Tree Planter (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

{{DnD Base Class Infobox the tree planter plants special trees in there souls to gain power |img= |imgsize= |imgcaption= |type= |desc=they gain this ability to plant trees in there souls when they find the seeds and gain power from them }}

tree planter[edit]

<img link>
By [img src link]

the tree planer's are people who found a special tree seed the unlocks there soul world allowing them to only plant trees in there however they end up acting more in the interest of the forest but if there will is strong enough they retain there previous belief .

Making a tree planter[edit]

the best stats are different for each player.

Abilities: Cha is probably best fallowed by con.

Races: they can be any race but they will loose any race benefits and become a planter ( human with no bonus feats)

Alignment: chaotic any.

Starting Gold: none unless its from there backstory

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The <-class name->

Hit Die: 1d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Normal tree 2 abilities, soul world
2nd +1 +3 +0 +3 +2 tree ability point
3rd +2 +3 +1 +3 +2 tree ability point, bonus feat
4th +3 +4 +1 +4 +2 tree ability point
5th + 4 +4 +1 +4 Abnormal tree 2 spells related
6th +5 +5 +2 +5 +1 tree ability point, bonus feat
7th +6/1 +5 +2 +5 Normal tree or +5 tree ability point
8th +7/2 +6 +2 +6 +1 tree ability point
9th +8/3 +6 +3 +6 +1 tree ability point, bonus feat
10th +9/4 +7 +3 +7 Normal 2 abilities 2 spells
11th +10/5 +7 +3 +7 Normal tree or +5 tree ability point , bonus feat
12th +11/6/1 +8 +4 +8 +2 tree ability point
13th +12/7/2 +8 +4 +8 +1 tree ability point
14th +13/8/3 +9 +4 +9 +2 tree ability point, bonus feat
15th +14/9/4 +9 +5 +9 Abnormal tree or +10 tree ability point
16th + 15/10/5 +10 +5 +10 +1 tree ability point
17th +15/10/5 +10 +5 +10 +2 tree ability point, bonus feat
18th +15/10/5 +11 +6 +11 +1 tree ability point
19th +15/10/5 +11 +6 +11 +2 tree ability point
20th +15/10/5 +12 +6 +12 Divine tree, bonus feat

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe 3 hours) bark skin (+2 ac for 1+lv rounds) razer leaf ( 1d4 range 120 ft ) thorny vines (aoe 15ft 1d4 concentration, user not affective) root grapple ( +10 to grapple can't move while active) regrowth ( fast heal 3+lv but prone while active) root armor ( half speed +1 ac concentration) bear fruit ( bear 3 fruit healing 1d6 takes an action to grow and an action to eat) solar beam ( 1d4+lv per charge. max of 10 charges and gets refreshed based on photosynthesis divide by 10 to get the amount of time needed for one charge so base of 33 min per charge changes to twice as long at night) animate plants ( gives you a companion for 3 rounds +lv tiny) growth ( enlarge yourself by 1 size class for 2+lv rounds ) leach life ( 1d4 but heal for the amount to the user but have grappling must be living not constructs ) all can be leveled up divine tree ( grants you divine nature magic 1 per day ) ->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: they have basic weapon mastery but dislike metal.

Spells:

Normal tree photosynthesis, Normal tree bark skin , Normal tree razer leaf , Normal tree thorny vines , Normal tree root grapple , Normal tree regrowth , Normal tree root armor , Normal tree bear fruit , Normal tree solar beam , Normal tree animate plants , Normal tree growth , Normal tree leach life


You may use cantrips an infinite amount of time during the day if you have photosynthesis ( druid spell list unless you have a corresponding abnormal tree )


Abnormal tree Abjur - 2 spells per day per lv given to tree Abnormal tree Conj - 2 spells per day per lv given to tree Abnormal tree Div - 2 spells per day per lv given to tree Abnormal tree Ench - 2 spells per day per lv given to tree Abnormal tree Evoc - 2 spells per day per lv given to tree Abnormal tree Illus - 2 spells per day per lv given to tree Abnormal tree Necro - 2 spells per day per lv given to tree Abnormal tree Trans - 2 spells per day per lv given to tree Abnormal tree Univ - 2 spells per day per lv given to tree



Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0— there power depends on the types of trees they plant but they are upgradable must use 1 tree ability point to upgrade, dm may change if they find it unbalanced

1st— photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe for 2 hours and 45 min) bark skin (+3 ac for 1+lv rounds armor type natural) razer leaf ( 1d4+lv range 120 ft ) thorny vines (aoe 20ft 1d4 dmg concentration, user not affective) root grapple ( +12 to grapple can't move while active) regrowth ( fast heal 5+lv but prone while active) root armor ( half speed +2 ac concentration) bear fruit ( bear 3 fruit healing 1d10 takes an action to grow and an action to eat one) solar beam ( longer you charge it more dmg stored up 1+1d4+lv per round) animate plants ( gives you a companion for 4+lv rounds tiny) growth ( enlarge yourself by 1 size class for 3+lv rounds ) leach life ( 1+1d4 but heal for the amount to the user but have grappling must be living not constructs )

2nd— photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe for 2 hours and 30 min) bark skin (+3 ac for 2+lv rounds armor type natural) razer leaf ( 2d4+lv range 120 ft ) thorny vines (aoe 20ft 1d6 dmg concentration, user not affective) root grapple ( +14 to grapple can't move while active) regrowth ( fast heal 7+lv but prone while active) root armor ( quarter speed(3/4) +2 ac concentration) bear fruit ( bear 4 fruit healing 1d10 takes an action to grow and an action to eat one) solar beam ( longer you charge it more dmg stored up 2+1d4+lv per round) animate plants ( gives you a companion for 4+lv rounds small) growth ( enlarge yourself by 1 size class for 4+lv rounds ) leach life ( 2+1d4 but heal for the amount to the user but have grappling must be living not constructs )

3rd— photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe for 2 hours and 15 min) bark skin (+3 ac for 3+lv rounds or a companion can receive it for 1+lv rounds armor type natural) razer leaf ( 2d4+lv range 160 ft ) thorny vines (aoe 25ft 1d6 dmg concentration, user not affective) root grapple ( +16 to grapple can't move while active) regrowth ( fast heal 8+lv but prone while active) root armor ( quarter speed(3/4) +3 ac concentration) bear fruit ( bear 4 fruit healing 1d10 takes an action to grow and an action to eat one) solar beam ( longer you charge it more dmg stored up 2+2d4+lv per round) animate plants ( gives you a companion for 5+lv rounds small) growth ( enlarge yourself by 1 size class for 5+lv rounds ) leach life ( 2+1d6 but heal for the amount to the user but have grappling must be living not constructs )

4th— photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe for 2 hours ) bark skin (+3 ac for 4+lv rounds or a companion can receive it for 2+lv rounds armor type natural) razer leaf ( 2d6+lv range 160 ft ) thorny vines (aoe 25ft 1d6 dmg concentration, user not affective) root grapple ( +16 to grapple can't move while active range increase to 10 ft around caster) regrowth ( fast heal 9+lv but prone while active) root armor ( quarter speed(3/4) +4 ac concentration) bear fruit ( bear 4 fruit healing 1d10 takes an bonus action to grow and an action to eat one) solar beam ( longer you charge it more dmg stored up 2+1d4+1d6+lv per round) animate plants ( gives you a companion for 6+lv rounds small) growth ( enlarge yourself by 1 size class for 5+lv rounds or 2 size classes for 2+lv rounds) leach life ( 3+1d6 but heal for the amount to the user but have grappling must be living not constructs )

5th— photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe for 1 hours 45 min) bark skin (+3 ac for 5+lv rounds or a companion can receive it for 3+lv rounds armor type natural) razer leaf ( 2d6+lv range 200 ft ) thorny vines (aoe 25ft 1d8 dmg concentration, user not affective) root grapple ( +18 to grapple can't move while active range increase to 10 ft around caster) regrowth ( fast heal 10+lv but prone while active) root armor ( +4 ac concentration) bear fruit ( bear 4 fruit healing 2d8 takes an bonus action to grow and an action to eat one) solar beam ( longer you charge it more dmg stored up 2+2d4+1d6+lv per round) animate plants ( gives you a companion for 6+lv rounds medium ) growth ( enlarge yourself by 1 size class for 6+lv rounds or 2 size classes for 3+lv rounds) leach life ( 4+1d6 but heal for the amount to the user but have grappling must be living not constructs )

6th— photosynthesis ( don't need to eat infinite cantrips during day but must sunbathe for 1 hours 30 min) bark skin (+3 ac for 6+lv rounds or a companion can receive it for 4+lv rounds armor type natural) razer leaf ( 3d8+lv range 200 ft ) thorny vines (aoe 25ft 1d12 dmg concentration, user not affective) root grapple ( +20 to grapple can't move while active range increase to 10 ft around caster or a ranged grapple of 10+raned 1 target can't move while active) regrowth ( fast heal 12+lv but prone while active or 7+lv but flat foot) root armor ( +5 ac concentration) bear fruit ( bear 4 fruit healing 2d10 takes an bonus action to grow and an action to eat one) solar beam ( longer you charge it more dmg stored up 2+1d4+2d6+lv per round) animate plants ( gives you a companion for 7+lv rounds medium ) growth ( enlarge yourself by 1 size class for 7+lv rounds or 2 size classes for 4+lv rounds) leach life ( 5+1d6 but heal for the amount to the user but have grappling must be living not constructs )

7th—

8th—

9th—

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: