Erudition provides scientists with all they need to tackle the challenges in their path. Grounded in secular theory and thought, rejecting the occult, scientists attack problems with a combination of cunning, learnedness, and determination to unravel the mysteries before them. The further they progress their training, the more they learn, and the greater the wonders they can create.
Scientists come from academic backgrounds, which help reflect their education and training in higher learning. Some, though, might have taught themselves, such as a criminal with ideas about building devices to carry out heists or soldiers who study engineering to build war machines. Scientists can even come from the ranks of the religious. They might commit themselves to serving the gods, but also see it as their duty to gain a better understanding of the world.
Level 1 Scientist
Attributes Increase two by 1
Characteristics. Health +3
Languages and Profession. You read and write all the languages you speak, and add one academic area of knowledge of your choice.
Applied Academics. When a creature within short range makes an attack roll or a challenge roll, you can use a triggered action to either grant 1 boon or impose 1 bane on the triggering roll. If you grant a boon to an attack roll and the total of the roll is 20 or higher, the creature deals an extra 2d6 damage.
Recovered Secrets. You can use an action to heal damage equal to your healing rate. Then, until the end of the round, each creature you choose within short range makes attack rolls and challenge rolls with 1 boon. Once you use this talent, you cannot use it again until you complete a rest.
Level 2 Scientist
Characteristics. Health +3
Eureka. Whenever the total of your attack roll or challenge roll in combat is 20 or higher, you make Intellect and Will rolls with 1 boon for 1 minute. If you already benefit from this effect when you benefit from this talent again, you instead extend the effect’s duration by 1 minute.
Scientific Innovation. Choose one science from the options presented.
Level 5 Expert Scientist
Characteristics. Health +3
Languages and Professions. You add one academic area of knowledge of your choice.
Scientific Innovation. Choose one science from the options presented.
Sudden Solution. If you benefit from your Eureka talent and get a failure on an attack or challenge roll, you can end the effects of your Eureka talent to turn the failure into a success.
Level 8 Master Scientist
Characteristics. Health +3
Languages and Professions. You add one academic area of knowledge of your choice.
Scientific Innovation. Choose one science from the options presented.
The Sciences
Scientific innovation follows numerous routes and covers nearly every aspect of the physical and metaphysical world. The following sciences represent those most likely to be adopted by a scientist. Each time you gain a science from the scientist novice path, you can choose one science and gain one benefit for doing so. Each time you choose the same science after the first, you gain another benefit from it. Also, many benefits improve as your group attains higher levels.
Botany
Botany reveals knowledge of plants and similar living organisms found in the world. Your study of Botany offers you ways to manipulate plants, fungi, slimes, and other things to serve your interests and needs.
When you choose this science, you gain an alchemy kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following benefits.
Defoliant
You discover a potent poison useful for clearing away plants and similar matter. When you complete a rest while you have an alchemist’s kit, you produce a number of doses of defoliant equal to 1 + half your level that retain potency until used or you complete another rest.
As an action, you can deploy the defoliant so that a 5-yard-radius cloud forms on a point you choose within medium range. The cloud obscures its area for 1 minute before dissipating. When the cloud appears, all normal plants and fungi in the cloud die and wither away.
Any creature with the fungus, ooze, or plant descriptor in the cloud when it appears or that enters it takes 3d6 damage and becomes diseased for as long as it remains in the cloud and for 1 minute thereafter. At the end of each round such a creature has this affliction, it makes a Strength challenge roll and, on a failure, takes 1d6 damage.
Finally, all other living creatures in the cloud when it appears or that enter it make a Strength challenge roll. On a failure, the creature takes 1d6 damage and becomes diseased- until it moves out of the cloud.
At level 5, the cloud’s radius increases to 10 yards. At level 8, the cloud deals 5d6 damage to fungi, plants, and slimes, and 2d6 damage to all other creatures that get failures on their Strength rolls.
Fertilizer
You concoct a strong fertilizer that makes plants grow at a rapid rate and gain unusual qualities. When you complete a rest while you have an alchemist’s kit, you can produce a number of doses of fertilizer equal to 1 + half your level. The doses retain potency until used or you complete another rest.
As an action, you can deploy the fertilizer onto a solid square-shaped surface, up to 5 yards on a side, originating from a point within medium range. If the surface contains no natural plants, molds, or fungus (in other words, it is bare earth, sand, or stone), plants grow across the surface until it becomes difficult terrain that remains for 24 hours or until burned away—10 damage from fire clears a square, 1 yard on each side, of difficult terrain. At level 5, the growth can be harvested, which takes 1 hour of work, and produces food for up to ten people. The food spoils after 24 hours. At level 8, you can choose to also produce one of the random fertilizer effects.
If the surface contains any plant of fungal matter, the fertilizer causes it to grow with unpredictable results. Roll a d6 and find the number rolled on the following table to see what happens. At level 8, you can choose another result in addition to the result gained from the roll of the die and apply its effect to the area.
Fertilizer Results
Roll | Result |
1-2 | For 1 minute, the plants reach for and curl around creatures on them in the affected area. When this effect begins, and again on each of your turns until the effect ends, each creature on the surface makes a Strength challenge roll. On a failure, the creature becomes immobilized until it uses an action to break free. If the creature is already immobilized, it takes 1d6 damage instead. At level 5, creatures take 1d6 damage when they become immobilized or take 2d6 damage if already immobilized. |
3-4 | Thorny growth erupts from the surface until it reaches a height of 3 yards or a solid surface. The growth provides total cover to anything behind it. Each creature in area when the thorns appear takes 1d6 damage, or 2d6 damage at level 5. In addition, when a creature enters the zone or moves inside of it, the creature takes 1 damage per yard moved if the creature moves more than 2 yards on its turn. |
5 | Flowers appear throughout the surface and release a cloud of poisonous pollen that obscures the air above the surface, up to a maximum height of 5 yards. Any living creature in the zone when the pollen appears or that enters it takes 1d6 damage and makes a Strength challenge roll. On a failure, the creature takes 2d6 extra damage, or 3d6 extra damage at level 5, and becomes poisoned for 1 minute. While poisoned in this way, the creature is also fatigued. If the creature is already poisoned, it takes 1d6 extra damage. |
6 | The plants form into a plant creature that uproots itself and takes a turn immediately. The plant creature is under your control and uses the statistics for a small monster (or medium monster at level 5) that’s immune to the asleep, blinded, dazed, frightened, and stunned afflictions, but takes double damage from fire. The effect lasts for 1 minute or until the plant becomes incapacitated. |
Herbal Concoctions
You learn how to create special substances from herbs you find. When you complete a rest in a wilderness zone while you have an alchemist’s kit, you produce a number of herbal concoctions equal to 1 + half your level that retain potency until used or you complete another rest. For each herbal concoction you produce, choose one of the following options.
As an action, a creature holding the concoction can consume it or administer it to one creature within its reach. The concoction takes effect at the end of the round.
Botanical Infusion. The affected creature gains the plant descriptor for 1 minute (or 1 hour at level 5), with all of the following benefits.
- Increase its Defense by 2.
- Halve its Speed.
- Grant immunity to asleep, blinded, dazed, deafened, and stunned.
- Cause the creature to take double damage from fire.
- Enable the creature to use a move while on an earthen surface to root itself in place, which prevents it from being moved short of teleportation.
- Grant the creature’s melee weapon attacks the reach property if they don’t have it already.
Herbal Remedy. The creature heals damage equal to its healing rate, or twice its healing rate at level 5. In addition, the creature becomes immune to damage from disease for 24 hours after.
Herbal Stimulant. On the creature’s next turn, it can increase the number of actions it can use by one. At the end of the creature’s turn, the creature makes a Strength challenge roll and, on a failure, the creature falls prone, becomes stunned until the end of its next turn, and the effect ends. The effect ends immediately after 1 minute. Starting at level 5, the affected creature makes the challenge roll with 1 boon.
Chemistry
In tackling chemistry, you explore the nature of substance and discover how the interactions of certain chemicals can produce useful, explosive results, or substances that enhance or befuddle the people around you.
When you choose this science, you gain an alchemy kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following benefits.
Corrosive and Poisons
You learn how to create dangerous substances from the chemicals contained in your alchemist’s kit. When you complete a rest, you produce a number of substances equal to 1 + half your level. The substances retain potency until used or you complete a rest. For each substance, choose one of the following options:
Chemical Acid. Any creature holding the acid can use an action to pour it onto to a creature or object in reach or fling the acid at one creature or object within short range. A creature makes an Agility challenge roll. On a fail, the creature takes 1d6 damage from the acid or 2d6 damage at level 5, plus 1 damage at the end of each round until a creature that can reach the target uses an action to wash off the corrosive. On a success, the creature takes 1d3 damage, or 1d6 damage at level 5.
Chemical Drug: Any creature holding the drug can use an action to consume it or administer it to a willing or unconscious creature in reach. The creature consuming the drug makes a Strength challenge roll with 1 bane. A creature can choose to fail this roll. On a failure, the creature becomes poisoned for 1 hour. While poisoned in this way, the first time the creature takes damage in a round, it reduces the amount of damage by 1d6, or 2d6 at level 5.
Chemical Poison: Chemical poison functions as ordinary poison (Shadow, page 107), except that a creature damaged by the poisoned weapon takes 1d6 damage from the poison, or 2d6 at level 5, and a creature consuming the poisoned food or drink takes 1d6 damage from the poison, or 3d6 at level 5.
Explosives
As an action, you can set an explosive or throw it to a point within short range. When you complete a rest, you produce a number of explosives equal to 1 + half your level, which retain potency until used or you complete another rest.
As an action, you can set an explosive or throw it. At the end of the round, the explosive detonates and deals 3d6 damage to each creature and object in a 5-yard radius. At level 5, the damage increases to 5d6. A creature that would take this damage makes an Agility roll and takes half the damage instead on a success.
Pharmaceuticals
You learn how to make special pharmaceuticals from chemicals contained in your alchemist’s kit. When you complete a rest, you produce a number of pharmaceuticals equal to 1 + half your level. The pharmaceuticals retain potency until used or you complete a rest.
Any creature holding a pharmaceutical can use an action to ingest it or administer it to a creature within reach. If the target is unwilling, the creature makes a Strength attack roll against the target’s Agility. If you use a syringe (see Shadow, page 108), the creature can use an action or a triggered action, on its turn, to administer the pharmaceutical.
Health Booster. The affected creature gains a +5 bonus to Health for 1 hour, or a +15 bonus at level 5.
Strength Booster: The affected creature makes Strength attack rolls and challenge rolls with 1 boon and imposes 1 bane on rolls made against its Strength. In addition, the creature’s melee attacks and ranged attacks using thrown weapons deal an extra 1d6 damage. The effect wears off after 1 minute, or 1 hour at level 5.
Speed Booster: The affected creature gains a +4 bonus to its Speed for 1 minute, or a +6 bonus at level 5. When the creature takes a turn, it can make a Strength challenge roll with 1 bane. On a success, the creature increases the number of actions it can use on its turn by one. On a failure, the creature takes 2d6 damage from strain.
Entomology
You focus your studies on learning everything there is to know about insects and similar creatures. From your efforts, you discover how to control and make allies of these creatures. Furthermore, you might eventually discover advanced techniques that imbue your insect allies with even greater capabilities.
When you choose this science, you gain an alchemist’s kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following benefits.
Control Swarm
You keep a swarm of insects on your person. The swarm hides on your person, crawling over your body or lurking inside your alchemist kit. As an action, you call forth the swarm or call it back to you. If you are incapacitated by fire while you carry the swarm, you lose access to this benefit until you complete a rest.
While out of their container, you can use an action to give the swarm any of the following commands:
Attack The swarm crawls or flies toward and attacks one creature of your choice within short range. The target makes an Agility challenge roll and takes 3d6 damage on a failure.
Distract The swarm encircles one creature within short range until the creature becomes incapacitated, moves, or you give the swarm another command. While so encircled, the creature is impaired.
Obscure The swarm spreads out to heavily obscure a cube of space, 5 yards on a side, originating from a point within short range. If the swarm’s area is included in an Air, Fire, Storm, or Water spell that would affect an area, the swarm disperses and reforms on you after 1 minute.
Protect The swarm encircles you or one creature of your choice within short range and remains until the target moves or becomes incapacitated, or you give the swarm a new command. While encircling the target, the swarm imposes 1 bane on attack rolls made against the target.
Monstrous Swarm At level 5, you can command the swarm to concentrate into a monstrous swarm for 1 minute. In this form, the swarm uses the statistics for an animal swarm with the flier trait. If the swarm becomes incapacitated, you lose this Control Swarm benefit for 1 hour.
Giant Insects
You learn how to grow insects to enormous size from substances contained in your alchemist’s kit. When you complete a rest, you cause one normal insect you subject to your experiments to grow until it reaches the size of a tiny monster (small monster at level 5, medium monster at level 8). The giant insect is under your control. It takes its turn when you do and you decide what it does on each of its turns. The giant insect returns to its normal size when you complete another rest or if it becomes incapacitated.
Poison Spray
You harvest venom from the insects you study and concentrate it into a deadly spray. As an action, you release a spray at one creature within short range. Make an Agility attack roll against the target’s Strength. On a success, the target takes 1d6 damage, or 2d6 damage at level 5, and becomes poisoned for 1 minute. If the target is already poisoned, it takes 1d6 extra damage. In addition, at the end of each round, a target poisoned in this way makes a Strength challenge roll and, on a failure, takes 1d6 damage and becomes impaired until the end of the next round.
You can use poison spray a number of times equal to 1 + half your level. You regain expended uses after you complete a rest.
Geology
The science of geology concerns itself with the earth. You build contraptions to help move and control earth.
When you choose this science, you gain a tool kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, you gain a construct servant, which is a small construct. The servant is under your control, it takes its turn when you do, and you decide what it does on its turns. If your construct becomes incapacitated, it is destroyed. You can replace a destroyed construct at the end of the adventure.
The servant becomes a medium construct if you choose this science twice or a large construct if you choose it a third time.
In addition to what the servant can normally do, you can use an action to give the construct any of the following commands provided you are within short range of it.
Bulldoze: At the end of each round, the construct moves loose earth, sand, and stone that can fit inside a cube of space of the construct’s size from one spot to another within short range of it.
Dig: The construct digs through a surface made of earth, sand, or stone within its reach until you use an action to command it to stop. The construct excavates a hole of its size into the surface in which it digs moving 1 foot of earth or sand or 1 inch of stone at the end of each round. Material it digs out of the surface falls to the ground behind it, creating difficult terrain that remains until cleared away. A construct’s digging could make structures unsafe, at the GM’s discretion, causing portions of a structure, such as walls, surfaces, and the like to collapse, potentially harming anything under them.
While the construct obeys the command, at the end of each minute it works (or hour if you have chosen this science three times), roll a d6. On a 3 or less, the construct takes 1d6 damage from its exertions.
Thumper: If the construct is on a surface on which it can stand, it strikes the ground at the end of each round, causing a wave to roll through that surface in a 5-yard radius centered on a point in its space. The construct makes a Strength challenge roll and, on a failure, takes 1d6 damage. Each other creature on the affected surface makes a Strength challenge roll and, on a failure, takes 1d6 damage and falls prone. The damage increases to 2d6 if you have taken this science twice or 3d6 if you have taken it three times.
Metaphysics
Metaphysics explores the mysteries of space, time, and the underpinnings of reality. Your effort to understand this complex science gives you access to potent tools for taking control of your surroundings.
When you choose this science, you gain a tool kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, you gain one gadget of your choice. If you lose one or more gadgets during an adventure, you can replace them if you have a tool kit and complete a rest.
Gravity Coil
You have a gravity coil, which is an iron rod, four feet in length, with a six-inch copper ring fitted to either end. You can use the gravity coil to produce any of the following effects by expending a charge from it. The gadget has a number of charges equal to 1 + half your level and regains all expended charges 24 hours after the last charge has been expended.
Gravity Pulse: As an action, or as a triggered action when a creature within short range attacks you, you release a wave of gravity from the coil. Each unsecured object within short range of you moves 5 yards away from you. Each creature within short range of you makes a Strength challenge roll with 1 bane. On a failure, the creature moves 5 yards away from you and, if the total of its roll is 0 or less, it falls prone.
Low Gravity: As an action, you reduce the gravity around you out to short range of the coil for 1 minute or until you use an action to end the effect. Any creature in the area doubles the distance it can jump and leap, and creatures take half the damage from landing on a surface in the area after a fall.
Strong Gravity: As an action, you increase the gravity around you out to short range of the coil for 1 minute or until you use an action to end the effect. Creatures treat surfaces in the area as difficult terrain, halve the range of their jumping and leaping distances, and take double damage from landing on a surface in the area after a fall. Finally, any flying creature that moves into the area makes a Strength challenge roll and, on a failure, falls unless it hovers.
Lightning Dynamo
A lightning dynamo is a metal rod wrapped in copper wire and fitted to a nonconductive plate. Straps attached to the plate allow it to be carried on one’s back. A cable extends out from the gadget and ends in a metal rod.
As an action, you can release lightning from the rod to streak toward one creature or object within short range by expending a charge from the gadget. The gadget has a number of charges equal to 1 + half your level and regains all expended charges 24 hours after the last charge has been expended. The target makes an Agility challenge roll and, on a failure, takes 3d6 damage. At level 5, the damage increases to 5d6 and 8d6 at level 8.
After you expend a charge from the gadget, roll a d6. On a 3 or less, electricity sparks from the dynamo, and each creature within your reach makes an Agility challenge roll. On a failure, the creature takes 1d6 damage.
Wormhole Projector
A wormhole projector resembles an arquebus fitted with a row of glass bulbs that project from the barrel. As an action, you can attempt to open a wormhole that connects one cube of space, 1 yard on each side, to another of the same size at a destination you can see within medium range (long range at level 5, and extreme range at level 8) by expending a charge. The gadget has a number of charges equal to 1 + half your level and regains all expended charges 24 hours after the last charge has been expended. Make an Intellect challenge roll. You make this roll with 1 bane for each time you use the gadget after the first. The number of banes resets to zero after you complete a rest.
On a success, a wormhole forms between the two spaces, allowing any creature or object entering one space to emerge instantly from the other. The wormhole remains until it destabilizes or you use an action to close it. At the end of each round the wormhole remains open, roll a d6. On a 3 or less, the wormhole destabilizes and disappears.
On a failure, nothing happens and the expended charge is wasted.
Physiology
Studying the humanoid form rewards you with an understanding of anatomy, which in turn helps you predict certain behaviors, identify weaknesses, and expose flaws in your enemies. In addition, your study of the science also gives you the means to make repairs to your companions to keep them functioning at the highest levels.
When you choose this science, you gain a healer’s kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following talents.
Cosmetology
You develop several techniques for modifying your appearance and the appearance of others. You can use this talent a number of times equal to 1 + your level and you regain expended uses after you complete a rest. It takes 10 minutes of work with a disguise kit or healer’s kit to use the talent on one creature within reach present for the entire time. If you target yourself, you must be able to see yourself in a reflective surface. When you finish, choose one of the following options.
- Beautify. The target appears beautiful and makes attack rolls in social situations with 1 boon. The effect lasts for 8 hours or until the target is immersed in liquid or takes any damage from fire.
- Disguise. You create a superior disguise for the target. The disguise abides by the normal rules for using a disguise kit, but is of a quality such that suspicious creatures automatically fail the Perception challenge roll to discern the disguise is false.
- Malform. The target gains the frightening trait for 8 hours or until the target becomes immersed in a liquid or takes any damage from fire.
Creature Identification
When you see a creature within medium range for the first time, you can make an Intellect challenge roll. On a success, you learn all of the target’s traits and make attack rolls against it with 1 boon until you use this talent again. If the total of your roll is 20 or higher, your attacks against the target deal an extra 1d6 damage until you use this talent again. On a failure, you learn nothing about this creature and must wait at least 1 minute before you can use this talent again.
You can use this talent a number of times equal to twice the number of times you choose Physiology. You regain all expended uses after you complete a rest.
At level 5, when you use your Creature Identification talent, you also observe the target’s behaviors. You impose 1 bane on attack rolls the target makes against you until you use Creature Identification again.
At level 8, your attacks deal 1d6 damage to target of your Creature Identification talent. In addition, whenever you roll at least one 6 on a die rolled for damage you would deal to the target of the attack, roll a d20 and add the number rolled to the damage dealt by the successful attack.
Medical Treatment
You know how to treat injuries and ailments. You can use this talent a number of times equal to twice the number of times you choose Physiology. You regain all expended uses after you complete a rest.
As an action, you use a healer’s kit to help one creature you can reach. It takes 1 minute of work to complete the treatment. When you finish, the target heals damage equal to its healing rate (or twice its healing rate at level 8). Alternatively, you can enable the target to make a Strength challenge roll with 1 boon and, on a success, it removes the diseased and poisoned afflictions from itself if it has them.
Psychology
The mind holds your attention and your explorations of its corridors reveals much about the behavior of other peoples. Confrontations with the awful give you plenty of opportunities to put your talents to good use, either to gird the minds of your companions or to unravel your enemies’ mental defenses.
When you choose this science, you gain a healer’s kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following talents.
Counseling
You can spend time counseling a willing creature within short range by spending at least one hour talking. At the end of this time, the target makes a Will challenge roll with 1 bane. On a success, the target removes 1 Insanity. At level 5, the target removes 1d3 Insanity, or 1d6 Insanity at level 8. On a failure, the target cannot benefit from this talent again until its group level increases.
Encouragement
When a creature within short range would make an attack roll or a challenge roll, you can use a triggered action before the creature makes the roll to offer words of encouragement. If the creature can hear and understand you, it can roll another d20 and use either of the results. You can use this talent a number of times equal to your level and you regain expended uses after you complete a rest.
Fear Confrontation
As an action, you can help your allies confront their fears. Each creature you choose within short range makes a Will challenge roll with 1 boon. On a success, the creature removes the frightened affliction from itself if it has it, and then makes attack rolls and challenge rolls with 1 boon for 1 minute. You can use this talent a number of times equal to your level and you regain expended uses after you complete a rest.
Technology
You embrace the science of new technology, mixing engineering, ballistics, mechanics, and other areas of expertise to produce wondrous gadgets with which to attain your goals.
When you choose this science, you gain a tool kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following benefits.
Ballistics
You know how to create superior firearms. When you complete a rest while you have a tool kit, you can produce one ballistic weapon, which can have any appearance you choose, that retains functionality for 24 hours. You can create two ballistic weapons at level 5 or three at level 8.
The ballistic weapon functions as a pistol that lacks the misfire and reload properties.
Builder
You can spend 1 minute using components in your tool kit to rapidly assemble an item. The item can be any armor, weapon, piece of personal gear, or tool worth 1 gc or less (5 gc at level 5, 10 gc at level 8). The item retains functionality for 1 hour and then breaks. You can make use of this benefit a number of times equal to 1 + half your level and regain expended uses after you complete a rest. Items made using this benefit have no resale value.
Machinery
You create a mechanical being, which is a small construct. The mechanical being is under your control, takes it turn when you do, and does as you direct it. If the mechanical being is destroyed, you can replace it after the adventure ends. At level 5, you rebuild the being, turning it into a medium construct. At level 8, you turn it into a large construct.
Zoology
Zoology is the science of animals and your study of it gives you great insight into their behavior and nature. As you develop your skills with this science, you gain greater and greater control over beasts and learn how to make the most of their capabilities.
When you choose this science, you gain an alchemist’s kit, if you don’t have one already. If you lose your kit, you can replace it for free after the adventure ends. In addition, each time you choose this science, gain one of the following benefits.
Animal Enhancement
You can use your alchemist’s kit to produce serums to enhance animal allies. When you complete a rest and you have an alchemist’s kit, you produce a number of serums equal to 1 + half your level. For each serum, choose one of the following options. The serums retain potency until used or you complete another rest.
As an action, you can administer the serum to one friendly animal within reach. The effects last for 1 minute and then wear off. You extend the duration to 1 hour if you take this science twice or 8 hours if you take it three times.
Growth: If the target is size 1/2 or smaller, it becomes Size 1. If the target is larger than Size 1, it gains a +1 bonus to its Size. From the increase to its size, the target gains a +5 bonus to its Health score and makes Strength attack rolls and challenge rolls with 1 boon.
Regenerating: At the end of each round, the target heals 1d6 damage.
Speed: The target gains a +4 bonus to Speed and makes Agility attack rolls and challenge rolls with 1 boon. In addition, the target imposes 1 bane on attack rolls made against its Defense and Agility.
Toxic: The target’s natural weapon becomes poisonous (Shadow, page 263).
Animal Handling
You know ways to handle and control animals. Ordinary animals never attack you unless you attack them first. In addition, you gain a small animal companion or a tiny animal companion with the flier trait. This animal is under your control, takes its turn when you do, and does as you command it, within the normal limits for its ability and intelligence. At level 5, you can release this companion to gain a medium animal companion or a small animal companion with the flier trait. At level 8, you can release a previous companion to gain a large animal companion or a medium animal companion with the flier trait.
Animal Training
You train animals, fungi, and plants that you befriend to perform certain activities. Any such creature that is your companion, either from a feature gained from a path, a spell you cast, or an animal you acquire in some other way, can perform any of the following tricks, once per round, at your command.
Vicious Attack: When the creature under your control makes an attack and you are within short range of it, the creature deals an extra 1d6 damage, 2d6 damage at level 5, or 3d6 damage at level 8.
Devoted Protector: The creature uses its action to protect you. While the creature is within short range of you, it imposes 1 bane on attack rolls made against your Defense and Agility until the start of your next turn
Help and Hindrance: The creature uses its action to either help or hinder a creature you choose.
Tricks: The creature performs a trick. Example tricks include fetching, making noises, turning around in a circle, laying down, jumping, and so on, within the limits of the animal’s ability and intelligence.