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paths:nature_path [2025/08/27 02:30] – [The Beastmaster’s Trail] reonpaths:nature_path [2026/03/27 15:50] (current) – [Guide of the Forest] elfinlocks
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 ===== Oath of Druids ===== ===== Oath of Druids =====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Knowledge Nature 1, 5 EXP+  * **Requirements:** [[priority:skills:knowledge|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.
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 ==== Druidic Armor ==== ==== Druidic Armor ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Oath of Druids, [[chargen:common_terms#core_stats|CST]] 3, Knowledge Nature 3, 5 EXP+  * **Requirements:** Oath of Druids, [[chargen:common_terms#core_stats|CST]] 3, [[priority:skills:knowledge|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.
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 ==== Resist Nature’s Lure ==== ==== Resist Nature’s Lure ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Druidic Armor, [[chargen:common_terms#core_stats|CST]] 8, Knowledge Nature 5, 25 EXP+  * **Requirements:** Druidic Armor, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|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).
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 ==== Venom Immunity (Ex) ==== ==== Venom Immunity (Ex) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Resist Nature’s Lure, [[chargen:common_terms#core_stats|CST]] 12, Knowledge Nature 10, 35 EXP+  * **Requirements:** Resist Nature’s Lure, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge]] Nature 10, 35 EXP
  
 You gain immunity to all poisons. You gain immunity to all poisons.
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 ==== Woodland Master ==== ==== Woodland Master ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Oath of Druids, Survival 5, Knowledge Nature 5, 20 EXP+  * **Requirements:** Oath of Druids, [[priority:skills:survival|Survival]] 5, [[priority:skills:knowledge|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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 ==== Trackless Step ==== ==== Trackless Step ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Woodland Master, Survival 5, Knowledge Nature 5, 10 EXP+  * **Requirements:** Woodland Master, [[priority:skills:survival|Survival]] 5, [[priority:skills:knowledge|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.
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 ==== Guide of the Forest ==== ==== Guide of the Forest ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Trackless Step, Survival 12, Knowledge Nature 12, 30 EXP+  * **Requirements:** Trackless Step, [[priority:skills:survival|Survival]] 12, [[priority:skills:knowledge|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.+Select a Favored Terrain from the [[game_systems:combat:environment#favored_terrain|Favored Terrain Table]]. You gain a bonus equal to your Secondary Attribute modifier to Initiative, [[priority:skills:knowledge|Knowledge]] (Geography), [[priority:skills:perception|Perception]], [[priority:skills:stealth|Stealth]], and [[priority:skills:survival|Survival]] checks as long as you are within that specific terrain. If a specific type of terrain falls into more than one category, you do not receive stacking bonuses. 
 + 
 +Additionally, you become immune to extreme heat or extreme cold in that biome, and you ignore difficult terrain while in your favored terrain, whether it is magical or mundane in origin. Lastly, all travel time for you and your companions within your favored terrain is halved
 + 
 +Unlike a [[paths:hunter_path#favored_terrain|Huntsman's Favored Terrain Talent]], you may only gain this Talent once. Guide of the Forest acts as Favored Terrain for your selected biome, meaning that this Talent does not stack with the Favored Terrain Talent.
 </WRAP> </WRAP>
 ==== Fairy Ring (Su) ==== ==== Fairy Ring (Su) ====
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 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." 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. +Fairy Rings are only usable by those who have taken an Oath of Druids, or by the [[paths:sorcerer_path:fey_bloodline|fey]]. Though you may grant passage to others by creating a Dramen Staff for them. 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> </WRAP>
 ---- ----
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 ==== Wild Empathy (Ex) ==== ==== Wild Empathy (Ex) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Oath of Druids, Diplomacy 5, Knowledge (Nature) 5, 10 EXP+  * **Requirements:** Oath of Druids, [[priority:skills:charm|Charm]] 5, [[priority:skills:knowledge|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[[priority:skills:charm|Charm]] 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.
  
 The typical domestic animal has a starting attitude of indifferent, whilst wild animals are usually unfriendly. The typical domestic animal has a starting attitude of indifferent, whilst wild animals are usually unfriendly.
-The amount of time required to use Wild Empathy is comparable to a Diplomacy check, but may vary at GM discretion. A character with Wild Empathy can also Gather Information from Unfriendly or above animals in an area, similarly to gathering information in a town. This generally takes 1d4+1 hours. However, this duration may vary based on the condition and population of the area, as well as whether or not the character utilizes bribery or makes promises to the creatures they are trying to bargain with.+The amount of time required to use Wild Empathy is comparable to a[[priority:skills:charm|Charm]] check, but may vary at GM discretion. A character with Wild Empathy can also Gather Information from Unfriendly or above animals in an area, similarly to gathering information in a town. This generally takes 1d4+1 hours. However, this duration may vary based on the condition and population of the area, as well as whether or not the character utilizes bribery or makes promises to the creatures they are trying to bargain 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. This talent can be selected multiple times, each time it is selected, you may choose a new additional category of creatures to speak with.
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 ==== Greater Wild Empathy (Su) ==== ==== Greater Wild Empathy (Su) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Wild empathy, Diplomacy 6, Knowledge Nature 6, 15 EXP+  * **Requirements:** Wild empathy,[[priority:skills:charm|Charm]] 6, [[priority:skills:knowledge|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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 ==== Shepherd of Stone (Ex) ==== ==== Shepherd of Stone (Ex) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Wild Empathy, Knowledge (Nature) 15, 20 EXP+  * **Requirements:** Wild Empathy, [[priority:skills:knowledge|Knowledge]] (Nature) 15, 20 EXP
  
 You may freely communicate with natural or worked stone, as if using [[priority:magic:spells:tier5:stone_tell|]]. You may freely communicate with natural or worked stone, as if using [[priority:magic:spells:tier5:stone_tell|]].
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 ==== Shepherd of Wood (Ex) ==== ==== Shepherd of Wood (Ex) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Wild Empathy, Knowledge (Nature) 10, 20 EXP+  * **Requirements:** Wild Empathy, [[priority:skills:knowledge|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|]]. You may freely communicate with trees and other plant life as if using [[priority:magic:spells:tier3:speak_with_plants|]].
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 ==== Homeland (Su) ==== ==== Homeland (Su) ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Wild Empathy, Guide of the Forest, Knowledge Nature 15, Survival 15, 30 EXP+  * **Requirements:** Wild Empathy, Guide of the Forest, [[priority:skills:knowledge|Knowledge]] Nature 15, [[priority:skills:survival|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 Beastmaster’s Trail ===== ===== The Beastmaster’s Trail =====
  
-<WRAP round box> 
 ==== Nature’s Companion ==== ==== Nature’s Companion ====
-**Requirements:** Oath of Druids, CST 5, Knowledge Nature 5, 30 EXP  +<WRAP round box> 
 +  * **Requirements:** Oath of Druids, CST 5, [[priority:skills:knowledge|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 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.  
  
-Can be **Small, Medium, or Large**. You may select this Talent multiple times, up to your Companion capacity. Each time you do so, you may select a new Animal as a Companion.  +Can be **Small, Medium, 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 Animal as a [[paths:nature_path:companion|]].  
 </WRAP> </WRAP>
  
 +==== Claws and Maw ====
 <WRAP round box> <WRAP round box>
-==== Growth ==== +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 5[[priority:skills:knowledge|Knowledge]] Nature 5EXP   
-**Requirements:** Nature’s Companion, CST 10, Knowledge Nature 1015 EXP   +Spend CP to grant your [[paths:nature_path:companion|]] a new effect to an existing Attack. 
-You may select **1 Animal Companion** that can now be **Huge** sizedThis Size bonus grants relevant **Wounds** bonuses + 
 +  * **50 CP Grasping (With a successful hit, free Grab attempt)*** 
 +  * **50 CP Take-down (With a successful hit, free Trip attempt)*** 
 +  * **50 CP Powerful (With a successful hit, free 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 diceMay 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. 
 </WRAP> </WRAP>
  
 +==== Animal Senses ====
 <WRAP round box> <WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 5, [[priority:skills:knowledge|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>
 +
 +==== Animistic Movement ====
 +<WRAP round box>
 +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 5, [[priority:skills:knowledge|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|]].
 +
 +  * **10 CP Swim 10ft*** (May take 10 on [[priority:skills:athletics|Athletics]] to Swim and gain +4)
 +  * **10 CP Climb 5ft*** (May take 10 on [[priority:skills:athletics|Athletics]] to Climb and gain +4)
 +  * **10 CP Burrow 5ft*** (Limited to Sand, Earth, or other softer materials)
 +  * **20 CP Leaping*** (May take 10 on [[priority:skills:athletics|Athletics]] or [[priority:skills:acrobatics|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>
 +
 +==== Elite Animal ====
 +<WRAP round box>
 +  * **Requirements:** Nature’s [[paths:nature_path:companion|]], CST 12, [[priority:skills:knowledge|Knowledge]] Nature 15, 25 EXP  
 +You may select **1 Animal [[paths:nature_path:companion|]]** that can now be treated as an Elite Companion.  
 +</WRAP>
 +
 +==== Growth ====
 +<WRAP round box>
 +  * **Requirements:** Nature’s [[paths:nature_path:companion|]], CST 10, [[priority:skills:knowledge|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>
 +
 ==== Rampant Growth ==== ==== Rampant Growth ====
-**Requirements:** Growth, CST 16, Knowledge Nature 12, 25 EXP   +<WRAP round box> 
-You may now allow the Animal Companion previously selected for Growth to be **Gargantuan**. This Talent may be selected **one additional time** to become **Colossal**.  +  * **Requirements:** Growth, CST 16, [[priority:skills:knowledge|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**.  
  
 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.   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.  
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 ---- ----
  
-<WRAP round box> 
 ==== Magical Companion ==== ==== Magical Companion ====
-**Requirements:** Oath of Druids, CST 8, Knowledge Arcana 7, 30 EXP   +<WRAP round box> 
-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 Companion rules and starts with **300 CP** to customize a basic Magical Beast.  +  * **Requirements:** Oath of Druids, CST 8, [[priority:skills:knowledge|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.  
  
-Can be **Small, Medium, or Large**. You may select this Talent multiple times, up to your Companion capacity. Each time you do so, you may select a new Magical Beast as a Companion.  +Can be **Small, Medium, 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>
  
 ---- ----
  
-<WRAP round box> 
 ==== Draconic Companion ==== ==== Draconic Companion ====
-**Requirements:** Oath of Druids, CST 15, Knowledge Arcana 12, 50 EXP   +<WRAP round box> 
-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 Companion rules and starts with **300 CP** to customize a basic Dragon.  +  * **Requirements:** Oath of Druids, CST 15, [[priority:skills:knowledge|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.   Can be **Small, Medium, or Large**. You **may not** select this Talent multiple times.  
-A Dragon 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.  +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> </WRAP>
  
 ---- ----
  
-<WRAP round box> 
 ==== Familiar ==== ==== Familiar ====
-**Requirements:** Oath of Druids, CST 5, Knowledge Nature 5, 10 EXP   +<WRAP round box> 
-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 Companion rules and starts with **100 CP** to customize a basic Familiar.  +  * **Requirements:** Oath of Druids, CST 5, [[priority:skills:knowledge|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.  
  
  
  
-Can be **Fine, Tiny, or Small**. You may select this Talent multiple times, up to your Companion capacity. Each time you do so, you may select a new Familiar as a Companion.  +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.   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>
  
-<WRAP round box> 
 ==== Exotic Familiar ==== ==== Exotic Familiar ====
-**Requirements:** Familiar, CST 7, Knowledge Nature 7, 20 EXP  +<WRAP round box> 
 +  * **Requirements:** Familiar, CST 7, [[priority:skills:knowledge|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**.   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 Companion.  +This Talent grants an additional **200 CP** to the selected [[paths:nature_path:companion|]].  
 </WRAP> </WRAP>
  
 ---- ----
  
-<WRAP round box> 
 ==== Order: ==== ==== Order: ====
-**Requirements:** Any Companion, Handle Animal 5, 5 EXP   +<WRAP round box> 
-By spending **2 MP** and a **Swift Action** you may Order your Companion as per Order, instead of spending a Half Action.  +  * **Requirements:** Any [[paths:nature_path:companion|]],[[priority:skills:handle_animal|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.   This Order can be used **Verbally or Somatically**. Same applies to all other **Order:** Talents.  
 </WRAP> </WRAP>
  
-<WRAP round box> 
 ==== Order: Heel! ==== ==== Order: Heel! ====
-**Requirements:** Order:, Handle Animal 5, 5 EXP   +<WRAP round box> 
-As a **Free Action** you may instruct your Companion to disengage and attempt to move adjacent to you.  +  * **Requirements:** Order:,[[priority:skills:handle_animal|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.   They will use abilities, skills, and full retreats to prevent unwanted damage.  
 </WRAP> </WRAP>
  
-<WRAP round box> 
 ==== Order: Attack! ==== ==== Order: Attack! ====
-**Requirements:** Order:, Handle Animal 5, 5 EXP   +<WRAP round box> 
-As a **Free Action** you may instruct your Companion to focus on targeting a specific foe, object, or creature.  +  * **Requirements:** Order:,[[priority:skills:handle_animal|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> </WRAP>
  
-<WRAP round box> 
 ==== Order: Fetch! ==== ==== Order: Fetch! ====
-**Requirements:** Order:, Handle Animal 5, 5 EXP   +<WRAP round box> 
-As a **Free Action** you may instruct your Companion to bring an Object or Creature it is capable of moving to you.  +  * **Requirements:** Order:,[[priority:skills:handle_animal|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> </WRAP>
  
-<WRAP round box> 
 ==== Empathy ==== ==== Empathy ====
-**Requirements:** Any Companion, Sense Motive 5, 10 EXP   +<WRAP round box> 
-An Empathetic bond is formed with you and every Companion you have. While on the same Plane you gain a basic understanding of their current state — injured, fighting, stressed, resting, etc.  +  * **Requirements:** Any [[paths:nature_path:companion|]][[priority:skills:sense_motive|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 Companion to see or hear you. Orders are limited to **basic emotions**, so complex instructions are not possible.  +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.   This allows all other **Order:** Talents to also be used without Verbal or Somatic components, at no additional cost.  
 </WRAP> </WRAP>
  
-<WRAP round box> 
 ==== Telepathy ==== ==== Telepathy ====
-**Requirements:** Empathy, Sense Motive 5, 10 EXP   +<WRAP round box> 
-A Telepathic bond is formed with you and every Companion you have. While on the same Plane you can communicate freely.  +  * **Requirements:** Empathy, [[priority:skills:sense_motive|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 Companion needing to see or hear you. Additionally:  +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.     * You may change Scripts without Verbal or Somatic components.  
   * Spend **5 MP** to change Scripts as an **Immediate Action**.     * Spend **5 MP** to change Scripts as an **Immediate Action**.  
-  * Your Companion may now spend a **Swift Action** to consult you when unsure.  +  * Your [[paths:nature_path:companion|]] may now spend a **Swift Action** to consult you when unsure.  
 </WRAP> </WRAP>
  
-<WRAP round box> 
 ==== Eyes of the Beast ==== ==== Eyes of the Beast ====
-**Requirements:** Empathy, Perception 5, 5 EXP   +<WRAP round box> 
-Your Empathic bond strengthens. You may choose to **see through the eyes** of your companion at will.  +  * **Requirements:** Empathy, [[priority:skills:perception|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.   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 Companion.  +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> </WRAP>
  
-<WRAP round box>+ 
 ==== Flight ==== ==== Flight ====
-**Requirements:** Any Companion, CST 7, Knowledge Nature 7, 5 EXP   +<WRAP round box> 
-Spend **50 CP** to grant your Animal Companion a **Fly Speed 50 ft (Poor)**. One eligible Companion gains this option for free.  +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 7, [[priority:skills:knowledge|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> </WRAP>
  
-<WRAP round box> 
 ==== Greater Flight ==== ==== Greater Flight ====
-**Requirements:** Any Companion, CST 10, Knowledge Nature 10, 5 EXP   +<WRAP round box> 
-Spend **100 CP** to grant your Animal Companion a **Fly Speed 70 ft (Average)**. One eligible Companion gains this option for free.  +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 10, [[priority:skills:knowledge|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> </WRAP>
  
-<WRAP round box> 
 ==== Aerobat ==== ==== Aerobat ====
-**Requirements:** Any Companion, CST 7, Knowledge Nature 10, 5 EXP   +<WRAP round box> 
-Spend **50 CP** to increase the Maneuverability of a flying Companion up to **Perfect**. One eligible Companion gains this for free.  +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 7, [[priority:skills:knowledge|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.   This Talent can be selected multiple times.  
 </WRAP> </WRAP>
  
-<WRAP round box> 
 ==== Reach ==== ==== Reach ====
-**Requirements:** Any Companion, CST 7, Knowledge Nature 7, 5 EXP   +<WRAP round box> 
-Spend **50 CP** to grant your Animal Companion **Reach 1** on one Attack.  +  * **Requirements:** Any [[paths:nature_path:companion|]], CST 7, [[priority:skills:knowledge|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).   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 Companion may gain one free instance of Reach.  +This only applies to one Attack unless purchased again. One Animal [[paths:nature_path:companion|]] may gain one free instance of Reach.  
 </WRAP> </WRAP>
  
-<WRAP round box> 
-==== Claws and Maw ==== 
-**Requirements:** Any Companion, CST 5, Knowledge Nature 5, 5 EXP   
-Spend **10 CP** to grant your Companion an **additional Attack option** or add a new damage type (**Slashing, Piercing, Bludgeoning**) to an existing Attack.   
  
-This does not grant additional Attacks, only additional options.   
-</WRAP> 
- 
-<WRAP round box> 
-==== Bestial Senses ==== 
-**Requirements:** Any Companion, CST 5, Knowledge Nature 5, 5 EXP   
-Unlocks additional Senses for your Companion. When selecting this Talent, you may apply one option for **free** to an existing 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   
- 
-*Options marked with a star may be selected multiple times; their effects stack.   
-</WRAP>