PDA

View Full Version : [3.5] Template project: Weed template [Peach]



zagan
2010-05-14, 01:31 PM
http://img14.imageshack.us/img14/7035/plantspiritbykitsuneaka.jpg
A rooting Weed Pixie

Weed Template:
The Weed Template: can be add to any non-Plant:
Size and type: Size remain unchanged, type change to Plant with the Moving subtype (see spoiler:)
Plant (Moving Plant):
Unlike normal Plants, a Moving has the ability to move as freely as most other living creature. This come at a cost however, because they must maintain a number of organ to sustain that level of activity Moving forgo a number immunity that other plant creature enjoy.
- Mind: Unlike normal Plants, Moving are susceptible to Mind-Affecting effects.
- Immunities: Unlike normal Plants, Moving are not immune to Poison, Paralysis or Stunning effects. They are immune to Sleep, and Polymorph, like most Plants, and additionally immune to non-magical Disease, Nausea, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
- Critical Hits: Unlike normal Plants, Moving are susceptible to critical hits and flanking. They do have a discernable (if exotic) anatomy and those skilled or lucky enough to hit a weak spot can do additional damage.
- Eating, Drinking, Sleeping, and Breathing: Like most Plants, Moving do not need to sleep (though general rest is necessary to regain spells and similar abilities), but they still need to eat, drink and breath.

Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

Base Attack Bonus: Bab change to 3/4 racial Hit dice

Special abilities: A Weed retains all the base creature special abilities and gain Root, Speak with plant and Wooden Affinity.

Special qualities: A Weed lose all the trait from its previous type but otherwise keep all the base creature special qualities

Base save Bonus: A Weed gain a good Fortitude save, the other become poor

Skills: 2+Int per hit dice (x4 for the first)

Challenge Rating: +1

Level adjustement: +1

Root (Ex): As a full-round action that provoque attack of opportunity a Weed can Root itself in the ground, this only work if the ground his composed of earth, soil or sand, in this state the Weed lose is Dexterity score, his speed become 0ft, she cant’t be move from her square, she automatically succed on any attempt to resist Bull-rush, Trip or Grapple attemps that would move her, she gain Fast-healing 5 and she does not need to eat or drink. A Weed can stay in this state indefinitely. As a full-round action the Weed can exit this state.

Speak with plant (Sp): Weed are always considered to be under the effect of a speak with plant spell.

Wooden affinity (Ex): Weed gain a +1 bonus to attack and damage roll when wielding weapon made of wood and when using such weapon they can ignore cover (but not total cover) provide by wooden object such as tree.

*Note on cosmetic change: A Weed creature skin become green sometime covered in some part by barklike material. They can also have flower or fruit on part of their body.
----------------------------------------------------------------------------------------------

The Template Project (http://www.giantitp.com/forums/showthread.php?p=8492255#post8492255)

Designer note:

I've create the Moving subtype just for this template as a parallel to the living construct and centralized ooze subtype.

The feat for the template:

Forest skin [Template]
Your skin has gain the green hue of leaves
Prerequisite
Weed template
Benefit
You gain +6 circumstances bonus on hide check in forest environment

Plant command [Template]
Your link with the natural world allow you to command other of your kind.
Prerequisite
Weed template, Knowledge (religion) 4 rank, Knowledge (nature) 4 rank
Benefit
You gain the grant power of the Plant domain as follow:
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Knowledge (nature) is always a class skill for you
Special
Plant command can be use in place of the Plant Control feat to qualify for feat, prestige class or other special ability

Plant Magic [Template]
Your link with the natural world allow you to command other of your kind.
Prerequisite
Weed template, Knowledge (religion) 7 rank, Knowledge (nature) 7 rank, Plant command
Benefit
If you can cast spell add the spell from the Plant domain to your class spell list, if you have more than one spellcasting class before gaining this feat you must chose one, if you have a limit number of spell know the spell from the plant domain does not count against your maximum.
If you do not have the ability to cast spell you can cast the spell as if you were a cleric of your character level.
In both case you use you Wisdom when determining the save DC for the spell. In addition you must have a Wisdom score equal to 10 + the spell’s level in order to prepare or cast a spell gain from this feat.
Each day, you may prepare or cast a maximum of one of these domains spells of each level.
Also these spell are still divine spell so they are not subject to arcane spell faillure from armor or simillar and you may need a divine focus to cast them.

Berry production [Template]
You can produce berry that heal those that eat them
Prerequisite
Weed template, Heal 4 rank
Benefit
Three time per day as a full-round action you can grow berry from a part of your body, most often the head. These berry act as if the goodberry spell was cast upon them.
In addition those berry provide immunity to poison for one hour.

Bark armor [Template]
Your skin ticken to look like the bark of a tree
Prerequisite
Weed template,
Benefit
You gain a +2 racial bonus to natural armor
Special
A character may gain this feat multiple times, to a maximum of four time. Its effects stack.
Special
A fighter may select this feat as one of his fighter bonus feats.

Steelwood armor [Template]
Your skin as become so resistant that it’s harder to hit your vital
Prerequisite
Weed template, Bark armor
Benefit
You gain Light fortification, when a critical hit or sneak attack is scored on you there is a 25% chance that the critical hit or sneak attack is negate.
Special
A character may gain this feat multiple times, to a maximum of twice. Its effects stack.
If you posses another source of fortification (like a magical armor or a spell) apply the chance to negate a critical hit separately
Special
A fighter may select this feat as one of his fighter bonus feats.

Seed vision [Template]
You can plant a small seed into a living creature to use it’s sense.
Prerequisite
Weed template, Heal 2 rank, Listen 4 rank or Spot 4 rank
Benefit
As a full-round action you can plant a seed into a willing or unconscious creature. As long as this creature is within 1 mile of your position, by taking a full-round action you can see and hear what the creature experience, if you do so you become blind and deaf to what occur at your actual position.
You can make spot or listen check using your own rank + your wisdom modifier but no other bonus unless they affect the seeded creature.
You can only have one seed at time and a seed last 24 hour.

Charming Seed [Template]
You can use your plant seed to control the creature so implant.
Prerequisite
Weed template, Spellcraft or Psicraft 9 rank, Caster or Manifester level 3rd ,Seed Vision
Benefit
You can cast any spell or power with the Charm or Compulsion descriptor with a range other than personal on the creature you plant with your seed as long as the creature is within 1 mile of your position.

radmelon
2010-05-14, 09:37 PM
This looks quite interesting. I like it. :smallcool:

zagan
2010-05-15, 04:51 AM
This looks quite interesting. I like it. :smallcool:

Thank you for your word.

The Mentalist
2010-05-15, 08:27 AM
I see a land where soldiers are grown like wheat.

Serpentine
2010-05-15, 09:04 AM
Are you aware that there are a number of [Plant] creatures that move? Not normally very fast, I think, but still.
Is there any background to why any creature is planty? Doesn't have to be, just wondering if you have anything in mind.
Anyways, snazzy.

zagan
2010-05-15, 09:50 AM
I see a land where soldiers are grown like wheat.

It's a nice image, yes. Not what I had in mind when I create it but it could work great for something like that.


Are you aware that there are a number of [Plant] creatures that move? Not normally very fast, I think, but still.
Is there any background to why any creature is planty? Doesn't have to be, just wondering if you have anything in mind.
Anyways, snazzy.

Yes I'm aware but I couldn't think about any really good name for the subtype.
In my campaign "something" happened that will mutated roughly half the population (any living creature) with one of the template. The campaign will start the day it happenned and the player will receive the template for free (no LA) and they will have to deal with the various consequence.

sidhe3141
2010-06-15, 09:09 PM
Symbiosis [Template]
You may help animals of a certain kind.
Prerequisite: Weed subtype, Berry Production, familiar.
Benefit: You enter into a symbiotic relationship with all animals of the same species as your familiar. If you are surrounded by such animals while rooted, your fast healing doubles, and your berries have double the effect on them.

Debihuman
2010-06-16, 05:22 AM
Plant (Moving Plant):
Unlike normal Plants, a Moving has the ability to move as freely as most other living creature. This come at a cost however, because they must maintain a number of organ to sustain that level of activity Moving forgo a number immunity that other plant creature enjoy.
- Mind: Unlike normal Plants, Moving are susceptible to Mind-Affecting effects.
- Immunities: Unlike normal Plants, Moving are not immune to Poison, Paralysis or Stunning effects. They are immune to Sleep, and Polymorph, like most Plants, and additionally immune to non-magical Disease, Nausea, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
- Critical Hits: Unlike normal Plants, Moving are susceptible to critical hits and flanking. They do have a discernible (if exotic) anatomy and those skilled or lucky enough to hit a weak spot can do additional damage.
- Eating, Drinking, Sleeping, and Breathing: Like most Plants, Moving do not need to sleep (though general rest is necessary to regain spells and similar abilities), but they still need to eat, drink and breath.


Shouldn't the mechanism for moving be listed as:Speed: Same as Base Creature just to keep the template cleaner?

This reminds me of the reverse of a topiary guardian from MM3 so instead of taking a plant and giving animal-like characteristics, you are taking an animal and giving it plant-like characteristics. If so, this is exactly what the Augmented subtype is for.

Plant (Augmented whatever the base creature was): this explains why unlike normal plants they are subject to mind-effecting affect, not immune to poison, subject to critical hits and why they need to breathe, drink and eat. It also explains which plant-like features they have and which they don't.

What if the base creature has features not listed? Do they keep things like their own Immunities if better than the templates?

How does this template work with Undead creatures. Do they get their souls back or something like that? With Oozes, would they lose their ability to deal acid damage?
Debby

zagan
2010-06-16, 07:53 AM
Symbiosis [Template]
You may help animals of a certain kind.
Prerequisite: Weed subtype, Berry Production, familiar.
Benefit: You enter into a symbiotic relationship with all animals of the same species as your familiar. If you are surrounded by such animals while rooted, your fast healing doubles, and your berries have double the effect on them.

Seem to be way too situational to me, I can't think of any way to make it better.


Shouldn't the mechanism for moving be listed as:Speed: Same as Base Creature just to keep the template cleaner?

unless otherwise noted the speed and the rest remain the same


This reminds me of the reverse of a topiary guardian from MM3 so instead of taking a plant and giving animal-like characteristics, you are taking an animal and giving it plant-like characteristics. If so, this is exactly what the Augmented subtype is for.

Plant (Augmented whatever the base creature was): this explains why unlike normal plants they are subject to mind-effecting affect, not immune to poison, subject to critical hits and why they need to breathe, drink and eat. It also explains which plant-like features they have and which they don't.

Yeah, but augmented is useless and they gain a special subtype (moving) explained in the spoiler that deal with theire immunity.


What if the base creature has features not listed? Do they keep things like their own Immunities if better than the templates?

It depend on where the immunity come from if it come from a class feature for example they keep it but if it come from their type then they lose it.
The various trait of each type are detail in the monster manual or here. (http://dungeons.wikia.com/wiki/SRD:Creature_Types)


How does this template work with Undead creatures. Do they get their souls back or something like that?

The mindless one stay mindless the sentient one already have a soul or something like it so they keep that.



With Oozes, would they lose their ability to deal acid damage?
Debby

No, it would just be an ooze made of plante material.