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Tree Dancer

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Old version of Tree Dancer
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Tree Dancers are druids with a particular focus on the magical power of nature, ignoring the more physical aspects.

Requirements

To qualify to become a Tree Dancer, a character must fulfill all the following criteria.

Skills: ?

Feats: ?

Special:

  • Must have received training by

Class Skills

The Tree Dancer's class skills are: ?

Skill Ranks at Each Level: ? + Int modifier.

Hit Die: d?.

Table

Level BAB Fort Ref Will Special
1st +1 +0.5 +0.5 +0.5
2nd +2 +0.5 +0.5 +0.5
3rd +3 +0.5 +0.5 +0.5
4th +4 +0.5 +0.5 +0.5
5th +5 +0.5 +0.5 +0.5
6th +6/+1 +0.5 +0.5 +0.5
7th +7/+2 +0.5 +0.5 +0.5
8th +8/+3 +0.5 +0.5 +0.5
9th +9/+4 +0.5 +0.5 +0.5
10th +10/+5 +0.5 +0.5 +0.5

Class Features

All of the following are class features of the Tree Dancer gestalt prestige class.

Tree Network

Once per day, the Tree Dancer can access the network of plants that span the plane to transport themselves and a limited number of others between two trees of the same type, as if using Transport via Plants.

Activating this ability requires the Tree Dancer to lead the traveling group in a dance around the tree for 1 minute, plus an additional minute for every other person being transported, up to a maximum of ten minutes. Large creatures count as two people, etc, as per the spell. A Perform: Dance check is not required.

Terrain Manipulation

Starting at Xth level, the Tree Dancer can cause plants in the area to move, causing them to change position within the general terrain.

As a standard action, the Tree Dancer can move plants that count as Obstacles, that provide Cover or Concealment, or that make Difficult Terrain, to move up to 30 feet per round, thereby adjusting the terrain. They may move plants taking up to 1 square per level of Tree Dancer in this manner.

The plants may be moved independently and need not move in the same direction, but they may only move as whole squares (a square cannot be split up in two). If two or more squares are logically attached (a tree trunk that is two by two squares, they must still be moved together.

Craft Infusion

Starting at Xth level, the Tree Dancer learns how to extract natural magic from the local area and concentrate it into a mixture of herbs and minerals called an Infusion.

To create an infusion, the Tree Dancer must explore a piece of wild, natural terrain such as a forest, swamp or meadow. Artificial terrain such as roads, farmlands or parks do not work. Here, she meditates, researches the local flora and fauna and the earth itself and gathers materials. What infusion can be created depends on the features of the local terrain.

Creating a healing infusion takes one hour per dose created, up to a maximum equal to the Tree Dancers level in the class. The effects of the infusion last for 12 hours and starts immediately upon completion of the infusion, meaning that applying it to a target later reduces the duration of the actual effect. Multiple doses consumed by a single individual do not stack.

Healing Infusion: A healing infusion can be created in a 'fertile' area, where the natural life is stronger than the surrounding area, such as an oasis, an area of wild flowers or a hotspring in an icy land.

Once consumed by the target, the healing infusion accelerates their healing. Whenever they would gain hitpoints, be it from natural healing, spells or abilities like regeneration, they gain twice the number of hitpoints. Healing infusions do not double temporary hitpoints.

Protective Infusion: A protective infusion can be created in a 'safe' area, which offers protection from the elements, such as under a patch of trees in the middle of a pasture, a natural cave or in the shade of gulley in the desert.

Once applied to the targets natural armour, the protective infusion increases their natural defenses. Any natural armour bonus they have, be it from magic items, spells or racial ability, is doubled.

<< Maybe different effect? >>

Camouflaging Infusion: A camouflaging infusion can be created in a 'hidden' area which is obscured in the local terrain, such as a hidden cave, grove or valley.

Once applied to a target surface, the camouflaging infusion helps hide the target within the natural terrain. While within terrain similar to what the infusion was created from, whenever the target rolls stealth, they roll an additional D20 on their check and pick the highest roll.