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: 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.

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.