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.                                                    
            Source            Advanced Actor's Guide pg. 144            two.0             Ape
              Ape
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.                              
            Uncommon             Arboreal Sapling
              Arboreal Sapling
            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.                              
            Source            Core Rulebook pg. 215            two.0             Badger
              Badger
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.                              
            Source            Advanced Player'south Guide pg. 144            2.0             Bat
              Bat
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.                              
            Source            Core Rulebook pg. 215            2.0             Bear
              Bear
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.                              
            Source            Yard Bazaar pg. 54             Beetle
              Beetle
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.                              
            Source            Cadre Rulebook pg. 215            2.0             Bird
              Bird
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.                              
            Source            Advanced Role player's Guide pg. 144            2.0             Boar
              Boar
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.                              
            Source            Pathfinder #149: Against the Scarlet Triad pg. lxxx             Camel
              Camel
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.                              
            Source            Chiliad Bazaar pg. 54             Capybara
              Capybara
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.                              
            Source            Cadre Rulebook pg. 215            ii.0             True cat
              True cat
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
              Cave GeckoThis 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
              Cave PterosaurThis 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.                              
            Source            Advanced Thespian's Guide pg. 145            2.0             Crocodile
              Crocodile
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.                              
            Source            Core Rulebook pg. 216            2.0             Dromaeosaur
              Dromaeosaur
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
              ElephantThis 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.                              
            Source            Core Rulebook pg. 216            two.0             Equus caballus
              Equus caballus
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.                              
            Source            Pathfinder #149: Confronting the Scarlet Triad pg. 80             Hyena
              Hyena
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.                              
            Source            Thousand Bazaar pg. 72             Legchair
              Legchair
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
              Monitor LizardThis 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.                              
            Source            Grand Bazaar pg. 54             Moth
              Moth
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.                              
            Source            M Bazaar pg. 55             Pangolin
              Pangolin
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
              RhinocerosThis 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.                              
            Uncommon             Riding Drake
              Riding Drake
            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.                              
            Source            Avant-garde Actor'due south Guide pg. 145            2.0             Scorpion
              Scorpion
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.                              
            Uncommon             Shadow Hound
              Shadow Hound
            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.                                          
            Source            Avant-garde Actor's Guide pg. 145            2.0             Shark
              Shark
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).                              
            Source            Core Rulebook pg. 216            2.0             Snake
              Snake
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.                              
            Source            Grand Bazaar pg. 55             Terror Bird
              Terror Bird
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
              TriceratopsThis 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
              TyrannosaurusThis 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.                              
            Rare             Ulgrem-Lurann
              Ulgrem-Lurann
            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.                              
            Source            Pathfinder #149: Confronting the Crimson Triad pg. 80             Vulture
              Vulture
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.                              
            Source            Core Rulebook pg. 216            2.0             Wolf
              Wolf
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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