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paths:nature_path [2024/09/15 18:30] elfinlockspaths:nature_path [2025/08/29 21:13] (current) reon
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   * [[priority:skills:knowledge|Knowledge]] (Nature)   * [[priority:skills:knowledge|Knowledge]] (Nature)
   * [[priority:skills:knowledge|Knowledge]] (Geography)   * [[priority:skills:knowledge|Knowledge]] (Geography)
-  * [[priority:skills:ride|Ride]]+  * [[priority:skills:perception|Perception]]
   * [[priority:skills:survival|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 ==== 
  
-  * **Requirements:** Oath of Druids, HD 2, Knowledge Nature 3, 5 EXP+==== Druidic Armor ==== 
 +<WRAP round box> 
 +  * **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 Armor, HD 5, Knowledge Nature 5, 25 EXP+
  
 As an Immediate Action, you may spend a Hero Point to completely negate mind effect, poison, or 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). As an Immediate Action, you may spend a Hero Point to completely negate mind effect, poison, or 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> </WRAP>
 +
 +==== Venom Immunity (Ex) ====
 <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, 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 Master ==== 
  
-  * **Requirements:** Oath of Druids, Survival 5, Knowledge Nature 5, 10 EXP+---- 
 + 
 +==== Woodland Master ==== 
 +<WRAP round box> 
 +  * **Requirements:** Oath of Druids, Survival 5, Knowledge Nature 5, 20 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|]]. 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|]].
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 ==== Guide of the Forest ==== ==== Guide of the Forest ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Trackless Step, HD 7, 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>
 +  * **Requirements:** Guide of the Forest, 30 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) ==== ==== Wild Empathy (Ex) ====
 <WRAP round box> <WRAP round box>
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 ==== Greater Wild Empathy (Su) ==== ==== Greater Wild Empathy (Su) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Wild empathy, Diplomacy 6 ranks, Knowledge Nature 6, 15 EXP+  * **Requirements:** Wild empathy, Diplomacy 6, Knowledge Nature 6, 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.
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 ==== Nature’s Companion ==== ==== Nature’s Companion ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** HD 3, Knowledge Nature 5, 15 EXP+  * **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.  
  
-You gain an animalplant, or vermin companion at “1st level” for purchasing this Talent. The Animal Companion gains [[:paths|Talents]], [[priority:skills|Skills]], [[priority:prowess|BaB]], & [[priority:health|HD]], as if it were a characterIn order to provide the Animal Companion with [[game_systems:experience|Experience]], you must create or procure a [[equipment:magic_items:companion_cracker|Companion Cracker]]. To increase the companion's [[priority:abilities|Ability Scores]] with Experience, you must Awaken it (see below).+Can be **SmallMedium, or Large**. You may select this Talent multiple times, up to your [[paths:nature_path:companion|]] capacityEach time you do so, you may select a new Animal as a [[paths:nature_path:companion|]].   
 +</WRAP>
  
-If the animal companion diesyou do not have to purchase this Talent again, but all TU spent on raising the dead companion is lost - you must rear a new one from the beginning. Finding a new companion to raise does not cost Experience, but you may have to spend downtime and make skill checks to find a new suitable animal, depending upon the campaign setting+==== Claws and Maw ==== 
 +<WRAP round box> 
 +  * **Requirements:** Any [[paths:nature_path:companion|]]CST 5, Knowledge Nature 5, 5 EXP   
 +Spend CP to grant your [[paths:nature_path:companion|]] a new effect to an existing Attack.
  
-You may buy this Talent multiple times every time you doyou gain one "slot" for companion. Soif you have purchased this Talent twiceand one of your companions diesyou have one "slot" open, and may source new companion as described above without buying this Talent again.+  * **50 CP Grasping (With a successful hit, free 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 hitfree Drag attempt)** 
 +  * **75 CP Ripping (Lowers the Damage Dice by one step but add a 1d8 Bleedwhich 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 different attack. 
 +*Options marked with a star may be selected multiple times. Limits Apply.
  
-For more information, see the [[~:Animal Companions]] page. 
 </WRAP> </WRAP>
  
-==== Awaken ====+==== Animal Senses ====
 <WRAP round box> <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|]].  
  
-  * **Requirements:** Nature's CompanionKnowledge Nature 10, 30 EXP+  * **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 (hearingscent, heat, etc.)   
 +  * **10 CP Tremor Sense 10 ft*** – Gains Tremor Sense   
 +  * **5 CP 6th Sense*** – Gains a new sense Humanoid often lack (heatelectro-sense, taste outside of mouth, smell under-water) 
 +*Options marked with a star may be selected multiple times; their effects stack.   
 +</WRAP>
  
-You may now perform a special ritual which turns an Animal Companion from a common beast into an intelligent creature. The awakened companion no longer blindly serves you, and is instead a true companion rather than a trained pet. The Animal Companion gains the benefits of [[priority:magic:spells:tier5:awaken|Awaken]], as the spellupon performing the following RitualThis is a special process which may only be performed by youand there is no chance of Ritual Mishaps or Anomalies:+==== Animistic Movement ==== 
 +<WRAP round box> 
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 5Knowledge Nature 5, 5 EXP   
 +Unlocks additional Movement Types for your [[paths:nature_path:companion|]]When selecting this Talentyou may apply one option for **free** to an existing [[paths:nature_path:companion|]].
  
-**Awaken Companion** +  * **10 CP Swim 10ft*** (May take 10 on Athletics to Swim and gain +4) 
-**Ritual Duration:** 24 hours +  * **10 CP Climb 5ft*** (May take 10 on Athletics to Climb and gain +4) 
-**Components:** Any (250 TU+  * **10 CP Burrow 5ft*** (Limited to Sand, Earth, or other softer materials
-**Skill Check:** None+  * **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) 
 + 
 +*Options marked with a star may be selected multiple times; their effects stack.  
 </WRAP> </WRAP>
  
-==== Beast Speaker ====+==== Elite Animal ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Nature’s CompanionHD 5, Knowledge Nature 10, 15 EXP+  * **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>
  
-By taking this Talent, you may select a Magical Beast companion instead of an animalplantor vermin one. You may "upgrade" an existing companion slot to "Magical Beast" with this Talent.+==== Growth ==== 
 +<WRAP round box> 
 +  * **Requirements:** Nature’s [[paths:nature_path:companion|]]CST 10Knowledge 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> </WRAP>
  
-==== Embiggen ====+==== Rampant Growth ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Nature’s CompanionHD 4, Knowledge Nature 615 EXP+  * **Requirements:** GrowthCST 16, Knowledge Nature 1225 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**.  
  
-When you select this Talent, your animal companion grows by one size category. They gain the following:+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.   
 +</WRAP>
  
-  * +4 size bonus to Strength +----
-  * +2 size bonus to Constitution (and thus one extra HP per HD) +
-  * +2 natural armor (stacks with existing)+
  
-The size change also affects the animal’s modifier to ACattack rolls, and its base damageThe animal’s space and reach change as appropriate to the new sizebut its speed does not change.+==== Magical Companion ==== 
 +<WRAP round box> 
 +  * **Requirements:** Oath of DruidsCST 8Knowledge 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 tasksThis Magic Beast follows [[paths:nature_path:companion|]] rules and starts with **300 CP** to customize a basic Magical Beast.   
 + 
 +Can be **SmallMedium, or Large**. 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 Magical Beast as a [[paths:nature_path:companion|]] 
 </WRAP> </WRAP>
  
-==== Hugeify ====+---- 
 + 
 +==== Draconic Companion ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** EmbiggenHD 8, Knowledge Nature 12, 30 EXP+  * **Requirements:** Oath of DruidsCST 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.   
 + 
 +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> 
 + 
 +---- 
 + 
 +==== Familiar ==== 
 +<WRAP round box> 
 +  * **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.  
  
-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 
-  * +4 size bonus to Constitution (and thus one extra HP per HD) 
-  * +4 natural armor (stacks with existing) 
  
-The size change also affects the animal’s modifier to ACattack rolls, and its base damageThe animal’s space and reach change as appropriate to the new size, but its speed does not change.+Can be **Fine, Tiny, or 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> 
 + 
 +==== Exotic Familiar ==== 
 +<WRAP round box> 
 +  * **Requirements:** FamiliarCST 7Knowledge 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> </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>
 +
 +