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Nature (Wis)

Source Core Rulebook pg. 249 4.0
You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you’re untrained in Nature, you can use it to Recall Knowledge.
  • Recall Knowledge about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes.

Nature Trained Actions

Item Bonuses for Nature - Common Items
Primeval Mistletoe+16Held ItemsNo
Serene Mutagen (Lesser)+11Alchemical ElixirsYes
Sprite Apple (Chartreuse)+15Alchemical FoodYes
Druid's Vestments+210Other Worn ItemsNo
Tales in Timber+210Specific Magic ArmorNoNature checks to Recall Knowledge
Eidolon Cape+211Other Worn ItemsNosummoner with primal eidolon only
Warden's Signet+211Other Worn ItemsNo
Tales in Timber (Greater)+213Specific Magic ArmorNoNature checks to Recall Knowledge
Primeval Mistletoe (Greater)+214Held ItemsNo
Serene Mutagen (Moderate)+23Alchemical ElixirsYes
Tales in Timber (Major)+318Specific Magic ArmorNoNature checks to Recall Knowledge
Possibility Tome+318Held ItemsNochecks to Recall Knowledge
Serene Mutagen (Greater)+311Alchemical ElixirsYes
Serene Mutagen (Major)+417Alchemical ElixirsYes
Item Bonuses for Nature - Uncommon/Rare/Unique Items
Ursine Avenger Hood+12ArtifactsNoNature checks to Command an Animal
Broken Tusk Pendant+13Other Worn ItemsNo+1 item bonus to Nature checks; this bonus increases to +2 when you Command an Animal of the specific kind depicted by the pendant.
Bullhook +23Held ItemsNoNature checks to Command an Animal
Swiftmount Saddle+27Companion ItemsNoNature checks made to Command an Animal for anyone who is riding the creature wearing it.
Spangled Rider's Suit+29Specific Magic ArmorNoCommand an Animal you are riding
Bullhook (Greater) +212Held ItemsNoNature checks to Command an Animal
Broken Tusk Pendant (Greater)+213Other Worn ItemsNo+2 item bonus to Nature checks (+3 to Command an Animal of the type depicted by the pendant).
Aeon Stone (Orange Prism)+216Other Worn ItemsNo
The Silent Hag+220The Deck of DestinyNoNature checks to Recall Knowledge (+3 at 17th level)

Related Feats

To see a list of Feats related to Nature, click here.

Nature Untrained Actions

Command an Animal [one-action]

Auditory Concentrate 
Source Core Rulebook pg. 249 4.0
You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.

Commanded Animals

Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.

The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.