Elder treants are very rare, thought of as the true shepherds of the forests. They are believed to be only one per forest. Elder treants are very reclusive and spend most of their time dormant (in tree form). Protectors and shepherds of the forest, these ancient beings are believed to be descendants of nature elementals or fae. Each is native to a particular forest which it protects and maintains for hundreds of years. Treants are slow, patient beings, ever on the watch for threats to nature and protecting beings who can't protect themselves.
Abilities:
You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know celestial OP 1 Elder Sorcery words and those of every element.
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
You gain Supernatural Strength. In addition, you deal boosted with all melee weapon attacks and they are AV0 for you.
Attribute improvement: This ability sets your STR score to a minimum of 5.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You do not have real opposable thumbs. All items are two-handed for you.
On hit: If target is dead, they are brought back to life. If they had less than 1 HP, they have 1 HP. If they had less than 1 MP, they have 1 MP. Otherwise, their HP and MP do not change. If target is undead, you can choose to have them be healed for damage. Rebirth does not count as a healing effect unless you choose to heal with it. Heightened: For each additional MP spent, target can have been dead for an additional 10 minutes. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for damage P times. If fluent: If target is undead, they are healed for damage F times.
On critical hit: If you want, the target must spend 1 MP to be able to Self Revert. On hit: Target is minorly transformed into a tree or revert a minor transformation. The size of the tree is equal to the target's SIZE prior to being transformed. If a treeformed creature is reduced to 0 HP, then they revert and any remaining damage carries over to their reverted state. Heightened: For each additional MP spent, this effect lasts an addition turn without the target being able to Self Revert.
On hit: You are minorly transformed into a tree or revert from being one. You may do this even if you are minorly transformed into a tree.
Armor you wear is unbreachable.
On hit: Target item's next attack is warded. You may also target a creature's hand. If you do, the creature's next hand or missile spell is warded.
Limitation: Nature only.
You gain Elder Sorcery Creation and All Elder Sorcery Words. In addition, you can create Elder Sorcery spells on a short rest instead of a long rest. Creating Elder Sorcery spells in combat has the same consequences and penalties as typical casters would have with creating them during a short rest. You can create, cast, and learn spells with any "grammar".
Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know celestial OP 1 Elder Sorcery words and those of every element.
| OP | Celestial Adjectives | Celestial Adverbs | Celestial Articles | Celestial Conjunctions | Celestial Nouns | Celestial Prepositions | Celestial Pronouns | Celestial Verbs | Flame Nouns | Flame Verbs | Life Nouns | Life Verbs | Nature Nouns | Nature Verbs | Necromancy Nouns | Necromancy Verbs | Storm Nouns | Storm Verbs |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | bad | as | an | as | color | by | me | are | ash | crack | amulet | calm | dirt | augment | blemish | force | attention | cool |
| big | carefully | one | but | cup | for | my | be | cinder | damage | burn | defend | fruit | bloom | darkness | intimidate | breeze | distract | |
| bright | here | the | or | dagger | in | that | begin | ember | dry | health | detect | grass | grow | filth | shame | cloud | float | |
| clean | pretty | so | foot | of | this | did | flame | glow | hurt | mend | leaf | lull | grave | sicken | drop | identify | ||
| little | then | hand | off | you | may | howl | illuminate | illness | prevent | path | lure | pain | spoil | mind | look | |||
| long | there | hat | on | your | might | light | kindle | symbol | repel | reach | nourish | seizure | summon | mist | read | |||
| short | today | skin | to | stand | spark | rush | talisman | restrain | size | ripen | stench | taint | sand | slow | ||||
| small | torch | tend | tinder | temper | valor | shelter | twig | shrink | tears | twist | study | speed | ||||||
| this | wand | use | warmth | warm | wounds | soothe | vine | touch | woe | wrench | vision | stun | ||||||
| watermelon |
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
If proficient: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * P) experience bonus during Elder Sorcery spell creation. If fluent: You are proficient at Elder Sorcery Creation and All Elder Sorcery Words and also always gain a +(10 * F) experience bonus during Elder Sorcery spell creation.
You gain Supernatural Strength. In addition, you deal boosted with all melee weapon attacks and they are AV0 for you.
Attribute improvement: This ability sets your STR score to a minimum of 5.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
You do not have real opposable thumbs. All items are two-handed for you.
Limitation: Only adept in home forest.
On hit: If target is dead, they are brought back to life. If they had less than 1 HP, they have 1 HP. If they had less than 1 MP, they have 1 MP. Otherwise, their HP and MP do not change. If target is undead, you can choose to have them be healed for damage. Rebirth does not count as a healing effect unless you choose to heal with it. Heightened: For each additional MP spent, target can have been dead for an additional 10 minutes. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for damage P times. If fluent: If target is undead, they are healed for damage F times.
On critical hit: If you want, the target must spend 1 MP to be able to Self Revert. On hit: Target is minorly transformed into a tree or revert a minor transformation. The size of the tree is equal to the target's SIZE prior to being transformed. If a treeformed creature is reduced to 0 HP, then they revert and any remaining damage carries over to their reverted state. Heightened: For each additional MP spent, this effect lasts an addition turn without the target being able to Self Revert.
On hit: You are minorly transformed into a tree or revert from being one. You may do this even if you are minorly transformed into a tree.
Armor you wear is unbreachable.
On hit: Target item's next attack is warded. You may also target a creature's hand. If you do, the creature's next hand or missile spell is warded.
Body Parts:
1Normal (5 feet)
1Normal (5 feet)
0Self
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
Grasping vines gain SB when you're attacking a creature with a shield.
1d6 VineNormal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Grasping Vine | 1d6 Vine | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Entangling, Handy, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
Prehensile sharp claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d6Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Prehensile Sharp Claw | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Handy, Prehensile, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Reinforced Bark | 0 | -3 | Self | 4 | 0 lb. | -3 | Armor, Body parts |