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.
Shambling Mounds are collections of plant matter granted a degree of autonomy and movement by the Path of Nature. They can either be created by Tree Druids in defense of their groves, or formed naturally by the Path of Nature to defend against corruption or for its own purposes. Shambling Mounds can attack directly with either their own bodies or wielded natural weapons, cast miracles or use salve like abilities depending on the plant. For example Holly Shambling Mounds may have Piercing attacks, whilst Trollsblood Shambling Mounds may have Regrow active.
| Attribute | Value |
| Rank | Any |
| Skill Table | Human (Warrior, Priest or Warrior-Priest) |
| Can only buy Miracles from the Sect of Tree | |
| Can only buy Spells from the School of Water | |
| Can buy any Salve effect as a Tree casting at its usual level | |
| Can buy Swift, Piercing or Knockback special strikes | |
| Life | 30 (30) |
| Standing | 5 (180) |
| Path | Tree |
| Mana | 0 (20) |
| School | Water |
| Damage | Blunt 3 (1H) or Blunt 6 (2H) |
| Abilities | Global, Alien Mind, Soulless, Plant, Fire Vulnerability, Sightless, Ponderous, No Sleep, Unhealing (except Plant Strength, Salves and Tree Heal) |
| DR 10 [Blunt] | |
| Natural Tree Form 1 (Natural Weapons) (Shambling Mounds can select either 1H or 2H weapons from Tree Form, being part of them) | |
| Roleplaying | Wear camouflage tabbard |
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 |