Eldorian
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Treeman
Large Plant
Hit Dice: 4d8 + 8
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 17 (-1 size, - 1 Dex, +9 natural), touch 8, flat footed 17
Attacks: 2 slams +6
Damage: Slam 1d10 +4
Face/Reach: 5 ft. by 5 ft./ 10ft.
Special Attacks: Trample, double damage against objects
Special Qualities: Plant, fire vulnerability, low-light vision
Saves: Fort 5+, Ref +0, Will +3
Abilities: Str 18, Dex 8, Con 14, Int 10, Wis 14, Cha 10
Skills: Hide -5*, Intimidate +4, Knowledge (any one) +4, Listen +6, Sense Motive +6, Spot +6,
Wilderness Lore +6
Feats: Power Attack, Sunder
Climate/Terrain: Any land and forest
Organization: Solitary, or grove (2-5 Treants, 1-3 Treemen)
Challenge Rating 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Treemen are the offshoots of treants and humanoids, usually elves or humans. Like their treant parents, they are peaceful by nature, but deadly when angered. Treemen resemble men more than treants, but are still very similar to trees in appearance. They have the same thick, brown skin, with a bark-like texture. Their arms are less branch-like than treants, but still gnarled and
possess some leafy growths. Their legs fit together when standing to appear similar to a tree trunk. On their heads and backs are foliage hanging from smaller branches. In winter the leaves of a treeman change color, but they rarely fall out. Treemen speak their own language, plus Common, Sylvan, and Elvish. Most can also manage a smattering of just about all other humanoid tongues-- at least enough to say, "Get out of our
trees!"
Combat
Treemen are devious foes in combat. They prefer to use the cover of the forest to remain unseen before striking, and attack from surprise when possible. If accompanied by treants, they
wait until the treants have animated trees before attacking.
Trample (Ex): A treeman can trample a Medium-size or smaller creature for 2d8 +6 points of damage. Opponents who do not make attacks of opportunity against the treeman can attempt a Reflex save (DC 16).
Double Damage against Objects (Ex): A treeman that makes a full attack against an object or structure deals double damage.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Fire Vulnerability (Ex): A treeman doubles all fire damage received.
Low-light Vision (Ex): Treemen have low-light vision.
Skills: Treemen receive skills as though they were fey*. They have a +12 racial bonus to Hide checks made in forested areas.
Treemen Characters
A treeman's favored class is treeman. Most treemen advance as druids or barbarians. A treeman PC's effective character level (ECL) is equal to it's class levels + 7.
Creating this race because my DM didn't want a full blown treant in his epic level game. I'm headed for the Sacred Fist PrC. Any comments?
Eldorian Antar
Large Plant
Hit Dice: 4d8 + 8
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 17 (-1 size, - 1 Dex, +9 natural), touch 8, flat footed 17
Attacks: 2 slams +6
Damage: Slam 1d10 +4
Face/Reach: 5 ft. by 5 ft./ 10ft.
Special Attacks: Trample, double damage against objects
Special Qualities: Plant, fire vulnerability, low-light vision
Saves: Fort 5+, Ref +0, Will +3
Abilities: Str 18, Dex 8, Con 14, Int 10, Wis 14, Cha 10
Skills: Hide -5*, Intimidate +4, Knowledge (any one) +4, Listen +6, Sense Motive +6, Spot +6,
Wilderness Lore +6
Feats: Power Attack, Sunder
Climate/Terrain: Any land and forest
Organization: Solitary, or grove (2-5 Treants, 1-3 Treemen)
Challenge Rating 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Treemen are the offshoots of treants and humanoids, usually elves or humans. Like their treant parents, they are peaceful by nature, but deadly when angered. Treemen resemble men more than treants, but are still very similar to trees in appearance. They have the same thick, brown skin, with a bark-like texture. Their arms are less branch-like than treants, but still gnarled and
possess some leafy growths. Their legs fit together when standing to appear similar to a tree trunk. On their heads and backs are foliage hanging from smaller branches. In winter the leaves of a treeman change color, but they rarely fall out. Treemen speak their own language, plus Common, Sylvan, and Elvish. Most can also manage a smattering of just about all other humanoid tongues-- at least enough to say, "Get out of our
trees!"
Combat
Treemen are devious foes in combat. They prefer to use the cover of the forest to remain unseen before striking, and attack from surprise when possible. If accompanied by treants, they
wait until the treants have animated trees before attacking.
Trample (Ex): A treeman can trample a Medium-size or smaller creature for 2d8 +6 points of damage. Opponents who do not make attacks of opportunity against the treeman can attempt a Reflex save (DC 16).
Double Damage against Objects (Ex): A treeman that makes a full attack against an object or structure deals double damage.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Fire Vulnerability (Ex): A treeman doubles all fire damage received.
Low-light Vision (Ex): Treemen have low-light vision.
Skills: Treemen receive skills as though they were fey*. They have a +12 racial bonus to Hide checks made in forested areas.
Treemen Characters
A treeman's favored class is treeman. Most treemen advance as druids or barbarians. A treeman PC's effective character level (ECL) is equal to it's class levels + 7.
Creating this race because my DM didn't want a full blown treant in his epic level game. I'm headed for the Sacred Fist PrC. Any comments?
Eldorian Antar
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