. Until the get-go of your next turn, your Strikes that damage a prone creature in your triceratops's reach also deal 1d8 persistent bleed damage. If your triceratops is nimble or savage, the persistent bleed damage increases to 2d8.
Advanced Maneuver Lumbering KnockdownLumbering Knockdown
Source Pathfinder #177: Burning Tundra pg. 74
Your triceratops Strides up to 10 feet, and then makes a horns Strike. On a success, the target is knocked prone. Tyrannosaurus
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Gamble Path
Uncommon
Source Pathfinder #177: Burning Tundra pg. 74
Your companion is a tyrannosaurus, allosaurus, or similar big, carnivorous dinosaur.
Size Big
Melee jaws, Harm 1d8 piercing
Melee human foot, Damage 1d6 bludgeoning
Str +3, Dex +1, Con +three, Int -4, Wis +1, Cha +0
Hitting Points eight
Skill Intimidation
Senses depression-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Do good Your tyrannosaurus roars and puts on a fearsome brandish equally you set on, startling your foes. Until the start of your next turn, if you hit and deal harm to a creature within your tyrannosaurus's reach, the creature is frightened ane.
Avant-garde Maneuver OverwhelmOverwhelm
Source Pathfinder #177: Burning Tundra pg. 74
The tyrannosaurus bears downwards on an enemy and pins information technology with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is grabbed. Ulgrem-Lurann
Rare
Source Monsters of Myth pg. 119
Your companion is 1 of the few surviving members of a formerly lost species, hatched from the concluding clutch of Ulgrem-Axaan. As it's and so young, its intelligence hasn't adult nonetheless, only some solar day, information technology will become a highly intelligent creature. An Ulgrem-Lurann has the brute trait instead of the fauna trait but otherwise functions normally as an creature companion.
Size Medium
Melee jaws, Impairment 1d8 piercing
Melee tail, Damage 1d6 bludgeoning
Str +3, Dex +ii, Con +2, Int -iv, Wis +0, Cha +1
Hit Points 6
Skill Intimidation
Senses darkvision
Speed 20 anxiety, swim 25 feet
Special The Ulgrem-Lurann has the amphibious trait.
Back up Benefit The Ulgrem-Lurann grabs at your foe and zaps it. Until the start of your next turn, each time you lot hit a creature in the Ulgrem-Lurann's attain with a Strike, the animal takes an additional 1d4 piercing harm and 1d4 electricity damage from the Ulgrem-Lurann. If the Ulgrem-Lurann is nimble or savage, the piercing harm and electricity damage each increase to 2d4.
Advanced Maneuver Snatch and ZapSnatch and Zap
Source Monsters of Myth pg. 119
The Ulgrem-Lurann bites down difficult and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target animal automatically becomes grabbed by the Ulgrem-Lurann and takes 1d4 electricity damage (2d4 for a mature Ulgrem-Lurann or 3d4 for a specialized companion). The grabbed condition lasts until the finish of your side by side turn, though the Ulgrem-Lurann tin use Grapple to attempt to extend the duration equally normal. Vulture
Source Pathfinder #149: Confronting the Crimson Triad pg. 80
Your companion is a vulture, condor, or other big scavenging bird.
Size Pocket-sized
Melee jaws (finesse), Damage 1d8 piercing
Str +2, Dex +2, Con +two, Int -4, Wis +ii, Cha +0
Hit Points vi
Skill Survival
Senses depression-lite vision, aroma (imprecise, xxx feet)
Speed ten feet, fly 45 feet
Special Your vulture gains a +1 status bonus to all saves against affliction, and if information technology rolls a success on a save confronting a disease, the issue is a critical success instead.
Support Benefit The vulture retches and vomits onto a foe inside 10 feet. Until the start of your side by side plough, if you hitting and deal harm to the target, the target must succeed at a Fortitude salvage or become sickened one (sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a specialized animal companion) + your level + the vulture's Constitution modifier.
Advanced Maneuver Feast on the FallenFeast on the Fallen
Healing Manipulate
Source Pathfinder #149: Against the Ruby-red Triad pg. eighty
Frequency once per hour
Trigger A fauna adjacent to the vulture is reduced to 0 Hit Points
The vulture consumes a slice of the defeated foe, regaining xviii Hit Points. If the vulture is a specialized brute companion, increase the Striking Points regained to thirty. Wolf
Source Core Rulebook pg. 216 2.0
Your companion is a wolf or other canine creature, such as a dog.
Size Small
Melee jaws (finesse), Impairment 1d8 piercing
Str +2, Dex +iii, Con +2, Int -iv, Wis +one, Cha +0
Hit Points half dozen
Skill Survival
Senses low-light vision, aroma (imprecise, 30 anxiety)
Speed twoscore anxiety
Support Benefit Your wolf tears tendons with each opening. Until the showtime of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Advanced Maneuver KnockdownKnockdown
Source Core Rulebook pg. 216 2.0
Requirements The animal companion'due south last activity was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike decumbent.
Source: https://2e.aonprd.com/AnimalCompanions.aspx
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