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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, 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 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.

Growth

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

You may select 1 Animal 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 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 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.


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 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 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 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. 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 Companion.


Order:

  • Requirements: Any Companion, Handle Animal 5, 5 EXP

By spending 2 MP and a Swift Action you may Order your 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 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 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 Companion to bring an Object or Creature it is capable of moving to you.

Empathy

  • Requirements: Any Companion, Sense Motive 5, 10 EXP

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.

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. 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 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 change Scripts without Verbal or Somatic components.
  • Spend 5 MP to change Scripts as an Immediate Action.
  • Your 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 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 Companion.

Flight

  • Requirements: Any Companion, CST 7, Knowledge Nature 7, 5 EXP

Spend 50 CP to grant your Animal Companion a Fly Speed 50 ft (Poor). One eligible Companion gains this option for free.

Greater Flight

  • Requirements: Any Companion, CST 10, Knowledge Nature 10, 5 EXP

Spend 100 CP to grant your Animal Companion a Fly Speed 70 ft (Average). One eligible Companion gains this option for free.

Aerobat

  • Requirements: Any Companion, CST 7, Knowledge Nature 10, 5 EXP

Spend 50 CP to increase the Maneuverability of a flying Companion up to Perfect. One eligible Companion gains this for free. This Talent can be selected multiple times.

Reach

  • Requirements: Any Companion, CST 7, Knowledge Nature 7, 5 EXP

Spend 50 CP to grant your Animal 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 Companion may gain one free instance of Reach.

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.

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.