Halfling Druid (1-2)
CREATURE 0 +8; low-light vision
Athletics +3, Stealth +6
Str +0, Dex +3, Con +1, Int +0, Wis +3, Cha +0
Bottled Lightning (Lesser), Club, Halfling Sling Staff, Leather Armor, Holly and Mistletoe, Elixir of Life (Minor), Sling Bullets (10), Silver Pieces (12)
AC 17; Fort +4, Ref +6, Will +8
HP 15
25 feet
Melee Club +3, Damage 1d6 bludgeoning
Ranged Halfling Sling Staff +6 (reload 1, range increment 80 feet), Damage 1d10 bludgeoning
Primal Prepared Spells DC 16, attack +8; 1st Fear, Magic Fang; Cantrips (1st) Dancing Lights, Know Direction, Sigil, Tanglefoot
Command an Animal
The druid directs their animal companion, giving it two Actions to use.
Support
The halfling druid's animal companion supports its master's attacks, tearing tendons with each opening. Until the start of the druid's next turn, any Strikes that damage a target that the animal companion threatens give the target a –5-foot status penalty to its Speeds for 1 minute (-10 on a critical success). While using Support, the only other actions an animal companion can use on its turn are movement actions to get into position. If an animal companion has used any other actions on its turn, it cannot support its master.
Pathfinder Society Scenario #1-04: Bandits of ImmenwoodOGL