Treant

Quercus Thousandborn's page

60 posts. Alias of Swordwhale.


Full Name

Quercus Thousandborn

Race

Ghoran

Classes/Levels

Gestalt Synthesist 8 / Holy Tactician 4, Tree-Soul Oracle of Life 4

Size

Normal (Huge)

Age

Old

Special Abilities

Life Link, Shared Tactics (Broke Wing Gambit)

Alignment

Lawful Good

Languages

Common, Terran, Sylvan

Intelligence 12
Wisdom 14
Charisma 26

About Quercus Thousandborn

Un-Merged Char Sheet:

Attributes:
STR 10 >> +0
DEX 8 >> -1
CON 16 >> +3
INT 12 >> +1
WIS 14 >> +2
CHA 26 >> +8 (18+2race+4lvl+2item)
Move: 30ft (unarmored)
Initiative: +8

Offense:
BaB: +8
CMB: +8
.. +4 grapple
Melee:
.. Unarmed +8 (d6+0)
Ranged:

Defense:
HP: 90
CMD: 17
.. +4 grapple
.. -2 Vs monster with grab ability
AC|T|FF: 24|18*|16
.. always-on Mage Armor: +4 armor
.. Ghoran nat. Armor +2
.. Cha-to-AC rather than Dex due to prophetic armor
.. *whether Prophetic Armor adds to Touch-AC is debated heatedly without real solution
Saves:
.. Fort: 5+3+8=16
.. Reflex: 2+8+8*=18
.... *whether Prophetic armor and Divine Grace stacks is debated heatedly
.. Will: 7+8+2=17


Feats&Skills& Traits:

Adventure Skills: 4* 2+Int, 4*4+Int =24+8
.. Bluff +13 (5)
.. Diplomacy: +19 (8)
.. Intimidate +13 (2)
.. Knowledge: Nature +5 (1)
.. Knowledge Arkana +5 (1)
.. Perception: +11 (8)
.. Use Magic Device: +19 (6)
.. Spellcraft: +5 (1)

Background Skills:
.. Handle Animals: +13 (2)
.. Knowledge History: +10 (6)
.. Knowledge Geography: +5 (1)
.. Knowledge Nobility: +5 (1)
.. Linguistics: +5 (1)
.. Perform Oratory: +12 (4)

Feats: (TWB = TeamWork Bonus Feat)
1) Noble Scion of War (Cha-to-initiative)
2) Unarmed Fighter
3) Weapon Focus (Natural)
4) Extra Evolutions
5) Combat Reflexes
6) Greater Grapple
7) Dimensional Agility
8) Dimensional Assault
TWB1) Broken Wing Gambit

Racial:
- Low-Light Vision & do not have to sleep (from plant type)
- Light-Dependency (d4 CON dmg per day without light)
- Seed (neg. lvl, plant backup seed, grows to live within 2d6 days)
- Spell Eater (+2 racial to dispell checks, 1/day SLA)
- +2 nat armor

Traits:
- Magical Knack: Oracle +2 Caster Level
- Blessed Touch (+1 healing with LoH, Channel, Cure Spells)

Spells&SLAs:

SLAs:
.. Makers Jump: Dimension Door 1/day
.. Summon Monster III: 11/day
.. Dispel Magic: 1/day (d20+lvl(8)+race_mod(2))

Spells:
Synthesis: per Day: -/6/6/4, known: 6/5/4/3
0) Light
0) Detect Magic
0) Guidance
0) Open/Close
0) Read Magic
0) Message
1) Mage Armor
1) Rejuvenate Eidolon (lesser)
1) Grease
1) Compel Hostility
1) Shield
1b) Summon Monster I
2) Summon Eidolon
2) Barkskin
2) Haste
2) Lesser Evolution Surge (2pts) Blur
2b) Summon Monster II
3) Evolution Surge (4pts)
3) Dimension Door
3) Black Tentacles
3b) Summon Monster III

Paladin: per Day: 3/day, prepare from list!
1) Compel Hostility
1) Heroes Defiance
1) Honeyed Tongue

Oracle: 1st: 9/day | 2nd: 5/day
0) Guidance
0) Create Water
0) Grasp
0) Stabilize
1) Cure Light Wounds (bonus)
1) Obscuring Mist
1) Liberating Command
1) Bless
1) Detect Undead (Bonus)
2) Spiritual Weapon
2) Lesser Restoration (Bonus)
2) Warp Wood (Bonus)
2) Cure Medium Wound (bonus)

The Ents march to War! (Merged Char Sheet):

Attributes:
STR 32 >> +11 (Eidolon-Base +2item)
DEX 13 >> +1
CON 17 >> +3
INT 12 >> +1
WIS 14 >> +2
CHA 26 >> +8 (18+2race+4lvl+2item)
Move: 30ft (unarmored)
Initiative: +8

Offense:
BaB: +6
CMB: +19
.. +12 start & maintain grapple
Melee:
.. Bite +19 2d6+13, grab, reach 15"
.. 2 Claws +19 d8+13, reach 10"

Defense:
HP: 90+78tmp=172
CMD: 31
.. +8 grapple
.. -2 Vs monster with grab ability
AC|T|FF: 35|19*|27
.. always-on Mage Armor: +4 armor
.. 8 Cha-to-AC rather than Dex due to prophetic armor
.... *whether Prophetic Armor adds to Touch-AC is debated heatedly without real solution
.. +12 natural AC from Eidolon (2 base, +6lvl, +2evo, +2large, overwrites +2 from Ghoran)
.. -1 size
.. +2 Shielded Meld (deflect)
Saves:
.. Fort: 5+3+8+2=18
.. Reflex: 2+8+8*+2=20
.... *whether Prophetic armor and Divine Grace stacks is debated heatedly
.. Will: 7+2+8+2=19
Special Defenses:
.. Fire Immunity

Eidolon Base Stats (for reference):

Spoiler:

.. Base Form: Biped
.. Phys-Stats: STR 30 | DEX 13 | CON 17
.. HD: 6d10 --> 78 HP
.. BaB: 6
.. CMB: 17, CMD: 28
.. natural armor bonus: +2base, +6lvl, +2evo +2large
.. -1 AC size
.. Evos: 12/12
.... Large (4)
.... Reach[Bite] (1)
.... Improved Nat. Armor (1)
.... Grab [Bite] (2]
.... Bite (1)
.... Sticky (+4 start&maintain Grapple) (1)
.... Immunity: Fire (2)

Gear:

.. Amulet of Mighty Fists +2 (16k)
.. Gauntlet of Giant Strength +2 (4k)
.. Headband of Charisma +2 (4k)
.. Lesser (0-3th lvl) Metamagic Rod [Extend] (3k)
.. Pearl of Power (2nd) (4k)
.. Ring of Revelations: Prophetic Armor (10k)
.. Rinf of Sustainence (only need to sleep 2h/day, no need for fodd/drink)
.... Provides Prophetic Armor if activated with UMD - which is an automatic success
.. Remaining: <5,5k
.. Misc: General adventuring gear (clothes, bedroll, mess kit, wooden focus, ...)
.. (Self-) Trained Falcon 'Scribbles' (40g+ 10g for gauntlet)
.. to-be-expanded

Backstory::

It is said that the tree that dropped Kelksiomedes apple sprouted one hundred Ghoran seeds together with the golden Apple of Kelksiomedes during his ascension to godhood.
Each seed would soon grow into a Ghoran filled with a fraction of divine power and each one inherited one or more ideals of the newborn god. One legend in particular, states that one of them carries the seed of the God-Tree inside of him – what will become of this Goran is up to the fates. Some people think, that this Ghoran will once grew into a new God-Tree, others believe that it is the duty of the Ghoran to safekeep that seed until Kelksiomedes is in danger of dying for it bears the ability to restore the powers of the god it once born.
During the ages that followed Kelksiomedes ascension, those hundred Ghoran assumed the role of protectors, guardians, healers, gardeners, guides, mentors and soldiers fighting in his name.
But in a dangerous world filled with monster and of diametral power to the evil gods, only the best survive. Coupled with the fact that they have no means to procreate, their numbers dwindled over the course of the centuries until only a few handful are left today.
Quercus is one of those Ghorans, having lived a thousand lives, reseeding uncounted times and every time he did so, he would lose some of the memories and skills of his previous incarnation – nevertheless, his powers, knowledge and otherworldly charisma steadily increases with every new cycle.
He is a most trusted mentor and spokesperson, from farmers to kings, many people search his advice or send for the Thousandborn to settle disputes (ranging from conflicts between couples to disputes between countries threatening a long peace) with calm and experience-filled words. This is not limited to problems with other humans (or monsters for that matter) but also with wild animals. Especially birds of various kinds quickly grow attached to him and he often uses some flying animal to deliver messages to one of his acquaintances. Many stories tell about Quercus 'winged friend' and indeed he has a habit of keeping some clever bird of prey around most of the time. Currently, he is followed by a Falcon he named 'Scribble' for reasons only he knows.

Having lived hundred lifetimes over, Quercus has seen more war, fighting, betrayal and death than most and thus is not quick with violence – but if it comes to it, he is a horrifying combatant, towering above the battlefield as a massive 4m high tree with a massively thick bark armor and flying, wrenching, highly elastic branches that he uses like claws. Stories tell that he is nearly impossible to lay low and that he can summon help of otherworldly creatures at any time in addition to a wide array of spells from both magic traditions.
Local bards (or Quercus himself if he is in the right mood) tell stories about battles where a big tree stalked the battlefield and drew the enemy fire and their strikes on himself to protect his allies and allowing them to retaliate against his attackers.

Appearance::

One of the many alien aspects of Ghorans is the fact that they can change their appearance drastically – which is the only reason they can casually move and have the approximation of faces and facial expressions. For most other species, this is seariously disturbing, to see a Ghoran change his sex, 'skin color' and face within a few moments of rustling leaves, groaning wood and shifting branches.
Quercus has long since assumed the habit of taking on the same form, whenever others are around to make others more at ease while handling with him, but it happens that he forgets to do so - more often the closer he gets to the end of a cycle.
In his usual appearance, he appears as a roughly humanoid with a deep brown skin (made of ebony bark) with a face full with sharp-edged features created by endless overlapping layers of leaves - which colour vary depending on his mood. During sunny and joyful days the leaves take on a fresh green, which turns yellow-brown during nights or if witnessing sad sights. If they ever turn to the color of crimson red ... one better prepares for war.
Instead of hair, his head ends in a complex bunch of branches that raise up and to the sides akin to a set of antlers made of wood with tiny leaves. Those who know him for longer than one incarnation cycle (so everyone who is older than 40 years) might have noticed that Quercus adds another branch to these 'antlers' for every lived cycle.

Build Parts:

Treesoul Oracle 4
3 BaB
4D8 HD
Mystery: Life
Revelation: Life Link (4 characters life linked, transfer 5hp per round per linked target from quercus)
Spells: 1st: 9/day, 3 known | 2nd: 5/day, 1 known (+Cure, +Warp Wood)
Class Skills: Acrobatics, Artisry, Climb, Diplomacy, Heal, Knowledge (Arcana, Dungeoneering, Engineering, Geography, history, local, nature, nobility, planes, religion), Lore, Profession, Spellcraft, Survival
4+Int skills
Good Will Save
Tree-Soul curse: take damage when tree does
Spellbook:
0) Guidance
0) Create Water
0) Grasp
0) Stabilize
1) Cure Light Wounds (bonus)
1) Obscuring Mist
1) Liberating Command
1) Bless
1) Detect Undead (Bonus)
2) Spiritual Weapon
2) Lesser Restoration (Bonus)
2) Warp Wood (Bonus)
2) Cure Medium Wound (bonus)

Holy Tactician (Paladin) 4
4D10 HD
Divine Grace: +CHA to saves
Weal's Chamption: +CHA to hit, ½ lvl dmg, 2/day for lvl/2 rounds, upon hit: 1 round 30ft aura +½ CHA to hit +1 dmg for allies vs evils
Battlefield presence: 30ft share teamwork feat standard action, swift to change
Tactical Acumen: +1 Teamwork Bonus Feats (Broken Wing Gambit)
Spells: 1st: 3/day, 3 known
LoH: 10/day, 2d6, Mercy: Deseased
Class skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
2+Int skills
Good Will&Fort Saves
Spellbook:
1) Compel Hostility
1) Heroes Defiance
1) Honeyed Tongue

Synthesist 8:
.. 2/3 BaB
.. D8 HD
.. Fused Eidolon: Use STR/DEX/CON of Eidolon, INT/WIS/CHA of Caster, Eidolon BaB, nat armor, ability score modifiers, attacks, evolutions, eidolon has no skill/feats on his own
.. Fused Link: can sacrifice life to keep eidolon up
.. Shielded Meld: +2 shield AC & circumstance save
.. Makers Jump: Dimension Door SLA 1/day
.. Spells: 6/6/4 per day, known: 6/5/4/3 + all summon monster
.. Class skills: Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
.. 2+Int skills
.. Good Will Save