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paths:nature_path [2023/12/19 22:33] – [Path of Nature] elfinlockspaths:nature_path [2025/08/29 21:13] (current) reon
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 Upon purchasing the Path of Nature, you gain the following Key Skills Upon purchasing the Path of Nature, you gain the following Key Skills
  
-  * Handle Animal +  * [[priority:skills:handle_animal|Handle Animal]] 
-  * Knowledge (Nature) +  * [[priority:skills:knowledge|Knowledge]] (Nature) 
-  * Knowledge (Geography) +  * [[priority:skills:knowledge|Knowledge]] (Geography) 
-  * Ride +  * [[priority:skills:perception|Perception]] 
-  * Survival+  * [[priority:skills:survival|Survival]]
  
-<WRAP round box> 
 ===== Oath of Druids ===== ===== Oath of Druids =====
 +<WRAP round box>
   * **Requirements:** Knowledge Nature 1, 5 EXP   * **Requirements:** Knowledge Nature 1, 5 EXP
  
 You take a druidic oath, swearing to protect nature. In exchange, you receive Druidic and Sylvan as bonus languages, along with access to other abilities in this Path. You take a druidic oath, swearing to protect nature. In exchange, you receive Druidic and Sylvan as bonus languages, along with access to other abilities in this Path.
 </WRAP> </WRAP>
 +
 +----
  
 ===== The Druid’s Way ===== ===== The Druid’s Way =====
-<WRAP round box>+
 ==== Druidic Armor ==== ==== Druidic Armor ====
- +<WRAP round box> 
-  * **Requirements:** Oath of Druids, HD 2, Knowledge Nature 3, 5 EXP+  * **Requirements:** Oath of Druids, [[chargen:common_terms#core_stats|CST]] 3, Knowledge Nature 3, 5 EXP
  
 This Talent provides you with Light and Medium Armor proficiency, but only for nonmetal armor. You are still not considered proficient with any metallic Light or Medium Armor. This Talent provides you with Light and Medium Armor proficiency, but only for nonmetal armor. You are still not considered proficient with any metallic Light or Medium Armor.
 </WRAP> </WRAP>
 +
 +==== Resist Nature’s Lure ====
 <WRAP round box> <WRAP round box>
-==== Resist Nature’s Lure ====+  * **Requirements:** Druidic Armor, [[chargen:common_terms#core_stats|CST]] 8, Knowledge Nature 5, 25 EXP
  
-  * **Requirements:** Druidic ArmorHD 5Knowledge Nature 525 EXP+As an Immediate Actionyou may spend a Hero Point to completely negate mind effectpoisonor disease effects upon yourself from a specific natural source (For example, a toxic cloud expelled by a local plant would count, but a Stinking Cloud cast by a Dragon would not). 
 +</WRAP>
  
-As an Immediate Action, you may spend a Hero Point to completely negate mind effect, poison, or disease effects from a specific natural source for the next 24 hours (For example, a toxic cloud expelled by a local plant would count, but a Stinking Cloud cast by a Dragon would not)+==== Venom Immunity (Ex====
-</WRAP>+
 <WRAP round box> <WRAP round box>
-==== Venom Immunity (Ex) ==== +  * **Requirements:** Resist Nature’s Lure, [[chargen:common_terms#core_stats|CST]] 12, Knowledge Nature 10, 35 EXP
- +
-  * **Requirements:** Resist Nature’s Lure, Con 16, HD 8, Knowledge Nature 10, 35 EXP+
  
 You gain immunity to all poisons. You gain immunity to all poisons.
 </WRAP> </WRAP>
-<WRAP round box> 
-==== Woodland Stride ==== 
  
-  * **Requirements:** Oath of Druids, Survival 3, Knowledge Nature 3, 10 EXP+----
  
-You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. +==== Woodland Master ====
-</WRAP>+
 <WRAP round box> <WRAP round box>
-==== Trackless Step ====+  * **Requirements:** Oath of Druids, Survival 5, Knowledge Nature 5, 20 EXP
  
-  * **Requirements:** Woodland Stride, Survival 5, Knowledge Nature 5, 10 EXP+You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. This includes magical effects which generate natural walls or difficult terrain, including spells such as [[priority:magic:spells:tier5:wall_of_thorns|]] and [[priority:magic:spells:tier1:grease|]]. You are still impeded by "true" barriers, such as a [[priority:magic:spells:tier5:wall_of_force|]] or [[priority:magic:spells:tier5:wall_of_stone|]]. 
 +</WRAP> 
 +==== Trackless Step ==== 
 +<WRAP round box> 
 +  * **Requirements:** Woodland Master, Survival 5, Knowledge Nature 5, 10 EXP
  
 You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
 </WRAP> </WRAP>
-<WRAP round box> 
 ==== Guide of the Forest ==== ==== Guide of the Forest ====
- +<WRAP round box> 
-  * **Requirements:** Trackless Step, 7 HD, Survival 12, Knowledge Nature 12, 30 EXP+  * **Requirements:** Trackless Step, Survival 12, Knowledge Nature 12, 30 EXP
  
 You become immune to extreme heat or extreme cold in a specific biome type (AKA favored terrain), you ignore difficult terrain while in your favored terrain, whether it is magically or mundane in origin. Lastly, all travel time for you and your companions within your favored terrain is halved. You become immune to extreme heat or extreme cold in a specific biome type (AKA favored terrain), you ignore difficult terrain while in your favored terrain, whether it is magically or mundane in origin. Lastly, all travel time for you and your companions within your favored terrain is halved.
 </WRAP> </WRAP>
 +==== Fairy Ring (Su) ====
 <WRAP round box> <WRAP round box>
-==== Wild Empathy (Ex) / (Su) for Plant or Ooze ====+  * **Requirements:** Guide of the Forest, 30 EXP
  
-  * **Requirements:** Oath of Druids, Diplomacy 2, Knowledge Nature 4, 10 EXP+You may expend your time and resources to create stationary points of magical travel. By conducting a 20 hour ritual and expending 200 TU in Magical Components, you may grow a circle of mushrooms in a chosen location. This Fairy Ring now acts as a destination reachable through other Fairy Rings, as if using a [[priority:magic:spells:tier9:teleportation_circle|]]. A Fairy Ring may not be closed off or warded from other Fairy Rings; when a Ring is created, it joins the "network." 
 + 
 +Fairy Rings are only usable by those who have taken an Oath of Druids, or by the [[paths:sorcerer_path:fey_bloodline|fey]]. They are delicate, and may be easily destroyed by a creature purposefully choosing to do so (though wild animals will not eat the ring). Druids are advised to exercise caution with where they grow such rings, as fey commonly make use of them at their leisure. Fairy Rings may cross planes, but only between the Material Plane and the Feywild - they do not function elsewhere.  
 +</WRAP> 
 +---- 
 + 
 +==== Wild Empathy (Ex) ==== 
 +<WRAP round box> 
 +  * **Requirements:** Oath of Druids, Diplomacy 5, Knowledge (Nature) 5, 10 EXP
  
 Choose a specific category of creatures (Animal, Magical Beast, Vermin, Ooze, Plant, Dragon) - you can improve the attitude of a creature of that category by using a diplomacy check. Communication is not perfect, but does allow general ideas and feelings to be understood. For example, a squirrel may not be able to identify the difference between a human and an orc, but could know that five humanoid things went North and were moving slowly. Choose a specific category of creatures (Animal, Magical Beast, Vermin, Ooze, Plant, Dragon) - you can improve the attitude of a creature of that category by using a diplomacy check. Communication is not perfect, but does allow general ideas and feelings to be understood. For example, a squirrel may not be able to identify the difference between a human and an orc, but could know that five humanoid things went North and were moving slowly.
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 This talent can be selected multiple times, each time it is selected, you may choose a new additional category of creatures to speak with. This talent can be selected multiple times, each time it is selected, you may choose a new additional category of creatures to speak with.
 </WRAP> </WRAP>
 +==== Greater Wild Empathy (Su) ====
 <WRAP round box> <WRAP round box>
-==== Greater Wild Empathy (Su) ==== +  * **Requirements:** Wild empathy, Diplomacy 6, Knowledge Nature 6, 15 EXP
- +
-  * **Requirements:** Wild empathy, Diplomacy 6 ranks, Knowledge Nature 6 ranks, 15 EXP+
  
 A character with this talent may freely communicate as if having a shared language with any creature type they have selected from Wild Empathy. A character with this talent may freely communicate as if having a shared language with any creature type they have selected from Wild Empathy.
 </WRAP> </WRAP>
 +==== Shepherd of Stone (Ex) ====
 <WRAP round box> <WRAP round box>
-==== Homeland (Su====+  * **Requirements:** Wild Empathy, Knowledge (Nature15, 20 EXP
  
-  * **Requirements:** Wild Empathy, Guide of the Forest, Knowledge Nature 15, Survival 15, 40 EXP+You may freely communicate with natural or worked stone, as if using [[priority:magic:spells:tier5:stone_tell|]]. 
 +</WRAP> 
 +==== Shepherd of Wood (Ex) ==== 
 +<WRAP round box> 
 +  * **Requirements:** Wild Empathy, Knowledge (Nature) 10, 20 EXP 
 + 
 +You may freely communicate with trees and other plant life as if using [[priority:magic:spells:tier3:speak_with_plants|]]. 
 +</WRAP> 
 +==== Homeland (Su) ==== 
 +<WRAP round box> 
 +  * **Requirements:** Wild Empathy, Guide of the Forest, Knowledge Nature 15, Survival 15, 30 EXP
  
 You may attune to a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea, by performing a special 24 hour ritual (You cannot select any location where nature has been replaced with artificiality - dungeons, towns, and similar constructions are not valid locations). Generally, this area should be about 10 miles in radius. Additionally, you must choose for your home to be above or below ground - the surface and the Underdark beneath it are considered separate locations.  You may attune to a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea, by performing a special 24 hour ritual (You cannot select any location where nature has been replaced with artificiality - dungeons, towns, and similar constructions are not valid locations). Generally, this area should be about 10 miles in radius. Additionally, you must choose for your home to be above or below ground - the surface and the Underdark beneath it are considered separate locations. 
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 The creatures native to your home will freely provide you with information to the best of their abilities, in relevance to your home. Common subjects include the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. The creatures native to your home will freely provide you with information to the best of their abilities, in relevance to your home. Common subjects include the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
 </WRAP> </WRAP>
 +
 +----
  
 ===== The Beastmaster’s Trail ===== ===== The Beastmaster’s Trail =====
  
-<WRAP round box> 
 ==== Nature’s Companion ==== ==== Nature’s Companion ====
 +<WRAP round box>
 +  * **Requirements:** Oath of Druids, CST 5, Knowledge Nature 5, 30 EXP  
 +You gain an Animal that is loyal to you and able to follow most basic orders and even learn more complex tasks. This Animal follows [[paths:nature_path:companion|]] rules and starts with **300 CP** to customize a basic Animal.  
  
-  * **Requirements:** HD 3Knowledge Nature 515 EXP+Can be **Small, Medium, or Large**. You may select this Talent multiple timesup to your [[paths:nature_path:companion|]] capacity. Each time you do soyou may select a new Animal as a [[paths:nature_path:companion|]].   
 +</WRAP>
  
-Gain an animalplantor vermin companion at “1st level” for purchasing this Talent. You may increase its HD and BaB by spending EXP as if it was a player characterbut for half as much cost, rounded down (minimum 1 EXP for any given purchase). You may not invest more than one third of your total Experience into Companion (for example if you have 450 total EXP, you may only invest up to 150).+==== Claws and Maw ==== 
 +<WRAP round box> 
 +  * **Requirements:** Any [[paths:nature_path:companion|]]CST 5Knowledge Nature 5EXP   
 +Spend CP to grant your [[paths:nature_path:companion|]] new effect to an existing Attack.
  
-If the animal companion diesyou may replace it through an uninterrupted 24 hour ritualwhereupon it is replaced with new animal companion with the same HDBaBand special abilities which your previous Companion had.+  * **50 CP Grasping (With a successful hitfree Grab attempt)*** 
 +  * **50 CP Take-down (With a successful hitfree Trip attempt)*** 
 +  * **50 CP Powerful (With successful hitfree Bullrush attempt)*** 
 +  * **50 CP Dragging (With a successful hit, free Drag attempt)** 
 +  * **75 CP Ripping (Lowers the Damage Dice by one step but add a 1d8 Bleed, which stacks with it's self. May be selected twice)** 
 +  * **100 CP Mighty (Increase Damage dice. May be done twice per Size category beyond Small.)***  
 +* *These may be selected multiple times must be applied to a different attack. 
 +*Options marked with a star may be selected multiple times. Limits Apply.
  
-The companion increases its BaB, HD/Saves, and Skills as if they were a character - simply pay half the normal cost for such increases. You may buy Talents and Tricks for the companion at a flat 5 EXP each, up to a maximum as dictated on the table by your HD. So for example, if you want your companion to know 8 Talents, you must possess 18 HD or more. To increase the companion's ability scores with Experience, you must first cast [[priority:magic:spells:tier5:awaken|Awaken]] on it.+</WRAP>
  
-For more informationsee the [[~:Animal Companions]] page.+==== Animal Senses ==== 
 +<WRAP round box> 
 +  * **Requirements:** Any [[paths:nature_path:companion|]]CST 5, Knowledge Nature 5, 5 EXP   
 +Unlocks additional Senses for your [[paths:nature_path:companion|]]. When selecting this Talent, you may apply one option for **free** to an existing [[paths:nature_path:companion|]].   
 + 
 +  * **10 CP Electro-Sense*** – Blindsight 30 ft (while in water)   
 +  * **10 CP Darkvision** – Gains Darkvision   
 +  * **10 CP Lowlight Vision** – Gains Lowlight Vision   
 +  * **10 CP Scent** – Gains Scent   
 +  * **10 CP Blindsense 5 ft*** – Blindsense using one Sense (hearing, scent, heat, etc.)   
 +  * **10 CP Tremor Sense 10 ft*** – Gains Tremor Sense   
 +  * **5 CP 6th Sense*** – Gains a new sense Humanoid often lack (heat, electro-sense, taste outside of mouth, smell under-water) 
 +*Options marked with a star may be selected multiple times; their effects stack.  
 </WRAP> </WRAP>
 +
 +==== Animistic Movement ====
 <WRAP round box> <WRAP round box>
-==== Beast Speaker ====+  * **Requirements:** Any [[paths:nature_path:companion|]], CST 5, Knowledge Nature 5, 5 EXP   
 +Unlocks additional Movement Types for your [[paths:nature_path:companion|]]. When selecting this Talent, you may apply one option for **free** to an existing [[paths:nature_path:companion|]].
  
-  * **Requirements:** Nature’s CompanionHD 5, Knowledge Nature 7, 20 EXP+  * **10 CP Swim 10ft*** (May take 10 on Athletics to Swim and gain +4) 
 +  * **10 CP Climb 5ft*** (May take 10 on Athletics to Climb and gain +4) 
 +  * **10 CP Burrow 5ft*** (Limited to SandEarthor other softer materials) 
 +  * **20 CP Leaping*** (May take 10 on Athletics or Acrobatics to Jump and gain +8. High jumps now count the same as Long jumps.) 
 +  * **25 CP Gliding** (May move and Base speed while in the air and move 5ft down each turn) 
 +  * **15 CP +10 ft Land-speed*** (Gain +10ft base speed)
  
-By taking this Talent, you may select Magical Beast companion instead of an animal, plant, or vermin one.+*Options marked with star may be selected multiple times; their effects stack 
 </WRAP> </WRAP>
 +
 +==== Elite Animal ====
 <WRAP round box> <WRAP round box>
-==== Embiggen ====+  * **Requirements:** Nature’s [[paths:nature_path:companion|]], CST 12, Knowledge Nature 15, 25 EXP   
 +You may select **1 Animal [[paths:nature_path:companion|]]** that can now be treated as an Elite Companion.   
 +</WRAP>
  
-  * **Requirements:** Nature’s CompanionHD 4, Knowledge Nature 6, 15 EXP+==== Growth ==== 
 +<WRAP round box> 
 +  * **Requirements:** Nature’s [[paths:nature_path:companion|]]CST 10, Knowledge Nature 10, 15 EXP   
 +You may select **1 Animal [[paths:nature_path:companion|]]** that can now be **Huge** sized. This Size bonus grants relevant **Wounds** bonuses.   
 +</WRAP>
  
-When you select this Talentyour animal companion grows by one size categoryThey gain the following:+==== Rampant Growth ==== 
 +<WRAP round box> 
 +  * **Requirements:** GrowthCST 16, Knowledge Nature 12, 25 EXP   
 +You may now allow the Animal [[paths:nature_path:companion|]] previously selected for Growth to be **Gargantuan**. This Talent may be selected **one additional time** to become **Colossal** 
  
-  * +4 size bonus to Strength +This Talent requires an Animal of this size to exist in the setting. Not every world still has natural life that can grow to these sizes.   
-  * +2 size bonus to Constitution (and thus one extra HP per HD) +</WRAP> 
-  +2 natural armor (stacks with existing)+ 
 +---- 
 + 
 +==== Magical Companion ==== 
 +<WRAP round box> 
 +  * **Requirements:** Oath of Druids, CST 8, Knowledge Arcana 7, 30 EXP   
 +You gain a **Magical Beast** that is loyal to you and able to follow most basic orders and even learn more complex tasks. This Magic Beast follows [[paths:nature_path:companion|]] rules and starts with **300 CP** to customize a basic Magical Beast.  
  
-The size change also affects the animal’s modifier to ACattack rollsand its base damageThe animal’s space and reach change as appropriate to the new sizebut its speed does not change.+Can be **SmallMediumor Large**You may select this Talent multiple times, up to your [[paths:nature_path:companion|]] capacity. Each time you do soyou may select a new Magical Beast as a [[paths:nature_path:companion|]] 
 </WRAP> </WRAP>
 +
 +----
 +
 +==== Draconic Companion ====
 <WRAP round box> <WRAP round box>
-==== Hugeify ====+  * **Requirements:** Oath of Druids, CST 15, Knowledge Arcana 12, 50 EXP   
 +You gain a **Dragon** that is loyal to you and able to follow most basic orders and even learn more complex tasks. This Dragon follows [[paths:nature_path:companion|]] rules and starts with **300 CP** to customize a basic Dragon.  
  
-  * **Requirements:** Embiggen, HD 8, Knowledge Nature 1230 EXP+Can be **Small, Medium, or Large**. You **may not** select this Talent multiple times.   
 +A Dragon [[paths:nature_path:companion|]] is considered an **Elite**, not a minion; it may attack more than once per turn by spending multiple Half Actions or a Full-Round Action.   
 +</WRAP>
  
-When you select this Talent, your animal companion grows by an additional size category. The benefits from Embiggen are increased to the following:+----
  
-  * +8 size bonus to Strength +==== Familiar ==== 
-  * +4 size bonus to Constitution (and thus one extra HP per HD) +<WRAP round box> 
-  +4 natural armor (stacks with existing)+  * **Requirements:** Oath of Druids, CST 5, Knowledge Nature 5, 10 EXP   
 +You gain a **Familiar** that is loyal to you and able to follow most basic orders and even learn more complex tasks. This Familiar follows [[paths:nature_path:companion|]] rules and starts with **100 CP** to customize a basic Familiar.  
  
-The size change also affects the animal’s modifier to ACattack rollsand its base damageThe animal’s space and reach change as appropriate to the new size, but its speed does not change.+ 
 + 
 +Can be **FineTinyor Small**You may select this Talent multiple times, up to your [[paths:nature_path:companion|]] capacity. Each time you do so, you may select a new Familiar as a [[paths:nature_path:companion|]].   
 +A Familiar may start the game with a **Fly** or **Swim** speed of 30 ft, but will be limited to a Move Speed of **5 ft** and **cannot use a Swift Action to 5 ft Adjust** if either option is selected 
 </WRAP> </WRAP>
 +
 +==== Exotic Familiar ====
 +<WRAP round box>
 +  * **Requirements:** Familiar, CST 7, Knowledge Nature 7, 20 EXP  
 +Your existing Familiar gains in power and may now be more versatile. It may maintain its **Animal or Vermin** form but may now also select from the following subtypes if desired: **Dragon, Outsider, Aberration, Magical Beast, Fey, Plant**.  
 +
 +This Talent grants an additional **200 CP** to the selected [[paths:nature_path:companion|]].  
 +</WRAP>
 +
 +----
 +
 +==== Order: ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], Handle Animal 5, 5 EXP  
 +By spending **2 MP** and a **Swift Action** you may Order your [[paths:nature_path:companion|]] as per Order, instead of spending a Half Action.  
 +
 +This Order can be used **Verbally or Somatically**. Same applies to all other **Order:** Talents.  
 +</WRAP>
 +
 +==== Order: Heel! ====
 +<WRAP round box>
 +  * **Requirements:** Order:, Handle Animal 5, 5 EXP  
 +As a **Free Action** you may instruct your [[paths:nature_path:companion|]] to disengage and attempt to move adjacent to you.  
 +They will use abilities, skills, and full retreats to prevent unwanted damage.  
 +</WRAP>
 +
 +==== Order: Attack! ====
 +<WRAP round box>
 +  * **Requirements:** Order:, Handle Animal 5, 5 EXP  
 +As a **Free Action** you may instruct your [[paths:nature_path:companion|]] to focus on targeting a specific foe, object, or creature.  
 +</WRAP>
 +
 +==== Order: Fetch! ====
 +<WRAP round box>
 +  * **Requirements:** Order:, Handle Animal 5, 5 EXP  
 +As a **Free Action** you may instruct your [[paths:nature_path:companion|]] to bring an Object or Creature it is capable of moving to you.  
 +</WRAP>
 +
 +==== Empathy ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], Sense Motive 5, 10 EXP  
 +An Empathetic bond is formed with you and every [[paths:nature_path:companion|]] you have. While on the same Plane you gain a basic understanding of their current state — injured, fighting, stressed, resting, etc.  
 +
 +You may spend **5 MP** to give an Order without requiring your [[paths:nature_path:companion|]] to see or hear you. Orders are limited to **basic emotions**, so complex instructions are not possible.  
 +This allows all other **Order:** Talents to also be used without Verbal or Somatic components, at no additional cost.  
 +</WRAP>
 +
 +==== Telepathy ====
 +<WRAP round box>
 +  * **Requirements:** Empathy, Sense Motive 5, 10 EXP  
 +A Telepathic bond is formed with you and every [[paths:nature_path:companion|]] you have. While on the same Plane you can communicate freely.  
 +
 +You may spend **10 MP** to give a complex Order without your [[paths:nature_path:companion|]] needing to see or hear you. Additionally:  
 +  * You may change Scripts without Verbal or Somatic components.  
 +  * Spend **5 MP** to change Scripts as an **Immediate Action**.  
 +  * Your [[paths:nature_path:companion|]] may now spend a **Swift Action** to consult you when unsure.  
 +</WRAP>
 +
 +==== Eyes of the Beast ====
 +<WRAP round box>
 +  * **Requirements:** Empathy, Perception 5, 5 EXP  
 +Your Empathic bond strengthens. You may choose to **see through the eyes** of your [[paths:nature_path:companion|]] at will.  
 +While doing so, you are considered **Blind** and cannot see directly.  
 +
 +This Talent may be selected for any Sense; however, while using it that Sense becomes non-functional. If you select a Sense you lack, you must also select a second Sense to lose while viewing through your [[paths:nature_path:companion|]].  
 +</WRAP>
 +
 +
 +
 +==== Flight ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 7, Knowledge Nature 7, 5 EXP  
 +Spend **50 CP** to grant your Animal [[paths:nature_path:companion|]] a **Fly Speed 50 ft (Poor)**. One eligible [[paths:nature_path:companion|]] gains this option for free.  
 +</WRAP>
 +
 +==== Greater Flight ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 10, Knowledge Nature 10, 5 EXP  
 +Spend **100 CP** to grant your Animal [[paths:nature_path:companion|]] a **Fly Speed 70 ft (Average)**. One eligible [[paths:nature_path:companion|]] gains this option for free.  
 +</WRAP>
 +
 +==== Aerobat ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 7, Knowledge Nature 10, 5 EXP  
 +Spend **50 CP** to increase the Maneuverability of a flying [[paths:nature_path:companion|]] up to **Perfect**. One eligible [[paths:nature_path:companion|]] gains this for free.  
 +This Talent can be selected multiple times.  
 +</WRAP>
 +
 +==== Reach ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 7, Knowledge Nature 7, 5 EXP  
 +Spend **50 CP** to grant your Animal [[paths:nature_path:companion|]] **Reach 1** on one Attack.  
 +Each additional increase (up to **Reach 3**) costs an additional **50 CP** (for a total of 150 CP at Reach 3).  
 +
 +This only applies to one Attack unless purchased again. One Animal [[paths:nature_path:companion|]] may gain one free instance of Reach.  
 +</WRAP>
 +
 +
 +