The Botanist

By Road_Runner

"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

The Botanist

Level Base Attack Bonus Fort Save Ref Save Will Save Special Growth Points
1st
+0
+2
+0
+2
Green Weapons, Botanist Powers, Nature Magic 2
2nd
+1
+3
+0
+3
Healing Touch 4
3rd
+2
+3
+1
+3
Grow Tree(Sprout) 6
4th
+3
+4
+1
+4
Natural Expertise 8
5th
+3
+4
+1
+4
Treant Enhancement 10
6th
+4
+5
+2
+5
Embody Tree Spirit I 12
7th
+5
+5
+2
+5
Grow Tree(Sapling) 14
8th
+6/+1
+6
+2
+6
Nature's Remedy 16
9th
+6/+1
+6
+3
+6
Embody Tree Spirit 18
10th
+7/+2
+7
+3
+7
Treant Mastery 20
11th
+8/+3
+7
+3
+7
Grow Tree(Treant) 22
12th
+9/+4
+8
+4
+8
Embody Tree Spirit III 24
13th
+9/+4
+8
+4
+8
Healing Energy 26
14th
+10/+5
+9
+4
+9
Embody Tree Spirit IV 28
15th
+11/+6/+1
+9
+5
+9
Grow Tree(Greater Treant) 30
16th
+12/+7/+2
+10
+5
+10
Embody Tree Spirit V 32
17th
+12/+7/+2
+10
+5
+10
Greater Treant Mastery 34
18th
+13/+8/+3
+11
+6
+11
Embody Tree Spirit VI 36
19th
+14/+9/+4
+11
+6
+11
Grow Tree(Gaia Treant) 38
20th
+15/+10/+5
+12
+6
+12
Gaia Soul 40

 

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

Treants