You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
You know a great deal about the natural world, and have the ability to command and train wild creatures.
Functions: Handle animals, identify monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin), recall knowledge (about dungeons, geography, or nature).
Core Skills: Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature).
This use of Nature functions as the Handle Animal core skill, but uses Intelligence instead of Charisma.
Action: Varies. Handling an animal is a move action, while "pushing" an animal is a full-round action.
Try Again: Yes, except for rearing an animal.
Nature can be used to identify monsters of the aberration, animal, fey, monstrous humanoid, ooze, plant, and vermin types. See the Monster Identification sidebar.
Nature can be used to recall knowledge on the subjects of animals, climate, plants, seasons and cycles, spelunking, terrain, and weather. See Recall Knowledge for details. Use the following DCs for certain tasks.
Task | Nature DC |
---|---|
Identify a common plant or animal | 10 |
Identify mineral, stone, or metal | 10 |
Determine slope | 15 |
Identify unnatural weather phenomenon | 15 |
Recognize regional terrain features | 15 |
Identify a natural or an underground hazard | 15 + hazard's CR |
Determine the artificial nature of a feature | 20 |
Determine depth underground | 20 |
Know the location of the nearest noteworthy site | 20 |