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Road_Runner
2013-09-05, 06:50 PM
The Botanist


http://oi43.tinypic.com/11hqv7l.jpg
Image is Druid by Edli (http://www.deviantart.com/art/Druid-180855410)


"If a tree kills alone in a wood, does it make a sound?"
-Durkon Thundershield (Ootc #150)



Description: Botanists are the gardeners of nature. They protect nature, and nature protects them. They are the summoners who know that you don’t need to go another dimension to find powerful allies. You need look no further than the ground beneath your feet.

Races: Any non-undead race

Alignment: Any, although almost never evil or lawful.

Starting Gold: As a druid

Starting Age: As a druid.

Class Skill List: Craft(Int), Concentration(Con), Handle Animal(Cha), Heal(Wis), Hide, Knowledge(Geography), Knowledge(Nature), Listen(Wis), Move Silently(Dex), Profession(Wis), Search(Int), Spot(Wis), Survival(Wis)

Skill Points: 4 + Int modifier (x4 at first level)

Hit Dice: d8
Botanist


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialGrowth Points
1st
+0
+2
+0
+2Green Weapons, Botanist Powers, Nature Magic2
2nd
+1
+3
+0
+3Healing Touch4
3rd
+2
+3
+1
+3Grow Tree(Sprout)6
4th
+3
+4
+1
+4Natural Expertise8
5th
+3
+4
+1
+4Treant Enhancement10
6th
+4
+5
+2
+5Embody Tree Spirit I12
7th
+5
+5
+2
+5Grow Tree(Sapling)14
8th
+6/+1
+6
+2
+6Nature's Remedy16
9th
+6/+1
+6
+3
+6Embody Tree Spirit18
10th
+7/+2
+7
+3
+7Treant Mastery20
11th
+8/+3
+7
+3
+7Grow Tree(Treant)22
12th
+9/+4
+8
+4
+8Embody Tree Spirit III24
13th
+9/+4
+8
+4
+8Healing Energy26
14th
+10/+5
+9
+4
+9Embody Tree Spirit IV28
15th
+11/+6/+1
+9
+5
+9Grow Tree(Greater Treant)30
16th
+12/+7/+2
+10
+5
+10Embody Tree Spirit V32
17th
+12/+7/+2
+10
+5
+10Greater Treant Mastery34
18th
+13/+8/+3
+11
+6
+11Embody Tree Spirit VI36
19th
+14/+9/+4
+11
+6
+11Grow Tree(Gaia Treant)38
20th
+15/+10/+5
+12
+6
+12Gaia Soul40


Weapon and Armor Proficiency: Botanists are proficient with all simple weapons and light and medium armor.

Growth Points: You gain a base pool of growth points as listed on the table. You gain a bonus number of growth points equal to your Wisdom modifier. Growth points are used in a number of your abilities. Some abilities have a growth point cost, and other abilities have a growth point investment.


Growth Cost: You expend a number of points to use the power. Growth points that are expended return at a rate of 1 per round after the power is used. Costs from multiple powers stack, as do their returns.

Growth Investment: A growth investment simply means you must expend an amount of growth points, and they do not return until the ability is ended. You can end any effect that is sustained by a growth point investment as a free action to terminate the effect and recover your growth points. Recovering growth points invested in an animated treant is a full round action that turns it into a normal tree. (It may need to be relocated to a place with soil in order to survive).


Nature Magic(Sp): Botanists gain access to a number of druid spells as spell-like abilities. At 1st level, they can cast 1st level druid spells as SLAs. At 3rd, 5th, 7th, and 9th level, they gain access to 2nd, 3rd, 4th, and 5th level druid spells. You can spontaneously cast a spell-like ability of a given level 1/day, plus an additional time per day for each level past the level required to cast a certain spell level, to a maximum of 5 times/day. Unlike normal SLAs, the DC for an SLA is 10 + 1/2 Botanist level + Wisdom modifier (Botanists don't get SLAs higher than 5th level, but instead gain mastery of the lower levels ones they can cast). The allowed SLAs are listed below.

1st level: Create Water, Detect Poison, Easy Trail, Goodberry, Pass without Trace, Purify Food and Drink, Wood Wose

2nd level: Brambles, Briar Web, Delay Poison, Lesser Restoration, Tree Shape, Warp Wood, Wood Shape

3rd level: Nature's Rampart, Plant Growth, Remove Disease, Snare, Speak with Plants, Quench

4th level: Blight, Command Plants, Land Womb, Lay of the Land, Mass Burrow, Poison Vines, Wood Rot

5th level: Awaken*, Commune with Nature, Fireward, Poison Thorns, Rejuvenation Cocoon**, Tree Stride, Wall of Thorns
* plants only
** looks like a seed pod instead of a cocoon



Green Weapons(Ex) Botanists are skilled with a variety of unique plant weapons, called green weapons. These weapons require you to form them out of a wooden weapon or branch as a standard action. If you fashion a green weapon out of an enhanced magic wooden weapon, any enhancements apply to the green weapon. You can invest a number of growth points in a green weapon equal to your level divided by 3. For each point of investment, you unlock a new ability and gain a +1 bonus on attack rolls with the green weapon, depending on what form of weapon it is (blade, whip, or seed blaster). For example, say a level 12 botanist invests 4 growth points in her mastery of the leaf blade. As a move action, she could turn her +1 frost quarterstaff into a +1 frost leaf blade or a +1 frost vine whip. Using the leaf blade, she would benefit from the serrated leaves, razor slice, double edge and piercing slashes ability.


Leaf Blade - This weapon is a short hard staff with a giant green leaf growing out of the head. This two-foot long leaf is as hard as metal and sharp as a razor. This one-handed weapon deals 1d6 points of slashing damage, with a 2x critical on a range of 18-20.

Serrated Leaves (3): The leaf blades deals an extra 1d6 points of slashing damage per growth point of investment. This damage is multiplied by a critical.

Razor Slice (6): The leaf blade deals 3x damage on a critical instead of 2x.

Double Edge (9): You gain one extra attack on a standard or full attack with a leaf blade.

Piercing Slashes (12) You overcome an amount of DR with your leaf blade equal to your level.

Leaf Dance (15) You can also take a move action as part of a full attack, making attacks at any point along the move action. You can tumble normally as part of the move to avoid attacks of opportunity.

Final Reaping(18) The leaf blade becomes a vorpal weapon.




Vine Whip - These thick, flexible green vine is a powerful whip. The dense weight of the vine and sharp thorns clobber and pierce opponents you strike. It acts as a whip, except it deals a lethal 1d6 bludgeoning/piercing damage.

Powerful Swing(3): The vine whip deals an additional 1d6 points of piercing/bludgeoning damage per growth point of investment.

Coiling Creepers(6): If you make a successful attack, by sacrificing 2d6 damage you can make a free grapple check as a segment of the vine detaches to wrap around the target (regrowing instantly). Iterative attacks have decreased BAB as normal for the grapple check. Enemies who fail are considered grappled for one round. You are not considered grappled.

Endless Vines(9): Your reach increases by 5 ft, and you also gain the benefit of combat reflexes.

Power Whip(12) When you strike your targets dead center, the vines crush through their defenses. Each attack deals bonus damage equal to twice the amount your attack roll exceeded their AC.

Coiled Defense(15) Powerful swings deflect any attack thrown at you. Add your Strength modifier to AC while using this weapon.

Animated Vines(18) The vine whip moves about by itself, allowing it to curve and twist as you swing it, increasing the accuracy of your strikes. Add half your wisdom modifier to attack rolls.



Bullet Seeds - This small shortstaff is thickly covered with seed pods and flowers. Seeds pods explode open, firing high velocity seeds at your targets. This is a ranged weapon that deals 1d3 points of piercing damage. This weapon has a 30 ft range increment.

Piercing Bullets(3): The bullet seed deals an additional 1d3 points of piercing/bludgeoning damage per growth point of investment.

Rapid Fire(6): You have learned to fire a number of seeds in quick succession. You can fire a number of seeds equal to ⅓ your BAB, all at a -2 penalty.

Poison Seeds(9): You can fire particularly venomous seeds. Make a full attack, your target(s) must make a Fortitude save against DC 10 + ½ your level + your wisdom modifier + the enhancement bonus (if any) on the weapon you’re using or take an amount of Strength damage equal to the number of seeds you struck them with. Usable once every 1d4 rounds.

Paralyzing Seeds(12) As poison seeds, but dealing Dexterity damage.

Explosive Pollen(15): After burying in the target, the seeds explode for 1d12 points of damage per bullet on the following round.

Lotus Flowers(18) Your seeds fire out of white lotus flowers, adding supernatural accuracy to your attacks. Add your wisdom modifier to all attack rolls.


Botanist Powers(Su): Every level you gain a botanist power. Botanist powers are described below. There is a minimum level required to choose powers of a certain grade.


Grade Level Required
Least
1
Lesser
6
Greater
11
Gaia
16


Healing Touch(Su): As a standard action, you can touch a living creature to heal them 1d4 points of damage per level. Treants can also deliver this touch for you as a free action (you must still use a standard action as part of the ability). At higher levels you can heal greater amounts of damage by making successful heal check. The minimum level and DC required for higher amounts are listed on the table below. You can only make a heal check with this ability to add extra healing once every 5 rounds.



Required Level
Required Check
Extra healing


6
20
1d6


9
26
1d8


12
33
1d10


15
41
1d12


18
50
3d4



Grow Tree(Sprout): One of the most powerful abilities of the botanist is the power to grow treants to defend them. The first step is to find a treant seed. Treant seeds are about the size of an avocado. Skilled botanists can find them in any natural environment with trees. They are found in the ground or sometimes hidden among the roots of other trees. It takes one hour and a successful Knowledge(nature) check to find a treant seed in the wild. Only Botanists are skilled enough to make one of these special knowledge checks. The DCs for the different types of treants are listed below.



Type
DC


Heart Oak
20


Birch
22


Weeping Willow
23


Moon Lily
25


Cherry Blossom
25


Dark Hazel
27


Sacred White Ash
30


Gaia
35



Seeds you find in the wild are dormant until you germinate them, which requires them to be buried in soil and watered with 5 gallons of water as they grow for 8 hours. By tending to the sprout and enhancing its growth with your magic, you can make it grow in 1 hour by actively channeling energy into the ground. Once finished, the treant awakens and becomes your ally. You can only grow one treant at a time, and a treant requires an investment of growth points equal to the amount on the table below. If a treant you control dies, you cannot grow a treant to replace it for 10 hours. Gaia trees require 4 more growth points of investment than other types of trees. At 3rd level you can grow a treant sprout. At 7th level you can grow a treant sapling. At 11th level you can grow a greater treant. At 15th level you can grow an elder treant. At 19th level you can grow an ancient treant. Treants are described in more detail below.


Type Investment
Sprout
4
Sapling
8
Greater
12
Elder
16
Ancient
20
Gaia
+4


Natural Expertise: You are an expert in all things related to the wild. Gain a bonus equal to half your level on Knowledge(nature), Heal, and Survival checks. You can also take 10 on these checks, even when threatened or distracted.

Treant Augmentation: You can invest growth points in your treants to give them various augmentations. Each augmentation can only be given once per treant. Investing in a tree is a standard action that can target any tree (you are automatically aware of all your trees).


Magic Bark: By investing 1 growth point, you can give a +3 deflection bonus to AC.

Chlorophyll: By investing 2 growth points, you can give a treant fast healing equal to 1/2 your level while they are in sunlight.

Nature's Slumber: By investing 1 growth point, you can put a tree into slumber. A slumbering tree shrinks down the size of a dormant seed. This shrinking process takes 5 minutes. This returns the growth points you invested in growing the treant, and the treant no longer counts as grown for the purpose of the limit you have of one treant grown at a time. At a later point you can touch the tree as a standard action and cause it to regrow into the treant form over the course of 2 rounds (requiring you to once again invest the full amount of growth points). The 1 growth point cost of investment must stay invested the entire time the tree is slumbering; if you ever remove this investment the tree becomes a dormant seed instead of a slumbering tree, and must be grown through the normal slow process.

Embody Tree Spirit: At 6th level you can create a special bond with a type of tree, allowing you to manifest qualities based on the type of tree. This bond requires you to concentrate for 10 minutes while holding a seed of the appropriate tree. At 6th level and every 2 levels after, you gain one trait of one type of tree can pick another trait from another type of tree, or advance one step in the same tree, gaining another trait. You can switch your bonds by concentrating for 10 minutes while holding the seed of each tree you manifest at least one trait from.


Heart Oak
1: +2 natural armor
2: +6 strength
3: Oak Stability

Weeping Willow
1: +1 hp/level
2: +2 bonus on Fort saves
3: Willow Resilience

Birch
1: +20 move speed
2: +4 initiative
3: Birch Mobility

Cherry Blossom
1: +2 on reflex saves
2: Evasion
3: Blossom Shield

Moon Lily
1: +2 bonus on will saves
2: +1 stacking deflection bonus to AC
3: Moon Phase

Dark Hazel
1: +1 bonus on all saving throws
2: +1 effective Botanist level for SLAs or Botanist powers
3: Hazel Counter

Sacred White Ash
1: +2 growth points
2: +2 sacred bonus to AC vs any attack by an evil creature
3: Ashen Protection


Special Traits

Oak Stability(Ex): You gain a +6 bonus on grapple, bull rush, and trip attempts. This bonus doubles when resisting such attempts. You also gain another +2 strength. This bonus (along with the previous strength bonus) function as a result of your limbs becoming partially wooden, so the benefits do not apply if you are polymorphed.

Willow Resistance(Ex): You gain a +2 bonus on all saving throws. You also gain the mettle ability.

Blossom Shield(Su): This ability functions as wings of cover. Usable 3 times per encounter.

Birch Mobility(Su): You gain a continous freedom of movement effect.

Moon Phase(Su): This ability functions similarly to blink, greater, except you do not gain concealment and gain slightly more reliable incorporeality. All attacks against you have a 30% chance of missing due to incorporeality. This does interfere with your own attacks. Can be suppressed or activated as a free action.

Hazel Counter(Sp): You can cast dispel magic as an immediate action (with no limit on caster level bonus) 5 times per encounter. You also gain the passive effect of automatically identifying any spell or SLA cast as if you made the appropriate Spellcraft check (even works if it is silenced/stilled).

Ashen Protection(Su): You gain a continuous death ward effect. You also can go twice as far into negative hp before dying and automatically stabilize.



Nature's Remedy(Su): At 8th level you can use your healing touch to remove more than damage. By adding 10 points to the DC, you can heal the fatigued and sickened conditions. By adding 20 points to the DC, you can heal the nauseated and exhausted conditions.

Treant Mastery(Su): At 10th level you can grow two treants at a time. The investment cost of growing treants also decreases by -1/2/3/4/5 for sprout/sapling/greater/elder/ancient treants, respectively. At 17th level you can grow three treants and the investment cost reduction increases to -1/3/5/7/9.

Healing Energy(Su): At 13th level you can heal just by concentrating on a target to channel energy into them, rather than actually needing to touch them. Your healing touch gains a range of close (25 ft + 5 ft/2 levels). You also gain the ability to affect multiple allies at once. By reducing the die size by one per additional ally affected, you can heal as many allies as you want (provided the total result of your check is atleast 10).

Gaia Soul(Ex): At 20th level your bond to plantkind is so strong you acquire their attributes. You are considered a plant or your original race, whichever would be more beneficial at the time.




Botanist Powers

Botanist powers are supernatural abilities that use your connection to plants and nature. The DC for a botanist power is 10 + 1/2 your level + your Wisdom modifier.

Initiation: Most powers require a standard action to initiate, but several only require a move or even a swift. Some powers require dirt. A dirt requirement means that a couple inches of dirt must cover the affected area. Usually powers with a dirt requirement involve summoning plants.

Duration: Some powers have a duration of invesment. These powers last for as long as you have your growth points invested in them. Uninvesting growth points and ending the power is a free action; pulling these growth points into other resources automatically ends the power.

Cooldown: Most powers are usable at will or once every 5 rounds.

Least Powers

Entangle
Initiation Action: standard action
Growth Cost: 2 point cost
Saving Throw: Reflex partial; see text
Duration: 1 minute/level (D)
Cooldown: One use every 5 rounds

As the spell.

Loam Raiser
Initiation: standard action, see text
Growth Cost: 2 points
Saving Throw: None
Duration: One round
Cooldown: Once every 5 rounds

The ground begins to tremble as thick, fertile soil appears over the surface within 60 feet + 5ft/level. All creatures must make a balance check against DC 5 + your Wisdom modifier or fall prone as they are shakily elevated 15 inches by this rising soil. The affected area is considered difficult terrain for the duration of this ability. The soil created by this ability remains as normal, but extremely fertile soil very suitable for growth. The initiation action of this ability reduces by one for every 5 levels (move at 5th, swift at 10th, and free at 15th).

Branch
Initiation Action: Swift
Growth Cost: 3
Duration: Until end of round
Cooldown: Once every 5 rounds

Your green weapon grows rapidly and branches out like a tree. Until the end of the round, your green weapon is treated as one size category larger and gains +5 ft reach. At 6th, 12th, and 18th level it is treated as another size category larger and you gain an additional 5 ft reach.

Bounce Shroom
Initiation: Move action, dirt required
Growth Cost: 3 point cost
Saving Throw: Reflex negates
Duration: Instantaneous, 1 min/level (see text)
Range: Medium
Cooldown: Once every 5 rounds.

A brightly colored spotted mushroom pops out of ground with surprisingly velocity. If this bouncy mushroom appears under a creatures square, they may make a reflex save to dodge out of the way. If they fail, they are knocked 30 feet in the air and fall prone. If they hit a ceiling, they take 1d6 points for every 10 feet they would have traveled. After the shroom has appeared, any Jump checks off of it grant a +20 bonus to the jump check and a +15 ft speed bonus to any move action involving a jump check off the shroom. If you summon multiple bounce shrooms, you can hop from one to the next to travel long distances.


Vine Swing
Initiation Action: None; as part of move
Growth Cost: None
Duration: Until end of round
Cooldown: At will

As you charge in for an attack, you grab a branch or vine of a nearby treant, using it to swing into the attack with extra momentum. As part of a move action, at some point in the move when you are within reach of a treant you can grab its branch or vine as a free action. You can then swing clockwise or counterclockwise around the tree, as long as you move within its reach, using only 5 ft of movement for every 2 squares. As long as you swing at least 15 ft and make an attack at the end of your swinging movement, the next melee attack you make before the end of the round gets a +4 to hit and deals and extra 1d6 + 1/level damage.




Lesser Powers

Solar Beam:
Initiation Action: Move(s) and standard, see text
Growth Cost: See text
Duration: Instantaneous
Range: Medium
Cooldown: At will


This power allows you to strike enemies with a devastating beam of solar energy. However, this powerful beam of energy requires you to first absorb sunlight to execute it. Charging solarbeam requires a move action. You must be standing in sunlight as you take this move action, as during any future move actions. A minimum of one move action of charging is required, and you can take a maximum of 5. Move actions of charging cannot be more than 5 rounds apart. Releasing the solarbeam is a standard action that requires a ranged touch attack. You gain a +2 bonus on the attack roll for each action spent charging.


Charges Damage/level
1 1d8
2 1d10
3 2d6 [
4 2d8 [
5 2d10 [


Dawnbringer:
Initiation Action: Move action
Growth Cost: 1 point investment; see text
Duration: Investment
Cooldown: At will
Area: 50 ft + 10ft/level spread

This power summons radiant sunlight in the area. This is treated as true daylight. Treat this is a light spell of level/2 for the purpose of countering and dispelling darkness or likewise, being countered or dispelled by darkness.

Stranglevine:
Initiation Action: Standard action
Growth Cost: 2 point cost, 1 point investment
Duration: Investment, maximum 1 round/level
Range: Close (25 ft + 5 ft/2 levels)
Cooldown: At will
Area: 50 ft + 10ft/level spread

Vicious, powerful vines appear around the target, constricting and holding them down. These vines immediately grapple the creature, using your caster level instead of your BAB and your Wisdom modifier instead of your strength modifier. The vines are the same size as the target. You are not considered grapple or have to take actions; the vine continues to grapple and pin the target unless you direct otherwise. Stranglevine has 2d6 constrict damage. This increases by 1d6 at 9th level and every 3 levels after.

Petal Burst
Initiation Action: None
Growth Cost: See text, minimum 1.
Cooldown: At will

Gain a bonus on an attack roll equal to 2 + the amount of growth points you spend. You can spend a maximum number of growth points equal to 1 + 1 per 4 levels.

Petal Defense
Initiation Action: None
Growth Cost: See text, minimum 1.
Cooldown: At will

Gain a bonus on an a saving throw equal to 2 + 2 * the amount of growth points you spend. You can spend a maximum number of growth points equal to 1 + 1 per 4 levels.


Greater Powers

Hyper Rejuvenation
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Touch
Cooldown: Once every 5 rounds.
Save: Will half

A the heal spell, except with no limit on healing amount.

Chlorophyll Strike
Initiation Action: None; as part of melee attack
Growth Cost: 2
Cooldown: Usable once every round

You can use this botanist power as part of a melee attack. After hitting an enemy successfully, your green weapon gives a pulse of bright green energy. As long as you are standing in sunlight, the attack counts as a move action for the purpose of charging your solar beam power.




GaiaPowers























Black Lotus Wither
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Touch attack
Cooldown: Once every 5 rounds
Save: None

This deadly attack requires you to strike a target with an unarmed touch attack or as a touch attack with some sort of wooden or plant weapon (such as a quarterstaff or one of your weapons of the forest). The attack deals no damage, but as long as you make a successful touch attack the target takes 2d6 points of Constitution damage as dried black lotus petals fall around them.


Gaia’s Curse
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Medium (100ft + 10ft/level)
Cooldown: Once every 5 rounds
Save: Fortitude negates

The target begins to harden and turn brown, their skin become gnarled and sprouting branches. The target transforms into a tree of their size, become an inanimate (but living) nonmagical tree. Their clothes and gear are left strewn in the branches and around the trunk of the tree. Only a wish or miracle spell can undo this effect. This is a transformation effect.

Road_Runner
2013-09-05, 06:51 PM
Treants






Treant Traits:
-Plant Traits
-The DC for a treant supernatural power is 12/14/16/18/20 for sprout/sapling/greater/elder/ancient treants, plus an ability modifier dependent on the type of treant
-treants are lumbering, and slow, but very strong and balanced. Treants take a -2 penalty on grapple, trip, and bull rush attempts, but a +2 bonus to resist these attempts. This penalty/bonus increases by another 4 every size category above medium.
-languages: common and sylvan. Treants have deep, rumbling voices

Harvest: Some treants have a special harvest ability. This ability allows the treant to create a magical product that can be used for a special purpose. These harvest are difficult to create and very unstable. A harvest can only be produced 1/day. The magical properties of the harvest only last for 1 hour, or until it is removed more than 30 feet from the tree for more than 10 minutes. For this reason, the harvests are not very useful for trading, but they can be used in various different ways.






Heart Oak
Heart Oak treants are the biggest, most powerful treants. Their limbs are strong and thick, and they are the most fearsome fighters. Their giant limbs can shield allies from enemy attacks, and their massive roots ruthlessly crush their enemies.


Heart Oak Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 2
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 1d6 damage with their slam attacks.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -4 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.


Heart Oak Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +14 melee (1d8+8)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 5
Abilities: Str 26, Dex 10, Con 22, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 1d8 damage with their slam attack and gain a +2 bonus to Strength.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -6 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 5 ft above the ground (the roots can shoot above the ground a small distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.

Greater Heart Oak Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +20 melee (2d6+11)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 7
Abilities: Str 32, Dex 12, Con 24, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 2d6 damage with their slam attacks and gain a +4 bonus to Strength.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -8 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 5 ft above the ground (the roots can shoot above the ground a small distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.

Elder Heart Oak Treant
Huge Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +26 melee (3d6+14)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 10
Abilities: Str 38, Dex 14, Con 26, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 3d6 damage with their slam attacks and gain a +6 bonus to Strength.

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -10 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 10 ft above the ground (the roots can shoot above the ground a medium distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.

Thick Bark(Ex): The heart oak treants gains DR 5/cold iron.


Ancient Heart Oak Treant
Gargantuan Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +32 melee (4d6+17)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +13
Abilities: Str 44, Dex 16, Con 28, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Powerful Limbs(Ex): A heart oak sprout especially thick and powerful limbs. They deal 4d6 damage with their slam attacks and gain a +8 bonus to Strength..

Branch Swat(Ex): A heart oak can use its giant branches surrounded by a thick layer of leaves to swap down attacks that target an ally or themselves. They can deflect any ranged or melee attack (including touch attacks) as an immediate action. This imposes a -12 penalty to a successful attack roll. Because they only use their hardiest branches, a heart oak treant doesn’t take damage from the attack bouncing off the branch they use to deflect the attack. Incorporeal attacks cannot be deflected.

Crushing Roots(Ex): The heart oak’s roots expand and twist, shooting out wards to grab all nearby enemies and crush them. As a standard action, a heart oak can grapple all nearby enemies within horizontal reach, and enemies up to 15 ft above the ground (the roots can shoot above the ground a considerable distance). A melee touch attack is required to initiate the grapple, as normal. The treant is considered to have the improved grapple feat for the purpose of this attack. Any opponents that fails the grapple check take slam damage and must make another grapple check or be pinned for 1 round. However, as plants treants cannot contract for extended periods of time the way muscled animals can, and so the grapple is automatically released after 1 round. This attack is also very exhausting, and can only be used once every 5 rounds.

Thick Bark(Ex): The heart oak treants gains DR 10/cold iron.




Birch
Birch treants are nimble, fast treants. Their spindly slender limbs are much more dextrous than other treants. Their leaves constantly shiver and their paper bark flaps as if there is a wind. With a flick of their branches they send a powerful howling wind at an enemy, or speed an ally with a wind at their back.


Birch Sprout
Medium Plant
4d8+16 (34)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 17 (+2 Dex, +5 natural)
Base Attack: 3
Attack: 2 slams +7 melee (1d4+4)
Space/Reach: 5ft/5ft
Saves: Fort +7 Ref +3 Will + 2
Abilities: Str 18, Dex 14, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -2 Strength, -2 Constitution, -2 natural armor and +6 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 3d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 14 (Dexterity based).


Birch Sapling
Medium Plant
9d8+45 (84)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 22 (+5 Dex, +7 natural)
Base Attack: 6
Attack: 2 slams +11 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +11 Ref +8 Will + 5
Abilities: Str 20, Dex 20, Con 20, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A


Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -4 Strength, -2 Constitution, -4 natural armor and +10 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 7d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 19 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. This effect fades 2d4 rounds after the target moves out of close range. Only one creature can be affected at a time with this ability (if used on a new creature, the previous effect fades).


Greater Birch Treant
Medium Plant
14d8+70 (133)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 28 (+9 Dex, +9 natural)
Base Attack: 10
Attack: 2 slams +19 melee (1d8+6)
Space/Reach: 10ft/10ft
Saves: Fort +14 Ref +13 Will + 7
Abilities: Str 22, Dex 28, Con 20, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -6 Strength, -4 Constitution, -6 natural armor and +16 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 11d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 25 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. When used on a treant, they can make one extra slam attack. This effect fades 2d4 rounds after the target moves out of close range. Two creatures can be affected at a time with this ability (if used on a new creature, the oldest effect fades).

Freedom of Movement(Su): As a standard action you can impart a freedom of movement effect, functioning as the spell. This effect fades 2d4 rounds after the target moves out of close range. Only one creature can be affected at a time with this ability (if used on a new creature, the previous effect fades).

Elder Birch Treant
Large Plant
19d8+114 (199)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 32 (-1 size, +12 Dex, +11 natural)
Base Attack: 14
Attack: 2 slams +26 melee (2d6+7)
Space/Reach: 15ft/15ft
Saves: Fort +17 Ref +18 Will + 10
Abilities: Str 24, Dex 34, Con 22, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -8 Strength, -4 Constitution, -8 natural armor and +20 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 15d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 30 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. When used on a treant, they can make one extra slam attack. This effect fades 2d4 rounds after the target moves out of close range. Three creatures can be affected at a time with this ability (if used on a new creature, the oldest effect fades).

Freedom of Movement(Su): As a standard action you can impart a freedom of movement effect, functioning as the spell. This effect fades 2d4 rounds after the target moves out of close range. Two creatures can be affected at a time with this ability (if used on a new creature, the previous effect fades).




Ancient Birch Treant
Large Plant
24d8+144 (252)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 39 (-1 size, +16 Dex, +13 natural)
Base Attack: 18
Attack: 2 slams +34 melee (2d8+8)
Space/Reach: 20ft/20ft
Saves: Fort +20 Ref +24 Will +13
Abilities: Str 26, Dex 42, Con 22, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -10 Strength, -6 Constitution, -10 natural armor and +26 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Razor Wind (Su): Birch treants have the power to summon a strong blast of wind, blowing hundreds of sharp leaves and pieces of papery bark to shred enemies apart. Razor wind can be used as a standard action in a 20 ft line or a 10 ft cone. It deals 19d4 points of half slashing, half sonic damage. A reflex save reduces this damage by half. The DC is 36 (Dexterity based).

Twig Whip: A shudder travels through the tree, causing it to quiver momentarily. As a swift action, a birch treant can quicken a creature within close range, causing them to gain the benefit of a haste spell. When used on a treant, they can make one extra slam attack. This effect fades 2d4 rounds after the target moves out of close range. Four creatures can be affected at a time with this ability (if used on a new creature, the oldest effect fades).

Freedom of Movement(Su): As a standard action you can impart a freedom of movement effect, functioning as the spell. This effect fades 2d4 rounds after the target moves out of close range. Three creatures can be affected at a time with this ability (if used on a new creature, the previous effect fades).




Weeping Willow
Weeping Willows are the most durable, hardy treants, capable of taking massive amounts of punishment. Through their natural empathy with other creatures, they can even take the damage of others, with only droplets of water running down their trunk as evidence of their burden.


Weeping Willow Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d4+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 2
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize and absorb the pain of other creatures. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round.


Weeping Willow Sapling
Medium Plant
9d8+63 (103)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d6+7)
Space/Reach: 5ft/5ft
Saves: Fort +13 Ref +3 Will + 5
Abilities: Str 24, Dex 10, Con 24, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +2 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +2 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful vengeful transformation. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +2 bonus to strength, and a +10 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 1d3 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.



Greater Weeping Willow Treant
Large Plant
14d8+126 (189)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (1d8+9)
Space/Reach: 10ft/10ft
Saves: Fort +18 Ref +5 Will + 7
Abilities: Str 28, Dex 12, Con 28, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +4 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +4 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful vengeful transformation. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +4 bonus to strength, and a +15 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 1d6 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.

Exhausting Rain(Su): As a swift action, you can drizzle rain on nearby enemies. You can drizzle on up to four connected 5 ft cubes within melee attack range. Creatures under the drizzle are exhausted. A successful fort saving throw negates this. The DC is 25. The DC is Constitution based.



Elder Weeping Willow Treant
Large Plant
19d8+209 (294)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 30 (-1 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (2d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +22 Ref +8 Will + 10
Abilities: Str 32, Dex 14, Con 32, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +6 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage (taking this damage itself). The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +6 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful transformation, becoming a whomping willow. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +6 bonus to strength, and a +20 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 2d4 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.

Exhausting Rain(Su): As a swift action, you can drizzle rain on nearby enemies. You can drizzle on up to six connected 5 ft cubes within melee attack range. Creatures under the drizzle are exhausted. A successful fort saving throw negates this. The DC is 30. The DC is Constitution based.


Ancient Weeping Willow Treant
Huge Plant
24d8+310 (414)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-2 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +29 melee (2d8+13)
Space/Reach: 20ft/20ft
Saves: Fort +27 Ref +11 Will +13
Abilities: Str 36, Dex 16, Con 36, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Suffering Absorption(Su): A weeping willow is naturally able to empathize with the pain of other creatures. They gain a +8 bonus to Constitution. Without action, whenever any living ally within 30 ft takes damage, the weeping willow can absorb up to half of that damage. The weeping willow has a suffering pool limit of the Botanist’s level * their wisdom modifier, which is the maximum amount of damage they can absorb. As the weeping willow takes damage, tears of water trickle down its trunk and branches. The weeping willow can only absorb more damage after it replenishes this water it lost, which requires one gallon for every 10 points of damage. Water can be poured on its branches, trunk, or roots. Running water can be immediately absorbed, but still water can only be absorbed more slowly (such as when the willow stands in a pond). Still water only replenishes 5 points of damage/round. Also grants a +8 bonus to Constitution.

Whomp Whomp(Ex): When a weeping willow’s suffering pool is depleted, it undergoes a powerful transformation, becoming a whomping willow. Leaves fall off its branches, its trunk thickens, and thick powerful knobs of wood grow and harden on the end of its limbs. This grants a +8 bonus to strength, and a +30 bonus to movespeed. This transformation lasts for 1 minute.

Crystal Sap(Harvest): A weeping willow can produce large, glistening, teardrop shaped orbs of sap. When used as a spell component, they can replace up to half the cost of any diamond dust used. Alternatively, these mildly sweet and refreshing liquid orbs can be consumed to heal 2d6 points of ability damage and remove the fatigued condition. Two crystal sap tears can be produced per day.

Exhausting Rain(Su): As a swift action, you can drizzle rain on nearby enemies. You can drizzle on up to six connected 5 ft cubes within melee attack range. Creatures under the drizzle are exhausted. A successful fort saving throw reduces this to fatigue. The DC is 36. The DC is Constitution based.




Cherry Blossom
Cherry Blossoms are the most graceful, and beautiful of treants. Their roots carry them over the ground with such elegance its as if they weighed no more than a large orc. Their branches are filled with beautiful pink cherry blossom flowers. Although they look delicate, cherry blossom treants can be quite dangerous. Their petals can explode into a deadly mist, or they can unleash a powerful hurricane to shield allies from enemy attacks.


Cherry Blossom Sprout
Medium Plant
4d8+16 (34)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 17 (+2 Dex, +5 natural)
Base Attack: 3
Attack: 2 slams +7 melee (1d4+4)
Space/Reach: 5ft/5ft
Saves: Fort +7 Ref +3 Will + 2
Abilities: Str 18, Dex 14, Con 18, Int 12, Wis 12, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -2 Strength, -2 Constitution, -2 natural armor and +6 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 30 ft as a standard action, which explodes in an up to 5 ft radius. This deals 3d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 14 (Dexterity based).


Cherry Blossom Sapling
Medium Plant
9d8+45 (84)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 22 (+5 Dex, +7 natural)
Base Attack: 6
Attack: 2 slams +11 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +11 Ref +8 Will + 5
Abilities: Str 20, Dex 20, Con 20, Int 13, Wis 14, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A


Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -4 Strength, -2 Constitution, -4 natural armor and +10 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 7d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 19 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +8 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 30 ft radius.




Greater Cherry Blossom Treant
Medium Plant
14d8+70 (133)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 28 (+9 Dex, +9 natural)
Base Attack: 10
Attack: 2 slams +19 melee (1d8+6)
Space/Reach: 10ft/10ft
Saves: Fort +14 Ref +13 Will + 7
Abilities: Str 22, Dex 28, Con 20, Int 14, Wis 16, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -6 Strength, -4 Constitution, -6 natural armor and +16 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 11d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 25 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +10 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 40 ft radius.

Blossom Storm(Su): As a swift action, thousands of cherry blossom petals detach from your branches and begin to fly a massive whirlwind. This 70 foot radius storm of petals cleanses and purifies the air. Any dust, toxin, poison, fog cloud, or spore is removed as the air is completely purified. These magical petals also cling to allies, orbiting around around them individually in dense clouds. This grants a magical protection effect that deflects attacks and interferes with targeted abilities. Any attack, direct, targeted, or area of effect has a 20% chance of being blocked. This ability lasts for 2 rounds and follows the treant (it is always centered on the treant). It can be used once every 5 rounds.




Elder Cherry Blossom Treant
Large Plant
19d8+114 (199)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 32 (-1 size, +12 Dex, +11 natural)
Base Attack: 14
Attack: 2 slams +26 melee (2d6+7)
Space/Reach: 15ft/15ft
Saves: Fort +17 Ref +18 Will + 10
Abilities: Str 24, Dex 34, Con 22, Int 15, Wis 18, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -8 Strength, -4 Constitution, -8 natural armor and +20 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 15d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 30 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +12 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 50 ft radius.

Blossom Storm(Su): As a swift action, thousands of cherry blossom petals detach from your branches and begin to fly a massive whirlwind. This 60 foot radius storm of petals cleanses and purifies the air. Any dust, toxin, poison, fog cloud, or spore is removed as the air is completely purified. These magical petals also cling to allies, orbiting around around them individually in dense clouds. This grants a magical protection effect that deflects attacks and interferes with targeted abilities. Any attack, direct, targeted, or area of effect has a 20% chance of being blocked. This ability lasts for 3 rounds (it is always centered on the treant). It can be used once every 5 rounds.



Ancient Cherry Blossom Treant
Large Plant
24d8+144 (252)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 39 (-1 size, +16 Dex, +13 natural)
Base Attack: 18
Attack: 2 slams +34 melee (2d8+8)
Space/Reach: 20ft/20ft
Saves: Fort +20 Ref +24 Will +13
Abilities: Str 26, Dex 42, Con 22, Int 16, Wis 20, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Slender Branches (Ex): Birch treants have slender branches, which although makes them less sturdy they are much more nimble than other treants. They have -10 Strength, -6 Constitution, -10 natural armor and +26 Dexterity. They can also use their dexterity in place of their strength as an attack bonus to melee attacks.

Cherry Bomb(Su): Cherry Blossom treants can launch a bundle of cherry flowers, which vaporize into a burst of crimson acid. A bundle can be launched 40 ft as a standard action, which explodes in an up to 5 ft radius. This deals 19d4 points of acid damage. A reflex save reduces this damage by half. Enemies who fail their save burn from the acid for half damage for 1 round afterward. The DC is 36 (Dexterity based).

Aromatherapy(Su): Cherry Blossom treants can protect their allies against attacks against the wellness of their bodies. This grants a +14 bonus on saves against poison and disease. Sickening is also suppressed, and nausea is reduced to sickening. This affects all allies in a 60 ft radius.

Blossom Storm(Su): As a swift action, thousands of cherry blossom petals detach from your branches and begin to fly a massive whirlwind. This 80 foot radius storm of petals cleanses and purifies the air. Any dust, toxin, poison, fog cloud, or spore is removed as the air is completely purified. These magical petals also cling to allies, orbiting around around them individually in dense clouds. This grants a magical protection effect that deflects attacks and interferes with targeted abilities. Any attack, direct, targeted, or area of effect has a 20% chance of being blocked. This ability can be used activated and deactivated as a swift action.

Road_Runner
2013-09-05, 06:52 PM
Moon Lily
Moon Lily Treants are serene, mysterious treants. Their dark branches are filled with pale, glowing leaves that omit a comforting light while at the same time casting ominous dancing shadows.


Moon Lily Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 3
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +2 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 3d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1 round. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 14 (Wisdom based).


Moon Lily Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d8+7)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 7
Abilities: Str 24, Dex 10, Con 22, Int 13, Wis 18, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +4 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 6d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d2 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 18 (Wisdom based).


Ethereal Luminescence(Su): The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance).





Greater Moon Lily Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (2d6+9)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 10
Abilities: Str 28, Dex 12, Con 24, Int 14, Wis 22, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +6 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 9d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d3 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 22 (Wisdom based).


Ethereal Luminescence(Su): The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance). All attack also gain +1d6 force damage.

Eternal Grace(Su): This ability functions as resurgence. Useable as a standard action with close range. This ability can be used once every 5 rounds.




Elder Moon Lily Treant
Large Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (3d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 14
Abilities: Str 32, Dex 14, Con 26, Int 15, Wis 26, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +8 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 12d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d4 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcame the negative effects of this ability. The DC for the will save is 26 (Wisdom based).

Ethereal Luminescence(Su) : The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance). All attacks also gain +2d4 force damage and allies gain a +2 bonus to AC against touch attacks only.

Eternal Grace(Su): This ability functions as resurgence or mass resurgence. It takes a standard action to use mass resurgence, and a swift action to use resurgence. This ability can be used once every 5 rounds.


Ancient Moon Lily Treant
Large Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +30 melee (4d6+13)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +18
Abilities: Str 36, Dex 16, Con 28, Int 16, Wis 30, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Lunar Cycle(Ex): Moon lily treants are naturally at home in softer illumination settings that are too dim for other treants. If a moon lily treant gains the chlorophyll ability, they can regenerate in moonlight as if it were true sunlight. Their photosynthesis rate is also not reduced in shadowy illumination. They also gain a +10 bonus to Wisdom.

Night Shade(Su): All the lilies in the treant glow a pearly white light as the shadow of its branches flickers rapidly. A target creatures within medium range takes 16d4 points of damage. They also must make a will save or suffer from harmful effect that causes their form to flicker rapidly for 1d3 + 1 rounds. This causes the target to be vulnerable to both corporal and incorporeal attacks, and their attacks to be treated as corporal or incorporeal, whichever is least beneficial at the time (in other words, all attacks have a 50% miss chance). Ghost touch weapons or similar effects do not allow them to overcome the negative effects of this ability. The DC for the will save is 30 (Wisdom based).

Ethereal Luminescence(Su): The moon lily treant glows with a silvery aura. All allies within 60 feet can strike incorporeal creatures normally (spells, weapons, and other attacks don’t suffer the normal 50% miss chance). All attacks also gain +2d6 force damage and allies gain a +4 bonus to AC against touch attacks only.

Eternal Grace(Su): This ability functions as resurgence or mass resurgence. Casteable as a swift action once every 5 rounds.



Dark Hazel
Dark Hazel treants are twisted and gnarled, looking almost twice as old as other treants. Although not particularly fearsome, their knotted limbs can bring detrimental curses upon enemies. They are also potent defenders against magic, able to ward of enemy spells easily.


Dark Hazel Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 3
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 19-20 on their attack roll, they affect the target as if by bestow curse. The DC is 14 (Wisdom based). Also grants a +2 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 9 + Botanist level.



Dark Hazel Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d8+7)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 7
Abilities: Str 24, Dex 10, Con 22, Int 13, Wis 18, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 18-20 on their attack roll, they affect the target as if by bestow curse. The DC is 18 (Wisdom based). Also grants a +4 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 10 + Botanist level.

Hex Spices(Harvest): You can harvest a clump of herbs from the gnarly holes in a dark chestnut’s trunk. When buried in the ground, after 10 minutes they trigger a nondetection effect (this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).


Greater Dark Hazel Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (2d6+9)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 10
Abilities: Str 28, Dex 12, Con 24, Int 14, Wis 22, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 17-20 on their attack roll, they affect the target as if by bestow curse. The DC is 22 (Wisdom based). Also grants a +6 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 11 + Botanist level.

Hex Spices(Harvest): When buried in the ground, after 10 minutes they trigger a nondetection effect (this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).

Natural Purification (Sp): A Dark Hazel treant can cast break enchantment 1/day as a spell-like ability.

Elder Dark Hazel Treant
Large Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (3d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 14
Abilities: Str 32, Dex 14, Con 26, Int 15, Wis 26, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 17-20 on their attack roll, they affect the target as if by greater bestow curse. The DC is 26 (Wisdom based). Also grants a +8 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 12 + Botanist level.

Hex Spices(Harvest): You can harvest a clump of herbs from the gnarly holes in a dark chestnut’s trunk. When buried in the ground, after 10 minutes they trigger a nondetection effect and a dimensional lock effect(this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).

Natural Purification (Sp): A Dark Hazel treant can cast break enchantment 3/day as a spell-like ability.



Ancient Dark Hazel Treant
Large Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +30 melee (4d6+13)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +18
Abilities: Str 36, Dex 16, Con 28, Int 16, Wis 30, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Cursebark(Su): Dark Hazel’s branches are twisted, gnarled, and full of dark mysterious energy. If the hazel treant rolls a 17-20 on their attack roll, they affect the target as if by greater bestow curse. The DC is 30 (Wisdom based). Also grants a +10 bonus to Wisdom.

Warpwood Guard(Su): The magic bark of a dark hazel is a potent defense against enemy magic. All allies within 60 ft gain SR 13 + Botanist level.

Hex Spices(Harvest): You can harvest a clump of herbs from the gnarly holes in a dark chestnut’s trunk. When buried in the ground, after 10 minutes they trigger a nondetection effect and a dimensional lock effect(this causes the magic in the spices to be consumed). This lasts for 24 hours and affects an area in a 10ft per Botanist level radius of where they were buried (DC 15 + Botanist level).

Natural Purification (Sp): A Dark Hazel treant can cast break enchantment as a spell-like ability.




Sacred White Ash
Sacred White Ash treants are the purest of treants. Their holy bark is a potent weapon against undead and aberrations, and their aura withers away the unnatural fortitude of undead.


Sacred White Ash Sprout
Medium Plant
4d8+20 (38)
Speed: 20 ft
Initiative: Equal to the botanists initiative
AC: 16 (-1 Dex, +7 natural)
Base Attack: 3
Attack: 2 slams +8 melee (1d6+5)
Space/Reach: 5ft/5ft
Saves: Fort +8 Ref +0 Will + 3
Abilities: Str 20, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Listen +8, Spot +4, Sense Motive +4
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +2 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 14 (Wisdom based).

Sacred White Ash Sapling
Medium Plant
9d8+54 (94)
Speed: 30 ft
Initiative: Equal to the botanists initiative
AC: 21 (+11 natural)
Base Attack: 6
Attack: 2 slams +13 melee (1d8+7)
Space/Reach: 5ft/5ft
Saves: Fort +12 Ref +3 Will + 7
Abilities: Str 24, Dex 10, Con 22, Int 13, Wis 18, Cha 13
Skills: Listen +12, Spot +8, Sense Motive +8
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +2 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 19 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +1 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +2 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Greater Sacred White Ash Treant
Large Plant
14d8+98 (161)
Speed: 40 ft
Initiative: Equal to the botanists initiative
AC: 25 (-1 size, +1 Dex, +15 natural)
Base Attack: 10
Attack: 2 slams +18 melee (2d6+9)
Space/Reach: 10ft/10ft
Saves: Fort +16 Ref +5 Will + 10
Abilities: Str 28, Dex 12, Con 24, Int 14, Wis 22, Cha 14
Skills: Listen +16, Spot +12, Sense Motive +12
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +6 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 25 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +3 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +3 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Holy Resurrection(Su): If the treant ever die, it burns with holy white flames, consuming itself rapidly (this fire does not burn anything like normal fire). At the beginning of its second turn after it dies, a small seed buried in the middle of the flames glows and instantaneously grows into a new tree. This weakens the treant, so it appears at 1/3 of its normal hit points. This ability can only occur once per day.


Elder Sacred White Ash Treant
Large Plant
19d8+152 (237)
Speed: 50 ft
Initiative: Equal to the botanists initiative
AC: 29 (-2 size, +2 Dex, +19 natural)
Base Attack: 14
Attack: 2 slams +24 melee (3d6+11)
Space/Reach: 15ft/15ft
Saves: Fort +19 Ref +8 Will + 14
Abilities: Str 32, Dex 14, Con 26, Int 15, Wis 26, Cha 15
Skills: Listen +20, Spot +16, Sense Motive +16
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +8 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 30 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +5 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +4 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Holy Resurrection(Su): If the treant ever die, it burns with holy white flames, consuming itself rapidly (this fire does not burn anything like normal fire). At the beginning of its second turn after it dies, a small seed buried in the middle of the flames glows and instantaneously grows into a new tree. This weakens the treant, so it appears at 1/3 of its normal hit points. This ability can only occur once per day.


Ancient Sacred White Ash Treant
Large Plant
24d8+216 (324)
Speed: 60 ft
Initiative: Equal to the botanists initiative
AC: 33 (-3 size, +3 Dex, +23 natural)
Base Attack: 18
Attack: 2 slams +30 melee (4d6+13)
Space/Reach: 20ft/20ft
Saves: Fort +23 Ref +11 Will +18
Abilities: Str 36, Dex 16, Con 28, Int 16, Wis 30, Cha 16
Skills: Listen +24, Spot +20, Sense Motive +20
Feats: N/A

Pure Wood(Su): The sacred white ash treant’s branches are potent weapons against any vile creatures. They have the holy property and are considered bane weapons against aberrations, undead, and evil outsiders. Also grants a +10 bonus to Wisdom.

Sacred Aura(Su): The sacred white ash emits an aura of purity. Passively this aura automatically stabilizes all allies and grants a +4 bonus on saving throws against any death effect. As a standard action, the Sacred White Ash can intensify this aura, causing all undead creatures to make a fortitude save or suffer one negative level as if they were a living creature. DC is 36 (Wisdom based).

Ashen Blessing(Su): As a standard action a sacred white ash treant can grant an ally a +6 bonus on attack rolls and give any weapon they have the holy property or give all allies within 30 ft a +5 bonus on saving throws against any effect generated by an evil creature.

Seed of Life(harvest): This tiny seed is the size of a pea. When planted and watered with 250 gp worth of holy water, it grows into a normal sacred white ash tree. However, this duplicates the effect of a hallow spell centered on the tree, which persists as long as the tree lives. You can add a spell to be tied to the tree, as normal with a hallow spell, but you must water the tree with an additional 250 gp worth of holy water per spell level.

Holy Resurrection(Su): If the treant ever die, it burns with holy white flames, consuming itself rapidly (this fire does not burn anything like normal fire). At the beginning of its second turn after it dies, a small seed buried in the middle of the flames glows and instantaneously grows into a new tree. This weakens the treant, so it appears at 1/3 of its normal hit points. This ability can only occur once per day.




Gaia
Gaia treants are the kings of treants. They are extremely rare and powerful. In their natural form, although they rarely stay in it, they appear as the most vibrant and healthy green trees. Their branches that seem to reflect all the seasons: some have bright green leaves, some golden autumn leaves, and some bare branches. These colors shift every minute or so. The true power of gaia treants lies in their ability to shift their form. As a swift action, they can become any other treant form of the same strength (in other words, a sapling gaia treant can become a sapling birch treant, or a sapling heart oak treant). They retain any damage and ailments. To keep hp consistent, the gaia always has the max hp/con of the respective heart oak form. The gaia treants are still limited to 1 harvest/day, and any cooldowns in respective forms still apply.

Road_Runner
2013-09-05, 06:56 PM
--Reserved--

Re'ozul
2013-09-06, 04:31 PM
Just my puny thoughts on things:

Skills
Every class should have Craft and Profession.
A class so in touch with nature and different forms of plants, should probably have Knowledge Geography

Growth
Unless there is heavy investment (and potentially even then), the fact that growth cost recovery is concurrent along uses will make it very unlikely that a Botanist will ever truly run out of Growth points. That makes the entire mechanic a bit more trouble than its worth (because you actually need to keep track of how many points you have recovered for which uses in each turn)

Healing touch
Starts out as out of combat healing, but becomes very viable later on, especially with the bonus from Natural Expertise.
Assume level 4: 18 wisdom, full ranks.
Thats a check of +13 (without items), take 10 for a total of 4d4+4 (14hp), not bad.
Now look at level 20: Wisdom 30, full ranks, take 10 for 53, get a +2 from somewhere and you have 6/lvl on top of 20d4 for a 170hp. Close to the actual Heal power later on.

Treants
Not much to say here, very well done.

Treant Augmentation
Most of the time Nature's slumber will be the only thing used. Only the currently active treant will have something else. It is much too tempting to just have an army in your pocket. Players will likely just throw out Treants one after another like Pokemon if the party comes under heavy fire and the treants start dying.
1 growth point is low enough that most plers will likely have 2-3 and later up to 5 in wait.

Embody Tree Spirit
A very nicely structured binder-ish concept.
Allows the Botanist to fill different roles at different times.
Though some combinations (especially at higher levels) are incredibly powerful for certain builds:
Oak (3) + Birch (3)
- +8 strenght (means +4 grapple)
- +6 to grapple (total of 10 now)
- the resist is even higher
- and the enemy can't grapple you, because you have (Su) Freedom of Movement.
If those abilities hold while polymorphed or similar, thats a lot of awesome.

Hazel seems a bit bland though. The save and CL bonus is good, but generally won't make much of a difference. And an uncapped dispel still has a good chance to fail (even with that +1 from the second tier ability)

Nature's Remedy
Useful, (especially with nauseated), but I can't help but think that around this level or a bit later, the single target aspect may start making this ability less and less attractive in play.

Treant Mastery
The Limit increase is great, but can easily lead to simply having 3 ancient treants out at any time.
Ancient Oaks grapple, if I got that right, should be at a +51. Sure it only lasts one round, but with 3 in the area...
Birch has haste and freedom of movement and razor wind is pretty good as well. There also seem to be no ancient Birch as of yet.
Willow's Suffering absorbtion probably needs to be reworked as to the water thing. At level 20 the create water cantrip, creates 40 gallons. Whomp (I see what you did there) makes for a hilarious and deadly picture. The tears are useful for crafting. The rain though is insane. DC 36 is hard and exhaustion is pretty heavy debuff. That one probably should be once every 5 rounds (because every round as a swift action basically guarantees a success within a few rounds).
Cherry bomb is good in straight up damage, but nothing special. Aromatherapy is good but situational.Blossom storm though is massive in its usefulness. 20% isn't much, but can seriously help in hard encounters.
Lily's Night shade is exceptionally good at just taking bruisers out of the fight. Most of them don't have much in the way of overcoming it and will virtually always fail that save. Luminescence is a nice buff. resurgence is useful. A solid support treant.
Hazel is very likely one of the most powerful treants in higher level games. Spell resistance is always great, and at-will crit based greater bestow curse is easily one of the harshest things ever. Break enchantment is pretty good as well.
Ash on the other hand seems weak. Its abilities aren't overwhelmingly good and what there is, isn't particularly needed in usual high levels due to availability of items.

Ona whole though the treatnts are likely too strong by a pretty good margin. At high levels you get basically a limited party with high AC, strong attacks and a boatload of hitpoints. Combined with the ability to have more waiting in your pocket or be variable with gaia, this is potentially very unbalancing. Further do I doubt that aisde from game with moderate or higher optimization on the DMs part, a lot of enemies will have very little chance to beat the DCs the treants' abilities have.

Healing Energy
A very good upgrade, Range is king.

Gaia's soul
I'm guessing this works for immunities and such as well? Then its pretty good.


Botanist powers
First off, you need more and some form of choice. Because a fixed progression is generally somewhat boring.

Loam raiser
The check needs to be higher. a DC 15 balance at level 20 isn't really hard. And on top of that, its a friendly fire ability.

Entangle
Nothing much to say here. Entangle is great and beats the pants off of Loam raiser.

Bounce Shroom
More of a gag power. Prone is good, but its basically a fixed save or 3d6+prone power. It has its uses but feels too comicy.

Dawnbringer
Situational, mostly a fast healing source for treants.

Stranglevine
Single target Kelpstrand with damage. pretty good. Especially as you can just shoot at different targets every round as long as you have enough investment points left.

Solar Beam
Potentially very powerful (Disintegrate levels) with charging meachnic. Pretty good.

Hyper Rejuvenation
With a well pumped heal check you don't really need it (see Healing Touch)
Though it is useful in times when you need both lots of hp healing and condition removal.

Black lotus wither
Damn, 2d6 con damage every 5 rounds with no save id great.

Gaia's curse
Save or die that can't be protected against like other save or dies.
Nasty.

I'll look at the ACFs and such tomorrow.

Hanuman
2013-09-07, 02:34 AM
I suggest changing the bounce mushroom to "brightly colored" instead of "bright green".

I would think a class that searches around for things would have search as a class skill.

I would add a mangrove treant for aquatic adventures, allow it to create an island so your party can have something to stand on.

Rolep
2013-09-07, 05:31 AM
This might seem random but I would change the quote to Durkon's favourite saying from strip 150: :durkon: 'If a tree kills alone in a wood, does it make a sound?'

LordErebus12
2013-09-07, 05:43 AM
This is starting to look amazing as a class. I might want to use it eventually.

Chlorophyll seems too costly without a longer duration than one round.

Razanir
2013-09-07, 09:25 AM
You should add CRs to the treants, for anyone who wants them as standalone monsters (such as myself)

Road_Runner
2013-09-07, 11:42 AM
Just my puny thoughts on things:

Skills
Every class should have Craft and Profession.
A class so in touch with nature and different forms of plants, should probably have Knowledge Geography

Of course, changed.



Growth
Unless there is heavy investment (and potentially even then), the fact that growth cost recovery is concurrent along uses will make it very unlikely that a Botanist will ever truly run out of Growth points. That makes the entire mechanic a bit more trouble than its worth (because you actually need to keep track of how many points you have recovered for which uses in each turn)


Yeah..... I'll admit it is a bit complicated. I intentionally made the growth cost return mechanic not very burdensome, so it's mostly just prevents you from just investing all your points in treant.

Here are some maths I did earlier:

Growth Points at each level, with bare minimum cost for treants:

1: 2 + Wis
2: 4 + Wis
3: 2 + Wis
4: 4 + Wis
5: 6 + Wis
6: 8 + Wis
7: 6 + Wis
8: 8 + Wis
9: 10 + Wis
10: 8 + Wis
11: 4 + Wis
12: 6 + Wis
13: 8 + Wis
14: 10 + Wis
15: 6 + Wis
16: 8 + Wis
17: 7 + Wis
18: 9 + Wis
19: 5 + Wis
20: 7 + Wis

So for treant investments, its up to -6 per tree (4 for gaia, 1 for chlorophyll, 1 for magic bark), so up to -6 until 10th level, then up to -12 from 10-16, then up to -18 at 16+ level. Obviously this doesn't include any slumbered treants. If you were to cast a 3 growth point cost botanist power each turn (most are 2 or 5), thats about 6 points occupied, although it more likely fluctuates between 3-10. I'm thinking about maybe just removing growth costs and adding cooldowns to the powers that don't (and maybe longer cooldowns to the higher level ones).



Healing touch
Starts out as out of combat healing, but becomes very viable later on, especially with the bonus from Natural Expertise.
Assume level 4: 18 wisdom, full ranks.
Thats a check of +13 (without items), take 10 for a total of 4d4+4 (14hp), not bad.
Now look at level 20: Wisdom 30, full ranks, take 10 for 53, get a +2 from somewhere and you have 6/lvl on top of 20d4 for a 170hp. Close to the actual Heal power later on.


Yeah... the scaling is pretty strong. I nerfed it a significant amount (heals less, has cap, has cooldown now).



Treants
Not much to say here, very well done.

Thanks!



Treant Augmentation
Most of the time Nature's slumber will be the only thing used. Only the currently active treant will have something else. It is much too tempting to just have an army in your pocket. Players will likely just throw out Treants one after another like Pokemon if the party comes under heavy fire and the treants start dying.
1 growth point is low enough that most plers will likely have 2-3 and later up to 5 in wait.


Hmm.. I totally wasn't thinking when I wrote the ability. I made it way to easy to put a treant in slumber and forgot to make a penalty if one dies. I made it so it takes 5 minutes to put a treant in slumber, and and you can't summon another one for 10 hours after one dies, so that should prevent pokemon style abuse.



Embody Tree Spirit
A very nicely structured binder-ish concept.
Allows the Botanist to fill different roles at different times.
Though some combinations (especially at higher levels) are incredibly powerful for certain builds:
Oak (3) + Birch (3)
- +8 strenght (means +4 grapple)
- +6 to grapple (total of 10 now)
- the resist is even higher
- and the enemy can't grapple you, because you have (Su) Freedom of Movement.
If those abilities hold while polymorphed or similar, thats a lot of awesome.

Hazel seems a bit bland though. The save and CL bonus is good, but generally won't make much of a difference. And an uncapped dispel still has a good chance to fail (even with that +1 from the second tier ability)


Ok, I put in some fluff that prevents the extra strength in a polymorphed form. Also added a bit to hazel.



Nature's Remedy
Useful, (especially with nauseated), but I can't help but think that around this level or a bit later, the single target aspect may start making this ability less and less attractive in play.


Ok. This gave my an idea for a multiple target healing for healing energy (keep reading).



Treant Mastery
The Limit increase is great, but can easily lead to simply having 3 ancient treants out at any time.
Ancient Oaks grapple, if I got that right, should be at a +51. Sure it only lasts one round, but with 3 in the area...
Birch has haste and freedom of movement and razor wind is pretty good as well. There also seem to be no ancient Birch as of yet.
Willow's Suffering absorbtion probably needs to be reworked as to the water thing. At level 20 the create water cantrip, creates 40 gallons. Whomp (I see what you did there) makes for a hilarious and deadly picture. The tears are useful for crafting. The rain though is insane. DC 36 is hard and exhaustion is pretty heavy debuff. That one probably should be once every 5 rounds (because every round as a swift action basically guarantees a success within a few rounds).
Cherry bomb is good in straight up damage, but nothing special. Aromatherapy is good but situational.Blossom storm though is massive in its usefulness. 20% isn't much, but can seriously help in hard encounters.
Lily's Night shade is exceptionally good at just taking bruisers out of the fight. Most of them don't have much in the way of overcoming it and will virtually always fail that save. Luminescence is a nice buff. resurgence is useful. A solid support treant.
Hazel is very likely one of the most powerful treants in higher level games. Spell resistance is always great, and at-will crit based greater bestow curse is easily one of the harshest things ever. Break enchantment is pretty good as well.
Ash on the other hand seems weak. Its abilities aren't overwhelmingly good and what there is, isn't particularly needed in usual high levels due to availability of items.


Oak - it's actually 43 (I put in a penalty to grapple in treant traits), but you're right, that's still to high. I think increasing the penalty to -4 per increased size category instead of -2 is a good step. That would make it 37 at level 20. Maybe that's still too much, I'm not sure. Although, it does only last 1 round.

Willow - Hmmm, I guess, that was actually intended. I figure the shield other spell does the same thing without a (level * wis mod) cap anyways, and I figure it would be difficult to keep healing all the damage to the willow treant, since the damage is only split, not reduced. Still, it might still be too strong. I will think about it. I think whomping willow (glad you got the reference :smallsmile: ) is ok, it just makes the willow's strength to what the oak's is all the time (and the oak has a better slam attack anyways). And funny you mention that, I totally meant to put a 5 round cooldown on the exhausting rain, I just forgot to write it in (also the DCs for the elder and ancient treants were too high, I had miscalculated them).

Cherry - Yeah, blossom storm is definitely their strongest ability. It also causes a lot of rolling. What if it didn't have a passive 20% shielding effect to anyone in the storm, but allowed you to protect individuals once every now and then, like the blossom shield works?

Lily - I could make the duration always one round, instead of scaling upwards, so that way its an inconvenience at most (then it's basically a 50% miss chance for one round).

Hazel - yeah, the curse is nasty, but it's also the most unpredictable of the treants (you only have a 36% chance of a landing a curse on a full attack). The DCs are also slightly lower than the other treants, since Wisdom has the lowest stat gain. In my experience casters tend to get a lot of options to boost their checks against SR or use spells that ignore it completely at higher levels. Still, a strong treant.

Ash - yeah, it's meant to be a sort of situational treant. Also finished putting in an incomplete ability that wasn't written in yet (the harvest ability).




On a whole though the treatnts are likely too strong by a pretty good margin. At high levels you get basically a limited party with high AC, strong attacks and a boatload of hitpoints. Combined with the ability to have more waiting in your pocket or be variable with gaia, this is potentially very unbalancing. Further do I doubt that aisde from game with moderate or higher optimization on the DMs part, a lot of enemies will have very little chance to beat the DCs the treants' abilities have.


Hmm I am used to relatively high powered campaigns. Still, I wasn't sure about the third treant at level 17, I'm thinking it might just cap out at 2 treants since they are already pretty strong.



Healing Energy
A very good upgrade, Range is king.


Yeah, I also just added multiple target healing, since I think that's appropriate for this level.



Gaia's soul
I'm guessing this works for immunities and such as well? Then its pretty good.


Well it is a capstone.

Botanist powers
First off, you need more and some form of choice. Because a fixed progression is generally somewhat boring.

Yeah, I know, it's just making the treants was very time consuming, so I didn't have the energy to make a large enough pool of botanist powers to allow a decent selection. I'm working on some ideas.



Loam raiser
The check needs to be higher. a DC 15 balance at level 20 isn't really hard. And on top of that, its a friendly fire ability.

Entangle
Nothing much to say here. Entangle is great and beats the pants off of Loam raiser.

Bounce Shroom
More of a gag power. Prone is good, but its basically a fixed save or 3d6+prone power. It has its uses but feels too comicy.

Dawnbringer
Situational, mostly a fast healing source for treants.

Stranglevine
Single target Kelpstrand with damage. pretty good. Especially as you can just shoot at different targets every round as long as you have enough investment points left.

Solar Beam
Potentially very powerful (Disintegrate levels) with charging meachnic. Pretty good.

Hyper Rejuvenation
With a well pumped heal check you don't really need it (see Healing Touch)
Though it is useful in times when you need both lots of hp healing and condition removal.

Black lotus wither
Damn, 2d6 con damage every 5 rounds with no save id great.

Gaia's curse
Save or die that can't be protected against like other save or dies.
Nasty.


Loam Raiser - It's kind of supposed to be a useless, situational ability. Basically just makes dirt for your other abilities.

Bounce Shroom - It's a bit out of place, I'll admit. As a move action, I didn't want to make it that strong.

Dawnbringer - and an important requirement for solarbeam if you're in any kind of dungeon.

Black Lotus wither - it is pretty good. It's based off the mountain tomb strike manuever, which pretty much does the same thing but is a regular attack instead of a touch attack and adds normal melee weapon damage.

Gaia's Curse - although, keep in mind that botanists don't have all the DC pumping options (through feats and other options) that traditional casters have, so it's not going to be the highest DC.



I'll look at the ACFs and such tomorrow.

Ok, thanks! I appreciate all the comments very much!

I mentioned some things I changed, but I'm also thinking about just removing growth costs from botanist powers and making sure everything has a long enough cooldown to be balanced.

Road_Runner
2013-09-07, 01:11 PM
I suggest changing the bounce mushroom to "brightly colored" instead of "bright green".

I would think a class that searches around for things would have search as a class skill.

I would add a mangrove treant for aquatic adventures, allow it to create an island so your party can have something to stand on.

Ah ok sure, colors have changed. Search totally makes sense, added.

I love the mangrove idea! Hmm... let me come up with some ideas for that.


This might seem random but I would change the quote to Durkon's favourite saying from strip 150: :durkon: 'If a tree kills alone in a wood, does it make a sound?'

Ah, I forgot about that, that is perfect! I'm totally changing that.


This is starting to look amazing as a class. I might want to use it eventually.

Chlorophyll seems too costly without a longer duration than one round.

Chlorophyll actually lasts as long as you invest the point in the treant (so basically forever). Sorry if that wasn't clear.

Glad you like the class!


You should add CRs to the treants, for anyone who wants them as standalone monsters (such as myself)


I'm not so good at making monsters and estimating CRs, but I'll try and come up with a good estimation.

Hanuman
2013-09-07, 02:12 PM
Mangrove island could use Grove mechanics, see Draken's Evolutionist for some applications.

http://www.giantitp.com/forums/showthread.php?p=13115715

I would love to see some different types of plants than treants, Botanist implies that he studies and grows plants, so some expanded play would be nice.

Shambling mound and bogguns are the obvious.

Assassin vines are fun, especially when they are larger sized.

Topiaries, Myconids, Needlefolk could also be good, or similar.

The main issue I see coming up is that you are actually creating life here, you aren't summoning or gathering folks with leadership. These are free-willed.

I would say have a link, if the botanist dies then so do all the treants bound to her, and allow the botanist to free the treants and return her GP.

Until the treant is freed allow it to act as an animal companion, keep it's mind as an animal, and allow upgrades for more intelligent companions if the player may so choose.

I'd also allow a wild empathy or turn/rebuke life ability, allow it to dominate plants and turn living creatures.



What about evil botanists? Having plants that burrow through then dominate living creatures with hormone controlling spores, turning sentient creatures into plants or horrible hybrids of plant and creature, organs and skin turned to bark disrupting physiological functions.

I'd also give the botanist one of my favorite spells, Dancing Chains (BoVD), Starting at level 8+ it would allow the botanist to make a simple weapon attack or grapple from 1 object per level, you can attack with all of them as a standard action. I'd limit it to 1/2 that and give it another special ability as you are 1/2BAB instead of 1/3.

This would allow the botanist to have a scaling attack with grappling, bullrushing, tripping, bludgeoning and piercing damage, equivalent to a 4th level spell, while the spell is active it could use GP while active, with scaling GP maximum investment, that way you could put your spare power in it for the weapon, ride around on a vine throne, ect.

Re'ozul
2013-09-07, 02:19 PM
That was fast. Regarding the changes:

Nature's healing
The new cooldown might reduce the usefulness of Nature's Remedy.
A possible alternative, based on the original could be increasing the healing dice with higher checks:
DC 20: d6s
DC 30: d8s
DC 40: d10s
DC 50: d12s (stops there)

That way at level 20 the highest you could get was 20d12 (average 130) which is good.

This would also make your multi target option later more useful. Or you could tie multitarget healing into the DC system, +10 for each additional target beyond the first. So if a player rolls a 43 on the check, he could heal one for d10s, or 2 for d8s (which has about the same effect as -1/lvl). It would also give further incentive to just buff the heck out of heal. But even at an absurd level of such buffing (making the player feel accomplished) the actual mechanics would still be pretty balanced.

Embody Tree spirit:

Are you sure you added something to hazel? Or am I just not reading things correctly?

Treants:

I'd be for keeping Blossom storm as the big diffuser. Its a pain with rolls yes, but its a novel ability that makes things more interesting.

No matter what you do with Oak, the grapple will likely always be pretty strong. Only thing I can think of is a coordination flaw, limiting targets. Something like "If grappling more than one target at a time, the roots' limited agility cause problems. For each target grappled beyond one, the grapple checks take a cumulative -2 penalty."

Without Pokemon shenanigans, the willow's suffering ability is balanced. Though it probably can't hurt to spell out that watering the willow doesn't actually heal the incurred damage, only allows for replenishing of the ability (because as the wording stands I could see people arguing that healing takes place)

The lily's night shade's main problem isn't the duration. Its the "least beneficial part". I'd say making it a static effect (pulling incorporeals and ethereals into the plane and shunting normals into incorporeality) for the duration would already make for a strong ability. Or letting the ability stay as original, but allowing a fort (for beings originally material) or will (for originally incorporeals and ethereals) save each round to break the effect.

Ash's harvest ability is interesting, its very much an anti-evil, anti-undead treant. Maybe reflect that more .
Ashen blessing:
- All allies within 30ft (instead of just one), +3 vs anything, additional +3 vs evil creatures, and all weapons act like Sacred Burst (http://www.realmshelps.net/cgi-bin/magweapdesc.pl?power=Sacred_Burst&src=mweapontype) weapons. OR
- Just +3 to attack vs evil creatures and weapons count as holy
To keep with the theme of being a very much good aligned tree.

Botanist Powers:

Hyper Rejuvenation: I really don't think its too powerful for a 1/5rounds power. Once per minute generally means you get to use it maybe once per combat. 1/5 is enough in my opinion.

Have not yet looked at ACFs, will do so soon.

Hanuman
2013-09-07, 06:11 PM
Also, how about having a plant version of Shapesand that requires 1GP to have running?

Re'ozul
2013-09-08, 09:04 AM
The Weapon ACF:

General thought:
Horribly Horribly overpowered. You said that you generally play in high powered games and this shows it. I'm not saying they are badly or brokenly designed, because for the most part their design is great. But the general level of power is insane. Compare these to Soulblade and you have the old problem of "I have class features stronger than your entire class".
Also, what kind of weapons do Green weapons count as for a Botanist? (simple, martial)
That said, my take on their design follows.


The General:
A transforming weapon is useful, not just for damage types, but overall. This basically means you can have 4 different weapons in one (original plus the three green forms). All you really need is a +X quarterstaff and you get several +X weapons with nice special abilities. But of those different forms, Leaf Blade is likely what most people will focus on, its just that good.

The increasing Damage:
At their highest these weapons do 7d6 (or 7d3) damage as base. Especially with Leafblade + Improved critical, this can become insane (15-20/x3) It is virtually giving them a lower level equivalent of an eldritch glaive, even in high power games, this increase in damage for a weapon is probably a bit too much.

Leaf Blade

Razor Slice: Acceptable upgrade, and pretty useful

Double Edge: This one is huge. 2 attacks on a standard with no penalty? Why would anyone not take this?

Piercing Slashes: Too much. At most I'd go for Half-level, more likely even only DR equal to points invested. Damage already increases with each invested point, no need to compound that to this level.

Leaf Dance: The first part is big, the second just plain unfair to other classes. this means BAB wise at lvl 20, you have 15/15/15/15 as an attack. Yeah, you are 5 below a Full BAB class, but 2 of your attacks are better than their full attack.
And moving in a full attack, basically shows up the rogue. "Look I can attack several times while ALSO moving around this guy to a flanking position"

Final Reaping: I don't generally get the big appeal of vorpal. And I'm not sure its really necessary here. I mean at this point a vorpal hit (20+confirm) already does 21d6+3*Strenght, so probably around 80 at least.

Total modifier: 5(vorpal)+3(speed)+1(sure striking)+1(BAB thing)+1(crit modifier)= +11 (lowball estimate). All basically for free.

Vine Whip:

Coiling Creepers: Since you aren't a strenght class and have medium BAB this isn't that useful, but its a nice option. Its strong, but not overwhelmingly so.

Endless Vines: This one is big. Free feat and more range make you a really good battlefield controller. Especially with Coiling Creepers.

Power Whip: This will likely lead to great abuse. Wizard casts true strike. If your normal attack would have hit, you do an automatic +30 damage. (which might get multiplied on a crit)

Coiled Defense: Not a strenght heavy class so the bonus is probably in the realm of +5 even with items. Its okay, though in the interest of keeping things physical, the bonus should probably be a shield bonus.

Animated Vines: Nothing to complain much about, though if you declare green weapons to be simple wepons for botanists, then this has abuse potential with intuitive attack. (since in effect you'd now have 1.5*wis on attacks instead of just wis)

Overall: I like this one a lot more than the brute force of the leaf blade. Its a lot more versatile.

Bullet Seeds

Preamble: This one needs a clarification of wether its use is an attack action or a standard action, especially with Rapid Fire. Because if rapidfire is an attack action, then this is the most broken one of them all. If Rapidfire is a standard action, then its actually the weakest of them all.

It does less damage which I can see as useful, but not really consistent, considering that Bows run on d8s.

Rapidfire: See above. Because if it is an attack action then at level 20 you fire 3 iterations of 5 seeds. Assuming all of them hit, that is 105d3 damage.

Poison seeds: Full attack issues, see rapidfire. (Because up to 15 seeds = 15 ability damage is huge). The all or nothing mechanic is a bit weird. If it has to be all or nothing I'd tie it to the number of hits, not the weapons enhancement bonus (because the latter would penalize players in a low wealth campaign, that only have a +1 weapon)

Paralyzing seeds: Is this concurrent with poison seeds? Do seeds at this level do both or do you have to choose one? Resistance to poison (or outright immunity becomes possible at this level, so these options may easily lose their oomph)

Explosive Pollen: Delayed damage for half initial damage (approximately) at this level. Its okay, if a bit bland compared to the earlier modifications. I'd expect more a sudden budding of the seeds that entangle the creature, with higher DCs for escaping or strenght checks the more bullets had hit.

Lotus Flowers: Abusable with Zen Archery.

Due to the higher amounts of immunities towards effects at higher levels (not even talking about constructs, undead, elementals etc) this one seems far less useful than the others. Its still good, and far more powerful than a weapon has a right to be, but realtive to the other two it seems very much dependant on circumstantial factors to be effective.

Hanuman
2013-09-08, 06:39 PM
Soulknife is tier 5 http://brilliantgameologists.com/boards/index.php?PHPSESSID=dh0pm0rlvf87l3pcktr0nd9ag0&topic=5293

I'm not saying your point is invalid, I'm saying that in regards to balance, one should strive to hit around tier 3 and that overshooting just a tad is fine, there's not a lot of things you can do to a class to make it as powerful as a wizard or druid that isn't inherently obvious, and hitting below tier3 runs into the point you stated.

Augulus
2014-06-16, 09:15 PM
The Botanist


http://oi43.tinypic.com/11hqv7l.jpg
Image is Druid by Edli (http://www.deviantart.com/art/Druid-180855410)


"If a tree kills alone in a wood, does it make a sound?"
-Durkon Thundershield (Ootc #150)



Description: Botanists are the gardeners of nature. They protect nature, and nature protects them. They are the summoners who know that you don’t need to go another dimension to find powerful allies. You need look no further than the ground beneath your feet.

Races: Any non-undead race

Alignment: Any, although almost never evil or lawful.

Starting Gold: As a druid

Starting Age: As a druid.

Class Skill List: Craft(Int), Concentration(Con), Handle Animal(Cha), Heal(Wis), Hide, Knowledge(Geography), Knowledge(Nature), Listen(Wis), Move Silently(Dex), Profession(Wis), Search(Int), Spot(Wis), Survival(Wis)

Skill Points: 4 + Int modifier (x4 at first level)

Hit Dice: d8
Botanist


\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\n\tGrowth Points


1st\n\t
+0\n\t
+2\n\t
+0\n\t
+2\n\tHealing Touch, Nature Magic\n\t2\n\t


2nd\n\t
+1\n\t
+3\n\t
+0\n\t
+3\n\tBotanist Powers\n\t4\n\t


3rd\n\t
+2\n\t
+3\n\t
+1\n\t
+3\n\tGrow Tree(Sprout)\n\t6\n\t


4th\n\t
+3\n\t
+4\n\t
+1\n\t
+4\n\tNatural Expertise\n\t8\n\t


5th\n\t
+3\n\t
+4\n\t
+1\n\t
+4\n\tTreant Enhancement\n\t10\n\t


6th\n\t
+4\n\t
+5\n\t
+2\n\t
+5\n\tEmbody Tree Spirit I\n\t12\n\t


7th\n\t
+5\n\t
+5\n\t
+2\n\t
+5\n\tGrow Tree(Sapling)\n\t14\n\t


8th\n\t
+6/+1\n\t
+6\n\t
+2\n\t
+6\n\tNature's Remedy\n\t16\n\t


9th\n\t
+6/+1\n\t
+6\n\t
+3\n\t
+6\n\tEmbody Tree Spirit\n\t18\n\t


10th\n\t
+7/+2\n\t
+7\n\t
+3\n\t
+7\n\tTreant Mastery\n\t20\n\t


11th\n\t
+8/+3\n\t
+7\n\t
+3\n\t
+7\n\tGrow Tree(Treant)\n\t22\n\t


12th\n\t
+9/+4\n\t
+8\n\t
+4\n\t
+8\n\tEmbody Tree Spirit III\n\t24\n\t


13th\n\t
+9/+4\n\t
+8\n\t
+4\n\t
+8\n\tHealing Energy\n\t26\n\t


14th\n\t
+10/+5\n\t
+9\n\t
+4\n\t
+9\n\tEmbody Tree Spirit IV\n\t28\n\t


15th\n\t
+11/+6/+1\n\t
+9\n\t
+5\n\t
+9\n\tGrow Tree(Greater Treant)\n\t30\n\t


16th\n\t
+12/+7/+2\n\t
+10\n\t
+5\n\t
+10\n\tEmbody Tree Spirit V\n\t32\n\t


17th\n\t
+12/+7/+2\n\t
+10\n\t
+5\n\t
+10\n\tGreater Treant Mastery\n\t34\n\t


18th\n\t
+13/+8/+3\n\t
+11\n\t
+6\n\t
+11\n\tEmbody Tree Spirit VI\n\t36\n\t


19th\n\t
+14/+9/+4\n\t
+11\n\t
+6\n\t
+11\n\tGrow Tree(Gaia Treant)\n\t38\n\t


20th\n\t
+15/+10/+5\n\t
+12\n\t
+6\n\t
+12\n\tGaia Soul\n\t40\n\t\n\n



Class Features:


Weapon and Armor Proficiency: Botanists are proficient with all simple weapons and light and medium armor.

Growth Points: You gain a base pool of growth points as listed on the table. You gain a bonus number of growth points equal to your Wisdom modifier. Growth points are used in a number of your abilities. Some abilities have a growth point cost, and other abilities have a growth point investment.


Growth Cost: You expend a number of points to use the power. Growth points that are expended return at a rate of 1 per round after the power is used. Costs from multiple powers stack, as do their returns.

Growth Investment: A growth investment simply means you must expend an amount of growth points, and they do not return until the ability is ended. You can end any effect that is sustained by a growth point investment as a free action to terminate the effect and recover your growth points. The only exception to this is any growth points invested in growing a treant or adding an ability to a treant. Recovering points invested in any treant augmentations is a standard action that requires touching the affected treant. Recovering growth points invested in an animated treant takes 10 minutes of concentration and turns it into a normal tree. (It may need to be relocated to a place with soil in order to survive).


Nature Magic(Sp): Botanists gain access to a number of druid spells as spell-like abilities. At 1st level, they can cast 1st level druid spells as SLAs. At 3rd, 5th, 7th, and 9th level, they gain access to 2nd, 3rd, 4th, and 5th level druid spells. You can spontaneously cast a spell-like ability of a given level 1/day, plus an additional time per day for each level past the level required to cast a certain spell level, to a maximum of 5 times/day. Unlike normal SLAs, the DC for an SLA is 10 + 1/2 Botanist level + Wisdom modifier (Botanists don't get SLAs higher than 5th level, but instead gain mastery of the lower levels ones they can cast). The allowed SLAs are listed below.

1st level: Create Water, Detect Poison, Easy Trail, Goodberry, Pass without Trace, Purify Food and Drink, Wood Wose

2nd level: Brambles, Briar Web, Delay Poison, Lesser Restoration, Tree Shape, Warp Wood, Wood Shape

3rd level: Nature's Rampart, Plant Growth, Remove Disease, Snare, Speak with Plants, Quench

4th level: Blight, Command Plants, Land Womb, Lay of the Land, Mass Burrow, Poison Vines, Wood Rot

5th level: Awaken*, Commune with Nature, Fireward, Poison Thorns, Rejuvenation Cocoon**, Tree Stride, Wall of Thorns

* plants only
** looks like a seed pod instead of a cocoon

Healing Touch(Su): As a standard action, you can touch a living creature to heal them 1d4 points of damage per level. Treants can also deliver this touch for you as a free action (you must still use a standard action as part of the ability). At higher levels you can heal greater amounts of damage by making successful heal check. The minimum level and DC required for higher amounts are listed on the table below. You can only make a heal check with this ability to add extra healing once every 5 rounds.



Required Level
Required Check
Extra healing


6
20
1d6



9
26
1d8



12
33
1d10



15
41
1d12



18
50
3d4




Botanist Powers(Su): At 2nd level, and every 2 levels afterward, you gain a botanist power. Botanists powers are described below.

Grow Tree(Sprout): One of the most powerful abilities of the botanist is the power to grow treants to defend them. The first step is to find a treant seed. Treant seeds are about the size of an avocado. Skilled botanists can find them in any natural environment with trees. They are found in the ground or sometimes hidden among the roots of other trees. It takes one hour and a successful Knowledge(nature) check to find a treant seed in the wild. Only Botanists are skilled enough to make one of these special knowledge checks. The DCs for the different types of treants are listed below.



Type
DC


Heart Oak
20



Birch
22



Weeping Willow
23



Moon Lily
25



Cherry Blossom
25



Dark Hazel
27


Sacred White Ash
30



Gaia
35




Seeds you find in the wild are dormant until you germinate them, which requires them to be buried in soil and watered with 5 gallons of water as they grow for 8 hours. By tending to the sprout and enhancing its growth with your magic, you can make it grow in 1 hour by actively channeling energy into the ground. Once finished, the treant awakens and becomes your ally. You can only grow one treant at a time, and a treant requires an investment of growth points equal to the amount on the table below. If a treant you control dies, you cannot grow a treant to replace it for 10 hours. Gaia trees require 4 more growth points of investment than other types of trees. At 3rd level you can grow a treant sprout. At 7th level you can grow a treant sapling. At 11th level you can grow a greater treant. At 15th level you can grow an elder treant. At 19th level you can grow an ancient treant. Treants are described in more detail below.



Type
DC


Sprout
4



Sapling
8



Greater
12



Elder
16



Ancient
20



Gaia
+4




Natural Expertise: You are an expert in all things related to the wild. Gain a bonus equal to half your level on Knowledge(nature), Heal, and Survival checks. You can also take 10 on these checks, even when threatened or distracted.

Treant Augmentation: You can invest growth points in your treants to give them various augmentations. Each augmentation can only be given once per treant. Investing in a tree is a standard action that can target any tree (you are automatically aware of all your trees).

Magic Bark: By investing 1 growth point, you can give a +3 deflection bonus to AC.

Chlorophyll: By investing 2 growth points, you can give a treant fast healing equal to 1/2 your level while they are in sunlight.

Nature's Slumber: By investing 1 growth point, you can put a tree into slumber. A slumbering tree shrinks down the size of a dormant seed. This shrinking process takes 5 minutes. This returns the growth points you invested in growing the treant, and the treant no longer counts as grown for the purpose of the limit you have of one treant grown at a time. At a later point you can touch the tree as a standard action and cause it to regrow into the treant form over the course of 2 rounds (requiring you to once again invest the full amount of growth points). The 1 growth point cost of investment must stay invested the entire time the tree is slumbering; if you ever remove this investment the tree becomes a dormant seed instead of a slumbering tree, and must be grown through the normal slow process.

Embody Tree Spirit: At 6th level you can create a special bond with a type of tree, allowing you to manifest qualities based on the type of tree. This bond requires you to concentrate for 10 minutes while holding a seed of the appropriate tree. At 6th level, you gain one trait of one type of tree. At 9th, 12th, 14th, 16th, and 18th level, you can pick another trait from another type of tree, or advance one step in the same tree, gaining another trait. You can switch your bonds by concentrating for 10 minutes while holding the seed of each tree you manifest at least one trait from.


Heart Oak
1: +2 natural armor
2: +6 strength
3: Oak Stability

Weeping Willow
1: +1 hp/level
2: +2 bonus on Fort saves
3: Willow Resilience

Birch
1: +20 move speed
2: +4 initiative
3: Birch Mobility

Cherry Blossom
1: +2 on reflex saves
2: Evasion
3: Blossom Shield

Moon Lily
1: +2 bonus on will saves
2: +1 stacking deflection bonus to AC
3: Moon Phase

Dark Hazel
1: +1 bonus on all saving throws
2: +1 effective Botanist level for SLAs or Botanist powers
3: Hazel Counter

Sacred White Ash
1: +2 growth points
2: +2 sacred bonus to AC vs any attack by an evil creature
3: Ashen Protection


Special Traits

Oak Stability(Ex): You gain a +6 bonus on grapple, bull rush, and trip attempts. This bonus doubles when resisting such attempts. You also gain another +2 strength. This bonus (along with the previous strength bonus) function as a result of your limbs becoming partially wooden, so the benefits do not apply if you are polymorphed.

Willow Resistance(Ex): You gain a +2 bonus on all saving throws. You also gain the mettle ability.

Blossom Shield(Su): This ability functions as wings of cover. Usable 3 times per encounter.

Birch Mobility(Su): You gain a continous freedom of movement effect.

Moon Phase(Su): This ability functions similarly to blink, greater, except you do not gain concealment and gain slightly more reliable incorporeality. All attacks against you have a 30% chance of missing due to incorporeality. This does interfere with your own attacks. Can be suppressed or activated as a free action.

Hazel Counter(Sp): You can cast dispel magic as an immediate action (with no limit on caster level bonus) 5 times per encounter. You also gain the passive effect of automatically identifying any spell or SLA cast as if you made the appropriate Spellcraft check (even works if it is silenced/stilled).

Ashen Protection(Su): You gain a continuous death ward effect. You also can go twice as far into negative hp before dying and automatically stabilize.



Nature's Remedy(Su): At 8th level you can use your healing touch to remove more than damage. By adding 10 points to the DC, you can heal the fatigued and sickened conditions. By adding 20 points to the DC, you can heal the nauseated and exhausted conditions.

Treant Mastery(Su): At 10th level you can grow two treants at a time. The investment cost of growing treants also decreases by -1/2/3/4/5 for sprout/sapling/greater/elder/ancient treants, respectively. At 17th level you can grow three treants and the investment cost reduction increases to -1/3/5/7/9.

Healing Energy(Su): At 13th level you can heal just by concentrating on a target to channel energy into them, rather than actually needing to touch them. Your healing touch gains a range of close (25 ft + 5 ft/2 levels). You also gain the ability to affect multiple allies at once. By reducing the die size by one per additional ally affected, you can heal as many allies as you want (provided the total result of your check is atleast 10).

Gaia Soul(Ex): At 20th level your bond to plantkind is so strong you acquire their attributes. You are considered a plant or your original race, whichever would be more beneficial at the time.









Botanist Powers

Botanist powers are supernatural abilities that use your connection to plants and nature. The DC for a botanist power is 10 + 1/2 your level + your Wisdom modifier.

Initiation: Most powers require a standard action to initiate, but several only require a move or even a swift. Some powers require dirt. A dirt requirement means that a couple inches of dirt must cover the affected area. Usually powers with a dirt requirement involve summoning plants.

Duration: Some powers have a duration of invesment. These powers last for as long as you have your growth points invested in them. Uninvesting growth points and ending the power is a free action; pulling these growth points into other resources automatically ends the power.

Cooldown: Most powers are usable at will or once every 5 rounds.

You gain the following powers at the following levels:

2: Loam Raiser
4: Bounce Shroom
6: Entangle
8: Stranglevine
10: Dawnbringer
12: Solarbeam
14: Hyper Rejuvenation
16: Black Lotus Wither
18: Gaia’s Curse




Loam Raiser:
Initiation: standard action, see text
Growth Cost: 2 points
Saving Throw: None
Duration: One round
Cooldown: Once every 5 rounds

The ground begins to tremble as thick, fertile soil appears over the surface within 60 feet + 5ft/level. All creatures must make a balance check against DC 5 + your Wisdom modifier or fall prone as they are shakily elevated 15 inches by this rising soil. The affected area is considered difficult terrain for the duration of this ability. The soil created by this ability remains as normal, but extremely fertile soil very suitable for growth. The initiation action of this ability reduces by one for every 5 levels (move at 5th, swift at 10th, and free at 15th).


Entangle:
Initiation Action: standard action
Growth Cost: 2 point cost
Saving Throw: Reflex partial; see text
Duration: 1 minute/level (D)
Cooldown: One use every 5 rounds

As the spell.


Bounce Shroom:
Initiation: Move action, dirt required
Growth Cost: 3 point cost
Saving Throw: Reflex negates
Duration: Instantaneous, 1 min/level (see text)
Range: Medium
Cooldown: Once every 5 rounds.

A brightly colored spotted mushroom pops out of ground with surprisingly velocity. If this bouncy mushroom appears under a creatures square, they may make a reflex save to dodge out of the way. If they fail, they are knocked 30 feet in the air and fall prone. If they hit a ceiling, they take 1d6 points for every 10 feet they would have traveled. After the shroom has appeared, any Jump checks off of it grant a +20 bonus to the jump check and a +15 ft speed bonus to any move action involving a jump check off the shroom. If you summon multiple bounce shrooms, you can hop from one to the next to travel long distances.


Dawnbringer:
Initiation Action: Standard action
Growth Cost: 1 point investment; see text
Duration: Investment
Cooldown: At will
Area: 50 ft + 10ft/level spread

This power summons radiant sunlight in the area. This is treated as true daylight. Treat this is a light spell of level/2 for the purpose of countering and dispelling darkness or likewise, being countered or dispelled by darkness.


Stranglevine:
Initiation Action: Standard action
Growth Cost: 2 point cost, 1 point investment
Duration: Investment, maximum 1 round/level
Range: Close (25 ft + 5 ft/2 levels)
Cooldown: At will
Area: 50 ft + 10ft/level spread

Vicious, powerful vines appear around the target, constricting and holding them down. These vines immediately grapple the creature, using your caster level instead of your BAB and your Wisdom modifier instead of your strength modifier. The vines are the same size as the target. You are not considered grapple or have to take actions; the vine continues to grapple and pin the target unless you direct otherwise. Stranglevine has 2d6 constrict damage. This increases by 1d6 at 9th level and every 3 levels after.


Solar Beam:
Initiation Action: Move(s) and standard, see text
Growth Cost: See text
Duration: Instantaneous
Range: Medium
Cooldown: Once every 5 rounds, see text


This power allows you to strike enemies with a devastating beam of solar energy. However, this powerful beam of energy requires you to first absorb sunlight to execute it. Charging solarbeam requires a move action. You must be standing in sunlight as you take this move action, as during any future move actions. A minimum of one move action of charging is required, and you can take a maximum of three. Move actions of charging cannot be more than 2 rounds apart. You cannot begin charging a solarbeam more than once every five rounds, even if you do not release the solarbeam. Releasing the solarbeam is a standard action that requires a ranged touch attack. You gain a +1 bonus on the attack roll for each action spent charging. Charging restores one growth point and releasing the beam is free.




Charges
Damage/level


1
1d



2
1d10



3
2d6





Hyper Rejuvenation
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Touch
Cooldown: Once every 5 rounds.
Save: Will half

A the heal spell, except with no limit on healing amount.


Black Lotus Wither
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Touch attack
Cooldown: Once every 5 rounds
Save: None

This deadly attack requires you to strike a target with an unarmed touch attack or as a touch attack with some sort of wooden or plant weapon (such as a quarterstaff or one of your weapons of the forest). The attack deals no damage, but as long as you make a successful touch attack the target takes 2d6 points of Constitution damage as dried black lotus petals fall around them.


Gaia’s Curse
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Medium (100ft + 10ft/level)
Cooldown: Once every 5 rounds
Save: Fortitude negates

The target begins to harden and turn brown, their skin become gnarled and sprouting branches. The target transforms into a tree of their size, become an inanimate (but living) nonmagical tree. Their clothes and gear are left strewn in the branches and around the trunk of the tree. Only a wish or miracle spell can undo this effect. This is a transformation effect.


Updating tables to make this post readable.

nonsi
2014-06-17, 01:36 AM
2 suggestions:
1. Fix the table.
2. Harvest seems half-baked. There are several cases of repetitions with no noticeable differences. Also, quantities are not specified when needed (not that I could find anyway).

Doxkid
2014-06-17, 01:53 PM
Fixed version. From Doxkid//Augulus to Road_Runner
The Botanist


http://oi43.tinypic.com/11hqv7l.jpg
Image is Druid by Edli (http://www.deviantart.com/art/Druid-180855410)


"If a tree kills alone in a wood, does it make a sound?"
-Durkon Thundershield (Ootc #150)



Description: Botanists are the gardeners of nature. They protect nature, and nature protects them. They are the summoners who know that you don’t need to go another dimension to find powerful allies. You need look no further than the ground beneath your feet.

Races: Any non-undead race

Alignment: Any, although almost never evil or lawful.

Starting Gold: As a druid

Starting Age: As a druid.

Class Skill List: Craft(Int), Concentration(Con), Handle Animal(Cha), Heal(Wis), Hide, Knowledge(Geography), Knowledge(Nature), Listen(Wis), Move Silently(Dex), Profession(Wis), Search(Int), Spot(Wis), Survival(Wis)

Skill Points: 4 + Int modifier (x4 at first level)

Hit Dice: d8
Botanist


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialGrowth Points
1st
+0
+2
+0
+2Healing Touch, Nature Magic2
2nd
+1
+3
+0
+3Botanist Powers4
3rd
+2
+3
+1
+3Grow Tree(Sprout)6
4th
+3
+4
+1
+4Natural Expertise8
5th
+3
+4
+1
+4Treant Enhancement10
6th
+4
+5
+2
+5Embody Tree Spirit I12
7th
+5
+5
+2
+5Grow Tree(Sapling)14
8th
+6/+1
+6
+2
+6Nature's Remedy16
9th
+6/+1
+6
+3
+6Embody Tree Spirit18
10th
+7/+2
+7
+3
+7Treant Mastery20
11th
+8/+3
+7
+3
+7Grow Tree(Treant)22
12th
+9/+4
+8
+4
+8Embody Tree Spirit III24
13th
+9/+4
+8
+4
+8Healing Energy26
14th
+10/+5
+9
+4
+9Embody Tree Spirit IV28
15th
+11/+6/+1
+9
+5
+9Grow Tree(Greater Treant)30
16th
+12/+7/+2
+10
+5
+10Embody Tree Spirit V32
17th
+12/+7/+2
+10
+5
+10Greater Treant Mastery34
18th
+13/+8/+3
+11
+6
+11Embody Tree Spirit VI36
19th
+14/+9/+4
+11
+6
+11Grow Tree(Gaia Treant)38
20th
+15/+10/+5
+12
+6
+12Gaia Soul40


Weapon and Armor Proficiency: Botanists are proficient with all simple weapons and light and medium armor.

Growth Points: You gain a base pool of growth points as listed on the table. You gain a bonus number of growth points equal to your Wisdom modifier. Growth points are used in a number of your abilities. Some abilities have a growth point cost, and other abilities have a growth point investment.


Growth Cost: You expend a number of points to use the power. Growth points that are expended return at a rate of 1 per round after the power is used. Costs from multiple powers stack, as do their returns.

Growth Investment: A growth investment simply means you must expend an amount of growth points, and they do not return until the ability is ended. You can end any effect that is sustained by a growth point investment as a free action to terminate the effect and recover your growth points. The only exception to this is any growth points invested in growing a treant or adding an ability to a treant. Recovering points invested in any treant augmentations is a standard action that requires touching the affected treant. Recovering growth points invested in an animated treant takes 10 minutes of concentration and turns it into a normal tree. (It may need to be relocated to a place with soil in order to survive).


Nature Magic(Sp): Botanists gain access to a number of druid spells as spell-like abilities. At 1st level, they can cast 1st level druid spells as SLAs. At 3rd, 5th, 7th, and 9th level, they gain access to 2nd, 3rd, 4th, and 5th level druid spells. You can spontaneously cast a spell-like ability of a given level 1/day, plus an additional time per day for each level past the level required to cast a certain spell level, to a maximum of 5 times/day. Unlike normal SLAs, the DC for an SLA is 10 + 1/2 Botanist level + Wisdom modifier (Botanists don't get SLAs higher than 5th level, but instead gain mastery of the lower levels ones they can cast). The allowed SLAs are listed below.

1st level: Create Water, Detect Poison, Easy Trail, Goodberry, Pass without Trace, Purify Food and Drink, Wood Wose

2nd level: Brambles, Briar Web, Delay Poison, Lesser Restoration, Tree Shape, Warp Wood, Wood Shape

3rd level: Nature's Rampart, Plant Growth, Remove Disease, Snare, Speak with Plants, Quench

4th level: Blight, Command Plants, Land Womb, Lay of the Land, Mass Burrow, Poison Vines, Wood Rot

5th level: Awaken*, Commune with Nature, Fireward, Poison Thorns, Rejuvenation Cocoon**, Tree Stride, Wall of Thorns
* plants only
** looks like a seed pod instead of a cocoon


Healing Touch(Su): As a standard action, you can touch a living creature to heal them 1d4 points of damage per level. Treants can also deliver this touch for you as a free action (you must still use a standard action as part of the ability). At higher levels you can heal greater amounts of damage by making successful heal check. The minimum level and DC required for higher amounts are listed on the table below. You can only make a heal check with this ability to add extra healing once every 5 rounds.


Required Level
Required Check
Extra healing


6
20
1d6


9
26
1d8


12
33
1d10


15
41
1d12


18
50
3d4



Botanist Powers(Su): At 2nd level, and every 2 levels afterward, you gain a botanist power. Botanists powers are described below.

Grow Tree(Sprout): One of the most powerful abilities of the botanist is the power to grow treants to defend them. The first step is to find a treant seed. Treant seeds are about the size of an avocado. Skilled botanists can find them in any natural environment with trees. They are found in the ground or sometimes hidden among the roots of other trees. It takes one hour and a successful Knowledge(nature) check to find a treant seed in the wild. Only Botanists are skilled enough to make one of these special knowledge checks. The DCs for the different types of treants are listed below.



Type
DC


Heart Oak
20


Birch
22


Weeping Willow
23


Moon Lily
25


Cherry Blossom
25


Dark Hazel
27


Sacred White Ash
30


Gaia
35



Seeds you find in the wild are dormant until you germinate them, which requires them to be buried in soil and watered with 5 gallons of water as they grow for 8 hours. By tending to the sprout and enhancing its growth with your magic, you can make it grow in 1 hour by actively channeling energy into the ground. Once finished, the treant awakens and becomes your ally. You can only grow one treant at a time, and a treant requires an investment of growth points equal to the amount on the table below. If a treant you control dies, you cannot grow a treant to replace it for 10 hours. Gaia trees require 4 more growth points of investment than other types of trees. At 3rd level you can grow a treant sprout. At 7th level you can grow a treant sapling. At 11th level you can grow a greater treant. At 15th level you can grow an elder treant. At 19th level you can grow an ancient treant. Treants are described in more detail below.


Type Investment
Sprout
4
Sapling
8
Greater
12
Elder
16
Ancient
20
Gaia
+4


Natural Expertise: You are an expert in all things related to the wild. Gain a bonus equal to half your level on Knowledge(nature), Heal, and Survival checks. You can also take 10 on these checks, even when threatened or distracted.

Treant Augmentation: You can invest growth points in your treants to give them various augmentations. Each augmentation can only be given once per treant. Investing in a tree is a standard action that can target any tree (you are automatically aware of all your trees).


Magic Bark: By investing 1 growth point, you can give a +3 deflection bonus to AC.

Chlorophyll: By investing 2 growth points, you can give a treant fast healing equal to 1/2 your level while they are in sunlight.

Nature's Slumber: By investing 1 growth point, you can put a tree into slumber. A slumbering tree shrinks down the size of a dormant seed. This shrinking process takes 5 minutes. This returns the growth points you invested in growing the treant, and the treant no longer counts as grown for the purpose of the limit you have of one treant grown at a time. At a later point you can touch the tree as a standard action and cause it to regrow into the treant form over the course of 2 rounds (requiring you to once again invest the full amount of growth points). The 1 growth point cost of investment must stay invested the entire time the tree is slumbering; if you ever remove this investment the tree becomes a dormant seed instead of a slumbering tree, and must be grown through the normal slow process.

Embody Tree Spirit: At 6th level you can create a special bond with a type of tree, allowing you to manifest qualities based on the type of tree. This bond requires you to concentrate for 10 minutes while holding a seed of the appropriate tree. At 6th level, you gain one trait of one type of tree. At 9th, 12th, 14th, 16th, and 18th level, you can pick another trait from another type of tree, or advance one step in the same tree, gaining another trait. You can switch your bonds by concentrating for 10 minutes while holding the seed of each tree you manifest at least one trait from.


Heart Oak
1: +2 natural armor
2: +6 strength
3: Oak Stability

Weeping Willow
1: +1 hp/level
2: +2 bonus on Fort saves
3: Willow Resilience

Birch
1: +20 move speed
2: +4 initiative
3: Birch Mobility

Cherry Blossom
1: +2 on reflex saves
2: Evasion
3: Blossom Shield

Moon Lily
1: +2 bonus on will saves
2: +1 stacking deflection bonus to AC
3: Moon Phase

Dark Hazel
1: +1 bonus on all saving throws
2: +1 effective Botanist level for SLAs or Botanist powers
3: Hazel Counter

Sacred White Ash
1: +2 growth points
2: +2 sacred bonus to AC vs any attack by an evil creature
3: Ashen Protection


Special Traits

Oak Stability(Ex): You gain a +6 bonus on grapple, bull rush, and trip attempts. This bonus doubles when resisting such attempts. You also gain another +2 strength. This bonus (along with the previous strength bonus) function as a result of your limbs becoming partially wooden, so the benefits do not apply if you are polymorphed.

Willow Resistance(Ex): You gain a +2 bonus on all saving throws. You also gain the mettle ability.

Blossom Shield(Su): This ability functions as wings of cover. Usable 3 times per encounter.

Birch Mobility(Su): You gain a continous freedom of movement effect.

Moon Phase(Su): This ability functions similarly to blink, greater, except you do not gain concealment and gain slightly more reliable incorporeality. All attacks against you have a 30% chance of missing due to incorporeality. This does interfere with your own attacks. Can be suppressed or activated as a free action.

Hazel Counter(Sp): You can cast dispel magic as an immediate action (with no limit on caster level bonus) 5 times per encounter. You also gain the passive effect of automatically identifying any spell or SLA cast as if you made the appropriate Spellcraft check (even works if it is silenced/stilled).

Ashen Protection(Su): You gain a continuous death ward effect. You also can go twice as far into negative hp before dying and automatically stabilize.



Nature's Remedy(Su): At 8th level you can use your healing touch to remove more than damage. By adding 10 points to the DC, you can heal the fatigued and sickened conditions. By adding 20 points to the DC, you can heal the nauseated and exhausted conditions.

Treant Mastery(Su): At 10th level you can grow two treants at a time. The investment cost of growing treants also decreases by -1/2/3/4/5 for sprout/sapling/greater/elder/ancient treants, respectively. At 17th level you can grow three treants and the investment cost reduction increases to -1/3/5/7/9.

Healing Energy(Su): At 13th level you can heal just by concentrating on a target to channel energy into them, rather than actually needing to touch them. Your healing touch gains a range of close (25 ft + 5 ft/2 levels). You also gain the ability to affect multiple allies at once. By reducing the die size by one per additional ally affected, you can heal as many allies as you want (provided the total result of your check is atleast 10).

Gaia Soul(Ex): At 20th level your bond to plantkind is so strong you acquire their attributes. You are considered a plant or your original race, whichever would be more beneficial at the time.




Botanist Powers

Botanist powers are supernatural abilities that use your connection to plants and nature. The DC for a botanist power is 10 + 1/2 your level + your Wisdom modifier.

Initiation: Most powers require a standard action to initiate, but several only require a move or even a swift. Some powers require dirt. A dirt requirement means that a couple inches of dirt must cover the affected area. Usually powers with a dirt requirement involve summoning plants.

Duration: Some powers have a duration of invesment. These powers last for as long as you have your growth points invested in them. Uninvesting growth points and ending the power is a free action; pulling these growth points into other resources automatically ends the power.

Cooldown: Most powers are usable at will or once every 5 rounds.

You gain the following powers at the following levels:


Level Ability
2Loam Raiser
4Bounce Shroom
6Entangle
8Stranglevine
10Dawnbringer
12Solarbeam
14Hyper Rejuvenation
16Black Lotus Wither
18Gaia’s Curse




Loam Raiser:
Initiation: standard action, see text
Growth Cost: 2 points
Saving Throw: None
Duration: One round
Cooldown: Once every 5 rounds

The ground begins to tremble as thick, fertile soil appears over the surface within 60 feet + 5ft/level. All creatures must make a balance check against DC 5 + your Wisdom modifier or fall prone as they are shakily elevated 15 inches by this rising soil. The affected area is considered difficult terrain for the duration of this ability. The soil created by this ability remains as normal, but extremely fertile soil very suitable for growth. The initiation action of this ability reduces by one for every 5 levels (move at 5th, swift at 10th, and free at 15th).


Entangle:
Initiation Action: standard action
Growth Cost: 2 point cost
Saving Throw: Reflex partial; see text
Duration: 1 minute/level (D)
Cooldown: One use every 5 rounds

As the spell.


Bounce Shroom:
Initiation: Move action, dirt required
Growth Cost: 3 point cost
Saving Throw: Reflex negates
Duration: Instantaneous, 1 min/level (see text)
Range: Medium
Cooldown: Once every 5 rounds.

A brightly colored spotted mushroom pops out of ground with surprisingly velocity. If this bouncy mushroom appears under a creatures square, they may make a reflex save to dodge out of the way. If they fail, they are knocked 30 feet in the air and fall prone. If they hit a ceiling, they take 1d6 points for every 10 feet they would have traveled. After the shroom has appeared, any Jump checks off of it grant a +20 bonus to the jump check and a +15 ft speed bonus to any move action involving a jump check off the shroom. If you summon multiple bounce shrooms, you can hop from one to the next to travel long distances.


Dawnbringer:
Initiation Action: Standard action
Growth Cost: 1 point investment; see text
Duration: Investment
Cooldown: At will
Area: 50 ft + 10ft/level spread

This power summons radiant sunlight in the area. This is treated as true daylight. Treat this is a light spell of level/2 for the purpose of countering and dispelling darkness or likewise, being countered or dispelled by darkness.


Stranglevine:
Initiation Action: Standard action
Growth Cost: 2 point cost, 1 point investment
Duration: Investment, maximum 1 round/level
Range: Close (25 ft + 5 ft/2 levels)
Cooldown: At will
Area: 50 ft + 10ft/level spread

Vicious, powerful vines appear around the target, constricting and holding them down. These vines immediately grapple the creature, using your caster level instead of your BAB and your Wisdom modifier instead of your strength modifier. The vines are the same size as the target. You are not considered grapple or have to take actions; the vine continues to grapple and pin the target unless you direct otherwise. Stranglevine has 2d6 constrict damage. This increases by 1d6 at 9th level and every 3 levels after.


Solar Beam:
Initiation Action: Move(s) and standard, see text
Growth Cost: See text
Duration: Instantaneous
Range: Medium
Cooldown: Once every 5 rounds, see text


This power allows you to strike enemies with a devastating beam of solar energy. However, this powerful beam of energy requires you to first absorb sunlight to execute it. Charging solarbeam requires a move action. You must be standing in sunlight as you take this move action, as during any future move actions. A minimum of one move action of charging is required, and you can take a maximum of three. Move actions of charging cannot be more than 2 rounds apart. You cannot begin charging a solarbeam more than once every five rounds, even if you do not release the solarbeam. Releasing the solarbeam is a standard action that requires a ranged touch attack. You gain a +1 bonus on the attack roll for each action spent charging. Charging restores one growth point and releasing the beam is free.


Charges Damage/level
1 1d8
2 1d10
3 2d6 [




Hyper Rejuvenation
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Touch
Cooldown: Once every 5 rounds.
Save: Will half

A the heal spell, except with no limit on healing amount.


Black Lotus Wither
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Touch attack
Cooldown: Once every 5 rounds
Save: None

This deadly attack requires you to strike a target with an unarmed touch attack or as a touch attack with some sort of wooden or plant weapon (such as a quarterstaff or one of your weapons of the forest). The attack deals no damage, but as long as you make a successful touch attack the target takes 2d6 points of Constitution damage as dried black lotus petals fall around them.


Gaia’s Curse
Initiation Action: standard
Growth Cost: 5 growth points
Duration: Instantaneous
Range: Medium (100ft + 10ft/level)
Cooldown: Once every 5 rounds
Save: Fortitude negates

The target begins to harden and turn brown, their skin become gnarled and sprouting branches. The target transforms into a tree of their size, become an inanimate (but living) nonmagical tree. Their clothes and gear are left strewn in the branches and around the trunk of the tree. Only a wish or miracle spell can undo this effect. This is a transformation effect.

Doxkid
2014-06-17, 06:12 PM
The actual reason I'm here is to offer a review of the class; I'm playing a level 13 gestalt'ed Botanist in a game hosted on these very forums and I'm having a blast.

My character Henry T.I.E. (http://www.myth-weavers.com/sheetview.php?sheetid=775277) is a Medic/Tank/Grappler that takes advantage of the extreme durability offered by his Crab side and the lasting sustain offered by his Botanist side to seriously disrupt enemies in fights.

The SLA options and the Botanist Powers are all appropriate for a Druid-lite character and I'm very happy with that; I’ll tell you how I feel about the ones gained at level 14+ after I get access to those, but they all look great.

I'm also happy with the healing this character is capable of (which is mostly Out of Combat, although he has used Rejuvenation Cocoon on himself once) and the Embody Tree Spirit traits are excellently distributed and planned for my character and the main archetypes of combatants that druids typically act as: Melee Damage, Tank/Damage sponge, Party Defense specialist, Buffer and Caster each have options that would satisfy them.

The Treants are each useful without single-handedly outshining the other members of the party (in my opinion. I hope they don't feel differently): The Willow expands my own health pool so I can tank more, The Oak and Willow each act as damage sponges and the Cherry Blossom is good for ranged attacking and utility; none of them do too much damage but their passive abilities and the fact that they can soak up attacks cements my role in the party rather nicely. I haven’t had a chance to test out all of the possible Treants yet but I'm happy with the ones I've seen so far.

The Alternate Class features you've listed are good ideas, but I think they arent fleshed out the right way.

Each Botanist Powers is extremely valuable and the class feature granting all of them is, as a whole, almost overpowered on its own. The Weapons ACFs offered swap between being too strong when you are level 10 and below, or too weak when you are at or above level 12 unless your character is dedicated to taking advantage of the ACFs.

Because of that I’ve taken the liberty of reviewing and adjusting each.
-- -- -- --
Green Weapons(Ex) Botanists are skilled with a variety of unique plant weapons, called green weapons. These weapons require you to form them out of a wooden weapon or branch as a standard action. If you fashion a green weapon out of an enhanced magic wooden weapon, the enhancement bonus (but not any special abilities) applies to the green weapon. Good so far

You can invest a number of growth points in an specific green weapon mastery equal to your level divided by 3. For each point of investment, you unlock a new ability. For example, say a level 12 botanist invests 4 growth points in her mastery of the leaf blade, and 2 points in her mastery of the vine whip. As a standard action, she could turn her +1 frost quarterstaff into a +1 leaf blade or a +1 vine whip. Using the leaf blade, she would benefit from the serrated leaves, razor slice, double edge and piercing slashes ability. Using the quarterstaff as a vine whip, she would only benefit from the powerful swing and coiling creepers abilities. Although you have not stated it the wording implies this investment is either permanent or semi-permanent so you can only adjust it after leveling up. For a class that changes to match the issues it is facing that doesn’t seem particularly good, but it is tolerable.

If it Isn’t permanent or semi-permanent then that was needlessly complicated.

Leaf Blade - This weapon is a short hard staff with a giant green leaf growing out of the head. This two-foot long leaf is as hard as metal and sharp as a razor. This one-handed weapon deals 1d6 points of slashing damage, with a 2x critical on a range of 18-20. This looks good so far.

Serrated Leaves (3): The leaf blades deals an extra 1d6 points of slashing damage per growth point of investment. This makes the weapon’s actual damage advancement 2d6 base damage at level 3 (since you are required to have 1 point invested and you get 1d6 bonus damage per invested point), 3d6 at level 6, 4d6 at level 9, 5d6 at level 12, 6d6 at level 15 and 9d6 at level 18 for someone who does not bother to increase their weapon size, something that is fairly common for weapon-based damage dealers.

Although that’s only straight damage, it’s a pretty large amount of straight damage considering what this will be used for: Attack spam. What’s worse is that it is not specified whether you can or cannot make more than one of these so people are encouraged Two Weapon Fighting attack spam for rogue-like damage without having to worry about sneak attacking.

Razor Slice (6): The leaf blade deals 3x damage on a critical instead of 2x. This is perfectly fine, although you need to specify whether that bonus damage from Serrated Leaves applies to this.

Double Edge (9): You gain one extra attack on a standard or full attack with a leaf blade.This is part of that Attack Spam problem. That said, it’s a cool idea that makes perfect sense for this weapon.

Piercing Slashes (12) You overcome an amount of DR with your leaf blade equal to your level. Since your weapon does not pick up enchantments other than the flat +x from whatever base item you used this is invaluable.

Leaf Dance (15) When you make a full attack, all attack are at your highest attack bonus. You can also take a move action as part of a full attack (making attacks at any point along the move action. You can tumble normally as part of the move to avoid attacks of opportunity).This ability is the biggest problem for this weapon. Moving as part of a full attack is tolerable (and thematically appropriate considering how Leaf Weapons are linked in media with lithe, agile beings) but the Full attack improvement is too powerful for my taste.

Final Reaping(18) The leaf blade becomes a vorpal weapon.oddly enough this is perfectly fine in my opinion. Vorpal isn’t a very strong weapon property because of all the enemies that ignore it and the need to fish for natural 20s to trigger it.


Vine Whip - These thick, flexible green vine is a powerful whip. The dense weight of the vine and sharp thorns clobber and pierce opponents you strike. It acts as a whip, except it deals a lethal 1d6 bludgeoning/piercing damage. No complains

Powerful Swing(3): The vine whip deals an additional 1d6 points of piercing/bludgeoning damage per growth point of investment.same problem as the Leaf Blade; it offers rogue-like damage for anyone who wants to attack spam.

Coiling Creepers(6): If you make a successful attack, by sacrificing 2d6 damage you can make a free grapple check as a segment of the vine detaches to wrap around the target (regrowing instantly). Iterative attacks have decreased BAB as normal for the grapple check. Enemies who fail are considered grappled for one round. You are not considered grappled. Seems fine.

Endless Vines(9): Your reach increases by 5 ft, and you also gain the benefit of combat reflexes. Still fine.

Power Whip(12) When you strike your targets dead center, the vines crush through their defenses. Each attack deals bonus damage equal to twice the amount your attack roll exceeded their AC. Cumbersome and extra work for the DM.

Coiled Defense(15) Powerful swings deflect any attack thrown at you. Add your Strength modifier to AC while using this weapon. X stat to Y bonus isn’t something I’d hand out readily. Especially since the Botanist gets Str boosts built in.

Animated Vines(18) The vine whip moves about by itself, allowing it to curve and twist as you swing it, increasing the accuracy of your strikes. Add half your wisdom modifier to attack rolls. Same as the comment above.
-- --
Bullet Seeds - This small shortstaff is thickly covered with seed pods and flowers. Seeds pods explode open, firing high velocity seeds at your targets. This is a ranged weapon that deals 1d3 points of piercing damage. This weapon has a 30 ft range increment. No problems here. I think the range is low, but that’s basically nitpicking.

Piercing Bullets(3): The bullet seed deals an additional 1d3 points of piercing/bludgeoning damage per growth point of investment. Another Spam Attack

Rapid Fire(6): You have learned to fire a number of seeds in quick succession. You can fire a number of seeds equal to ⅓ your BAB, all at a -2 penalty. This is how that attack is spammed.

Poison Seeds(9): You can fire particularly venomous seeds. Make a full attack, your target(s) must make a Fortitude save against DC 10 + ½ your level + your wisdom modifier + the enhancement bonus (if any) on the weapon you’re using or take an amount of Strength damage equal to the number of seeds you struck them with. Usable once every 1d4 rounds. I would drop the weapon’s enhancement bonus from the DC.

Paralyzing Seeds(12) As poison seeds, but dealing Dexterity damage.as per the comment above.

Explosive Pollen(15): After burying in the target, the seeds explode for 1d12 points of damage per bullet on the following round.Far too much.

Lotus Flowers(18) Your seeds fire out of white lotus flowers, adding supernatural accuracy to your attacks. Add your wisdom modifier to all attack rolls.I would actually make this an ability earlier in the progression.

-- --Suggestion-- --
Green Weapons(Ex) Botanists are skilled with a variety of unique plant weapons, called Green Weapons. These weapons can be formed out of any plant life, formed from a Slumbering Treant, or grown out of any fertile soil (including soil produced by Loam Raiser) as a standard action. A Green weapon counts toward the number of Treants a botanist can have active at any one time.

If a Green Weapon is fashioned from a magically enhanced wooden weapon the enhancement bonus and any special abilities appropriate for the weapon’s new form applies to the green weapon: a Vine whip formed from a wooden +1 Vorpal Longsword is merely a +1 Vine Whip.

Green Weapons require an investment of growth points equal to one third the Botanist’s Level (with a minimum investment of one Growth Point) to remain active. If those growth points are withdrawn the Green Weapon reverts to its original form if created from a preexisting weapon or a slumbering Treant. Otherwise the Green Weapon simply breaks down into a small pile of fertile mulch.

Green Weapons improves as the Botanist creating them grows more powerful. At levels 3, 6, 9, 12, 15 and 18 each Green weapon automatically gains the next improvement listed for it. Only a Botanist may wield a Green Weapon; in the hands of anyone else a Green Weapon will acts as if points invested in it were withdrawn until it is returned to the Botanist or the Botanist chooses to withdraw the invested points.
---
Leaf Blade- When the Botanist is forming a Leaf Blade they make the Leaf Blade any slashing weapon they are proficient with. Once formed the Leaf Blade has the base statistics identical to the weapon it imitates.

(3)Serrated Leaves-The botanist adds either their strength or dexterity modifier to damage when making attacks with a Leaf Blade, in addition to whatever damage they would deal normally. This is part of the normal damage of the attack and may be multiplied by critical hits, etc.

(6)Razor Edge-The threat range for the Leaf Blade doubles. This stacks with all other sources of increased Threat Range, such as the feat Improved Critical.

(9)Double Edge-The Botanist may make an extra attack with the Leaf Blade as part of a full attack action or standard action attack

(12)Piercing Slashes- You overcome an amount of DR with your leaf blade equal to your level.

(15)Leaf Dance- When wielding a leaf Blade a Botanist may take a move action as part of a full attack (making attacks at any point along the move action). Tumble attempts may be used to avoid attacks of opportunity as per normal.

(18)Final Reaping-The Leaf Blade becomes a Vorpal Weapon. Upon removing an enemy’s head the Botanist may perform another attack with the Leaf Blade at a foe within reach.
--
Vine Whip- This Green Weapon takes the form of a thick, flexible green vine. The full length of the Vine whip is covered small spikes and the vine itself is surprisingly dense. As such a Vine Whips perform very much like a normal whip except that it deals Bludgeoning/Piercing damage.

(3)Wild Whip - The reach of the Vine Whip extends by 5 feet. The Vine Whip moves about by itself, seeking out enemies by twisting midair as it is swung: Add half your wisdom modifier to all offensive rolls involving the Vine whip (attack rolls, Damage rolls, trip attempts, etc).

(6)Creeper Whip-Upon striking a foe a small segment of the Vine Whip detaches and wraps around the foe. The Botanist wielding the Vine whip may, at their option, choose to make a Trip attempt or Grapple check against the opponent. If the Botanist chooses to trip the opponent the Botanist cannot be tripped in response to a failed Trip check. If the Botanist chooses to grapple the foe the Botanist likewise faces no consequence if the attempt fails. If the grapple attempt is successful the foe is grappled until the end of the Botanist’s next turn and the Botanist itself is not treated as grappled.

(9)Coiling Defense- The reach of the Vine Whip extends by another 5 feet (a total of 10 ft. of extended reach at this level). While wielding the Vine Whip the Botanist is treated as if they possess the feat Combat Reflexes. The Botanist threatens the full area of their (extended) reach.

(12)Punishing Whip-The Botanist may choose any or all attacks with the Vine Whip to count as Punishing Strikes. These attacks inflict Nonlethal Damage equal to twice the final amount that would be dealt otherwise.

(15)Endless Vine- The reach of the Vine whip extends by another 5 (for a total of 15 ft. extended reach). Foes tripped by the Botanist must take a move action to unbind their legs; failure to do so forces the foe to make a check (against the same value of the check that tripped them in the first place) at the end of any round where that foe stands up. Cutting, burning or otherwise destroying the detached vine ends this effect. Grapples initiated with the Vine Whip end 2 rounds after being initiated at the end of the Botanist’s turn.

(18)Animated Vine-Any foe that is either tripped or grappled by the Botanist’s Vine Whip may be repositioned to another square within the Botanist’s extended reach. Alternately the Botanist may elect to reposition any ally from one square within the Botanist’s extended reach to another square. The Botanist may not reposition himself with this effect. The Botanist may freely choose whether this movement provokes attacks of opportunity.

Bullet Seeds {Will be done later}

Augulus
2014-06-17, 10:49 PM
stuff

Thanks. I couldn't table and I wanted to be able to take a look at this class =P

Road_Runner
2014-08-07, 10:52 PM
The actual reason I'm here is to offer a review of the class; I'm playing a level 13 gestalt'ed Botanist in a game hosted on these very forums and I'm having a blast.


Glad to hear it! Please keep me updated if you have more feedback as you go into higher levels.



The Treants are each useful without single-handedly outshining the other members of the party (in my opinion. I hope they don't feel differently): The Willow expands my own health pool so I can tank more, The Oak and Willow each act as damage sponges and the Cherry Blossom is good for ranged attacking and utility; none of them do too much damage but their passive abilities and the fact that they can soak up attacks cements my role in the party rather nicely. I haven’t had a chance to test out all of the possible Treants yet but I'm happy with the ones I've seen so far.



Excellent. That's exactly what I wanted the trees to be: offer consistent utility and/or damage without outshining other party members or being too weak and ineffective.



Green Weapons(Ex) Botanists are skilled with a variety of unique plant weapons, called green weapons. These weapons require you to form them out of a wooden weapon or branch as a standard action. If you fashion a green weapon out of an enhanced magic wooden weapon, the enhancement bonus (but not any special abilities) applies to the green weapon. Good so far

You can invest a number of growth points in an specific green weapon mastery equal to your level divided by 3. For each point of investment, you unlock a new ability. For example, say a level 12 botanist invests 4 growth points in her mastery of the leaf blade, and 2 points in her mastery of the vine whip. As a standard action, she could turn her +1 frost quarterstaff into a +1 leaf blade or a +1 vine whip. Using the leaf blade, she would benefit from the serrated leaves, razor slice, double edge and piercing slashes ability. Using the quarterstaff as a vine whip, she would only benefit from the powerful swing and coiling creepers abilities. Although you have not stated it the wording implies this investment is either permanent or semi-permanent so you can only adjust it after leveling up. For a class that changes to match the issues it is facing that doesn’t seem particularly good, but it is tolerable.


This works like normal growth investment, and is not permanent.



Serrated Leaves (3): The leaf blades deals an extra 1d6 points of slashing damage per growth point of investment. This makes the weapon’s actual damage advancement 2d6 base damage at level 3 (since you are required to have 1 point invested and you get 1d6 bonus damage per invested point), 3d6 at level 6, 4d6 at level 9, 5d6 at level 12, 6d6 at level 15 and 9d6 at level 18 for someone who does not bother to increase their weapon size, something that is fairly common for weapon-based damage dealers.


*6d6 at level 18. The only easy way to increase weapon size significantly I can think of is greater might wallop, which only works on bludgeoning weapons. Also, keep in mind that the slashing damage is extra damage, it does not change the base weapon damage. Otherwise, you're right, you could abuse it since a weapon that increases one size with 6d6 base damage would automatically go to 8d6, but in this case it would just go to 1d8 + 5d6, only 1 extra damage for increasing the size.



Although that’s only straight damage, it’s a pretty large amount of straight damage considering what this will be used for: Attack spam. What’s worse is that it is not specified whether you can or cannot make more than one of these so people are encouraged Two Weapon Fighting attack spam for rogue-like damage without having to worry about sneak attacking.


Yeah, I think I will change it so you can only have one green weapon. Also it is a significant amount of damage; I don't think the botanist would be balanced if it were gestalted with a real fighting class. The damage is balanced with the fact that the botanist doesn't have any great combat abilities besides the green weapon itself.



Razor Slice (6): The leaf blade deals 3x damage on a critical instead of 2x.

This is perfectly fine, although you need to specify whether that bonus damage from Serrated Leaves applies to this.


Ok. Will change.



Piercing Slashes (12) You overcome an amount of DR with your leaf blade equal to your level. Since your weapon does not pick up enchantments other than the flat +x from whatever base item you used this is invaluable.

Leaf Dance (15) When you make a full attack, all attack are at your highest attack bonus. You can also take a move action as part of a full attack (making attacks at any point along the move action. You can tumble normally as part of the move to avoid attacks of opportunity).

This ability is the biggest problem for this weapon. Moving as part of a full attack is tolerable (and thematically appropriate considering how Leaf Weapons are linked in media with lithe, agile beings) but the Full attack improvement is too powerful for my taste.


I think I will just change it to the first part, and leave out the "all attacks at full attack bonus".



Coiled Defense(15) Powerful swings deflect any attack thrown at you. Add your Strength modifier to AC while using this weapon. X stat to Y bonus isn’t something I’d hand out readily. Especially since the Botanist gets Str boosts built in.

Animated Vines(18) The vine whip moves about by itself, allowing it to curve and twist as you swing it, increasing the accuracy of your strikes. Add half your wisdom modifier to attack rolls. Same as the comment above.



I mean, I don't think is overpowered considering how many classes get their primary attribute to saves (paladin) or AC (monk, swordsage, etc). I will think about this. Another concern I thought of is that the strength to AC makes the vine whip clearly the best choice for a defensive green weapon.




Poison Seeds(9): You can fire particularly venomous seeds. Make a full attack, your target(s) must make a Fortitude save against DC 10 + ½ your level + your wisdom modifier + the enhancement bonus (if any) on the weapon you’re using or take an amount of Strength damage equal to the number of seeds you struck them with. Usable once every 1d4 rounds. I would drop the weapon’s enhancement bonus from the DC.
[/color]


I think the enhancement to DC is fine. You can't take feats or use all the other methods traditional casters use to boost their DCs, or use Ability Focus/Veils of Allure that Warlocks/Binders use. Plus, a lot of things have immunity to poison or can get immunity to poison easily at this level, which also balances the ability.



Explosive Pollen(15): After burying in the target, the seeds explode for 1d12 points of damage per bullet on the following round.Far too much.


Hmm. This might be a bit much, but it's not that much. At level 15, you are dealing 6d3 (12 damage average) plus 1d10 plus your weapon enhancement. You get 5 attacks. Assuming all your attacks hit, which is pretty unlikely considering you have medium BAB and dex is probably a low priority (I think wisdom, con, and str come before it), you will deal the equivalent of 25d6 worth of damage to a single target using a full attack (plus additional damage from your enhancement bonus). Also, level 15 is pretty much the peak of your damage (explosive pollen, 5th attack, and extra 1d3). At level 18 your damage will increase slightly (only +1d3 and one more attack), but your damage will be more consistent. I mean, it depends on how high powered your campaign is, but I don't think 25d6 is unreasonable for what is supposed to be a high tier 3 class.



(3)Serrated Leaves-The botanist adds either their strength or dexterity modifier to damage when making attacks with a Leaf Blade, in addition to whatever damage they would deal normally. This is part of the normal damage of the attack and may be multiplied by critical hits, etc.

(6)Razor Edge-The threat range for the Leaf Blade doubles. This stacks with all other sources of increased Threat Range, such as the feat Improved Critical.

(9)Double Edge-The Botanist may make an extra attack with the Leaf Blade as part of a full attack action or standard action attack

(12)Piercing Slashes- You overcome an amount of DR with your leaf blade equal to your level.

(15)Leaf Dance- When wielding a leaf Blade a Botanist may take a move action as part of a full attack (making attacks at any point along the move action). Tumble attempts may be used to avoid attacks of opportunity as per normal.

(18)Final Reaping-The Leaf Blade becomes a Vorpal Weapon. Upon removing an enemy’s head the Botanist may perform another attack with the Leaf Blade at a foe within reach.


I'm not sure about str/dex to attacks. This makes the weapon better early on, but then worse later. The Botanist is already MAD between Wisdom, Strength, and Dex. I don't think you need to punish Botanists who can't keep a high score in all of them, or force Botanists to choose Str for strong green weapon attacks or Wisdom for reasonable DCs on their Botanist powers.

Vine Whip- This Green Weapon takes the form of a thick, flexible green vine. The full length of the Vine whip is covered small spikes and the vine itself is surprisingly dense. As such a Vine Whips perform very much like a normal whip except that it deals Bludgeoning/Piercing damage.



(3)Wild Whip - The reach of the Vine Whip extends by 5 feet. The Vine Whip moves about by itself, seeking out enemies by twisting midair as it is swung: Add half your wisdom modifier to all offensive rolls involving the Vine whip (attack rolls, Damage rolls, trip attempts, etc).

(6)Creeper Whip-Upon striking a foe a small segment of the Vine Whip detaches and wraps around the foe. The Botanist wielding the Vine whip may, at their option, choose to make a Trip attempt or Grapple check against the opponent. If the Botanist chooses to trip the opponent the Botanist cannot be tripped in response to a failed Trip check. If the Botanist chooses to grapple the foe the Botanist likewise faces no consequence if the attempt fails. If the grapple attempt is successful the foe is grappled until the end of the Botanist’s next turn and the Botanist itself is not treated as grappled.


(9)Coiling Defense- The reach of the Vine Whip extends by another 5 feet (a total of 10 ft. of extended reach at this level). While wielding the Vine Whip the Botanist is treated as if they possess the feat Combat Reflexes. The Botanist threatens the full area of their (extended) reach.

(12)Punishing Whip-The Botanist may choose any or all attacks with the Vine Whip to count as Punishing Strikes. These attacks inflict Nonlethal Damage equal to twice the final amount that would be dealt otherwise.

I think this is weird. This is basically just double damage against most enemies and completely ineffective against undead/constructs people who have healing. I would rather have something that is more consistent.

(15)Endless Vine- The reach of the Vine whip extends by another 5 (for a total of 15 ft. extended reach). Foes tripped by the Botanist must take a move action to unbind their legs; failure to do so forces the foe to make a check (against the same value of the check that tripped them in the first place) at the end of any round where that foe stands up. Cutting, burning or otherwise destroying the detached vine ends this effect. Grapples initiated with the Vine Whip end 2 rounds after being initiated at the end of the Botanist’s turn.

I feel like this is sort of complicated and cumbersome. It means double trips attempts, and having to keep track of all the enemies and when they have been grappled (multiple enemies may be grapple at different times, and you have to keep track of the two round count for each of them).

(18)Animated Vine-Any foe that is either tripped or grappled by the Botanist’s Vine Whip may be repositioned to another square within the Botanist’s extended reach. Alternately the Botanist may elect to reposition any ally from one square within the Botanist’s extended reach to another square. The Botanist may not reposition himself with this effect. The Botanist may freely choose whether this movement provokes attacks of opportunity.


Wild Whip - I thought you didn't like X to Y bonuses haha.

Punishing Whip - This is pretty useless against constructs/undead, and pretty overpowered against everyone else. Pretty much the opposite of consistency, which is not what I'm going for.

Endless Vine - Interesting, but too complicated imo.

Animated Vine - This is overpowered, there are way too many spells/setups that can be abused with no save positioning. Unlike bull rush, you can move someone huge distances and in pretty much any direction.

I appreciate the suggestions, and will maybe use some of those ideas to modify the Green Weapons. For right now, I think I will change Leaf Dance and then figure out what else should be changed. Thanks for the feedback!

EDIT: Also, thanks for the fixed tables!