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Skeppio
2011-11-24, 08:24 AM
The Botanist

Overview: Botanists are curious people with a strong connection to the natural world. They thirst for knowledge about plants of all kinds and the environments they grow in. Botanists grow so connected to plants that they start to take on traits of them. As a botanist increases in level, she gains more knowledge and skill, and becomes increasingly plantlike, finally transforming into an immortal botanical guardian of nature.
Botanists can be of any alignment, as long as they possess a keen adventurous spirit and a thirst for knowledge about plants of all varieties and how to best utilise them. Much like druids, botanists often have at least one degree of neutrality in their alignment.

Races: Any race with a connection to nature and a desire for knowledge can become a botanist. Humans, Elves, Gnomes and Halflings often take well to the botanist class. Of the savage humanoids, botanists are rarer (mainly due to the high Intelligence requirements), however Catfolk, Gnolls, Lizardfolk and Stone Giants sometimes gain interest in the path of the botanist.

Religion: Botanists do not often revere a god, preferring to seek and discover the secrets of the natural world themselves. Some botanists choose to revere gods of nature, such as Ehlonna or Obad-Hai, or gods of knowledge, such as Boccob.

Other Classes: Botanists often get along with druids and rangers, who share their interest in the natural world. Botanists also find common ground with wizards and archivists, due to the studious nature of both classes. Botanists rarely outright despise a single class, although few are comfortable in the presence of dread necromancers, or wizards and clerics who practice necromancy or revere gods of death and destruction.


Game Rule Information

Botanists have the following game statistics.

Abilities: Intelligence determines how powerful a spell a botanist can cast, how many spells she can cast per day, and how hard those spells are to resist. Constitution provides her with increased hit points as usual, and it also increases the save DC of her pollen clouds. Like a sorcerer or wizard, a botanist benefits from a high Dexterity score.

Alignment: Any

Hit Die: d6

Starting Age: As Druid

Starting Gold: 2d4x10 (50gp)


Class Skills

The Botanist's class (And the key ability for each skill) are: Concentration (Con), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Survival (Wis).

Skill Points at First Level: (2 + Int mod) x 4
Skill Points at Each Additional Level: 2 + Int modifier

The Botanist
{table=head]Level|BAB|Fort|Ref|Will|Special|0lvl|1st|2nd|3rd|4 th|5th|6th|7th|8th|9th|Pollens Known

1st|
+0|
+2|
+0|
+2|Nature Sense, Detect Plants at will, Ingrain|3|1|-|-|-|-|-|-|-|-|0

2nd|
+1|
+3|
+0|
+3|Plant Skin +1|4|1|-|-|-|-|-|-|-|-|0

3rd|
+1|
+3|
+1|
+3|Pollen Cloud 1/day|4|2|1|-|-|-|-|-|-|-|1

4th|
+2|
+4|
+1|
+4|Woodland Stride|4|2|1|-|-|-|-|-|-|-|1

5th|
+2|
+4|
+1|
+4|Poison Use|4|3|2|1|-|-|-|-|-|-|1

6th|
+3|
+5|
+2|
+5|Pollen Cloud 2/day, Plant Skin +2|4|3|2|1|-|-|-|-|-|-|2

7th|
+3|
+5|
+2|
+5|Enlarge Pollen Cloud|4|3|3|2|1|-|-|-|-|-|2

8th|
+4|
+6|
+2|
+6|Poison Immunity|4|4|3|2|1|-|-|-|-|-|2

9th|
+4|
+6|
+3|
+6|Pollen Cloud 3/day|4|4|3|3|2|1|-|-|-|-|3

10th|
+5|
+7|
+3|
+7|Root Fortification 25%, Plant Skin +3|4|4|4|3|2|1|-|-|-|-|3

11th|
+5|
+7|
+3|
+7|Arcane Seeds 1/day|4|4|4|3|3|2|1|-|-|-|3

12th|
+6/+1|
+8|
+4|
+8|Pollen Cloud 4/day|4|4|4|4|3|2|1|-|-|-|4

13th|
+6/+1|
+8|
+4|
+8|Extend Pollen Cloud|4|4|4|4|3|3|2|1|-|-|4

14th|
+7/+2|
+9|
+4|
+9|Arcane Seeds 3/day, Plant Skin +4|4|4|4|4|4|3|2|1|-|-|4

15th|
+7/+2|
+9|
+5|
+9|Pollen Cloud 5/day|4|4|4|4|4|3|3|2|1|-|5

16th|
+8/+3|
+10|
+5|
+10|Wings|4|4|4|4|4|4|3|2|1|-|5

17th|
+8/+3|
+10|
+5|
+10|Arcane Seeds 5/day, Root Fortification 50%|4|4|4|4|4|4|3|3|2|1|5

18th|
+9/+4|
+11|
+6|
+11|Pollen Cloud 6/day, Plant Skin +5|4|4|4|4|4|4|4|3|2|1|6

19th|
+9/+4|
+11|
+6|
+11|Empower Pollen Cloud|4|4|4|4|4|4|4|3|3|2|6

20th|
+10/+5|
+12|
+6|
+12|Botanical Unity|4|4|4|4|4|4|4|4|3|3|6[/table]

Class Features

Weapon and Armor Proficiency: A botanist is proficient with all simple weapons and with light armor, but not shields. A botanist can cast botanist spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a botanist wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass botanist still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Spells: A botanist casts arcane spells, which are drawn from the botanist spell list. To prepare or cast a spell, the botanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a botanist’s spell is 10 + the spell level + the botanist’s Intelligence modifier.

Like other spellcasters, a botanist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Botanist. In addition, she receives bonus spells per day if she has a high Intelligence score.

Like a wizard, a botanist may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her botany notebook. While studying, the botanist decides which spells to prepare.

Nature Sense (Ex): A botanist gains a +2 bonus on Knowledge (nature) and Survival checks.

Detect Plants (Sp): At will, a botanist can use detect animals or plants, as the spell, except they can only detect plants with this ability.

Ingrain (Su): While sleeping, a botanist can draw nutrients up from the earth, allowing her to heal naturally at three times the normal rate, recovering 3 hit points per Hit Die with a full night’s rest. She must still have a full 8 hours of rest to prepare her spells for the day.

Plant Skin (Ex): Starting at 2nd level, a botanist's skin starts to grow smoother, tougher and more rubbery, like a large plant. She gains an +1 bonus to the her natural armor. This bonus rises by +1 every four botanist levels thereafter (6th, 10th, 14th, and 18th level).

Pollen Cloud (Su): Starting at 3rd level, a botanist starts to become more plant-like, growing several small flowering plants over her body, gaining the ability to create clouds of different pollens around herself.

The cloud can either be spherical (referred to as a mist cloud) or conical (referred to as a blast cloud). A mist cloud is a 20-ft sphere, centered on the botanists position. A blast cloud is a 30 ft long cone. At 3rd level she can use her ability once per day. At 6th level and every three levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 18th level). The save DC of each cloud (where applicable) is 10 + half the botanists class levels + Con modifier.

Pollen clouds created underwater or in areas of high wind have only half the normal effect and damage where applicable (Eg: Rafflesia will sicken for 1d4 rounds, instead of 2d4). Creating a pollen cloud is a standard action.

At 3rd level, a botanist may learn one pollen, drawn from the botanist pollen list. At 6th level and every three levels thereafter (9th, 12th, 15th, and 18th level), she learns one additional pollen.

Woodland Stride (Ex): Starting at 4th level, a botanist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Poison Use: At 5th level, botanists are familiar with proper handling of many poisonous plants and extracts and never risk accidentally poisoning themselves when applying poison to a blade.

Enlarge Pollen Cloud (Su): At 7th level, a botanists pollen clouds double in size, as though she had taken the Enlarge Spell feat. This feat only applies to her pollen clouds.

Poison Immunity (Ex): At 8th level, a botanist gains immunity to all poisons.

Root Fortification (Su): Starting at 10th level, a botanist gains 25% resistance to critical hits as root systems grow within her; this is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master’s Guide and is completely harmless to the botanist. At 17th level, this fortification increases to 50%.

Arcane Seeds (Sp): At 11th level, a botanist can create magical seed bombs, as fire seeds, except that the botanist can choose which type of energy to infuse the seeds with (fire, cold, acid, electricity, sonic). Her caster level is equal to her class level. The save DCs are Intelligence-based.

Extend Pollen Cloud (Su): At 7th level, the effects of a botanists pollen clouds last twice as long, as though she had taken the Extend Spell feat. This feat only applies to her pollen clouds.

Wings (Ex): At 16th level, the botanist grows two large frond-like wings that enable her to fly at a speed of 60 feet with good maneuverability.

Empower Pollen Cloud (Su): At 19th level, the effects of a botanists pollen clouds increase in power, as though she had taken the Empower Spell feat. This feat only applies to her pollen clouds.

Botanical Unity: When a botanist attains 20th level, she becomes one with the flora of the world and undergoes a magical transformation, gaining the botanical template (http://www.giantitp.com/forums/showthread.php?p=12270407). Her type changes to plant, and she gains all the traits of plants (see page 313 of the Monster Manual).

Botany Notebooks: A botanist must study her notebook each day to prepare her spells. She cannot prepare any spell not recorded in her notebook, except for read magic, which all botanists can prepare from memory.

A botanist begins play with a notebook containing three 0-level botanist spells plus one 1st-level spell of your choice. For each point of Intelligence bonus the botanist has, the notebook holds one additional 1st-level spell of your choice. At each new botanist level, she gains two new spells of any spell level or levels that she can cast (based on her new botanist level) for her notebook. At any time, a botanist can also add spells found in other botanist’ notebooks to her own.


Botanist Spells

0-Level Botanist Spells (Cantrips)

Acid Splash: Orb deals 1d3 acid damage.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Naturewatch: As deathwatch, but on animals and plants. (SC)
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and notebooks.
Resistance: Subject gains +1 bonus on saving throws.

1st-Level Botanist Spells

Breath of the Jungle: Fog makes poison and diseases harder to resist. (SC)
Camouflage: Grants +10 bonus on Hide checks. (SC)
Corrosive Grasp: 1 touch/level deals 1d8 acid damage. (SC)
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Pass without Trace: One subject/level leaves no tracks.
Summon Nature’s Ally I: Calls creature to fight.

2nd-Level Botanist Spells

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10). (SC)
Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved. (SC)
Camouflage, Mass: As camouflage, but multiple subjects. (SC)
Delay Poison: Stops poison from harming subject for 1 hour/level.
Easy Trail: You make a temporary trail through any kind of undergrowth. (SC)
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.

3rd-Level Botanist Spells

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Diminish Plants: Reduces size or blights growth of normal plants.
Entangling Staff: Quarterstaff can grapple and constrict foes. (SC)
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. (SC)
Summon Nature’s Ally III: Calls creature to fight.
Vine Mine: Vines grow rapidly, giving various effects. (SC)

4th-Level Botanist Spells

Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst. (SC)
Poison Vines: Vines grow and poison creatures stuck within them. (SC)
Reincarnate: Brings dead subject back in a random body.
Summon Nature’s Ally IV: Calls creature to fight.
Wood Rot: Destroy wooden items or deal 3d6 damage + 1/level (max +15) to plant creatures. (SC)

5th-Level Botanist Spells

Awaken: Animal or tree gains human intellect.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Panacea: Removes most afflictions. (SC)
Plant Body: Subject’s type changes to plant. (SC)
Poison Thorns: You grow thorns that poison your attackers. (SC)
Summon Nature’s Ally V: Calls creature to fight.
Tree Stride: Step from one tree to another far away.
Wall of Thorns: Thorns damage anyone who tries to pass.
Rejuvenation Cocoon: Energy cocoon shields creature, then heals it. (SC)

6th-Level Botanist Spells

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Find the Path: Shows most direct way to a location.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Summon Nature’s Ally VI: Calls creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.

7th-Level Botanist Spells

Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Slime Wave: Creates a 15-ft. spread of green slime. (SC)
Summon Nature’s Ally VII: Calls creature to fight.
Swamp Lung: Water in lungs makes subject helpless, diseased. (SC)

8th-Level Botanist Spells

Awaken, Mass: As awaken, but multiple creatures. (SC)
Cocoon: Preserves a corpse and reincarnates with no loss of level. (SC)
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Summon Nature’s Ally VIII: Calls creature to fight.
Unyielding Roots: Creature grows roots that keep it stationary and heal it every round. (SC)

9th-Level Botanist Spells

Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Summon Nature’s Ally IX: Calls creature to fight.

SC - Spell Compendium


Botanist Pollens

Vigor Blossom: This pollen creates a cloud of fragrant pollen which has a calming effect on those who inhale it. All living creatures (including the botanist) within the cloud gain a morale bonus on saving throws against mind-affecting spells and abilities (charms, compulsions, fear effects, phantasms, patterns and morale effects) equal to half of the botanists caster level for 2d4 rounds.

White Jasmine: This pollen creates a cloud of soothing pollen that cures 1d8 points of damage per two caster levels to all creatures within the cloud (including the botanist).
Like other cure spells, white jasmine pollen deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Traveller's Mint: This pollen creates a cloud of strong-smelling invigorating pollen. All living creatures (including the botanist) within the cloud gain an alchemical bonus on saving throws against poison, paralysis and sleep effects equal to half of the botanists caster level for 2d4 rounds.

Aether Stalk: This pollen creates a cloud of sweet-smelling pollen in many different colours. All living creatures (including the botanist) within the cloud gain resistance to one energy type (decided by the bonatist upon using this ability) equal to the botanists caster level for 2d4 rounds.

Waking Pepper: This pollen creates a cloud of strong spicy-smelling pollen. All living creatures (including the botanist) within the cloud gain an insight bonus on Concentration, Listen, Search, Sense Motive and Spot checks equal to half of the botanists caster level for 2d4 rounds.

Sassone Leaf: This pollen creates a cloud of caustic droplets that deal 1d6 points of acid damage to everything within the cloud (except the botanist) per caster level. All targets can make Reflex saves to take half damage.

Terinav Root: This pollen creates a cloud of highly sticky pollen. All creatures (except the botanist) within the cloud must succeed on a Reflex save or be slowed (as per the slow spell) for 1d4 rounds.

Rafflesia: This pollen creates a cloud of unbearable stench. All living creatures (except the botanist) within the cloud must succeed on a Fortitude save or be sickened for 2d4 rounds. Creatures that successfully save cannot be affected by the same botanists rafflesia pollen for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Cinderleaf: This pollen creates a cloud of ember-like spores that burn on contact, dealing 1d6 points of fire damage to everything within the cloud (except the botanist) per caster level. All targets can make Reflex saves to take half damage.

Grave Moss: This pollen creates a cloud of grey dusty pollen, causing those it affects to fall into fits of sneezing and coughing. All living creatures (except the botanist) within the cloud must succeed on a Fortitude save or be disabled by choking (treat as stunned) for 1d4 rounds.

radmelon
2011-11-24, 02:04 PM
This is great. I've been looking fo a druid varient based on plants rather athan animals for quite some time. I will definitely use this.

Skeppio
2011-11-24, 09:57 PM
This is great. I've been looking fo a druid varient based on plants rather athan animals for quite some time. I will definitely use this.

Thanks heaps! I'm glad to see my work was worth the effort. :smallsmile:

Veklim
2011-11-24, 10:17 PM
Super sweet.

Will give you an editing rundown (mostly typos and format errors) when it's not stupid O'clock in the morning, but I don't see a lot on first inspection which is at all out of place. I actually want to play one of these right away...now all I need is a DM and a campaign and a free afternoon of the week...

GuyFawkes
2011-11-25, 02:46 AM
I was wondering when a plant based class would show up. This is...cute! :smallbiggrin: Well, since it's more on spells and the likes, I don't want to comment on it since I have no grasp on spells just yet, but it looks nice. :smallwink:

Skeppio
2011-11-26, 02:28 AM
I was wondering when a plant based class would show up. This is...cute! :smallbiggrin: Well, since it's more on spells and the likes, I don't want to comment on it since I have no grasp on spells just yet, but it looks nice. :smallwink:

Heh, thanks. :smallsmile: Maybe when you've got a better grasp on spells and such, you could throw some critique my way. :smallwink:

Skeppio
2011-11-30, 10:05 PM
Just fixing a couple typos. >.>

Oh, one more note, to anyone who uses this class, please tell me how it goes! I'd love to hear how my class plays in a game. :smallbiggrin:

H Birchgrove
2011-12-03, 09:29 AM
I love it! :smallsmile:

I have planned a minor character, a NG Gnome Ninja, who would also be a gardener. I thought Druid would be a fitting class for that, but this is even better! :smallbiggrin:

Tingel
2011-12-03, 10:15 AM
I don't quite understand the addition of Wings (Ex), from a thematic viewpoint. It feels forced. Flight is not really a capability befitting a vegetable.

I also would have expected that a class called Botanist would make use of herbs, enhancing their natural effects maybe or using them as material components for its magic. The scholarly, botanical part of the class does not seem to be reflected in its abilities much at all, actually. Despite its description, the Botanist comes across more as some sort of step-by-step Swamp Thing.

I like the pollen clouds though.

Demidos
2011-12-03, 03:26 PM
In the table it says pollen cloud 3/day at least 4 times...i think thats a typo, right?

Tanuki Tales
2011-12-03, 04:34 PM
I don't quite understand the addition of Wings (Ex), from a thematic viewpoint. It feels forced. Flight is not really a capability befitting a vegetable.


Yoko Kurama would like a word with you. (http://morgan-d.net/guide/pics_B/p4_eg90b.jpg) :smallwink:

H Birchgrove
2011-12-03, 05:48 PM
Yoko Kurama would like a word with you. (http://morgan-d.net/guide/pics_B/p4_eg90b.jpg) :smallwink:

I'm somehow barred from seeing whatever you link too. :smallconfused:

Veklim
2011-12-03, 05:50 PM
Yeah, me too. Is this for a membership/private site perchance?

gooddragon1
2011-12-03, 06:24 PM
It would be cool if the scaling on damaging pollens didn't stop at 10d6 and if you could take a feat to select other targets in the aoe of a pollen to be unaffected. Perhaps called sentient pollen or something. Also, since epic levels exist you might want to say what does and doesn't scale in epic levels.