Plants can spend their CPs on the normal skills (unless specified otherwise in the Skill Table section). However they can also buy the following additional skills:
The Treant gains the ability to use the miracle at will. As with the usual method of learning miracles, lower level ones must be learnt before higher level ones.
This only applies to Treants.
Example: Treant
Tree Recall 1: 10 (Tree Recall 0) + 20 (Tree Recall 1) = 30 Points
The Treant has a permanent Natural Barkskin <n> running, this cannot be Dispelled and does not stack with any other Barksin.
This only applies to Treants.
The Treant has a permanent Natural Bludgeon <n> running on their fists (special case), this cannot be Dispelled and does not stack with any other Bludgeon.
This only applies to Treants.
Treants are animated, intelligent trees. There are various theories why this happens. Some suggest that it is due to the will of Nature, some say it is a natural evolution, and all trees have this potential and others say it is due to a higher level of magic within a region.
Treants generally avoid contact with other races. However, if plants, and to some extent creatures, within the Treant’s range are being devastated, they become enraged and start attacking all those they believe to be perpetrating this crime against Nature. When this happens, they don’t tend to be too discriminating and attack all ‘squishies’, though Druids (except Dark Druids) and Elves are usually recognized by all Treants as friends.
Attribute | Value |
Rank | 26.2 – Any |
Skill Table | Large Humanoid (Priest) |
Cannot learn any Armour or Manufacture skills | |
Can learn miracles at a cost of 2 x (level + 1) points | |
Life | 90 (120) |
Standing | 5 (200) |
Path | Tree |
Mana | 0 (20) |
School | Water |
Damage | Fist 8 (not soft) |
Abilities | No Sight, No Mental, No Sleep, No Healing (except Plant Strength) |
Double Strength | |
Permanent Natural Barkskin 10 | |
Permanent Natural Bludgeon 6 | |
Roleplaying | Wear camouflage tabbard and speak in a low, slow voice |