====== Path of Nature ====== {{:paths:pasted:20231219-223156.jpeg|A lone Druid rests in a glade with his closest friend.}} //Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, followers of this Path gain the companionship of mighty beasts and are as much a part of the natural world as any plant or animal.// ---- ===== Key Skills ===== Upon purchasing the Path of Nature, you gain the following Key Skills * [[priority:skills:handle_animal|Handle Animal]] * [[priority:skills:knowledge|Knowledge]] (Nature) * [[priority:skills:knowledge|Knowledge]] (Geography) * [[priority:skills:perception|Perception]] * [[priority:skills:survival|Survival]] ===== Oath of Druids ===== * **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. ---- ===== The Druid’s Way ===== ==== Druidic Armor ==== * **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. ==== Resist Nature’s Lure ==== * **Requirements:** Druidic Armor, [[chargen:common_terms#core_stats|CST]] 8, 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). ==== Venom Immunity (Ex) ==== * **Requirements:** Resist Nature’s Lure, [[chargen:common_terms#core_stats|CST]] 12, Knowledge Nature 10, 35 EXP You gain immunity to all poisons. ---- ==== Woodland Master ==== * **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|]]. ==== Trackless Step ==== * **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. ==== Guide of the Forest ==== * **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. ==== Fairy Ring (Su) ==== * **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. ---- ==== Wild Empathy (Ex) ==== * **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. 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. This talent can be selected multiple times, each time it is selected, you may choose a new additional category of creatures to speak with. ==== Greater Wild Empathy (Su) ==== * **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. ==== Shepherd of Stone (Ex) ==== * **Requirements:** Wild Empathy, Knowledge (Nature) 15, 20 EXP You may freely communicate with natural or worked stone, as if using [[priority:magic:spells:tier5:stone_tell|]]. ==== Shepherd of Wood (Ex) ==== * **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|]]. ==== Homeland (Su) ==== * **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. Through this ability, you know every tree, every deer, every blade of grass, and every scuttling beetle of your home - all creatures natural to the area have a starting attitude of friendly towards you, and you may freely speak with any creatures natural to the area you have selected as if you shared a language, regardless of your proficiencies in Wild Empathy. 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 Beastmaster’s Trail ===== ==== Nature’s Companion ==== * **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. 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|]]. ==== Claws and Maw ==== * **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. * **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 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. ==== Animal Senses ==== * **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. ==== Animistic Movement ==== * **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|]]. * **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 Sand, Earth, or 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) *Options marked with a star may be selected multiple times; their effects stack. ==== Elite Animal ==== * **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. ==== Growth ==== * **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. ==== Rampant Growth ==== * **Requirements:** Growth, CST 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**. 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. ---- ==== Magical Companion ==== * **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. 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|]]. ---- ==== Draconic Companion ==== * **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. 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. ---- ==== Familiar ==== * **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. 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. ==== Exotic Familiar ==== * **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|]]. ---- ==== Order: ==== * **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. ==== Order: Heel! ==== * **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. ==== Order: Attack! ==== * **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. ==== Order: Fetch! ==== * **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. ==== Empathy ==== * **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. ==== Telepathy ==== * **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. ==== Eyes of the Beast ==== * **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|]]. ==== Flight ==== * **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. ==== Greater Flight ==== * **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. ==== Aerobat ==== * **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. ==== Reach ==== * **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.