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Plant (new)

Plants can spend their CPs on the normal skills (unless specified otherwise in the Skill Table section). However they can also buy the following additional skills:

Innate Tree Miracle (10 x (level + 1) points)

The Treant gains the ability to use the miracle at will. As with the usual method of learning miracles, lower level ones must be learnt before higher level ones.
This only applies to Treants.

Example: Treant
Tree Recall 1: 10 (Tree Recall 0) + 20 (Tree Recall 1) = 30 Points

Permanent Natural Barkskin <n> (5 x (level + 1) points)

The Treant has a permanent Natural Barkskin <n> running, this cannot be Dispelled and does not stack with any other Barksin.
This only applies to Treants.

Permanent Natural Bludgeon <n> (5 x (level + 1) points)

The Treant has a permanent Natural Bludgeon <n> running on their fists (special case), this cannot be Dispelled and does not stack with any other Bludgeon.
This only applies to Treants.

Shambling Mounds

Shambling Mounds are collections of plant matter granted a degree of autonomy and movement by the Path of Nature. They can either be created by Tree Druids in defense of their groves, or formed naturally by the Path of Nature to defend against corruption or for its own purposes. Shambling Mounds can attack directly with either their own bodies or wielded natural weapons, cast miracles or use salve like abilities depending on the plant. For example Holly Shambling Mounds may have Piercing attacks, whilst Trollsblood Shambling Mounds may have Regrow active.

Attribute Value
Rank Any
Skill Table Human (Warrior, Priest or Warrior-Priest)
Can only buy Miracles from the Sect of Tree to any level
Can only buy Spells from the School of Water to any level
Can buy any Salve effect to any level as a Tree casting at its usual level
Can buy Swift, Piercing or Knockback special strikes
Life 30 (30)
Standing 5 (180)
Path Tree
Mana 0 (20)
School Water
Damage Blunt 3 (1H) or Blunt 6 (2H)
Abilities Global, Alien Mind, Soulless, Plant, Fire Vulnerability, Sightless, Ponderous, No Sleep, Unhealing (except Plant Strength, Salves and Tree Heal)
DR 10 [Blunt]
Natural Tree Form 1 (Natural Weapons) (Shambling Mounds can select either 1H or 2H weapons from Tree Form, being part of them)
Roleplaying Wear camouflage tabbard

Dryads

Dryads are living tree spirits bound to a particular tree or group of trees who protect the woods and nature in general from harm. Related to nymphs, they are rarely directly aggressive and instead use their enchanting voices and appearance to bend passers by or would be aggressors to their will. A Dryad’s life force is innately linked to its tree. They will not voluntarily stray further than 20’ from the tree for any prolonged period of time. If a tree connected to a Dryad dies, its Dryad dies with it.

Attribute Value
Rank Any
Skill Table Human (Priest)
Can only buy Miracles from the Sect of Tree to any level, including Miracle Masteries
Can only buy Spells from the School of Water to any level
Can buy Tree Charm as a Tree Miracle to any level
Can buy Permanent Tree Form as a natural effect to any level
Have the Tree Druid benefits for their linked Tree (+1 to Tree Heal, Tree Charm)
Life 30 (30)
Standing 5 (180)
Path Tree
Mana 0 (20)
School Water
Damage None
Abilities Global, Arcane [Tree], Soulless, Plant, Fire Vulnerability, Lifelink
Natural Tree Form 1 (Dryad’s choice)
Roleplaying None

Trees

Trees are not animate creatures. This entry describes base and/or typical statistics for mundane trees for times where this is relevant such as Tree Drain, Tree Heal and direct attack for creatures linked to trees (such as Dryads) or hiding inside them (such as Tree Withdraw).

Attribute Value
Rank Any
Skill Table Half Ogre (Warrior)
Can buy Barkskin as a natural ability
Can only buy Strength, Life and Toughness from the skill tables
Life 90 (N/A)
Standing N/A (N/A)
Path N/A
Mana N/A (N/A)
School N/A
Damage None
Abilities Global, Soulless, Bloodless, Mindless, Sightless, Plant, Fire Vulnerability, Resilient, Immobile, Unhealing (except Plant Strength and Tree Heal)
DR 10 [Blunt]
Trees receive healing from Tree Heal miracles equal to the healing provided by the miracle
Roleplaying None

Mushrooms and Mycellium

Mushrooms and Mycellium can cause significant hazards to adventurers. Normally found underground or in damp and dark places, various inanimate species can cause significant harm via the hazardous spores they release when disturbed. Animated varieties also exist which retain their spore abilities alongside more mundane skills, and have a worrying tendency to release their spores on death. Mushrooms and Mycellium are immune to the effects of their own spores. Unfortunate adventurers who have encountered the animated varieties of mushrooms have also reported they share a bizzare and alien form of hive mind that defies comprehension.

Mushrooms and Mycellium can have access to a vast array of abilities depending on the variety of mushroom. The below options are examples and not hard limits. The GM is recommended to have the abilities be consistent with the type of mushroom when identified with Recognise Creature.

Attribute Value
Rank Any
Skill Table Human (Any)
Can buy Cause Poison as a natural effect to any level
Can buy the “Self/Touch to Mass (Self)” miracle adept as a level 1 adept in any casting effect they know, including natural effects
Can buy Sleep as a tree miracle to any level
Can buy Command (Hallucinate) as a tree miracle to any level
Can buy Suggestion as a tree miracle to any level
Life 30 (30)
Standing 5 (180)
Path Tree
Mana 0 (20)
School Water
Damage None
Abilities Global, Soulless, Plant, Fire Vulnerability, Spore Immunity, Alien Mind
1 x Touch/Range to Mass (Self)
Roleplaying None

Treant

Treants are animated, intelligent trees. There are various theories why this happens. Some suggest that it is due to the will of Nature, some say it is a natural evolution, and all trees have this potential and others say it is due to a higher level of magic within a region.

Treants generally avoid contact with other races. However, if plants, and to some extent creatures, within the Treant’s range are being devastated, they become enraged and start attacking all those they believe to be perpetrating this crime against Nature. When this happens, they don’t tend to be too discriminating and attack all ‘squishies’, though Druids (except Dark Druids) and Elves are usually recognized by all Treants as friends.

Attribute Value
Rank 26.2 – Any
Skill Table Large Humanoid (Priest)
Cannot learn any Armour or Manufacture skills
Can learn miracles at a cost of 2 x (level + 1) points
Life 90 (120)
Standing 5 (200)
Path Tree
Mana 0 (20)
School Water
Damage Fist 8 (not soft)
Abilities No Sight, No Mental, No Sleep, No Healing (except Plant Strength)
Double Strength
Permanent Natural Barkskin 10
Permanent Natural Bludgeon 6
Roleplaying Wear camouflage tabbard and speak in a low, slow voice