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:
- Barkskin: A sapling gains a +2 bonus to Armor defense.
 - Ingrain: A sapling can bury its roots into the ground.
Ingrain
Minor action _______________________________________________________________________________________________________________________________________________________________________________________________________________
This ability can only be used if the sapling is grounded. The sapling becomes braced (+2 defenses), and its speed becomes 5 feet, regardless of any modifiers that normally apply. It cannot voluntarily stop being grounded while this ability lasts.
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 their speed. However, a sapling’s movement speed cannot be more than 10 feet slower than its base speed, even while slowed (-10 speed, -2 Armor and Ref) or under similar effects, except with the ingrain ability. In addition, saplings are unaffected by difficult terrain from inanimate natural sources, such as heavy undergrowth.
 
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
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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  | 
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
- Attunement points: 3 (see Attunement Points).
 - Fatigue tolerance: 3 + your Constitution (see Fatigue).
 - Insight points: 1 + your Intelligence (see Insight Points).
 - Trained skills: 3 from among your class skills, plus additional trained skills equal to your Intelligence if it is positive (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.
Starting Items and Equipment
You can start with the following items and equipment:
- Any one of the following: buff leather, leather lamellar, or breastplate
 - Any two of the following: club-like weapons, club, or dagger
 - A buckler or standard shield
 - A standard adventuring kit (see Standard Adventuring Kit).
 - A rank 0 wealth item (1 gp)
 
Class Skills
You have the following class skills:
-      
Strength: Swim.
 -      
Dexterity: Balance.
 -      
Constitution: Endurance.
 -      
Intelligence: Craft, Knowledge (nature).
 -      
Perception: Awareness, Creature Handling, Survival.
 - 
Other: Intimidate.