The Rise of Thorns (3.5e Class)
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The Rise of Thorns
The Rise Of Thorns
Crowd control and squishy. As your party might need someone who can semi control the battle field.
Abilities: All your ability is around your seed & crowd control as you may not deal a lot of damage but slowing your enemies down as they wilt away from your army of plants.
Races: Any race.
Alignment: Chaotic Neutral
Starting Gold: 3d4x10 gp (75 gold pieces).
|1st||+0||+0||+0||+2||Garden of Thorns, Deadly Spines, Seed Aspects||Poison or Acid|
|6th||+3||+2||+2||+5||Strangles Thorns 3d6||--|
|9th||+4||+3||+3||+6||Forest of Thorns||--|
|11th||+5||+3||+3||+7||Strangle Thorns 6d6||--|
|14th||+7/+2||+4||+4||+9||Seeds of the Treant||--|
|16th||+8/+3||+5||+5||+10||Strangle Thorns 9d6||Eclectic|
|18th||+9/+4||+6||+6||+11||Queen of the Thorns||--|
|20th||+10/+5||+6||+6||+12||Strangle Thorns 12d6||Hybrid|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Light Weapons & Light Armor
Garden of Thorns Passive Seeds spawn around periodically 30 foot radius, steps on a seed, it dies.To see how many seed spawn around you roll 2d4. Can cast spells near seeds to grow plants. Into beautiful but deadly flowers. Warning seed can spawn anywhere as its take forms similar to plant life around it. As time they would need nutrients to keep them alive. They can only last 1 day without. The seed look like the size of a peach. Also you Grow 2 spike vines out your should that wrap around your arm not hurting you as you use it as a whip 10ft away deal 1d4 damage piercing & slashing.
Deadly Spines Range: 30ft (+5 per level) Standard Action Thick vines spread through the ground and explode into spines, dealing Piercing & Slashing to enemies within the 10ft area . If cast near a seed, Deadly Spines grows a Thorn Spitter plant, which fires at enemies from afar. Reflex for half damage (10 + ½ caster level + Wis) Thorn Spitter Medium size plant that has ½ caster Hitdice. It attacks by spitting a barb spine that deal 1d6 per 4 caster level. Attack using the caster spell modifier + BAB. Plant traits, Attack range is 60 feet
Seed Aspects Passive You can pick a special type of seed. As the Caster you too gain the benefit of the type of seed on your spell. 1 hour change time. Only the plant gain the subtype of the element. Starting at level 4 the caster would gain resistance 5 of they type of element the seed is. (+5 per every 4 level)
|Poison - that deals 1d4 str & 1d4 str 10 round later (10 + ½ caster level + Wis)|
|Acid - Plants deal extra 1d6 acid per 4 level|
|Dragon - Thorns spitter attack in 30 ft spray. (Reflex for half) Vine Lasher thrash around when attack tripping enemies down on a successful attack.|
|Fire - Plants deal extra 1d6 Fire per 4 level|
|Cold - Plants deal extra 1d6 Cold per 4 level|
|Electricity - Plants deal 1d6 electricity per 4 level|
|Hybrid - Can have 2 Aspect at once. But deal half of the normal aspect damage.|
Grasping Roots Range: 40 ft Line 5 feet wide Standard Action At 2th level, Sends forth vines through the ground to ensnare her target, dealing damage 1d6 bludgeoning and rooting anyone in its path for 1d4 rounds. Reflex save to dodge DC (10 + ½ caster level + Wis) If cast near a seed, Grasping Roots grows a Vine Lasher, whose short range attacks as its tries impaling & locking down the target. Same stats as Thorn spitter. Plant Traits. Attack range 10 ft.
Rampant Growth Range: 15ft (+15 per level) Standard Action 4th level, Plants a domante seed. Deadly Spines and Grasping Roots cast near seeds will turn them into plants who fight for you. Plants made out these seed have hit points Equal to caster but only last 1d6 rounds. As there attack rise to a d8.
Stranglethorns Range: 60 (+20 ft per 4 levels) Standard Action At 6th level, Summons a twisted thicket at her target location, dealing damage 3d6 Piercing, Slashing & Bludgeoning to enemies as it expands 40ft area from the center point. Last 1d4 rounds. Last round it knock them airborne as it contracts. Reflex save to not get tangle & Half damage (10 + ½ CL + Wis). Anyone in the area but the plants are knock airborne. Spell get stronger at 11th dealing 6d6, 16th dealing 9d6, & 20th dealing 12d6.
Deadly Bloom Range: 40ft Standard Action At 8th level, Bloom a flower from the ground that explodes at a 15 foot radius dealing 2d4 piercing & force per 3 level Reflex save for half damage (10 + ½ CL + Wis)
Forest of Thorns Passive At 9th level, 50% chance for spawning a Thorn spitters or Vine Lashers when seed spawn.
Vine Lashing Range: 30 ft Standard Action At 13th, Summon Roots from the ground that Slam down on your enemies as they deal 1d8 per 4 level with 10ft reach.
Seeds of the Treant Range: 40 ft Full round Action At 14th level, Create a seed of the treant takes a full round action. As you plant the seed on the surface grows a treant. The Treant will fight for you. You can make more but not all will follow you as they will not attack you. Only 1 Treant will follow you at a time. Treant appearance has the same color type of the seed aspect. The body has rows of vines with spikes hanging or wrap around it.
Queen of the Thorns Passive At 18th level, Gain plant traits as you gain natural armor to a treant but lose the ability to wear normal armor. Magic items get fused inside you as look plant like then normal race. Also change your HD to d8’s. As you can talk to plant life. Gain Tree Stride as a spell-like ability (Wis mod/day)
Ex-Rise of Thorns
Rise of Thorn Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Rise of Thorn
Other Classes: .
Rise of Thorns in the World
Daily Life: .
NPC Reactions: .
Rise of the Thorns LoreKnowledge (Nature)
|10||Caster that creates beautiful but deadly flower.|
|15||Seed come from the caster.|
|20||Basic plants spawn out of the seed & what they do.|
|25||Becomes one with the thorns as they become plant human hybrid.|
Rise of Thorns in the Game
Sample Encounter: .
EL : .