D.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.

D.14.1 Treant Archetype

Rank 1 – Nourishing Ingrain

At the end of each round while you are ingrained, you regain hit points equal to 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 +3 bonus to your durability.

Rank 3 – Animate Plants ✨

Animate Plants

Standard action

Tags: Manifestation

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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 briefly slowed (-10 speed, -2 Armor and Ref). In addition, it is attacked by plants as a condition. 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 move action 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 durability bonus increases to +5.

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.

D.14.2 Base Class Effects

If you choose treant as your base class, you gain the following benefits.

Level Rank Durability Bonus1

Special

1 1 +0 x1

2 1 +1 x1

3 1 +2 x1

+1 to two attributes

4 2 +2 x2

HP: 2x durability

5 2 +3 x2

6 2 +4 x2

Legacy item: rank 3

7 3 +4 x3

HP: 3x durability

8 3 +5 x3

9 3 +6 x3

+1 to two attributes

10 4 +6 x4

HP: 4x durability

11 4 +7 x4

12 4 +8 x4

Legacy item: rank 5

13 5 +8 x6

HP: 6x durability

14 5 +9 x6

15 5 +10 x6

+1 to two attributes

16 6 +10 x8

HP: 8x durability

17 6 +11 x8

18 6 +12 x8

Legacy item: ranks 7

19 7 +12 x10

HP: 10x durability

20 7 +13 x10

21 7 +14 x10

+1 to two attributes

1. This bonus applies to your accuracy, magical ✨ power, mundane power, trained skills, and defenses.  
Defenses

You gain a +3 bonus to your Brawn and Reflex defenses. In addition, you gain a +5 bonus to your Fortitude defense and a +4 bonus to your Mental defense.

Resources
Weapon Proficiencies

You are proficient with simple weapons and club-like weapons.

Armor Proficiencies

You are proficient with light, medium, and heavy armor.

Starting Items and Equipment

You can start with the following items and equipment:

Class Skills

You have the following class skills: