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| paths:sorcerer_path:verdant_bloodline [2023/05/22 06:01] – created elfinlocks | paths:sorcerer_path:verdant_bloodline [2025/12/26 21:39] (current) – elfinlocks |
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| //Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.// | //Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.// |
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| **Bloodline Skill:** Knowledge (Nature) | **Bloodline Skill:** [[priority:skills:knowledge|Knowledge]] (Nature) |
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| <WRAP round box> | <WRAP round box> |
| ===== Bloodline Arcana ===== | ===== Verdant Stroll ===== |
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| **Requirements:** BaB or CL 1, Knowledge (Nature) 3, 5 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Knowledge (Nature) 3, 10 EXP |
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| Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for the duration of the spell which activates this ability. This bonus does not stack with any other natural armor bonuses you might have. | You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. You may even move through undergrowth which is magical in origin, by spending 1 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] per 30 feet of movement. This does not allow the wearer to move through solid objects or creatures. This Talent counts as [[paths:nature_path#woodland_stride|Woodland Stride]] for any Talents or other abilities which require Woodland Stride, or for effects which interact with Woodland Stride. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Tanglevines (Sp) ===== | ===== Tanglevines (Sp) ===== |
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| **Requirements:** BaB or CL 3, Knowledge (Nature) 5, 9 EXP | **Requirements:** Verdant Stroll, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Nature) 7, 15 EXP |
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| As a standard action, you summon a tangle of vines in a 20 ft. radius at a location which you can see. This tangle of vines acts as an immovable version of mad monkeys, as the vines attempt disarm and steal maneuvers against any creatures within the space. Additionally, the vines inflict the staggered and entangled conditions, instead of deafened and nauseated. The vines last for a number of rounds equal to your Primary Casting Attribute modifier. | As a Half Action, you may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to summon a tangle of vines in a 20 ft. radius at a location which you can see. This tangle of vines causes several effects to creatures caught within - first, creatures within the Tanglevines must make a Fortitude save (DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier) each round, or become staggered for one round. Secondly, they must make a Reflex save (DC 10 + your [[priority:magic|CL]]/[[priority:prowess|BaB]] + your Primary Attribute modifier) each round, or become entangled for one round. Creatures must continue to save against these effects for every round they remain in the area of effect. |
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| | The vines last for a number of rounds equal to your Primary Attribute modifier. |
| </WRAP> | </WRAP> |
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| ===== Lush Summoning (Su) ===== | ===== Summon Beanstalk (Su) ===== |
| **Requirements:** BaB or CL 5, Knowledge (Nature) 7, 15 EXP | **Requirements:** Tanglevines, [[chargen:common_terms#core_stats|CST]] 10, Knowledge (Nature) 12, 20 EXP |
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| Whenever you summon creatures with a conjuration (summoning) spell, you can decide that they appear green and leafy. The natural armor bonus of such creatures is increased by +2, and they gain a +4 bonus on saves against paralysis, poison, polymorph, sleep, and stunning. | You may spend 2 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 [[priority:magic|CL]]/[[priority:prowess|BaB]]. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; the [[priority:skills:athletics|Athletics]] DC to climb it is 5. The beanstalk can support up to 200 pounds, plus 50 pounds per [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object (such as a ship or a siege engine), breaking the object free requires a DC (20 + 1/2 your [[priority:magic|CL]]/[[priority:prowess|BaB]]) Strength check, or cutting through the beanstalk (hardness 2, 10 HP per [[priority:magic|CL]]/[[priority:prowess|BaB]] you possess). |
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| | If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious (if unappetizing) beans (1 meal's worth of [[equipment:trade_goods#tablefood_goods|Vegetable]] matter per day). Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Massmorph (Sp) ===== | ===== Speak For Trees (Sp) ===== |
| **Requirements:** BaB or CL 9, Knowledge (Nature) 10, 27 EXP | **Requirements:** Summon Beanstalk, [[chargen:common_terms#core_stats|CST]] 15, Knowledge (Nature) 15, 25 EXP |
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| As a full-round action, you can alter the size and health of plant life, as if using [[priority:magic:spells:tier3:plant_growth|]]. Alternatively, you can transform one willing non-plant creature per caster level (no two of which can be more than 30 feet apart) as [[priority:magic:spells:tier2:tree_shape|]]. You may transform creatures as [[priority:magic:spells:tier5:plant_shape_i|]], or [[priority:magic:spells:tier6:plant_shape_ii|]] at 15th level, or [[priority:magic:spells:tier7:plant_shape_iii|]] at 20th level. You can transform non-plant creatures using this power once per day. | Once per day, you can talk to wood and learn what it knows. You must spend 1 minute meditating on and communing with the wood. At the end of this time, you can speak with the wood. This functions as the [[priority:magic:spells:tier5:stone_tell|]] spell, except with wood instead of stones. You can speak with natural or worked wood. |
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| | Additionally, at will you may assume the form of a single specific tree (unique to you, chosen when you first gain this Talent) as a Swift Action, as if using [[priority:magic:spells:tier2:tree_shape|]], though the duration is as long as you wish. Whilst in tree form, you may subsist indefinitely off of water and sunlight, provided that other tree life can do so in your location. However, you still age whilst in this form. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ===== Livewood (Sp) ===== | ===== Livewood (Sp) ===== |
| **Requirements:** BaB or CL 15, Knowledge (Nature) 15, 45 EXP | **Requirements:** Speak For Trees, [[chargen:common_terms#core_stats|CST]] 20, Knowledge (Nature) 20, 35 EXP |
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| This ability functions as [[priority:magic:spells:tier6:liveoak|]], except it does not count against any existing castings of Liveoak you may have active at the time, meaning you may have two with this ability and the spell active. Secondly, this ability may be cast on any living adult tree that you wish. Lastly, the powerful nature magic in this ability causes the Treant to be one size category larger (going from Huge to Gargantuan [Tall]). | You may spend 6 [[priority:magic#mana|MP]]/[[game_systems:tactic_pool|TP]] to bring a tree to life. This ability functions as [[priority:magic:spells:tier6:liveoak|]], except it does not count against any existing casting of Liveoak you may have active at the time, meaning you may have two between this ability and the spell. Secondly, this ability may be cast on any living adult tree that you wish. Lastly, the powerful nature magic in this ability causes the Treant to be one [[game_systems:size|size category]] larger (going from Huge to Gargantuan [Tall]). |
| </WRAP> | </WRAP> |
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| ===== Shepherd of the Trees (Su) ===== | |
| **Requirements:** BaB or CL 20, Knowledge (Nature) 20, 60 EXP | |
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| Your verdant heritage fully manifests. You gain a +4 natural armor bonus. You gain immunity to paralysis, poison, polymorph, sleep, and stunning, and you gain tremorsense 60 feet, and may freely speak with any plant. | ---- |
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