E.14 Sapling
Saplings are young treants that have left their forest home in search of adventure. They tend to be slow to think and act, but resilient once they have made up their mind.
Creature Type: Unlike most other playable species, saplings are considered animates instead of humanoids.
Size: Medium.
Attributes: +1 Constitution, +1 Willpower, -1 Dexterity, -1 Intelligence
Special Abilities:
- Barkskin: A sapling gains a +2 bonus to Armor defense.
- Ingrain: A sapling can bury its roots into the ground.
Ingrain
Usage time: Minor action.
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This ability can only be used if the sapling is grounded. The sapling’s land speed becomes 5 feet, regardless of any modifiers that normally apply. It cannot voluntarily stop being grounded while this ability lasts. It gains a +4 bonus to Fortitude defense and a +2 bonus to Armor defense.
If the sapling finishes a long rest with this ability active for the duration of the rest, it acquires nutrients sufficient to replace a day’s worth of food and water. This ability lasts until the sapling ends it as a standard action, or until it stops being grounded.
- Limited Equipment: Saplings can wear armor, but it is treated as barding instead of normal armor, reducing its effectiveness (see Barding).
- Made of Wood: Saplings are vulnerable (-4 defenses) to Fire attacks. In addition, they are both creatures and plants.
- Treant Archetype: Saplings only gain two class archetypes instead of three. Instead, they treat the Treant archetype as one of their archetypes, and they gain ranks in it just like they gain ranks in class archetypes.
- Tree Appearance: When a sapling stays perfectly still, observers must make a DV 15 Awareness check to recognize that it is not an ordinary tree. Careful observers may still notice that the ordinary tree has appeared where no tree used to be, so they may be suspicious of a sapling even if they do not pass this check.
- Unhurried and Unfaltering: Saplings have a -10 penalty to speed with all movement modes. However, saplings ignore all flat penalties to their land speed, such as from wearing heavy armor. Those penalties still apply to any other movement modes normally, and a sapling’s land speed is still reduced while it is slowed (half speed, -2 Armor and Ref) or under similar effects. This also does not change effects that completely replace the sapling’s land speed, such as the ingrain ability. In addition, saplings ignore difficult terrain from inanimate natural sources, such as heavy undergrowth.
Automatic Languages: Common, Sylvan.
E.14.1 Treant Archetype
Rank 1 – Nourishing Ingrain
At the end of each round while you are ingrained, you regain hit points equal to twice your rank in this archetype, and you may choose to remove a condition. If you do, you increase your fatigue level by one.
Rank 2 – Sturdy as the Mighty Oak
You gain a bonus equal to three times your rank in this archetype to your hit points (see Hit Points). In addition, you gain a +1 bonus to your vital rolls (see Vital Wounds).
Rank 3 – Animate Plants ✨
Animate Plants ✨ | Manifestation |
Usage time: Standard action.
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Make an attack vs. Reflex against one Large or smaller grounded creature within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target is in undergrowth.
Hit: The target is slowed (half speed, -2 Armor and Ref) as a condition. In addition, it takes 1d8 damage immediately, and during each of your subsequent actions while this condition lasts.
This condition can be removed if the target makes a difficulty value 10 Strength check as a movement to break the plants. If the target makes this check as a standard action, it gains a +5 bonus. In addition, this condition is removed if the target takes damage from a Fire ability.
Critical hit: The condition must be removed an additional time before the effect ends.
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For each rank beyond 3, the attack’s accuracy increases by +2 and the difficulty value to break the plants increases by 2. In addition, the damage increases at each rank as described below.
Rank 4: 1d10 damage.
Rank 5: 2d6 damage.
Rank 6: 2d8 damage.
Rank 7: 2d10 damage.
Rank 4 – Tall as the Noble Pine
Your size category increases to Large. Unlike normal for increasing your size, this does not increase your base speed. You also gain a +1 bonus to your Strength, and a -1 penalty to your Dexterity.
Rank 5 – Nourishing Ingrain+
The healing from your nourishing ingrain ability increases to three times your rank in this archetype. In addition, removing a condition with that ability no longer increases your fatigue level.
Rank 6 – Sturdy as the Mighty Oak+
The hit point bonus increases to four times your rank in this archetype.
Rank 7 – Tall as the Noble Pine+
Your size category increases to Huge. This increases your base speed to 40 feet. Your normal movement speed is still only 30 feet due to the penalty from unhurried and unfaltering. The modifiers to Strength and Dexterity increase to +2 and -2, respectively.
E.14.2 Base Class Effects
If you choose treant as your base class, you gain the following benefits.
Attributes
You gain a +1 bonus to your Constitution. In addition, you gain a +1 bonus to either your Strength or your Willpower.
Hit Points
You have 10 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 24 hit points + four times your Constitution, plus 4 hit points per level beyond 7.
- Level 13: 50 hit points + eight times your Constitution, plus 8 hit points per level beyond 13.
- Level 19: 100 hit points + fifteen times your Constitution, plus 15 hit points per level beyond 19.
Defenses
You gain a +2 bonus to your Fortitude defense.
Resources
You learn four trained skills from among your class skills (see Skills).
Weapon Proficiencies
You are proficient with simple weapons and club-like weapons.
Armor Proficiencies
You are proficient with light, medium, and heavy armor.
Skills
You have the following class skills:
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Dexterity: Swim.
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Dexterity: Balance.
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Constitution: Endurance.
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Intelligence: Craft (wood), Knowledge (nature).
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Perception: Awareness, Creature Handling, Survival.
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Other: Intimidate.