Author Topic: The Wood Shaper  (Read 2243 times)

Offline hazard

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The Wood Shaper
« on: August 13, 2012, 08:41:55 AM »
Every thing is up now.  Also post something to make me less sad


Some people come out of the woods and bring the forest with them. -  krusk commenting on woodshapers

A raging wood shaper
   
Pre-reqs:  Craft woodcrafting 8 ranks, survival 4 ranks
Special: Must have spent three weeks in the forest with just an axe and knife.

Hit points D10
Base attack- full
Skills  as ranger
Saves as cleric



Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Class
Features
Plantlike, Wood Shaping
Second Skin,  Splinter Bolts, Nature's Club
Entwining Bolt, Plant Growth
Carved Companion, Woodland Speed
The Forest Answers,  Tree swing
Wood Porting,  Wood Wall
Log Roll, Naturally Hidden
Branching Out,  The Forest Knows All
Falling Tree, And Suddenly A Forest
Plant Me Again,  Nature's V.I.P.

Plantlike:  Every level of Woodshaper you become more like a plant.
      
Level
1
2
3
4
5
6
7
8
9
10
Ability
You gain a natural armor bonus equal to your CL and energy resistance 2*CL vs. Fire and Cold
you no longer need to sleep, but you still need to rest for spells (if you have them)
You gain low-light vision and +2 Str
You can hold your breath for a number of hours equal to 1+ ConMod and you gain Light Fortification
Immunity to  poison and paralysis. In addition you gain +2 Con
Immunity to charm effects and you gain Medium Fortification
Immunity to stunning and you gain an additional +2 Str (+4 total)
Immunity to compulsion and you gain Heavy Fortification
Immune to harmful polymorph and you gain an additional +2 Con (+4 total)
Your blood turns to tree sap granting you Regeneration 1 slashing and you can regrow and reattach limbs like a troll



Woodshaping:  You are remarkable at woodcrafting,  in your hands wood bends like clay.  Also it changes it qualities to you will it can become as hard as iron or as soft as cloth, allowing you to make almost anything out of wood.  Other wise this ability acts like a Wood Shape spell like ability.  Any wooden weapons or armor you create and use have an enchancement bonus equal to half your class level rounded up and are always masterwork.   
At 5th level in Wood Shaper you gain the ability to create fine detail and moving parts in your work.  You no longer have a 30% failure on creating items with moving parts.

Second skin:  Armor you created and wear no longer hinder you in any way.  Effectively you wooden armor has no penalties to speed, skills, you can sleep in it and has no max dex bonus.  In addition  this armor is added to your touch AC.

Splinter bolts:  Your weapons are always growing splinters.  This has no effect on the weapon but causes a multitude of effects.  You can use splinter bolt a number of times each encounter equal to your class level, as a swift action each round you can replenish one use of splinter bolt.  For one use you can throw a splinter bolt as a standard action at someone with a ranged attack roll, at medium range,(100ft +10ft per class level) dealing 1d6 per class level to them x3 on a critical.  Every three level after you can throw an additional bolt as part of the standard action.  This ability is an extradinary ability and all other abilities associated with this one are too unless otherwise stated.

Nature's club:  Nature wants you to be part of its club and you want it to be your club as this is good for both parties.  Weapons you create and wield deal damage as a weapons one size larger than they are.  At 6th level your weapons increase again to 2 sizes larger.

Entwining bolt:  Whenever a creature is hit with two splinter bolts it now becomes entangled.  The creature can make a strength or escape artist check at DC 10 + class level + str modifier, as a standard action, to escape the entanglement.  A creature that is entangled in this way must make fortitude save equal to the Wood Shapers character level each time it is hit or become prone.

Plant Growth:  You can make one object or creature of vegatable matter alive or dead double in size as a swift action with a use of your splinter bolt ability, but only once per object and the effects last for 1/minute per class level.  You now count enough as a plant to use this ability on yourself or any other creature of the plant type or made entirely of wood.  Creatures gain a +8 to strength, +4 to constitution, +4 circumstance bonus to natural armor and dr/slashing equal to your class level.  Creatures to hit and ac bonus change according to their new size.

Carved Companion :  You can now make a carving of a creature whose CR is equal to or less than your class level.  The creature is treated as a normal creature of its kind but does not have it's supernatural and spell like abilities.  You can only have one Carved Companion at a time.

Woodland speed:  You gain a 20ft bonus on all your movement speeds base or otherwise and ignore mundane difficult terrain, and uphill slopes.  Magical hinderances still slow you.

The forest answers:  The questions you ask wooden objects always get answered, except when they get annoyed by you asking too many questions.  In effect you gain the ability to cast Commune with nature and Find the path as spell-like abilities twice per day each.  Commune with nature works with all wooden objects within the radius of the spell, in addition to its normal abilities.

Tree swing:  You can spend one use of you splinter bolts to transform one of you weapon to a giant log for the round.  It counts as a reach weapon with all its normal bonuses and deals 1d8 per two class levels +(3*str) with the weapon's normal crit ranges.  As a standard action you can attack all you want creatures within reach, if able you can use all feats that give you additional attacks with this ability, such as cleave, improve trip and the like.

Wood porting: supernatural You can now enter and walk through wood as an earth elemental can walk through the earth.  Also you can teleport, at 100 miles per class level, through the wood to any peice of wood that can conceal your entire body.  This ability takes a standard action and can be used at will.

Wood wall: By spending three use of your splinter bolts you can create a wall of wood within close range of you.  It functions as wall of ice with the following changes.  It has 5 hit point inch of thickness and has a hardness of five, but deals no damage to those passing through.

Log roll:  You can spend two uses of your splinter bolts ability to create a 20' spiked tree and roll it toward your enemies.  You can roll it 10ft per class level and it deals 2d6 points of bludgeoning and piercing damage per class level plus your character level. On a failed save affected creatures fall prone.  A reflex save of against dc 10+ class level+ str mod halves the damage and negates the fall.

Naturally hidden:  In a forest, within 20ft of a wooden object small size or larger, and creatures hit by your splinter bolts count as wooden objects of there normal size, you can hide as part of a move action, even while being observed.  You gain a +5 circumstance bonus to hide and move silently.

Branching out:  You can animate wooden objects as the spell Animate Objects as a swift action, a number times per day equal to your class level + constitution modifier per day.

The forest knows all:  And it tells you how to do things.  Once per day per two class levels, as a swift action, gain a circumstance bonus to a skill you have no ranks in.  This bonus lasts for ten minutes and lets you use the skill untrained.

A tree falls:  A wood shaper can now cut into their defenses to add to their attack power.  You can take a penalty to your AC up to your wood shaper level to add a bonus equal to weapon damage rolls and splinter bolt damage.

And suddenly a forest:  By spending five splinter bolt uses you create a localized forest with a radius of ten feet per level.  Creatures you don't like within this radius must make a reflex save of 10+class level+ str mod or take 2d6 points of damage per class level and be entangled and anchored.  You create a number of trees equal to 5* Class level place where you want within the radius.  The trees can be as tall as this affects radius.  This effect is permanent.

Plant me again:  You are now a part of nature and become close to immortal.  When you die for any reason, a day later your body produces a seed and if planted you sprout a new adult body the next day allowing you to live again with one level loss.  This removes aging penalties, but retaining aging bonuses.

Nature's V.I.P.:  Animals, and Plants now always friendly to you.  In addition you gain telepathy 1 mile with these creatures,  through this telapathy you can make one suggestion (as the Spell) per day, per creature to talk to.  This ability bypasses the normal immunity Plants have to charms/complusions.  The DC for this ability is 10+class level+Cha modifier.
« Last Edit: October 04, 2012, 08:54:42 AM by hazard »
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Offline FireInTheSky

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Re: The Wood Shaper
« Reply #1 on: August 13, 2012, 11:03:36 PM »
Heres a nice table for the BAB, Saves, and CFs:
(click to show/hide)

And one for Plantlike:
(click to show/hide)

...and now to actually read through the class.



EDIT:  ...and done.  Okay, several things.
(click to show/hide)
« Last Edit: August 15, 2012, 12:21:09 AM by FireInTheSky »

Offline hazard

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Re: The Wood Shaper
« Reply #2 on: October 02, 2012, 09:10:57 AM »
 Thanks for the tables and all the help.
Quote
Some of the abilities you give in Plantlike aren't in that list, and you never actually gain the Plant subtype.  I would probably turn Plantlike into a 3-step ability, at the end of which, you gain the Plant subtype (see this class for an example of how this could be done).  Everything else (i.e. Regeneration, Nat. Armor, Energy Resistance, Ability Boosts), should be pulled out as separate abilities.

He's plantlike as in a normal plant, not the plant type of D&D sorry for the confusion.


Quote
Quote
Woodland speed:  You gain a 20ft bonus on all your movement speeds base or otherwise and ignore mundane difficult terrain, and uphill slopes.  Magical hinderances still slow you.

You should probably say that this only applies in wooded areas.
No.

More on the way.

Edit: Changed carved companion and branching out.  Some other things may need changing too but I can find them.
« Last Edit: October 04, 2012, 08:53:35 AM by hazard »
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