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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. Like druids, they are closely in tune with the natural world, but they tend to focus on a larger scale, both in size and time.

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 Spells per Day
1st +1 +0.5 +0.5 +0.5 Herbalist +1 level of existing Divine spellcasting class
2nd +2 +0.5 +0.5 +0.5 Tree Network +1 level of existing Divine spellcasting class
3rd +3 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
4th +4 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
5th +5 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
6th +6/+1 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
7th +7/+2 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
8th +8/+3 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
9th +9/+4 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class
10th +10/+5 +0.5 +0.5 +0.5 +1 level of existing Divine spellcasting class

Class Features

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

Weapon and Armour Proficiencies

Tree Dancers gain no proficiency with any weapon or armour.

Spells per Day

When a new Tree Dancer level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a loremaster, she must decide to which class she adds the new level for purposes of determining spells per day.

Herbalist

The Tree Dancers is able to connect with the natural world in such a manner that she can sense the properties of different parts of plants, herbs, minerals and animals, as well as their interactions.

She can use her Profession: Herbalist skill in lue of Craft: Alchemy to craft various alchemical items or poisons (provided the right ingredients are available).

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 command 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.

Move the Forest

Starting at Yth level, the Tree Dancer can cause trees and other plants to change their position overnight, redistributing them to create - or remove - pathways, creating or removing meadows and clearings or even moving an entire forest to a different area.

The Tree Dancer must dance from sundown until dawn, which at the discretion of the DM may require constitution checks if the night is particularly long. During this time, the trees move and shift positions, other plants following suit. Upon completion of the dance, one hectare of trees per Tree Dancer level will have redistributed to locations desired by the Tree Dancer, though no individual tree can move more than one kilometer. Exceptionally large trees - such as Elven Trees - must be moved separately.

Move the Forest cannot be used to move forest into significantly cultivated land. It can move trees over farmland or roads, but it cannot move it into cities or villages, nor affect buildings.

At Xth level, the speed at which the forest moves is increased. From now on, the Tree Dancer only needs to dance one hour to complete the ritual, and she can do so at any time of the day, though she can only move half as large an area during the day.

Fertile Growth

The Tree Dancer can cause trees to grow overnight or even spawn in area's which were otherwise devoid of them. The Tree Dancer performs a dance from sundown until dawn, which at the discretion of the DM may require constitution checks if the night is particularly long. She makes a Perform: Dance check during this time, the result determining the number of trees that has grown by sunrise. The terrain can be sparse, medium or dense depending on how close the trees are together, and the Tree Dancer spawns undergrowth appropriate to the terrain with the trees.

Alternatively, the Tree Dancer can choose to let only a single tree grow - in this case, the tree is an exceptionally large sample which may be thicker and stronger than even the largest normal trees of its type, depending on the result of the Perform: Dance check. In this case there is no undergrowth.

If trees could not normally survive in the area - above the tree line for example - this power has no effect.

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 an 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 applied to 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.

Waterbreathing Infusion: An waterbreathing infusion can be created in a shallow area of water such as in a lagoon, pool or along the beach.

Once the disgusting mixture is consumed by the target, the waterbreathing infusion allows them to breath under water. The mixture works either in salt water or fresh water, depending on which water the infusion was created in.

Sickening Infusion: A sickening infusion can be created in a decaying area such as a swamp or marshland, elephant graveyard or pool of stagnant water. The sickening infusion smells particularly bad.

When the sickening infusion is applied to an injury (for example, via a blade) or it is consumed by a target, they must save or be infected by a disease. The exact disease depends on where the infusion was created, but usually one which requires two consecutive saves to cure such as filth fever, mind fire or shakes. The sickened target is not contagious.

Ley Line Vision

At ?th level, the Tree Dancer becomes able to perceive Ley Lines running through the plane. She can sense where Ley Lines cross, what direction they run and where the closest one is. This ability provides a bonus on Survival checks to avoid getting lost, and allows the Tree Dancer to instantly know her orientation and the direction and distance she has moved.

Ley Line Activation

At ?th level, the Tree Dancers becomes able to interact with Ley Lines in a more direct manner, drawing power directly from them. Whenever the Tree Dancer is standing on a Ley Line, she can perform a ritual dance to access the Ley Lines energies. This dance takes one hour to perform. Once completed, she is connected to the Ley Line until the next time she sleeps. While connected, she gains a +1 bonus to her caster level and on all saves. If two or more Ley Lines cross in a certain location, the Tree Dancer can connect to each of them. The effects stack.