Differences on Tree Dancer
Tree dancer is a gestalt prestige class.
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:** ? Perform: Dance 6 ranks, Knowledge: Nature 6 ranks, Survival 6 ranks, Profession: Herbalist 5 ranks
**Feats:** ?Natural Spell, Craft Infusion
**Special:**
* Must have received training by be able to cast 3rd level Druid spells
* Must be gestalt
==== Class Skills ====
The Tree Dancer's class skills are: ?Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Fly, Handle Animal, Heal, Knowledge: Geography, Knowledge: Nature, Perception, Perform, Profession, Ride, Sense Motive, Spellcraft, Survival, Swim
Skill Ranks at Each Level: ?6 + Int modifier.
Hit Die: d?.8
==== Table ====
^^ Level ^^ BAB ^^ Fort ^^ Ref ^^ Will ^^ Special ^^ Spells per Day ||
|| 1st || +10 || +0.5 || +0.5 || +0.5 || Herbalist, Tree Dance || +1 level of existing Divine spellcasting class ||
|| 2nd || +21 || +0.5 || +0.5 || +0.5 || Natural Talent, Tree Network (2x/day) || +1 level of existing Divine spellcasting class ||
|| 3rd || +32 || +0.5 || +0.5 || +0.5 || Advanced Infusion, Infusion Bonus Feat, Ley Line Vision || +1 level of existing Divine spellcasting class ||
|| 4th || +43 || +0.5 || +0.5 || +0.5 || Favoured Terrain (Arboreal) +2, Tree Network (3x/day), Fertile Growth || +1 level of existing Divine spellcasting class ||
|| 5th || +53 || +0.5 || +0.5 || +0.5 || Infusion Bonus Feat, Ley Line Connection || +1 level of existing Divine spellcasting class ||
|| 6th || +6/+14 || +0.5 || +0.5 || +0.5 || Tree Network (4x/day), Terrain Manipulation || +1 level of existing Divine spellcasting class ||
|| 7th || +7/+25 || +0.5 || +0.5 || +0.5 || Favoured Terrain (Arboreal) +4, Infusion Bonus Feat, Ley Line Activation || +1 level of existing Divine spellcasting class ||
|| 8th || +8/+36/+1 || +0.5 || +0.5 || +0.5 || Tree Network (5x/day), Move the Forest || +1 level of existing Divine spellcasting class ||
|| 9th || +9/+46/+1 || +0.5 || +0.5 || +0.5 || Timeless Body, Infusion Bonus Feat || +1 level of existing Divine spellcasting class ||
|| 10th || +10/+57/+2 || +0.5 || +0.5 || +0.5 || Create Sacred Grove, Tree Network (6x/day) || +1 level of existing Divine spellcasting class ||
==== Class Features ====
All of the following are class features of the [[notes/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 loremastTree Dancer, she must decide to which class she adds the new level for purposes of determining spells per day.
---- Herbalist (Ex) ----
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 NetworkDance (Su) ----
Once per dayBy performing a ritual dance around a tree, the Tree Dancer can access the network of plants that span the plane to transport themselvescause the tree to change shape within reasonable limits. The tree trunk can be bent to form a bridge, branches can be reshaped to form a stairway up into the canopy or they can be woven together to form a platform, or a hollow area may be created within the trunk for example. It is possible to grow new branches or remove them, though no lumber is produced in this manner, and a limited number of others between twothe total mass of the tree must remain constant. The tree cannot be shaped into any form of device nor can it have any "moving" parts.
The duration of the dance depends on the complexity of the change, with simple changes taking about a minute and major revision taking up to several hours. Exceptionally large trees of the same type, as ifmay require days or weeks depending on the level of modification, with the Dungeon Master being the final arbiter on the required amount of time. It is possible to use this power on multiple trees to have them shape together into a larger construction - in this case, the power is used multiple times, adding the required duration together.
When using Transport via Plants.
Activating this ability requires the Tree Dancer to lead the traveling group in a dance around thepower to build 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 requiredhouses, a discount may apply at the discretion of the Dungeon Master.
---- Terrain ManipulationNatural Talent (Ex) ----
Starting at Xth2nd level, the Tree Dancer adds her class level to any Perform: Dance checks.
---- Tree Network (Sp) ----
Starting at 2nd level, 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.
The tree dancer can use this power twice per day and gains an additional use per day every two levels.
---- Advanced Infusion (Ex) ----
At 3rd level, the Tree Dancer gains the ability to craft advanced infusions, granting her additional usage of her Infusion feats
---- Infusion Bonus Feat ----
At 3rd level and every 2 levels thereafter, the Tree Dancer gains a bonus Infusion feat such as Healing Infusion, Camouflage Infusion, Water Infusion or Infusion of Light
---- Ley Line Vision (Su) ----
At 3rd level, the Tree Dancer becomes able to perceive Ley Lines running through the plane. She can sense when she is over a Ley Line, in what direction it runs and where the closest one is if she is not over one. If more than one Ley Line crosses in a location, she can sense both.
This ability provides a +2 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.
---- Favoured Terrain (Arboreal - Ex) ----
At 4th level, the Tree Dancer gains a +2 bonus on initiative, Knowledge (Geography), Perception, Stealth and Survival checks when she is in arboreal terrain (such as a forest or jungle) . A Tree Dancer traveling through such terrain normally leaves no trail and cannot be tracked (though she leave a trail if she so chooses)
The bonus increases to +4 at 7th level.
---- Fertile Growth (Su) ----
Starting at 4th level, 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.
---- Ley Line Connection (Su) ----
At 5th level, the Tree Dancer becomes able to connect to Ley Lines.
Whenever the Tree Dancer is standing on a Ley Line, she can perform a ritual dance to connect to the Ley Line. This dance takes one hour to perform. Once completed, she is connected to the Ley Line until the next time she sleeps or until she leaves the vicinity of the Ley Line.
While connected, she gains a +2 bonus on Perception and Survival checks as her connection makes her more aware of the natural environment there. If two or more Ley Lines cross in a certain location, the Tree Dancer can connect to each of them. The effects stack.
---- Terrain Manipulation (Su) ----
Starting at 6th 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.
---- Craft InfusionLey Line Activation (Su) ----
At 7th 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 or until she leaves the vicinity of the Ley Line.
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.
---- Move the Forest (Su) ----
Starting at X8th level, the Tree Dancer learns how to extract natural magiccan 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 the local areasundown 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 concentrateshift 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 a mixture of herbscities or villages, nor affect buildings.
---- Timeless Body (Ex) ----
After attaining 9th level, a Tree Dancer no longer takes ability score penalties for aging and minerals called an Infusion.
To create an infusion,cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and 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 lifstill dies of old age when her time 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 contagiousup.
---- Ley Line VisionCreate Sacred Grove (Su) ----
At ?10th level, the Tree Dancer becomes able to perceivecapable of creating a sacred grove in any area which is obscured from outside observation by trees and foliage, or any natural area not otherwise visible (such as a cave). To create a grove, the Tree Dancer must connect to at least one ley line using her other powers such as Ley Lines running Connection or Ley Line Activation, and perform a ritual dance that takes 24 hours. By default, the grove has a diameter of roughly fifty feet, but this can be increased by an additional fifty feet by each repeated use of the power within the grove, up to a maximum of fifty feet per ley line connection made at the location.
The area of the sacred grove can only be entered and exited through the planespots designated when it is created and anything in the area is hidden from outside observation as well as divination spells such as scrying cast outside of the grove. Such spells work as if those inside the grove were on another plane of existence (though no extra planar area is actually created). While within the Sacred Grove, the Tree Dancer gains bonuses from all ley line effects she received while creating the grove.
The Tree Dancer can set the area's general climate, weather and seasonal patterns as long as they are within the range of natural possibilities. She cannot directly control the weather without magic and the Tree Dancer cannot control the day-night cycle. She can sense where Ley Lines cross, what directionalso determine the geography and flora of the Sacred Grove, placing ponds, streams, waterfalls, rocks, trees, bushes and flowers, though only plants that can naturally grow within the set climate can be created. Exceptionally rare plants cannot be created in this manner, though they runmay later be planted within a Sacred Grove. Once created, the Tree Dancer cannot modify the choices, but she can modify the terrain when expanding the grove as desired.
It is possible to build a small home and where the closestlive within a grove, provided one is. This ability provides a bonus on Survival checks to avoid getting lost,lives in harmony with nature, but the grove cannot support a lot of agriculture or support a large number of people - if misused, it will wither and allows the Tree Dancer to instantly know her orientationthe magic will disappear, returning the area to the local climate and the directionweather 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 onremoving all saves. If two or more Ley Lines cross in a certain location, the Tree Dancer can connect to each of them. The effects stackbenefits.