TreantHD: D8
Skills: 2 + Int mod (x4 at first level)
Class Skills: Balance, Craft, Diplomacy, Disguise, Handle Animal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Sense Motive, Spot, Survival and Wild Empathy.
Weapon and Armour Proficiencies: You are proficient only with your natural weapons.
Level Base Attack Bonus Fort Ref Will Class Features
1 +0 +2 +0 +0 Treant Body, Like a tree, Str +2
2 +1 +3 +0 +0 Animate Trees, Str +1, Con +1
3 +2 +3 +1 +1 Growth, Tree Kind, Str +1
4 +3 +4 +1 +1 Reinforced Bark, Roused Rage, Str +1, Con +1
5 +3 +4 +1 +1 Trample, Entangle, Str +1
6 +4 +5 +2 +2 Growth, Great Tree, Str +1, Con +1
7 +5 +5 +2 +2 Woodland Guardian, Str +1
8 +6 +6 +2 +2 Master of the Wild, Str +1, Con +1
Class Features: Treant Body:You lose all other racial bonuses, and gains Plant traits. You gain two slam attacks that deal 1d6 damage + Str mod each. You suffer no penalty for attacking with both your natural weapons in the same round, and can attack with both as a standard action. Additionally, your natural attacks deal double damage against objects. You also gain the Improved Sunder feat as a bonus feat.
You gain 30 base speed and medium size.
You takes +50% damage from any fire-based attack and gain a bonus to natural armor equal to 1 + Con mod. Whenever you increase in size, your natural armor bonus increases by 1.
Like a tree:When standing perfectly still and holding togheter his legs, a treat is nearly undistinguishable from a tree, being able to use the Hide Skill to look like one, being able to use Con instead of Dex for such hide checks. It also doesn't take size penalty on those hide checks as long as there's nearby trees of the same size or larger.
Ability Bonuses:You gain a +2 bonus to Strength at first level, plus +1 at each other level, and a +1 bonus to Constitution at each even-numbered level.
Animate Trees:At 2nd level you gain the ability to animate nearby trees. You may use this ability once per day per HD. This ability takes a standard action to activate.
When this ability is activated, you must pick a number of trees equal to your HD/4 (minimum 1) within 100ft + 10ft/level. These trees become Treants (as per this monster class, each animated tree has number of levels equal to your Treant level-2, minimum 1.) for a number of hours equal to your HD.
Treants created this way take one round to uproot. They may not use their Animate Trees ability. They are created with the elite array (15, 14, 13, 12, 10, 8).
You can control a maximum number of Treants equal to your HD/4 (minimum 1).
Growth:At 3rd and 6th level, you increase by one size category and gain all the benefits and penalties associated with that. You do not gain any stat improvements. If all treant levels were taken, it grows another size category at 11 HD.
Tree Kind:Each Treant is based in a particular species. At 3rd level pick one of the gollowing options, and you gain the respective bonus.
AlpineFir: You are used to weathering tough winters. You gain Cold resistance equal to your HD
Cypress: You produce seed pods that can be used as ammunition. You may use Fire Seed as a SLA a number of times per day equal to your Con modifier. You are only able to use the "acorn grenade" version of the spell.
Hemlock: Your bark becomes poisonous. Any creature making a bite attack or attempting to swallow you whole must succeed on a Fortitude save (DC 10 + 1/2 HD + Con modifier) or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the creature must make a second save at the same DC or be nauseated for 1 minute
Pine: You secrete a powerfully sticky resin. Any weapon that deals damage to you becomes stuck to your skin, unless the wielder succeeds on a DC (10+1/2HD+Str Mod) Reflex save. The weapon may be retrieved with a successful disarm check
Quaking Aspen: You tremble violently and are hard to hold down. You gain a +4 bonus to grapple checks.
Aquatic/ShorelineKelp: The closest thing to a tree you'll find at sea. You gain the Amphibious special quality and a swim speed equal to your base speed
Mangrove: Your can grow in saltier and more acidic conditions than most. You gain Acid resistance equal to your HD
DesertAloe: You can cast each spell of the Healing domain 2/day with a CL equal to your HD, as long as that spell doesn't have a level bigger than your HD/2.
Cactus: You grow needles from your body which can be used as a secondary natural weapon dealing 1d6 damage for a large creature. Your other natural attacks (if any) deal piercing damage in addition to their normal damage type. Once per round, you may make a spike attack against a creature grappling you as a free action
Rainforest
Bamboo: Your are supple and bendable. You gain a +2 bonus on Reflex saves
Fan Palm: You gain a proficiency with any weapon with Fan in its name or descriptor. As a swift action at will, you can grow a large, fan-shaped collection of leaves that is mechanically identical to a War Fan. You can have up to two at once, but it decays and becomes useless immediately after leaving your possession. If you enchant one of these palm fans, all future fans you create retain its properties.
Fruit Tree: Includes all fruits not explicitly mentioned elsewhere, 1/hour per 2 HD you can grow fruit to feed your companions mimicking the Goodberry spell.
Kapok: You sprout feathery seed pods and can gain the benefits of a Feather Fall spell a number of times per day equal to your Con modifier with CL=HD.
Mangrove: You can grow in saltier and more acidic conditions than most. You gain Acid resistance equal to your HD
Rubber Tree: Your sap becomes rubberized, helping ground you. You gain Electricity resistance equal to your HD
Sub-Tropic ForestAcacia: Your tree has long mastered the use of chemical signals to communicate with insects. You get a +4 bonus to Handle Animal checks when dealing with vermin and can use the Wild Empathy class skill on vermin.
Banyan: Your are sturdy. You gain a +4 bonus to Balance checks.
Bamboo: Your are supple and bendable. You gain a +2 bonus on Reflex saves
Baobob: You are extremely thick and durable. You gain a +2 bonus to Fortitude saves
Fruit Tree: Includes all fruits not explicitly mentioned elsewhere, 1/hour per 2 HD you can grow fruit to feed your companions mimicking the Goodberry spell.
Monkey Puzzle: Your tree has long confounded primates. You gain a +1 bonus to the DC of your abilities you use that targets a non-plant.
Temperate Forest
Birch: Your skin peels off like paper. Magical paper. You can use your own skin-bark when crafting scrolls, reducing the cost by 10%. If you multiclasses as a divine spellcasting class you can count your Treant levels as levels of that class for purposes of CL and for the purposes of learning new spells and getting new spell slots. However, it does not retroactively gain spell slots or new spells for caster levels he did not take, nor does it add its Treant level to its character level for the purpose of other class features, such as animal companion.
Chestnut: You can drop spiny seeds that are mechanically identical to caltrops. You can drop enough to cover a square you move through a number of times per hour equal to your Con modifier. This is a swift action.
Fruit Tree: Includes all fruits not explicitly mentioned elsewhere, 1/hour per 2 HD you can grow fruit to feed your companions mimicking the Goodberry spell.
Ginkgo: The chemicals of your bark help keep your mind sharp. You gain a +2 bonus on Will saves
Hemlock: Your bark becomes poisonous. Any creature making a bite attack or attempting to swallow you whole must succeed on a Fortitude save (DC 10 + 1/2 HD + Con modifier) or take 1 point of Strength damage and 1 point of Dexterity damage. One minute later, the creature must make a second save at the same DC or be nauseated for 1 minute and take 1d6 Strength damage and 1d6 Dexterity damage.
Maple: Your sap becomes as sweet as maple syrup. Any creature making a bite attack or attempting to swallow you whole must make a Fortitude save (DC 10 + 1/2 HD + Con modifier) or become nauseated for 1d4 rounds.
Oak: Oaks are renowed as the strongest trees. You gain +2 Str.
Quaking Aspen: You tremble violently and are hard to hold down. You gain a +4 bonus to Grapple checks.
Sequoia: Your are massive. You gain an extra 1 hp per HD
Urban/AgriculturalBonsai: You don't take size penalties for hiding and can squeeze trough tight spaces as if you were medium sized.
Coffee Tree: Every morning you produce caffeine-rich beans that if properly prepared in the form of a drink over 1 hour, remove the need to sleep and grant immune to magical Sleep effects to those that drink it. You produce enough to affect a number of creatures per day equal to your Con mod, but if the fruits aren't prepared right away, they become mundane after 8 hours. The best coffe must be made of the freshest beans!
Fruit Tree: Includes all fruits not explicitly mentioned elsewhere, 1/hour per 2 HD you can grow fruit to feed your companions mimicking the Goodberry spell
Special: Not every location has the same trees and a GM can choose to remove or add any tree from the list depending on the location.
Reinforced Bark:At 4th level, you gain DR/Slashing equal to half your HD.
Roused Rage: At 4th level 1/day per 4 HD the Treant can enter a roused rage as a swift action, during which it gains +4 Str, +4 Con and +3 to Will saves and it lasts for 3+Improved Con mod rounds. This doesn't stack with a barbarian's rage, and unlike it the treant can take any kind of actions and doesn't take a penalty to AC, neither is the Treant left fatigued at the end of it. In addition while Roused Rage is active, the Treant may perform a Sunder or Disarm attempt as a free action on any opponent it hits with its slam attack, trample or roots from Entangle. As long as the Treant has one use of this ability left, it can use Roused Rage whitout expending uses whenever it sees anyone harming an inanimate plant with a manufactured device, but must then prioritize attacking the user of the device (or the device itself if no user is in view) over any other tasks while the Roused Rage lasts.
Trample: At fifth level, as a full-round action, the Treant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Treant merely has to move over the opponents in its path; any creature whose space is completely covered by the Treant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.
A trample attack deals bludgeoning damage (the Treant’s slam damage + 1½ times its Str modifier).
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against the Treant’s trample attack is 10 + ½ creature’s HD + Treant’s Str modifier. The Treant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Entangle:At 5th level, once per day per HD the Treant can root itself in the ground and bring to bear its most lethal weapons; its roots. The Treant may, as a full-round action, unleash a number of roots equal to ¼ its HD. Each root may target a different opponent and more than one root can target a single opponent.
Each root is counted as a ranged touch attack with an increment of 30ft/HD. Any opponent successfully hit by a root takes damage as if hit by one of the Treant's slam attacks. Additionally, the Treant may attempt to start a grapple as a free action.
A root that targets an opponent touching the ground gets a bonus on the grapple check equal to ½ its HD but does not gain a size bonus. A root that targets an opponent not touching the ground does not get this bonus but, once grappled, the opponent immediately falls to the ground and takes falling damage appropriate for the height fallen.
Once the Treant is rooted, additional uses of this ability require only a standard action to use. The Treant cannot move (even by magic means) until it unroots itself, requiring a full-round action.
Great Tree:At 6th level pick one of the following.
Forest Lord-The Treant gains a cohort and followers as the leadership feat, except it uses Con instead of Cha, the cohort must be a dryad and the followers must all be feys or plants. This doesn't stack with actual leadership.
Green Terror-Whenever the Treant charges, tramples, slams or uses a root attack, enemies whitin 10 feet per HD must make a Will save with DC 10+1/2 HD+Con mod or become frightened for 1d12 rounds, and are shaken for 1 round even in a sucessful save. Regardless of failing or saving, they then become immune to this ability for 1 minute. Creatures dealt damage by the treant become vulnerable to this again. If the treant has 12 or more HD even enemies immune to fear become vulnerable to this, but such enemies gain a +5 bonus on their saves.
Huorn-The Treant becomes immune to all indirect divinations (legend lore, commune, augury, etc) and is also immune to direct divinations (detect, scrying, arcane sight) while taking no actions but hiding. In addition it can use Silence as a SLA on itself with CL=HD 1/hour, and all its movement speeds double while under the effect of its own silence. A huorn who attacks from hiding doesn't take the -20 penalty on hide checks.
Woodland Guardian:At 7th level, you gain the ability to create trees around you. As a standard action once per day per HD you can cause 1/HD trees to grow at any location within 300ft + 100ft/HD. These trees can be turned into Treants with your Animate Trees ability. You cannot create trees at a location where it would be unsuitable; such as in a square currently containing a creature or immovable object.
Additionally, when you are within 100ft of a tree you gain a bonus to hide checks equal to your HD, you ignore the penalty any penalty to hide checks for big size, and can hide without actually having any cover, as long as the trees around you are at least your size.
Master of the Wild:At 8th level, you gain a permanent aura out to 60ft + 10ft/HD. Any creatures with the Plant type that are affected by this aura gain a competence bonus on all attack and damage rolls equal to your Con mod. Additionally, they gain a morale bonus to saves equal to 1/2 your Con mod, that affects them even tough they're plants. You do not benefit from this aura, but your DR/slashing doubles to be equal to your HD.
You also gain an extra bonus based on your Great Tree type.
Forest Lord-While you use Rousing Rage your aura also benefits your cohort and followers.
Green Terror-While you use Rousing Rage you benefit from your own Master of the Wild aura.
Huorn-While you use Rousing Rage you can 1/round as a free action teleport to any point within 60 feet. You can use this ability even if rooted, but then you become unrooted.
Contributed by Niezk from GITP