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:

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.

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: