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Verdant Bloodline

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.

Bloodline Skill: Knowledge (Nature)

Bloodline Arcana

Requirements: BaB or CL 1, Knowledge (Nature) 3, 5 EXP

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 MP/TP per 30 feet of movement. This does not allow the wearer to move through solid objects or creatures. This Talent counts as Woodland Stride for any Talents or other abilities which require Woodland Stride, or for effects which interact with Woodland Stride.

Tanglevines (Sp)

Requirements: BaB or CL 3, Knowledge (Nature) 5, 9 EXP

As a standard action, you may spend 2 MP/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 CL/BaB + your Primary Attribute modifier) each round, or become staggered for one round. Secondly, they must make a Reflex save (DC 10 + your CL/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.

The vines last for a number of rounds equal to your Primary Attribute modifier.

Summon Beanstalk (Su)

Requirements: BaB or CL 5, Knowledge (Nature) 7, 15 EXP

You may spend 2 MP/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 CL/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 Athletics DC to climb it is 5. The beanstalk can support up to 200 pounds plus 50 pounds per CL/BaB, 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 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp).

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 Vegetable matter per day). Otherwise, the plant dies after 1d6 hours; its husk remains as durable as a small tree.

Massmorph (Sp)

Requirements: BaB or CL 9, Knowledge (Nature) 10, 27 EXP

As a full-round action, you can alter the size and health of plant life, as if using Plant Growth. Alternatively, you can transform one willing non-plant creature per CL/BaB (no two of which can be more than 30 feet apart) as Tree Shape. You may transform creatures as Plant Shape I, or Plant Shape II at CL/BaB 15, or Plant Shape III at CL/BaB 20. You can transform non-plant creatures using this power once per day.

Livewood (Sp)

Requirements: BaB or CL 15, Knowledge (Nature) 15, 45 EXP

You may spend 6 MP/TP to bring a tree to life. This ability functions as 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]).

Shepherd of the Trees (Su)

Requirements: BaB or CL 20, Knowledge (Nature) 20, 60 EXP

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.