Summons, and shape-shifting.
In general I’m not a fan of these builds for one reason, unprepared players.
If your looking at playing a summoner (build, or class) you are required to make tokens ahead of time and meet up with the gm to run any new summons by him/her.
Druids are only allowed to wild shape into creatures from their native land, so a druid who is from a forest region can have animal companions and wild shape into creatures from that area.
A druid can attempt to tame an animal from other regions through standard handle animal rules.
Animial companions are not smart creatures, they are animals, and while they can be trained they require handle animal checks to control.
Even when controlled you are limited at what they would do. An animal wont make tactical decisions but instead listen to the command to the best of its ability.
Commands are one word calls. Attack while pointing will give the animal a target, but it will also ignore all other targets.
Animals will flee if they are wounded below half hit-points, generally this will provoke AoO due to pathing.
The rules on grappling are generally confusing, and have multiple variations on how rules should be handled.
How I Rule Grappling creatures.
Grappling as a standard action. When you do a normal grapple check, it is a standard action that provokes unless you have the proper feats.
Maintaining a grapple is a Standard action if successful you can take an additional action as part of that standard.
Move – Phisically move your self and the target up to half your speed.
(Can also be used to reposition the target.)
Damage – Damage the target with a single 1 handed weapon or unarmed strike.
(No attack roll needed as its covered with the grapple check)
Pin – Basicaly lock down the targets next turn.
(While pinned their only option is to attempt to break the pin or escape it)
Tie Up – Using some sort of bindings or your own body you can Tie up you opponent you have allready pinned.
(Effective CMD is 20+CMB. If using rope or bindings a STR check can attempt to burst the bonds.)
(Using rope or bindings allows you to escape the grapple while leaving the opponent tied up.)
As a Free action you can release the grapple, if you are the grappler.
If you are being grappled you only have a few options.
Make a grapple check. – to break or reverse the grapple, DC = Opponents CMD
Make an escape artist check. – to escape, DC = Opponents CMD
Take an action that requires only one hand.
(Cast a spell Concentration check DC opponents CMD, attack with a 1 handed/light weapon, drink a potion.)
Joining a grapple.
As a standard action you can join a grapple. you receive the grappled condition and can add +2 to one of the initial grapplers.
Creatures with Grab.
Creatures with the Grab ability work a little differently.
As part of a full round they can attack, and grab multiple creatures(if attacks permit).
These creatures are considered grappled on their turn.
On the Grabbing creatures next turn it has two options,
Release all the targets and take another full round attack. (can use its grab ability again)
Release all but one target and as a standard maintain the grapple against it.
(To pin swallow whole. or Tie up)
Constrict and Grapple.
Creatures with grab constrict on every successful grapple check.
(This includes grapple checks from the grab ability, or used to initiate the grapple.)
Really Big Grapplers. (House Rule)
If a creature is two or more size categories larger then its target it is not considered to have the “grappled” condition, Allowing it to Take attacks of opportunity normally without penalty.
It is still required to choose between maintaining the grapple on its target or dropping it to take a different action on its turn.