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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Skills / Nature

Nature

You know a great deal about the natural world, and you command and train animals and magical beasts. For each rank in this skill you gain 1 level of Advantage on Lore checks about fauna, flora, geography, weather, the environment, creatures of natural origin (animals, beasts, fey and plants), the Material Plane and the Elemental Planes.

Assessing ingredients is usually easier than harvesting them. As a guideline: Common source DC 10 to Assess (12 to Harvest), Uncommon 15 (17), Rare 20 (22), Legendary 25 (27). Gather Ingredients DCs: bountiful area 5, plentiful 10, typical 15, sparse 20, barren 25. Full ingredient rules are in Crafting & Treasure.

Actions

Assess Ingredients (Exploration, Concentrate, Trained)

You examine a creature, remains or other natural source to see whether it holds useful alchemical ingredients. The DC depends on the source's level, rarity and biological complexity (as a guide: common DC 10, uncommon 15, rare 20, legendary 25). The full ingredient rules are in Crafting and Treasure.

Critical Success: As a success, and you also learn whether it holds another ingredient profile, an unusual combination of ingredient tags, or an especially valuable part (GM's call).

Success: You learn whether the source holds harvestable ingredients and identify the ingredient profiles available.

Failure: You can't tell whether the source holds useful ingredients.

Critical Failure: You misread the source, and can't Assess Ingredients on it again unless the circumstances meaningfully change.

Command an Animal (Auditory, Concentrate)

You give an animal an order. Roll Nature against the animal's Charisma save. The GM may adjust the DC if the animal likes you, you suggest something it was inclined to do anyway, or you offer it a treat. You fail automatically if the animal is Hostile or Unfriendly toward you; if it's Helpful, your degree of success improves by one step. Most animals know the basic actions Leap, Seek, Stand, Stride and Strike. If an animal knows an activity (such as a horse's Gallop), you can command it to do that, spending as many Action Points on Command an Animal as the activity costs. You can also spend several Action Points to have it take that many basic actions on its next turn (3 Action Points to Stride three times, or to Stride twice and then Strike).

Success: The animal does as you say on its next turn.

Failure: The animal hesitates or resists, and does nothing.

Critical Failure: The animal misbehaves or misunderstands, and does something else of the GM's choice.

Gather Ingredients (Exploration, Concentrate, Move, Trained)

You search the area around you for useful alchemical ingredients such as herbs, fungi, resins, salts, bones, minerals or venomous growths. The GM sets the DC by how rich or barren the area is (bountiful 5, plentiful 10, typical 15, sparse 20, barren 25), decides which ingredient tags are likely here, and picks or rolls a result from a terrain ingredient table. The full rules are in Crafting and Treasure.

Critical Success: You find 2 useful ingredients suited to the terrain.

Success: You find 1 useful ingredient suited to the terrain.

Failure: You find nothing useful.

Critical Failure: You find something dangerous, spoil good material or attract trouble, as the GM decides.