E.7 Dryaidi
Dryaidi are humanoid creatures with plantlike characteristics. They might have leaves instead of hair, a green skin tone, or rough, barky skin. They are descended from dryads, and share some fey heritage and an affinity for trees.
Size: Medium.
Attributes: No change.
Special Abilities:
- Dryad Archetype: Dryaidi only gain two class archetypes instead of three. Instead, they treat the Dryad archetype as one of their archetypes, and they gain ranks in it just like they gain ranks in class archetypes.
- Enchanting Appearance: A dryaidi gains a +2 bonus to the Creature Handling, Perform, and Persuasion skills.
- Fey Vulnerability: Dryaidi are vulnerable (-4 defenses) to cold iron weapons.
- Tree Bond: A dryaidi must be bonded with a specific tree. The tree must be at least a hundred years old, healthy, and intact.
Forming a bond or severing a bond takes one week of meditation and ritual, periodically interrupted by rest. Forming a bond also
requires asking permission from the tree through the ritual. Any individual tree can only be bonded to one dryad or dryaidi in this
way.
As long as the bonded tree remains healthy and intact, the dryaidi gains a +1 bonus to Mental defense and a +1 bonus to its fatigue tolerance. If the bonded tree becomes unhealthy, is seriously damaged, or is killed, these bonuses are inverted into penalties until the dryaidi forms a bond with a new tree. A bonded dryaidi can passively observe the general health and status of the tree it bonded to.
- Verdant Flourishing: Dryaidi can use the fertile patch and rapid growth cantrips from the verdamancy sphere. If they already have access to that sphere, they can cast each of those cantrips as a minor action.
Automatic Languages: Common, Sylvan.
E.7.1 Dryad Archetype
Rank 1 – Tree Stride
You can walk into and through living trees. Moving through a tree does not impede your movement in any way, and you can end your movement inside a tree. When you do, you can choose to be partially melded or fully melded with the tree. While partially melded, the tree provides cover against all attacks against you. While fully melded, the tree blocks line of sight or line of effect between you and the outside world as long as it remains intact.
At the end of each round, if you are fully or partially melded with a tree that you are bonded with using your tree bond ability, you regain hit points equal to half your maximum hit points.
Rank 2 – Natural Speech
You can speak with plants and animals as if they were capable of ordinary speech. This ability does not make them any more friendly or cooperative than normal. Wary and cunning animals are likely to be terse and evasive, while stupid ones tend to make inane comments and are unlikely to say or understand anything of use. Plants do not have complex thought processes, but can provide information about events that have happened near them. In general, plants can remember events that happened within the most recent quarter of their lifespan.
Rank 3 – Tree Stride+
You can teleport between living trees instead of moving using your land speed. Teleporting a given distance costs movement equal to half that distance. If this teleportation fails for any reason, you still expend that movement.
Rank 4 – Fey Charm
Usage time: Minor action.
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Make an attack vs. Mental against a creature within Medium (60 ft.) range that is an animal, plant, or humanoid. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.
Hit: The target is charmed (friendly with charmer) by you. Any act by you or by creatures that appear to be your allies that threatens or harms the charmed person breaks the effect. Harming the target is not limited to dealing it damage, but also includes causing it significant subjective discomfort. An observant target may interpret overt threats to its allies as a threat to itself.
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The attack’s accuracy increases by +2 for each rank beyond 4.
Rank 5 – Tree Bond+
You can bond to a grove of trees instead of a single tree. The cumulative age of all trees in the grove must be at least a thousand years, and the grove must fit within a 500 foot radius. While bonded to a grove, the bonuses from your tree bond and enchanting appearance abilities double.
Rank 6 – Tree Union
When you meld with a tree using your tree stride ability, you can fully unite with it. When you do, you have line of sight and line of effect from all areas of the tree simultaneously, as if you were everywhere in the tree’s body. Attacks against the tree simultaneously affect both you and the tree. You and the tree are both impervious (+4 defenses) to damaging attacks, but vulnerable (-4 defenses) to Fire attacks and cold iron weapons.
Rank 7 – Acorns of Life
Whenever you visit a tree you are bonded to with your tree bond ability, you can gather acorns of life. You can have up to ten acorns of life at once. As a minor action, you can throw an acorn of life onto an unoccupied grounded space within Medium (60 ft.) range of you. The space must be made of dirt, earth, or stone. When the acorn lands, a tree immediately grows in that space. The tree has a five foot diameter trunk and grows vertically until it reaches a hundred feet tall or until it encounters a solid obstacle preventing its growth.
E.7.2 Base Class Effects
If you choose dryad as your base class, you gain the following benefits.
Attributes
You gain a +1 bonus to your Dexterity and Perception. In addition, you gain a +1 bonus to either your Intelligence or your Willpower.
Hit Points
You have 6 hit points + your Constitution, plus 1 hit point per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 14 hit points + twice your Constitution, plus 2 hit points per level beyond 7.
- Level 13: 30 hit points + four times your Constitution, plus 4 hit points per level beyond 13.
- Level 19: 60 hit points + eight times your Constitution, plus 8 hit points per level beyond 19.
Resources
You learn five trained skills from among your class skills (see Skills). You also gain an additional attunement point.
Weapon Proficiencies
You are proficient with simple weapons.
Armor Proficiencies
You are proficient with light armor.
Skills
You have the following class skills:
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Strength: Climb, Jump, Swim.
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Dexterity: Balance, Flexibility, Perform, Stealth.
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Intelligence: Craft (wood), Knowledge (arcana, nature), Medicine
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Perception: Awareness, Creature Handling, Deception, Persuasion, Social Insight, Survival.
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Other: Intimidate.