Author Topic: Treant  (Read 13454 times)

Offline oslecamo

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Treant
« on: January 05, 2012, 11:45:57 PM »
Treant


HD: 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.

Alpine
(click to show/hide)

Aquatic/Shoreline
(click to show/hide)

Desert
(click to show/hide)

Rainforest
(click to show/hide)

Sub-Tropic Forest
(click to show/hide)

Temperate Forest
(click to show/hide)

Urban/Agricultural
(click to show/hide)
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.

(click to show/hide)

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
« Last Edit: January 22, 2016, 02:13:08 AM by oslecamo »

Offline Concerned Ninja Citizen

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Re: Treant
« Reply #1 on: December 15, 2012, 11:11:34 PM »
The table lists "trample" at lv5 but the text has no such ability.

Offline oslecamo

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Re: Treant
« Reply #2 on: December 16, 2012, 08:30:49 AM »
Good catch, fixed.

Offline Rakoa

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Re: Treant
« Reply #3 on: December 16, 2012, 01:05:41 PM »
It might just be me, but doesn't this class seem a little bit empty? 3rd level is just growth, 4th is just DR, 6th is just more growth. A level 6 Treant will have very little going for it. It is big, it can run over things and it can punch things. A couple times per day, it can animate some trees and root itself. Entangle and Animate are not too bad, but those empty three levels I think really put it behind most other classes at that point.

Compare this to the Wild Hunt, who gains DR earlier, it scales up, and gets SR at the same level. It gets permanent hounds as compared to the Treant being able to Animate Trees a limited number of times per day, requiring trees to be present, and them taking time to get out. I don't think those three levels really do keep the Treant on the level of other monster classes, it would be mighty boring to play.
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Offline oslecamo

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Re: Treant
« Reply #4 on: December 16, 2012, 05:39:16 PM »
Pimped out the Treant all around, three new abilities at 3rd, 4th and 6th and improved capstone.

Offline Concerned Ninja Citizen

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Re: Treant
« Reply #5 on: December 16, 2012, 08:42:22 PM »
Quote
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.

That sentence wants to have "rounds" at the end of it.

Does "harming a plant with a manufactured tool" include the Treant, its animated trees, or its followers?

I like the abilities. Using the tree types from the Dryad class and having a feature that gets you a Dryad cohort is a nice touch.

Offline oslecamo

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Re: Treant
« Reply #6 on: December 17, 2012, 05:43:48 AM »
Fixed and clarified that you only get the free uses if you see someone harming an inanimate plant.

Offline Raineh Daze

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Re: Treant
« Reply #7 on: February 22, 2013, 05:51:03 PM »
Quote
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.

What are Plant traits?

Offline Threadnaught

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Re: Treant
« Reply #8 on: February 22, 2013, 06:03:51 PM »
Quote
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.

What are Plant traits?

Traits
A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).

Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Proficient with its natural weapons only.
Proficient with no armor.
Plants breathe and eat, but do not sleep.

This is not of course referring to regular grass or trees. Just stuff that look like them. :smirk

Offline Concerned Ninja Citizen

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Re: Treant
« Reply #9 on: February 24, 2013, 10:58:58 PM »
What are Plant traits?

When a monster class says "gains [type] traits" it is refering to the traits listed in the "Types and Subtypes" section of the SRD.

This is not of course referring to regular grass or trees. Just stuff that look like them. :smirk

I think all of those things would also apply to inanimate plants. I mean, if you try to use detect thoughts on a bush... it's immune. Only, being inanimate, they can't take any actions so you rarely end up in a fight with them or anything.
« Last Edit: February 24, 2013, 11:02:28 PM by Concerned Ninja Citizen »

Offline oslecamo

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Re: Treant
« Reply #10 on: February 25, 2013, 07:57:39 AM »
Ironically enough "mundane" plants don't actually have the plant type in D&D.
Quote
Plant type
This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.


Offline Threadnaught

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Re: Treant
« Reply #11 on: February 25, 2013, 12:51:11 PM »
This is not of course referring to regular grass or trees. Just stuff that look like them. :smirk

I think all of those things would also apply to inanimate plants. I mean, if you try to use detect thoughts on a bush... it's immune. Only, being inanimate, they can't take any actions so you rarely end up in a fight with them or anything.

Still nope. They have no Wisdom score and no Charisma score. They're not creatures, they're objects. Anything lacking Wis and Cha is an object.
As oslecamo has pretty much ninja quoted me.

Offline Concerned Ninja Citizen

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Re: Treant
« Reply #12 on: February 25, 2013, 10:53:29 PM »
They still have those traits, though. Just not because they have the plant type but because they're objects.

Offline FireInTheSky

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Re: Treant
« Reply #13 on: April 23, 2013, 03:02:23 PM »
Like A Tree has no actual mechanical effect. Also, it says you have no roots, but later on, the Entangle ability says "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." (Maybe you don't grow roots until 5th level? In any case, the point about Like A Tree still stands.  :drums

Offline oslecamo

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Re: Treant
« Reply #14 on: April 24, 2013, 11:04:10 AM »
Reworked Like a Tree so it makes more sense now.

Offline TC X0 Lt 0X

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Re: Treant
« Reply #15 on: January 12, 2016, 12:32:04 PM »
If a Huorn Treant is rooted in the ground for its Entangle ability and uses its Master of the Wild ability to teleport somewhere in its aura, does it need to reroot itself?
I would guess yes, because Im guessing it follows the usual rules for extradimensional travel and teleporting into solid objects, which I guess you would be doing to be routed in the ground.

Also with Entangle it doesnt appear to have Improved Grab with it, so I assume you need to maintain the grapple as normal and take all the penalties associated with it yes? Do you pull a grappled creature into your square or do they stay grappled at a range?
« Last Edit: January 13, 2016, 06:04:55 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Treant
« Reply #16 on: January 18, 2016, 08:56:32 PM »
So I was running some Huorn Treants NPCs against my PCs this weekend at I noticed just how strong their teleport ability is. It lets them be ridiculously mobile against enemies and sense they also keep their move actions Treants can effectively teleport out of reach every other round to avoid any attacks going there way. Attacking with both attacks is a standard action too, so they dont need to worry about saving there move actions most of the time.
I think it should maybe have a clause saying it could only be used when they are successfully hiding or have it have a dimensional door effect preventing action after using it. And/Or maybe limit the range to land speed. As is they are almost better then blink dogs are at doing the same thing.

Also I noticed that entangle is a ranged touch attack. Im guessing it is a touch attack to make up for their low Dex and that it is generally attacking from beneath targets, but it feels a little weird to me. I feel like it would be better just let them use their str instead of dex. The roots are still limbs attached to them after all, just very long ones.
As a side note, I was letting my players attack the roots from entangle to hack them off as a sunder attack, which I might be an interesting way to deal with them besides just grappling them off.
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Offline oslecamo

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Re: Treant
« Reply #17 on: January 22, 2016, 02:13:25 AM »
If a Huorn Treant is rooted in the ground for its Entangle ability and uses its Master of the Wild ability to teleport somewhere in its aura, does it need to reroot itself?
I would guess yes, because Im guessing it follows the usual rules for extradimensional travel and teleporting into solid objects, which I guess you would be doing to be routed in the ground.
Actually the idea is that if you're rooted, you can't move, point, even by magic means. Clarified that, but added a clause to huorn that you become unrooted.



Also with Entangle it doesnt appear to have Improved Grab with it, so I assume you need to maintain the grapple as normal and take all the penalties associated with it yes? Do you pull a grappled creature into your square or do they stay grappled at a range?
Normal grapple, thus pulled.

So I was running some Huorn Treants NPCs against my PCs this weekend at I noticed just how strong their teleport ability is. It lets them be ridiculously mobile against enemies and sense they also keep their move actions Treants can effectively teleport out of reach every other round to avoid any attacks going there way. Attacking with both attacks is a standard action too, so they dont need to worry about saving there move actions most of the time.
I think it should maybe have a clause saying it could only be used when they are successfully hiding or have it have a dimensional door effect preventing action after using it. And/Or maybe limit the range to land speed. As is they are almost better then blink dogs are at doing the same thing.
Limited to 60 feet range, so they can't escape beyond regular charge range (but dwarves will still be  righteously be terrified of treants). Do notice that blink dogs got their ability much earlier though.

Also I noticed that entangle is a ranged touch attack. Im guessing it is a touch attack to make up for their low Dex and that it is generally attacking from beneath targets, but it feels a little weird to me. I feel like it would be better just let them use their str instead of dex. The roots are still limbs attached to them after all, just very long ones.

A fair point, however I wanted the Treant to be able to target other defenses besides regular AC (plus in my head you're more sneakingly wrapping around your target and then crushing rather than a regular slam).

As a side note, I was letting my players attack the roots from entangle to hack them off as a sunder attack, which I might be an interesting way to deal with them besides just grappling them off.

That's generous from you as a DM, but do notice that most other similar effects, like the regular Entangle spell and Black Tentacles. Or heck, if you throw a giant grappling a PC, do you allow the PC to sunder the giant's arms?