Zaetar
2014-10-05, 02:08 AM
Hello guys, as you can see I'm a new member in this forums. I'm quite new at all with D&D aswell. I knew about it, I wanted to play it, but never found anyone nearby to play with or to be introduced by. Recently a friend got into it and also invited me, I went hardcore with this and basically ate any book I found.
Since I'm a fan of druids I wanted to play one, but then I noticed that it was too... animal-ish. So much animal stuff made me wonder where were the plants, and after reading a lot of content of 3.0, 3.5, 4.0 and Pathfinder I concluded that they do need some more love.
I took things from many books, including Player's Handbook I and II, Monster Manuals from I to IV, Fiend Folio, Complete Champion, Spell and Feat Compendiums, and more books I'll list if you are interested, though most of the things can be found at dndtools.eu and I guess you'll just know where they come from. I mostly made it after being inspired by Holt Warden, Forest Master and Verdant Lord.
I hope you enjoy reading this, it took me 2 weeks of writing, comparing, adding and substracting things, so I'd appretiate some feedback on it. I made this with the help of some friends that play and master D&D campaigns, studied it, reasoned a lot about it and so far this is the final version (or at least the version they'd let me play in one of their campaigns). I just wanted to see what such a big community like this one had to say about it.
Thanks in advance for taking your time to scrutinize my creation. :)
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The Forest Lord
http://fc07.deviantart.net/fs70/i/2013/198/c/9/forest_druid_by_ubermonster-d6dv4bv.jpg
Picture: Forest Druid by Ubermonster (http://ubermonster.deviantart.com/art/Forest-Druid-386084011)
"Imagine every tree is a soldier, their bark as their armor and each branch a sword... Considering the amount of trees in a forest, that's quite the terrifying picture, don't you agree?"
The Forest Lords, have a link with nature, like any other druids, but these people are quite different from the rest. They are completly devoted to plant life, trees and forests. Their link with nature is special, as it let's them manipulate every aspect surrounding plants, but unlike normal druids, the Forest Lords have severely limited abilities in regards to animals, consequently restricting their magic capacities to plant life.
They protect the balance of nature, and nature itself, from the harm of invaders that only want to destroy and exploit its gifts. The Forest Lords though, have a special affinity towards forests, feeling as if they are part of it and as such they will take care and protect it with all his might.
Behaviour: The Forest Lords are strongly tied to the natural enviroments, instinctively seeking to protect them from harm. This will affect their actions, making them side with nature on certain encounters. They will not participate in senseless murder and will usually try to solve things peacefully. If the threat is too great, however, they will not hesitate to fight at the best of their capacities. They relate very well with other druids, rangers, and fellow followers of their deity.
The Forest Lord does not consume anything that may directly or indirectly harm a living creature. He only eats vegetables, fruits and any other product a living being can produce as long as it is not exhausted and can be replenished or regrown (sap and milk for example). Before eating they will whisper a short thanks to nature for the food in druidic..
Hit Dice: d8
Skill Points: 4 + Int
Starting Wealth: 2d6 Χ 10 gp (average 70 gp.)
Class Skills: Craft (Int), Concentration (Con), Diplomacy (Wis), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (int) Spot (Wis), Survival (Wis), Swim (Str).
Alignment: Just like the ever changing nature, the forest lord may be of any alignment as long as it is neutral aswell.
Religion: The religion is a personal choice but most of the forest lords follow Obad-Hai, some Ehlonna or maybe just nature itself. If the forest lord follows a deity, he will pray to it periodically and have an icon that represents it like an accesory (pendant, amulet, ring, etc).
No matter the religion or alignment the forest lord he belongs to, he is not capable of commiting acts of violence against animals, plants or forest creatures. He may only kill one if it is for survival reasons (self-defense, defense of others or hunger).
If he were to kill by accident or survival reasons, he must bury the unused remains of the creature and utter farewells to its soul in druidic. Were there no remains, he must make a small tombstone with small stones or sticks.
If he were to kill for no reason at all, his link with nature will be severed and he will not be able to cast any spell or take the form of any plant. Depending on the severity of the crime, his plant companion may choose to leave his side. This will last until he attones for his crimes and spends chanting prayers for 5 days straight secluded in the deep of a forest. Commiting this crime again, unables the person to keep being a forest lord (it counts as ex-druid for feat and class requirements).
Bonus Languages: A forest lord's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A forest lord also knows Druidic, a secret language known mostly by druids, which he learns upon becoming a 1st-level forest lord. Druidic is a free language for a forest lord; that is, he knows it in addition to their regular allotment of languages and it doesn't take up a language slot. Forest lords are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Class Features
Class Restriction: Upon gaining the first level of Forest Master, the character cannot take levels of any other classes. If the character does that then he will lose all the Forest Lord powers and abilities. (This will not count as ex-druid).
Weapon and Armor Proficiency: Forest lords are proficient with the quarterstaff. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Forest lords are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A forest lord may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are also proficient with armor made of other natural materials like Wood Splint (TQE), Thistledown (RotW), Leafwave (RotW) and Wildwood (RotW). Forest lords are proficient with shields (except tower shields) but must use only wooden ones.
A forest lord who wears prohibited armor or carries a prohibited shield is unable to cast forest lord spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Plant Companion: The plant companion can be chosen from the following list: Carnivore Flower, Crawling Vine or Nomad Treant (Pathfinder Treesinger Archetype). A plant companion is exactly like the druid's animal companion, except it is a plant creature, and it always has at least 10ft movement speed.
If a forest lord releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a plant companion that has perished. He must be in a forest to do this ceremony.
As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions (noted on Table: Animal Companion Base Statistics, Player's Handbook 3.5). The forest lord cannot select another plant creature as optional companion, instead, each plant companion has a predefined progression at 4th, 7th, 10th, 13rd, 15th, and 18th level.
Plant Shape: The forest lord gains the ability to plant shape. This ability functions at his level of forest lord. Effect lasts for 1 hour per forest lord level, or until he changes back. Changing form (to plant or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. A forest lord can use this ability more times per day at 5th, 6th, 7th and 9th.
At 4th level, a forest lord can assume the form of a Small or Medium plant.
At 6th level, a forest lord can complete the somatic components of spells while in a plant shape. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
At 8th level, a forest lord can assume the form of a Large or Tiny plant, and all the abilities of Small and Medium sized plants.
At 10th level, changing form (to plant or back) becomes a swift action.
At 12th level, a forest lord can assume the form of a Huge or Diminutive plant, and all the abilities of Large and Tiny plants.
At 14th level, changing form (to plant or back) becomes a free action.
At 16th level, a forest lord gains all the abilities of Huge and Diminutive plants.
Any gear worn or carried by the forest lord melds into the new form and becomes nonfunctional; relics instead, will meld into the new form but will still be functional. When the forest lord reverts to his true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the forest lord's feet.
The form chosen must be that of a plant creature from the material plane and must belong to the forest lord's original enviroment, if not, he must see the creature once to take its shape. If he tries to take the shape of a plant creature he hasn't yet seen he may use a Knowledge (nature) throw with DC equal to the creature's Challenge Rating plus 15 to acquire its shape, he can only make one attempt per day every two forest lord levels; the shape, if acquired, will be remembered and can be chosen afterwards.*
This ability functions like the normal druid wild shape ability. Plant shape is considered Wild shape for any skill or feat that affects or requires it.
Green Empathy: (Pathfinder Treesinger Archetype) A forest lord can create a mental link to communicate and improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The forest lord rolls 1d20 and adds his forest lord level and his Charisma modifier to determine the wild empathy check result. The typical plant creature has a starting attitude of indifferent.
To use green empathy, the forest lord and the plant must be within 30 feet of one another under normal conditions. Generally, influencing an plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time. A forest lord can also use this ability to influence an animal, but he takes a 4 penalty on the check.
At level 5, plant creatures change their attitude towards the forest lord to indifferent and will rarely attack him (10%, 25% if the plant creature is being magically controlled).
At level 10, the forest lord becomes able to talk to normal plants, trees and plant creatures. This does not mean the receiver will respond how it is expected, though most of the time they will be glad to help the forest lord in any way they can. Plants, trees and plant creatures might seek and talk to the forest lord if they wish to communicate something.*
At level 15, plant creatures improve their attitude towards the forest lord to friendly and will not attack him even if they are being magically controlled. Natural animals change their attitude towards the forest lord to indifferent and will rarely attack him (10%, 25% if the animal is being magically controlled).
At level 20, normal creatures no longer attack the forest lord even if they are being magically controlled and change their attitude towards him to friendly.
Forestwalk: At level 1, gains a +2 bonus on Knowledge (nature) and Survival checks.
At level 2, a forest lord 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.
At level 4, A forest lord leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired and gains Scent.
At level 8, the forest lord gains Blindsense 30'.
At level 12, the forest lord is able to freely move short distances through trees and plants (within 30') at will as if using Tree stride or Transport via plants. Unlike the spells, this is considered as part of the move action in any moment of it and the forest lord cannot stay inside the plant or tree and you can only transport yourself.
At level 16, the forest lord gains Blindsight 30'. This replaces the previously gained Blindsense.
Summon Forestbound Creature: The forest lord is unable to call for the aid of creatures since his link with nature restricts him to plants, instead he may imbue the creature's body with the energies of the forest effectively turning it into a plant but still keeping all what it originally was.
Each spell rank can be used once per day, the same way dominion spells work for Clerics. Summon Forestbound Creature uses the same list of creatures as Summon Nature's Ally. These summons gain the changes described below.
Hit Dice: Change all current Hit Dice to d8s.
Armor Class: A forestbound creature's natural armor bonus improves by 6 over that of the base creature.
Special Qualities: A forestbound creature retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Ex): A forestbound creature has damage reduction 3/slashing, and increasing by 3 every time the Forest Lord gains a new level of Summon Forestbound Creature. The creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A forestbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.
Grapple Bonus (Ex): The thorny hooks on a forestbound creature's hands and feet grant it a +4 bonus on grapple checks.
Resistance to Cold and Electricity (Ex): The creature gains resistance 10 to cold and electricity.
Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Cha +4.
Skills: +16 racial bonus on Hide and Move Silently checks made in forested areas.
Challenge Rating: Same as the base creature +2.
Level
Spell rank
5
Summon Forestbound Creature I
8
Summon Forestbound Creature II
10
Summon Forestbound Creature III
12
Summon Forestbound Creature IV
14
Summon Forestbound Creature V
16
Summon Forestbound Creature VI
18
Summon Forestbound Creature VII
Rooting: At level 4, using a full-round action, you can extend roots from the legs and feet into the ground. Your speed is reduced to 0 feet, but you gain bonus to natural armor and bonus against bull rush, overrun, reposition, and trip checks done to you. Uprooting is a free action but the total movement will be recovered in the following turn. This inhibits you from using Plant Shape nor can it be done while in it. If you become frightened or panicked, you experience the full effect of the fear but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect. This ability lasts for a number of rounds equal to your character level, but you can end it at any time as a free action.
The bonus to natural armor increases by 2 at level 4, 12 and 20.
The bonus against bull rush, overrun, reposition, and trip checks done to you increases by 5 at level 4 and 12. At level 20, you automatically win an opposed Strength check when an opponent attempts to bull rush, overrun, reposition or trip you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. If you are grappling, you automatically win an opposed grapple check when an opponent tries to move you. No spell or other effect can force you to move.
At 8th level, you gain woodsense 60' (MM2, Greenvise) and fast healing 3.
At level 12, the roots grow stronger and easier to manipulate, enabling the forest lord to cast touch ranged spells from them and grab the ankles of the selected creatures within 60' holding them fast and causing them to become entangled, with a Reflex save of 10. The creature can break free and move at its normal speed by using a standard action to make a DC 10 Strength check or a DC 10 Escape Artist check. A creature that succeeds on a Reflex save is not entangled. Each round on your turn, you may choose to once again attempt to entangle selected creatures that have avoided or escaped entanglement.
At level 16, the roots grow in length, increasing the range affected by your roots and woodsense to 120' and fast healing 5.
At level 20, the Reflex save and DC of the Strength and Escape Artist checks increase to 20 and the area becomes difficult terrain, and creatures move at half speed within the affected area.
A creature with freedom of movement or the woodland stride ability is unaffected by the speed modifier.
Plant Dominion: At level 16, the forest lord can rebuke or command plants as an evil cleric can rebuke or command undead. His effective level for this ability is as if he were three levels higher than the actual caster level. This means that he can also command 3 additional HD of plant creatures, and he may use it a number of times per day equal to 3 + his Charisma modifier. Rebuking or turning plants is considered a neutral action for alignment reasons, the plants are not forced to bid his will, they simply obey him.
At level 20, once every 10 turns, as full-round action the forest lord can bury his hands on the ground to quickly spread short roots and grow up to 5 Quickgrown Treants from them in any place he chooses around him within 30'. He may also do this while using Rooting, turning it into a swift action enabling him to do so in 60' range. This can't be done in Plant Shape.
The Quickgrown Treants are medium sized treants of between 6 and 7 foot tall, they are made of wood but their bark has no irregularities like branches or nodes. They are more like wooden automatons than treants and are not intelligent beings, as such they are immune to any kind of mind effect spells and are completely controlled by the Forest Lord. They can be undone at will as free action in any moment of the fight. Quickgrown Treants last 5 turns.
Quickgrown Treant
Size/Type
Medium Plant
Hit Dice
7d8+35 (66hp)
Initiative
+0 (their turn goes always after the Forest Lord)
Speed
30ft.(6 squares)
Armor Class
22 (-1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple
+5/+12
Attack
Slam +12 melee (2d6+9)
Full Attack
2 Slams +12 melee (2d6+9)
Space/Reach
5 ft./10 ft.
Special Attacks
-
Special Qualities
Damage reduction 10/slashing, low-light vision, plant traits
Saves
Fort +10, Ref +1, Will +7
Abilities
Str 29, Dex 8, Con 21, Int -, Wis -, Cha -
Skills
-
Feats
-
Oakheart: Due to his deep link with nature, the body of the forest lord is imbued with the energies of the forest, enhancing it while slowly transforming him. Oakheart is separated into Phases, each Phase describes an specific change on the Forest Lord. Every time the Forest Lord gets a Phase of Oakheart, he gains +1 bonus to natural armor.
Level
Oakheart Phase
1
Initiate Phase
4
Attunement
8
Forest Heart
12
Forest Mind
16
Forest Body
20
Forest Soul
The Initiate Phase only represents the stage where the Forest Lord learns the ways of the forest.
At level 4 beings the Attunement Phase, his body turns a little more resistant making him healthier, his skin developes a thin and flexible light brown bark simmilar to that of tree saplings. Gains +4 bonus on saving throws against venoms and diseases.*
Upon entering the Attunement Phase the forest lord will start growing antlers, beginning with small and soft ones like those of a calf, slowly growing in size and developing more points reaching their maturity at level 20. If they are cut or destroyed they'll slowly regenerate to the size they should be by then.
At level 8 begins the first of a series of Phases that will bring the Forest Lord closer to nature. Starting the Forest Heart Phase, his hair turns towards shades of green and small leaves grow on it. The barklike skin becomes more solid and irregular. The forest lord gets +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
At level 12 the Forest Lord moves on to the Forest Mind Phase, in which he understand the meanings of belonging to the forest, the importance of being part of it. His body grows small twigs and leaves in several places, his barkskin becomes more rigid and resistant to the enviroment letting his body handle a wider range of temperatures. The forest lord's body is considered to be under the effect of endure elements.
Any wings the creature may have become leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with the seasons. It is light green in early spring, darkening during the summer. In autumn, it turns yellow, orange, or red like a deciduous leaf. In the winter, it is a dry brown.
At level 16 starts the Forest Body Phase. It's when the Forest Lord accepts that he himself is part of nature and welcomes one of the greatest changes. His body grows small fruits and starts to photosynthesize. Depending on the season, each morning you produce 5d4 Cranberries in winter, Raspberries in spring, Blackberries in summer, Cherries in autumn. These function as if they had had the goodberry spell cast on them.
The Forest Lord no longer needs food, since he can draw sustenance drom the sunlight. He may spend time without sun equal to twice the time it takes for a character to feel hunger, if the need hunger arises he can only eat fruits or vegetables to fulfill this need. He still thirsts, and needs a certain amount of water to survive, drinking once will keep his body hydrated for 5 days; he may also absorb water through his skin by staying under the rain for 10 minutes or stepping on the shore of a sweet water body.
At 20th level the Forest Lord enters the last phase of Oakheart, the Forest Soul Phase, the forest lord's body goes through the final transformation becoming a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or sneak attacks. However, the forest lord becomes vulnerable to fire, and suffers double damage from fire attacks if he fails a Reflex saving throw, or half damage if he succeeds.
His general shape changes slightly, his feet turn into hooves, his arms grow a little bit longer, his bones and muscle turn into wood, his skin grows more small branches, leaves and small vines grow around his body, it wouldn't be strange if someone mistook the Forest Lord for a dryad or a treant and they wouldn't be completly wrong either since now he is closer to them than to the race he belongs to. The forest lord gains +8 to Hiding Checks when disguicing as a plant or tree, +12 if it is in a forest; and +5 bonus to Diplomacy and Intimidate Checks when treating with sentient forest creatures (treants and dryads mainly).
All his organs, except his brain and heart, melt with the wooden flesh not entirely depending on them anymore, his blood turns into sap and his body now produces a sticky resin when wounded, this resin has regenerative properties and may also be used by others. The forest lord gains fast healing 3 after taking damage, this also takes effect on anyone that applies this resine on their wounds but may only be used once per person, per turn and will wear it off from the forest lord. This effect will also happen while in Plant Shape.
The forest lord's new form lets him gain incredible longevity. He no longer suffers ability score penalties for aging and cannot be magically aged. From this point forward he takes no penalty to his physical ability scores from advanced age, bonuses still accrue. If you are already taking such penalties, they are removed at this time. When the character reaches venerable age, his maximum age is determined in the normal manner but the final result is then multiplied by four.
Spells: The Forest Lord unlike other classes can cast spells but he doesnt learn nor cast them the way an average caster does. Instead he learns a new set of spells with each phase, he knows them and doesn't need to prepare them. The spells a Forest Lord casts do not need elements (material, somatic or voice) nor cast time but still need XP requirement if any.
The amount of spells per day a Forest Lord can use is quite limited though, but can be increased with high Wisdom score. At level 20, he gains one more spell slot for each spell level.
Detect Magic
Detect Poison
Know Direction
Purify Food and Drink
Read Magic
Naturewatch (SC)
Animate Wood (SC)
Beget Bogun (SC)
Calm Animals
Camouflage (SC)
Cure Minor Wounds
Delay Disease (SC)
Detect Animals or Plants
Detect Snares and Pits
Endure Elements
Entangle
Goodberry
Pass without Trace
Shillelagh
Vigor, Lesser (SC)
Wood Wose (SC)
Barkskin
Brambles (SC)
Briar Web (SC)
Camouflage, Mass (SC)
Delay Poison
Easy Trail (SC)
Healing Sting (SC)
One with the Land (SC)
Restoration, Lesser
Splinterbolt (SC)
Tree Shape
Warp Wood
Wood Shape
Blindsight (SC)
Entangling Staff (SC)
Forestfold (SC)
Forest Eyes (CC)
Forest Voice (CC)
Neutralize Poison
Plant Growth
Poison
Remove Disease
Snare
Speak with Plants
Spike Growth
Spikes (SC)
Thornskin (SC)
Vigor (SC)
Vigor, Mass Lesser (SC)
Vine Mine (SC)
Weather Eye
Blindsight, Greater (SC)
Command Plants
Cure Serious Wounds
Healing Spirit (PBH2)
Land Womb (SC)
Lay of the Land (SC)
Poison Vines (SC)
Renewed Vigor (PBH2)
Awaken
Commune with Nature
Dance of the Unicorn (SC)
Jungle's Rapture (SC)
Memory Rot (SC)
Panacea (SC)
Plant Body (SC)
Poison Thorns (SC)
Rejuvenation cocoon (SC)
Seed of Life (CC)
Tree Stride
Wall of Thorns
Enveloping Cocoon (SC)
Find the Path
Fire Seeds
Hide the Path (SC)
Ironwood
Repel Wood
Spellstaff
Transport Via Plants
Vigorous circle (SC)
Wooden Blight (CC)
Animate Plants
Aura of Vitality (SC)
Changestaff
Cure Moderate Wounds, Mass
Heal
Shifting Paths (SC)
Awaken, Mass (SC)
Cocoon (SC)
Control Plants
Cure Serious Wounds, Mass
Forest Child (CC)
Unyielding Roots (SC)
Nature's Avatar
Regenerate
Shadow Landscape
Shambler
Sympathy
Forest Soul: +1 spell slot for all the other phases.
Class Features Progression
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
Init. P.
Att. P.
F. Heart
F. Mind
F. Body
F. Soul
1st
+0
+2
+0
+2
Initiate Phase, Forestwalk, Green Empathy, Plant Companion
6
6
2nd
+1
+3
+0
+3
Forestwalk
6
6
3rd
+2
+3
+1
+3
6
6
-
4th
+3
+4
+1
+4
Attunement Phase, Forestwalk, Plant Shape (1/day), Rooting
6
6
5
5th
+3
+4
+1
+4
Green Empathy, Plant Shape (2/day), Summon Forestbound Creature I
6
6
5
-
6th
+4
+5
+2
+5
Plant shape (3/day)
6
6
5
-
7th
+5
+5
+2
+5
Plant Shape (4/day)
6
6
5
-
-
8th
+6/+1
+6
+2
+6
Forest Heart, Forestwalk, Rooting, Plant Shape (Large/Tiny), Summon Forestbound Creature II
6
6
5
5
-
9th
+6/+1
+6
+3
+6
Plant Shape (5/day)
6
6
5
5
-
-
10th
+7/+2
+7
+3
+7
Green Empathy, Plant Shape (swift), Summon Forestbound Creature III
6
6
5
5
-
-
11th
+8/+3
+7
+3
+7
6
6
5
5
-
-
12th
+9/+4
+8
+4
+8
Forest Mind, Rooting, Plant Shape (Huge/Diminutive), Summon Forestbound Creature IV
6
6
5
5
4
-
13th
+9/+4
+8
+4
+8
6
6
5
5
4
-
14th
+10/+5
+9
+4
+9
Plant Shape (free), Summon Forestbound Creature V
6
6
5
5
4
-
15th
+11/+6/+1
+9
+5
+9
Green Empathy
6
6
5
5
4
-
16th
+12/+7/+2
+10
+5
+10
Forest Body, Forestwalk, Rooting, Plant Dominus, Plant Shape, Summon Forestbound Creature VI
6
6
5
5
4
3
17th
+12/+7/+2
+10
+5
+10
6
6
5
5
4
3
18th
+13/+8/+3
+11
+6
+11
Summon Forestbound Creature VII
6
6
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
6
6
5
5
4
3
20th
+15/+10/+5
+12
+6
+12
Forest Soul, Green Empathy, Rooting, Plant Dominus
7
7
6
6
5
4
Plant Companions:
Floating Fungus
Size/Type
Small Plant
Hit Dice
4d8+12 (25 HP)
Initiative
+0
Speed
10ft.(2 squares), fly 40ft. (8 squares)
Armor Class
15 (+3 Dex, +2 natural), touch 10, flat-footed 13
Base Attack/Grapple
+2/+8
Attack
spit +2 ranged (1d4+3)
Full Attack
spit +2 ranged (1d4+3)
Space/Reach
5 ft./30 ft.
Special Attacks
spit attack, poison 1d2 Str
Special Qualities
low-light vision, plant traits, detect venom
Saves
Fort +12, Ref +3, Will +3
Abilities
Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 10
Skills
Hide +8, Spot +4, Listen +4, Move Silently +10
Feats
poison immunity, spit venom
*Note: The Floating Fungus is partially like a small balloon, it uses gas to float and as propulsion method, letting it take a Tiny Size by expulsin that gas. Doing this, forces the Floating Fungus to walk on its thin 4 legs and makes it unable to fly until it fills again with gas; it may still attack while doing this.
4th-Level Advancement
Attack
spit +3 ranged (1d6+4)
Feat
Ability Focus (poison)
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d2 Str + 1d2 Dex + 1 HP
7th-Level Advancement
AC
+1 natural armor
Attack
spit +4 ranged (1d6+4)
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d3 Str + 1d3 Dex + 3 HP
10th-Level Advancement
Attack
spit +5 ranged (1d8+4)
Full Attack
2 spit +5 ranged (1d8+4)
Feat
Deadly Spittle
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d3 Str + 1d3 Dex + 6 HP
13rd-Level Advancement
AC
+1 natural armor
Attack
spit +6 ranged (1d8+4)
Full Attack
2 spit +6 ranged (1d8+4)
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d4 Str + 1d4 Dex + 9 HP
15th-Level Advancement
Attack
spit +7 ranged (1d10+4)
Full Attack
3 spit +7 ranged (1d10+4)
Feat
Improved Spit
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d4 Str + 1d4 Dex + 12 HP
18th-Level Advancement
AC
+1 natural armor
Attack
spit +8 ranged (1d10+4)
Full Attack
3 spit +8 ranged (1d10+4)
Space/Reach
5 ft./60 ft.
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d5 Str + 1d5 Dex + 15 HP
Crawling Vine
Size/Type
Medium Plant
Hit Dice
4d8+12 (30 hp)
Initiative
+1
Speed
20 ft. (4 squares), climb 20ft.
Armor Class
16 (+3 Dex, +3 natural), touch 10, flat-footed 13
Base Attack/Grapple
+3/+17
Attack
Slam +6 melee (1d6+7)
Full Attack
Slam +6 melee (1d6+7)
Space/Reach
5 ft./5 ft. (10 ft. with vine)
Special Attacks
entangle, improved grab
Special Qualities
Blindsight 30 ft., camouflage, low-light vision, plant traits
Saves
Fort +8, Ref +4, Will +4
Abilities
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills
Hide +12, Move Silently +8, Spot +4, Listen +2
Feats
Multigrab
*Note: Due to it's body being composed by several flexible vines, the crawling vine may change its height, width and length at will, enabling it to occupy squares in different patterns instead of, for example, 2x2 but keeping a minimum of 2 squares occupied in large size; and 4 in huge size. The minimum height is 5 feet and the maximum is 20 ft.
4th-Level Advancement
Size
Large
AC
+1 natural armor
Space/Reach
10 ft./10 ft. (15 ft. with vine)
Attack
Slam +7 melee (1d8+7)
Ability Scores
Str +1
Special Attacks
constrict 1d6+4
7th-Level Advancement
AC
+1 natural armor
Attack
Slam +8 melee (1d10+7)
Full Attack
2 Slam +8 melee (1d10+7)
Feat
Ability Focus (Improved Grab)
Ability Scores
Str +1
Special Attacks
constrict 1d8+4
10th-Level Advancement
AC
+1 natural armor
Attack
Slam +9 melee (1d10+7)
Full Attack
3 Slam +9 melee (1d10+7)
Ability Scores
Str +1
Special Attacks
constrict 2d6+4
13rd-Level Advancement
AC
+1 natural armor
Attack
Slam +10 melee (1d10+7)
Full Attack
4 Slam +8 melee (1d10+7)
Feat
Greater Multigrab
Ability Scores
Str +1
Special Attacks
constrict 3d6+4
15th-Level Advancement
AC
+1 natural armor
Attack
Slam +11 melee (1d10+7)
Full Attack
5 Slam +11 melee (1d10+7)
Ability Scores
Str +1
Special Attacks
constrict 4d6+4
18th-Level Advancement
Size
Huge
AC
+1 natural armor
Attack
Slam +12 melee (1d10+7)
Full Attack
6 Slam +12 melee (1d10+7)
Feat
Rending Multigrab Multigrab
Space/Reach
15 ft./20 ft. (25 ft. with vine)
Ability Scores
Str +1
Special Attacks
constrict 5d6+4
Nomad Treant
Size/Type
Medium Plant
Hit Dice
4d8+16 (35 hp)
Initiative
+0
Speed
30 ft. ( squares) climb 20 ft.
Armor Class
16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple
+3/+11
Attack
Slam +5 melee (1d8+6)
Full Attack
2 Slam +5 melee (1d8+6)
Space/Reach
5 ft./5 ft.
Special Attacks
double damage against objects
Special Qualities
Blindsight 30 ft., low-light vision, damage reduction 3/slashing, plant traits
Saves
Fort +8, Ref +1, Will +5
Abilities
Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7
Skills
Hide +10, Spot +4, Listen +2, Survival +8
Feats
power attack, sunder
*Note: Unlike most treants the Nomad Treant is a semi-sentient creature, its intellect is not too high but it understands and speaks sylvan. Since its capable of direct communication the Nomad Treant doesn't need to learn any trick, instead he will follow what the Forest Lord says as long as both of them speak Sylvan and the orders are not too complex.
4th-Level Advancement
Size
Large
AC
+1 natural armor
Space/Reach
10 ft./10 ft.
Attack
Slam +6 melee (2d6+6)
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
7th-Level Advancement
AC
+1 natural armor
Attack
Slam +7 melee (2d8+6)
Feat
Improved Sunder
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
10th-Level Advancement
AC
+1 natural armor
Attack
Slam +8 melee (3d6+6)
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
13rd-Level Advancement
AC
+1 natural armor
Attack
Slam +9 melee (3d8+6)
Feat
Improved Bull Rush
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
15th-Level Advancement
AC
+1 natural armor
Attack
Slam +10 melee (3d10+6)
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
18th-Level Advancement
Size
Huge
AC
+1 natural armor
Attack
Slam +11 melee (4d10+6)
Feat
Awesome Blow
Space/Reach
15 ft./15 ft.
Ability Scores
Str +1, Dex 1, Con +2
Special Attack
trample 5d10+10
Special Qualities
damage reduction 2/slashing
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Credits:
~Corvus~ for the restriction idea.
qazzquimby for more than many ideas and corrections.
Jeff the Green for allowing me to take his stages model.
Since I'm a fan of druids I wanted to play one, but then I noticed that it was too... animal-ish. So much animal stuff made me wonder where were the plants, and after reading a lot of content of 3.0, 3.5, 4.0 and Pathfinder I concluded that they do need some more love.
I took things from many books, including Player's Handbook I and II, Monster Manuals from I to IV, Fiend Folio, Complete Champion, Spell and Feat Compendiums, and more books I'll list if you are interested, though most of the things can be found at dndtools.eu and I guess you'll just know where they come from. I mostly made it after being inspired by Holt Warden, Forest Master and Verdant Lord.
I hope you enjoy reading this, it took me 2 weeks of writing, comparing, adding and substracting things, so I'd appretiate some feedback on it. I made this with the help of some friends that play and master D&D campaigns, studied it, reasoned a lot about it and so far this is the final version (or at least the version they'd let me play in one of their campaigns). I just wanted to see what such a big community like this one had to say about it.
Thanks in advance for taking your time to scrutinize my creation. :)
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The Forest Lord
http://fc07.deviantart.net/fs70/i/2013/198/c/9/forest_druid_by_ubermonster-d6dv4bv.jpg
Picture: Forest Druid by Ubermonster (http://ubermonster.deviantart.com/art/Forest-Druid-386084011)
"Imagine every tree is a soldier, their bark as their armor and each branch a sword... Considering the amount of trees in a forest, that's quite the terrifying picture, don't you agree?"
The Forest Lords, have a link with nature, like any other druids, but these people are quite different from the rest. They are completly devoted to plant life, trees and forests. Their link with nature is special, as it let's them manipulate every aspect surrounding plants, but unlike normal druids, the Forest Lords have severely limited abilities in regards to animals, consequently restricting their magic capacities to plant life.
They protect the balance of nature, and nature itself, from the harm of invaders that only want to destroy and exploit its gifts. The Forest Lords though, have a special affinity towards forests, feeling as if they are part of it and as such they will take care and protect it with all his might.
Behaviour: The Forest Lords are strongly tied to the natural enviroments, instinctively seeking to protect them from harm. This will affect their actions, making them side with nature on certain encounters. They will not participate in senseless murder and will usually try to solve things peacefully. If the threat is too great, however, they will not hesitate to fight at the best of their capacities. They relate very well with other druids, rangers, and fellow followers of their deity.
The Forest Lord does not consume anything that may directly or indirectly harm a living creature. He only eats vegetables, fruits and any other product a living being can produce as long as it is not exhausted and can be replenished or regrown (sap and milk for example). Before eating they will whisper a short thanks to nature for the food in druidic..
Hit Dice: d8
Skill Points: 4 + Int
Starting Wealth: 2d6 Χ 10 gp (average 70 gp.)
Class Skills: Craft (Int), Concentration (Con), Diplomacy (Wis), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Geography), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (int) Spot (Wis), Survival (Wis), Swim (Str).
Alignment: Just like the ever changing nature, the forest lord may be of any alignment as long as it is neutral aswell.
Religion: The religion is a personal choice but most of the forest lords follow Obad-Hai, some Ehlonna or maybe just nature itself. If the forest lord follows a deity, he will pray to it periodically and have an icon that represents it like an accesory (pendant, amulet, ring, etc).
No matter the religion or alignment the forest lord he belongs to, he is not capable of commiting acts of violence against animals, plants or forest creatures. He may only kill one if it is for survival reasons (self-defense, defense of others or hunger).
If he were to kill by accident or survival reasons, he must bury the unused remains of the creature and utter farewells to its soul in druidic. Were there no remains, he must make a small tombstone with small stones or sticks.
If he were to kill for no reason at all, his link with nature will be severed and he will not be able to cast any spell or take the form of any plant. Depending on the severity of the crime, his plant companion may choose to leave his side. This will last until he attones for his crimes and spends chanting prayers for 5 days straight secluded in the deep of a forest. Commiting this crime again, unables the person to keep being a forest lord (it counts as ex-druid for feat and class requirements).
Bonus Languages: A forest lord's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A forest lord also knows Druidic, a secret language known mostly by druids, which he learns upon becoming a 1st-level forest lord. Druidic is a free language for a forest lord; that is, he knows it in addition to their regular allotment of languages and it doesn't take up a language slot. Forest lords are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Class Features
Class Restriction: Upon gaining the first level of Forest Master, the character cannot take levels of any other classes. If the character does that then he will lose all the Forest Lord powers and abilities. (This will not count as ex-druid).
Weapon and Armor Proficiency: Forest lords are proficient with the quarterstaff. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Forest lords are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A forest lord may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. They are also proficient with armor made of other natural materials like Wood Splint (TQE), Thistledown (RotW), Leafwave (RotW) and Wildwood (RotW). Forest lords are proficient with shields (except tower shields) but must use only wooden ones.
A forest lord who wears prohibited armor or carries a prohibited shield is unable to cast forest lord spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Plant Companion: The plant companion can be chosen from the following list: Carnivore Flower, Crawling Vine or Nomad Treant (Pathfinder Treesinger Archetype). A plant companion is exactly like the druid's animal companion, except it is a plant creature, and it always has at least 10ft movement speed.
If a forest lord releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a plant companion that has perished. He must be in a forest to do this ceremony.
As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions (noted on Table: Animal Companion Base Statistics, Player's Handbook 3.5). The forest lord cannot select another plant creature as optional companion, instead, each plant companion has a predefined progression at 4th, 7th, 10th, 13rd, 15th, and 18th level.
Plant Shape: The forest lord gains the ability to plant shape. This ability functions at his level of forest lord. Effect lasts for 1 hour per forest lord level, or until he changes back. Changing form (to plant or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. A forest lord can use this ability more times per day at 5th, 6th, 7th and 9th.
At 4th level, a forest lord can assume the form of a Small or Medium plant.
At 6th level, a forest lord can complete the somatic components of spells while in a plant shape. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
At 8th level, a forest lord can assume the form of a Large or Tiny plant, and all the abilities of Small and Medium sized plants.
At 10th level, changing form (to plant or back) becomes a swift action.
At 12th level, a forest lord can assume the form of a Huge or Diminutive plant, and all the abilities of Large and Tiny plants.
At 14th level, changing form (to plant or back) becomes a free action.
At 16th level, a forest lord gains all the abilities of Huge and Diminutive plants.
Any gear worn or carried by the forest lord melds into the new form and becomes nonfunctional; relics instead, will meld into the new form but will still be functional. When the forest lord reverts to his true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the forest lord's feet.
The form chosen must be that of a plant creature from the material plane and must belong to the forest lord's original enviroment, if not, he must see the creature once to take its shape. If he tries to take the shape of a plant creature he hasn't yet seen he may use a Knowledge (nature) throw with DC equal to the creature's Challenge Rating plus 15 to acquire its shape, he can only make one attempt per day every two forest lord levels; the shape, if acquired, will be remembered and can be chosen afterwards.*
This ability functions like the normal druid wild shape ability. Plant shape is considered Wild shape for any skill or feat that affects or requires it.
Green Empathy: (Pathfinder Treesinger Archetype) A forest lord can create a mental link to communicate and improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The forest lord rolls 1d20 and adds his forest lord level and his Charisma modifier to determine the wild empathy check result. The typical plant creature has a starting attitude of indifferent.
To use green empathy, the forest lord and the plant must be within 30 feet of one another under normal conditions. Generally, influencing an plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time. A forest lord can also use this ability to influence an animal, but he takes a 4 penalty on the check.
At level 5, plant creatures change their attitude towards the forest lord to indifferent and will rarely attack him (10%, 25% if the plant creature is being magically controlled).
At level 10, the forest lord becomes able to talk to normal plants, trees and plant creatures. This does not mean the receiver will respond how it is expected, though most of the time they will be glad to help the forest lord in any way they can. Plants, trees and plant creatures might seek and talk to the forest lord if they wish to communicate something.*
At level 15, plant creatures improve their attitude towards the forest lord to friendly and will not attack him even if they are being magically controlled. Natural animals change their attitude towards the forest lord to indifferent and will rarely attack him (10%, 25% if the animal is being magically controlled).
At level 20, normal creatures no longer attack the forest lord even if they are being magically controlled and change their attitude towards him to friendly.
Forestwalk: At level 1, gains a +2 bonus on Knowledge (nature) and Survival checks.
At level 2, a forest lord 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.
At level 4, A forest lord leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired and gains Scent.
At level 8, the forest lord gains Blindsense 30'.
At level 12, the forest lord is able to freely move short distances through trees and plants (within 30') at will as if using Tree stride or Transport via plants. Unlike the spells, this is considered as part of the move action in any moment of it and the forest lord cannot stay inside the plant or tree and you can only transport yourself.
At level 16, the forest lord gains Blindsight 30'. This replaces the previously gained Blindsense.
Summon Forestbound Creature: The forest lord is unable to call for the aid of creatures since his link with nature restricts him to plants, instead he may imbue the creature's body with the energies of the forest effectively turning it into a plant but still keeping all what it originally was.
Each spell rank can be used once per day, the same way dominion spells work for Clerics. Summon Forestbound Creature uses the same list of creatures as Summon Nature's Ally. These summons gain the changes described below.
Hit Dice: Change all current Hit Dice to d8s.
Armor Class: A forestbound creature's natural armor bonus improves by 6 over that of the base creature.
Special Qualities: A forestbound creature retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Ex): A forestbound creature has damage reduction 3/slashing, and increasing by 3 every time the Forest Lord gains a new level of Summon Forestbound Creature. The creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A forestbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.
Grapple Bonus (Ex): The thorny hooks on a forestbound creature's hands and feet grant it a +4 bonus on grapple checks.
Resistance to Cold and Electricity (Ex): The creature gains resistance 10 to cold and electricity.
Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Cha +4.
Skills: +16 racial bonus on Hide and Move Silently checks made in forested areas.
Challenge Rating: Same as the base creature +2.
Level
Spell rank
5
Summon Forestbound Creature I
8
Summon Forestbound Creature II
10
Summon Forestbound Creature III
12
Summon Forestbound Creature IV
14
Summon Forestbound Creature V
16
Summon Forestbound Creature VI
18
Summon Forestbound Creature VII
Rooting: At level 4, using a full-round action, you can extend roots from the legs and feet into the ground. Your speed is reduced to 0 feet, but you gain bonus to natural armor and bonus against bull rush, overrun, reposition, and trip checks done to you. Uprooting is a free action but the total movement will be recovered in the following turn. This inhibits you from using Plant Shape nor can it be done while in it. If you become frightened or panicked, you experience the full effect of the fear but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect. This ability lasts for a number of rounds equal to your character level, but you can end it at any time as a free action.
The bonus to natural armor increases by 2 at level 4, 12 and 20.
The bonus against bull rush, overrun, reposition, and trip checks done to you increases by 5 at level 4 and 12. At level 20, you automatically win an opposed Strength check when an opponent attempts to bull rush, overrun, reposition or trip you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. If you are grappling, you automatically win an opposed grapple check when an opponent tries to move you. No spell or other effect can force you to move.
At 8th level, you gain woodsense 60' (MM2, Greenvise) and fast healing 3.
At level 12, the roots grow stronger and easier to manipulate, enabling the forest lord to cast touch ranged spells from them and grab the ankles of the selected creatures within 60' holding them fast and causing them to become entangled, with a Reflex save of 10. The creature can break free and move at its normal speed by using a standard action to make a DC 10 Strength check or a DC 10 Escape Artist check. A creature that succeeds on a Reflex save is not entangled. Each round on your turn, you may choose to once again attempt to entangle selected creatures that have avoided or escaped entanglement.
At level 16, the roots grow in length, increasing the range affected by your roots and woodsense to 120' and fast healing 5.
At level 20, the Reflex save and DC of the Strength and Escape Artist checks increase to 20 and the area becomes difficult terrain, and creatures move at half speed within the affected area.
A creature with freedom of movement or the woodland stride ability is unaffected by the speed modifier.
Plant Dominion: At level 16, the forest lord can rebuke or command plants as an evil cleric can rebuke or command undead. His effective level for this ability is as if he were three levels higher than the actual caster level. This means that he can also command 3 additional HD of plant creatures, and he may use it a number of times per day equal to 3 + his Charisma modifier. Rebuking or turning plants is considered a neutral action for alignment reasons, the plants are not forced to bid his will, they simply obey him.
At level 20, once every 10 turns, as full-round action the forest lord can bury his hands on the ground to quickly spread short roots and grow up to 5 Quickgrown Treants from them in any place he chooses around him within 30'. He may also do this while using Rooting, turning it into a swift action enabling him to do so in 60' range. This can't be done in Plant Shape.
The Quickgrown Treants are medium sized treants of between 6 and 7 foot tall, they are made of wood but their bark has no irregularities like branches or nodes. They are more like wooden automatons than treants and are not intelligent beings, as such they are immune to any kind of mind effect spells and are completely controlled by the Forest Lord. They can be undone at will as free action in any moment of the fight. Quickgrown Treants last 5 turns.
Quickgrown Treant
Size/Type
Medium Plant
Hit Dice
7d8+35 (66hp)
Initiative
+0 (their turn goes always after the Forest Lord)
Speed
30ft.(6 squares)
Armor Class
22 (-1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple
+5/+12
Attack
Slam +12 melee (2d6+9)
Full Attack
2 Slams +12 melee (2d6+9)
Space/Reach
5 ft./10 ft.
Special Attacks
-
Special Qualities
Damage reduction 10/slashing, low-light vision, plant traits
Saves
Fort +10, Ref +1, Will +7
Abilities
Str 29, Dex 8, Con 21, Int -, Wis -, Cha -
Skills
-
Feats
-
Oakheart: Due to his deep link with nature, the body of the forest lord is imbued with the energies of the forest, enhancing it while slowly transforming him. Oakheart is separated into Phases, each Phase describes an specific change on the Forest Lord. Every time the Forest Lord gets a Phase of Oakheart, he gains +1 bonus to natural armor.
Level
Oakheart Phase
1
Initiate Phase
4
Attunement
8
Forest Heart
12
Forest Mind
16
Forest Body
20
Forest Soul
The Initiate Phase only represents the stage where the Forest Lord learns the ways of the forest.
At level 4 beings the Attunement Phase, his body turns a little more resistant making him healthier, his skin developes a thin and flexible light brown bark simmilar to that of tree saplings. Gains +4 bonus on saving throws against venoms and diseases.*
Upon entering the Attunement Phase the forest lord will start growing antlers, beginning with small and soft ones like those of a calf, slowly growing in size and developing more points reaching their maturity at level 20. If they are cut or destroyed they'll slowly regenerate to the size they should be by then.
At level 8 begins the first of a series of Phases that will bring the Forest Lord closer to nature. Starting the Forest Heart Phase, his hair turns towards shades of green and small leaves grow on it. The barklike skin becomes more solid and irregular. The forest lord gets +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
At level 12 the Forest Lord moves on to the Forest Mind Phase, in which he understand the meanings of belonging to the forest, the importance of being part of it. His body grows small twigs and leaves in several places, his barkskin becomes more rigid and resistant to the enviroment letting his body handle a wider range of temperatures. The forest lord's body is considered to be under the effect of endure elements.
Any wings the creature may have become leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with the seasons. It is light green in early spring, darkening during the summer. In autumn, it turns yellow, orange, or red like a deciduous leaf. In the winter, it is a dry brown.
At level 16 starts the Forest Body Phase. It's when the Forest Lord accepts that he himself is part of nature and welcomes one of the greatest changes. His body grows small fruits and starts to photosynthesize. Depending on the season, each morning you produce 5d4 Cranberries in winter, Raspberries in spring, Blackberries in summer, Cherries in autumn. These function as if they had had the goodberry spell cast on them.
The Forest Lord no longer needs food, since he can draw sustenance drom the sunlight. He may spend time without sun equal to twice the time it takes for a character to feel hunger, if the need hunger arises he can only eat fruits or vegetables to fulfill this need. He still thirsts, and needs a certain amount of water to survive, drinking once will keep his body hydrated for 5 days; he may also absorb water through his skin by staying under the rain for 10 minutes or stepping on the shore of a sweet water body.
At 20th level the Forest Lord enters the last phase of Oakheart, the Forest Soul Phase, the forest lord's body goes through the final transformation becoming a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. He is not subject to critical hits or sneak attacks. However, the forest lord becomes vulnerable to fire, and suffers double damage from fire attacks if he fails a Reflex saving throw, or half damage if he succeeds.
His general shape changes slightly, his feet turn into hooves, his arms grow a little bit longer, his bones and muscle turn into wood, his skin grows more small branches, leaves and small vines grow around his body, it wouldn't be strange if someone mistook the Forest Lord for a dryad or a treant and they wouldn't be completly wrong either since now he is closer to them than to the race he belongs to. The forest lord gains +8 to Hiding Checks when disguicing as a plant or tree, +12 if it is in a forest; and +5 bonus to Diplomacy and Intimidate Checks when treating with sentient forest creatures (treants and dryads mainly).
All his organs, except his brain and heart, melt with the wooden flesh not entirely depending on them anymore, his blood turns into sap and his body now produces a sticky resin when wounded, this resin has regenerative properties and may also be used by others. The forest lord gains fast healing 3 after taking damage, this also takes effect on anyone that applies this resine on their wounds but may only be used once per person, per turn and will wear it off from the forest lord. This effect will also happen while in Plant Shape.
The forest lord's new form lets him gain incredible longevity. He no longer suffers ability score penalties for aging and cannot be magically aged. From this point forward he takes no penalty to his physical ability scores from advanced age, bonuses still accrue. If you are already taking such penalties, they are removed at this time. When the character reaches venerable age, his maximum age is determined in the normal manner but the final result is then multiplied by four.
Spells: The Forest Lord unlike other classes can cast spells but he doesnt learn nor cast them the way an average caster does. Instead he learns a new set of spells with each phase, he knows them and doesn't need to prepare them. The spells a Forest Lord casts do not need elements (material, somatic or voice) nor cast time but still need XP requirement if any.
The amount of spells per day a Forest Lord can use is quite limited though, but can be increased with high Wisdom score. At level 20, he gains one more spell slot for each spell level.
Detect Magic
Detect Poison
Know Direction
Purify Food and Drink
Read Magic
Naturewatch (SC)
Animate Wood (SC)
Beget Bogun (SC)
Calm Animals
Camouflage (SC)
Cure Minor Wounds
Delay Disease (SC)
Detect Animals or Plants
Detect Snares and Pits
Endure Elements
Entangle
Goodberry
Pass without Trace
Shillelagh
Vigor, Lesser (SC)
Wood Wose (SC)
Barkskin
Brambles (SC)
Briar Web (SC)
Camouflage, Mass (SC)
Delay Poison
Easy Trail (SC)
Healing Sting (SC)
One with the Land (SC)
Restoration, Lesser
Splinterbolt (SC)
Tree Shape
Warp Wood
Wood Shape
Blindsight (SC)
Entangling Staff (SC)
Forestfold (SC)
Forest Eyes (CC)
Forest Voice (CC)
Neutralize Poison
Plant Growth
Poison
Remove Disease
Snare
Speak with Plants
Spike Growth
Spikes (SC)
Thornskin (SC)
Vigor (SC)
Vigor, Mass Lesser (SC)
Vine Mine (SC)
Weather Eye
Blindsight, Greater (SC)
Command Plants
Cure Serious Wounds
Healing Spirit (PBH2)
Land Womb (SC)
Lay of the Land (SC)
Poison Vines (SC)
Renewed Vigor (PBH2)
Awaken
Commune with Nature
Dance of the Unicorn (SC)
Jungle's Rapture (SC)
Memory Rot (SC)
Panacea (SC)
Plant Body (SC)
Poison Thorns (SC)
Rejuvenation cocoon (SC)
Seed of Life (CC)
Tree Stride
Wall of Thorns
Enveloping Cocoon (SC)
Find the Path
Fire Seeds
Hide the Path (SC)
Ironwood
Repel Wood
Spellstaff
Transport Via Plants
Vigorous circle (SC)
Wooden Blight (CC)
Animate Plants
Aura of Vitality (SC)
Changestaff
Cure Moderate Wounds, Mass
Heal
Shifting Paths (SC)
Awaken, Mass (SC)
Cocoon (SC)
Control Plants
Cure Serious Wounds, Mass
Forest Child (CC)
Unyielding Roots (SC)
Nature's Avatar
Regenerate
Shadow Landscape
Shambler
Sympathy
Forest Soul: +1 spell slot for all the other phases.
Class Features Progression
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
Init. P.
Att. P.
F. Heart
F. Mind
F. Body
F. Soul
1st
+0
+2
+0
+2
Initiate Phase, Forestwalk, Green Empathy, Plant Companion
6
6
2nd
+1
+3
+0
+3
Forestwalk
6
6
3rd
+2
+3
+1
+3
6
6
-
4th
+3
+4
+1
+4
Attunement Phase, Forestwalk, Plant Shape (1/day), Rooting
6
6
5
5th
+3
+4
+1
+4
Green Empathy, Plant Shape (2/day), Summon Forestbound Creature I
6
6
5
-
6th
+4
+5
+2
+5
Plant shape (3/day)
6
6
5
-
7th
+5
+5
+2
+5
Plant Shape (4/day)
6
6
5
-
-
8th
+6/+1
+6
+2
+6
Forest Heart, Forestwalk, Rooting, Plant Shape (Large/Tiny), Summon Forestbound Creature II
6
6
5
5
-
9th
+6/+1
+6
+3
+6
Plant Shape (5/day)
6
6
5
5
-
-
10th
+7/+2
+7
+3
+7
Green Empathy, Plant Shape (swift), Summon Forestbound Creature III
6
6
5
5
-
-
11th
+8/+3
+7
+3
+7
6
6
5
5
-
-
12th
+9/+4
+8
+4
+8
Forest Mind, Rooting, Plant Shape (Huge/Diminutive), Summon Forestbound Creature IV
6
6
5
5
4
-
13th
+9/+4
+8
+4
+8
6
6
5
5
4
-
14th
+10/+5
+9
+4
+9
Plant Shape (free), Summon Forestbound Creature V
6
6
5
5
4
-
15th
+11/+6/+1
+9
+5
+9
Green Empathy
6
6
5
5
4
-
16th
+12/+7/+2
+10
+5
+10
Forest Body, Forestwalk, Rooting, Plant Dominus, Plant Shape, Summon Forestbound Creature VI
6
6
5
5
4
3
17th
+12/+7/+2
+10
+5
+10
6
6
5
5
4
3
18th
+13/+8/+3
+11
+6
+11
Summon Forestbound Creature VII
6
6
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
6
6
5
5
4
3
20th
+15/+10/+5
+12
+6
+12
Forest Soul, Green Empathy, Rooting, Plant Dominus
7
7
6
6
5
4
Plant Companions:
Floating Fungus
Size/Type
Small Plant
Hit Dice
4d8+12 (25 HP)
Initiative
+0
Speed
10ft.(2 squares), fly 40ft. (8 squares)
Armor Class
15 (+3 Dex, +2 natural), touch 10, flat-footed 13
Base Attack/Grapple
+2/+8
Attack
spit +2 ranged (1d4+3)
Full Attack
spit +2 ranged (1d4+3)
Space/Reach
5 ft./30 ft.
Special Attacks
spit attack, poison 1d2 Str
Special Qualities
low-light vision, plant traits, detect venom
Saves
Fort +12, Ref +3, Will +3
Abilities
Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 10
Skills
Hide +8, Spot +4, Listen +4, Move Silently +10
Feats
poison immunity, spit venom
*Note: The Floating Fungus is partially like a small balloon, it uses gas to float and as propulsion method, letting it take a Tiny Size by expulsin that gas. Doing this, forces the Floating Fungus to walk on its thin 4 legs and makes it unable to fly until it fills again with gas; it may still attack while doing this.
4th-Level Advancement
Attack
spit +3 ranged (1d6+4)
Feat
Ability Focus (poison)
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d2 Str + 1d2 Dex + 1 HP
7th-Level Advancement
AC
+1 natural armor
Attack
spit +4 ranged (1d6+4)
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d3 Str + 1d3 Dex + 3 HP
10th-Level Advancement
Attack
spit +5 ranged (1d8+4)
Full Attack
2 spit +5 ranged (1d8+4)
Feat
Deadly Spittle
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d3 Str + 1d3 Dex + 6 HP
13rd-Level Advancement
AC
+1 natural armor
Attack
spit +6 ranged (1d8+4)
Full Attack
2 spit +6 ranged (1d8+4)
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d4 Str + 1d4 Dex + 9 HP
15th-Level Advancement
Attack
spit +7 ranged (1d10+4)
Full Attack
3 spit +7 ranged (1d10+4)
Feat
Improved Spit
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d4 Str + 1d4 Dex + 12 HP
18th-Level Advancement
AC
+1 natural armor
Attack
spit +8 ranged (1d10+4)
Full Attack
3 spit +8 ranged (1d10+4)
Space/Reach
5 ft./60 ft.
Ability Scores
Str -1, Dex +1, Con +1
Special Attacks
venom 1d5 Str + 1d5 Dex + 15 HP
Crawling Vine
Size/Type
Medium Plant
Hit Dice
4d8+12 (30 hp)
Initiative
+1
Speed
20 ft. (4 squares), climb 20ft.
Armor Class
16 (+3 Dex, +3 natural), touch 10, flat-footed 13
Base Attack/Grapple
+3/+17
Attack
Slam +6 melee (1d6+7)
Full Attack
Slam +6 melee (1d6+7)
Space/Reach
5 ft./5 ft. (10 ft. with vine)
Special Attacks
entangle, improved grab
Special Qualities
Blindsight 30 ft., camouflage, low-light vision, plant traits
Saves
Fort +8, Ref +4, Will +4
Abilities
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills
Hide +12, Move Silently +8, Spot +4, Listen +2
Feats
Multigrab
*Note: Due to it's body being composed by several flexible vines, the crawling vine may change its height, width and length at will, enabling it to occupy squares in different patterns instead of, for example, 2x2 but keeping a minimum of 2 squares occupied in large size; and 4 in huge size. The minimum height is 5 feet and the maximum is 20 ft.
4th-Level Advancement
Size
Large
AC
+1 natural armor
Space/Reach
10 ft./10 ft. (15 ft. with vine)
Attack
Slam +7 melee (1d8+7)
Ability Scores
Str +1
Special Attacks
constrict 1d6+4
7th-Level Advancement
AC
+1 natural armor
Attack
Slam +8 melee (1d10+7)
Full Attack
2 Slam +8 melee (1d10+7)
Feat
Ability Focus (Improved Grab)
Ability Scores
Str +1
Special Attacks
constrict 1d8+4
10th-Level Advancement
AC
+1 natural armor
Attack
Slam +9 melee (1d10+7)
Full Attack
3 Slam +9 melee (1d10+7)
Ability Scores
Str +1
Special Attacks
constrict 2d6+4
13rd-Level Advancement
AC
+1 natural armor
Attack
Slam +10 melee (1d10+7)
Full Attack
4 Slam +8 melee (1d10+7)
Feat
Greater Multigrab
Ability Scores
Str +1
Special Attacks
constrict 3d6+4
15th-Level Advancement
AC
+1 natural armor
Attack
Slam +11 melee (1d10+7)
Full Attack
5 Slam +11 melee (1d10+7)
Ability Scores
Str +1
Special Attacks
constrict 4d6+4
18th-Level Advancement
Size
Huge
AC
+1 natural armor
Attack
Slam +12 melee (1d10+7)
Full Attack
6 Slam +12 melee (1d10+7)
Feat
Rending Multigrab Multigrab
Space/Reach
15 ft./20 ft. (25 ft. with vine)
Ability Scores
Str +1
Special Attacks
constrict 5d6+4
Nomad Treant
Size/Type
Medium Plant
Hit Dice
4d8+16 (35 hp)
Initiative
+0
Speed
30 ft. ( squares) climb 20 ft.
Armor Class
16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple
+3/+11
Attack
Slam +5 melee (1d8+6)
Full Attack
2 Slam +5 melee (1d8+6)
Space/Reach
5 ft./5 ft.
Special Attacks
double damage against objects
Special Qualities
Blindsight 30 ft., low-light vision, damage reduction 3/slashing, plant traits
Saves
Fort +8, Ref +1, Will +5
Abilities
Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7
Skills
Hide +10, Spot +4, Listen +2, Survival +8
Feats
power attack, sunder
*Note: Unlike most treants the Nomad Treant is a semi-sentient creature, its intellect is not too high but it understands and speaks sylvan. Since its capable of direct communication the Nomad Treant doesn't need to learn any trick, instead he will follow what the Forest Lord says as long as both of them speak Sylvan and the orders are not too complex.
4th-Level Advancement
Size
Large
AC
+1 natural armor
Space/Reach
10 ft./10 ft.
Attack
Slam +6 melee (2d6+6)
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
7th-Level Advancement
AC
+1 natural armor
Attack
Slam +7 melee (2d8+6)
Feat
Improved Sunder
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
10th-Level Advancement
AC
+1 natural armor
Attack
Slam +8 melee (3d6+6)
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
13rd-Level Advancement
AC
+1 natural armor
Attack
Slam +9 melee (3d8+6)
Feat
Improved Bull Rush
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
15th-Level Advancement
AC
+1 natural armor
Attack
Slam +10 melee (3d10+6)
Ability Scores
Str +1, Dex 1, Con +2
Special Qualities
damage reduction 2/slashing
18th-Level Advancement
Size
Huge
AC
+1 natural armor
Attack
Slam +11 melee (4d10+6)
Feat
Awesome Blow
Space/Reach
15 ft./15 ft.
Ability Scores
Str +1, Dex 1, Con +2
Special Attack
trample 5d10+10
Special Qualities
damage reduction 2/slashing
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Credits:
~Corvus~ for the restriction idea.
qazzquimby for more than many ideas and corrections.
Jeff the Green for allowing me to take his stages model.