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Path of Nature

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

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, 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, 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, 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 Wall of Thorns and Grease. You are still impeded by “true” barriers, such as a Wall of Force or 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 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 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 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 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, 15 EXP

You gain an animal, plant, or vermin companion at “1st level” for purchasing this Talent. The Animal Companion may gain Talents, Skills, BaB, & HD, as if it were a character. In order to provide the Animal Companion with Experience, you must create or procure a Companion Cracker.

If the animal companion dies, you 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.

You may buy this Talent multiple times - every time you do, you gain one “slot” for a companion. So, if you have purchased this Talent twice, and one of your companions dies, you have one “slot” open, and may source a new companion as described above without buying this Talent again.

For more information, see the Animal Companions page.

Beast Speaker

  • Requirements: Nature’s Companion, CST 8, Knowledge Nature 10, 15 EXP

By taking this Talent, you may select a Magical Beast companion instead of an animal, plant, or vermin one. You may “upgrade” an existing companion slot to “Magical Beast” with this Talent.

Embiggen

  • Requirements: Nature’s Companion, CST 6, Knowledge Nature 6, 15 EXP

When you select this Talent, your animal companion grows by one size category. They gain the following:

  • +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 AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.

Hugeify

  • Requirements: Embiggen, CST 12, Knowledge Nature 12, 30 EXP

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 AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.