View Full Version : Help with Drift (Geomancer)-like class feature

Jeff the Green
2012-03-10, 06:54 AM
I'm working on another prestige class, this one borrowing the concept of Walker in the Waste and Green Star adept, but instead transforming the character into a plant. (Based, yes, on my avatar.)

One of the class features is somewhat like the Geomancer's Drift: every odd level you choose one or more options that make you more plantlike and give you some nifty abilities. These are what I've come up with so far (spoilered for length):

Stage 1 (Gained at levels 1, 3, 5, 7, and 9)

Moss grows on your skin.
Your skin turns leaf-green.
Your skin becomes rough, like tree bark.
Small flowers bloom on your skin and in your hair.
Vines crawl up your body.
Your hair becomes a canopy of leaves and changes color with the seasons.
Your fingers lengthen and become branches.

Stage 2 (Gained at levels 3, 5, 7, and 9)

You bear fruit. (Each morning you produce 6d4 berries. These function as if they had had the goodberry spell cast on them. If a single creature eats all of the berries produced in a day, they receive the benefits of the lesser restoration spell.)
You begin to photosynthesize. (As long as you spend at least one hour in sunlight each day, you do not need to eat. You still must drink as normal for a creature your size.)
Your scent is irresistable to pollinators. (Vermin within 30 feet of you must succeed on a DC 10 + 1/2 your character level + your Charisma modifier each round or be unable to do anything but move closer to you.)
Fragrant flowers bloom in your hair or on your skin. (You gain a +2 bonus to Bluff, Diplomacy, Gather Information, Handle Animal, and Wild Empathy checks.)
Your skin grows sticky trichomes. (You gain a +4 bonus on climb checks.)
Your blood becomes a thick, sticky sap. (The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved.)

Stage 3 (Gained at levels 5, 7, and 9)

Thorns grow on your body. (Your unarmed and slam attacks do piercing damage as well as bludgeoning, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.)
The bark covering you becomes even thicker. (Your natural armor bonus increases by 4.)
Your flesh becomes even more woody and thick. (Your DR x/Slashing and Magic increases by 2)
Your blood becomes a toxic sap. (Any creature who damages you with a bite attack must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d6+1 points of temporary Strength damage; secondary damage is 1d4+1 points of temporary Constitution damage. You can bleed a dose of this poison (which must be ingested to take effect) by taking 1 point of temporary Constitution damage.)

Stage 4 (Gained at levels 7 and 9)

Your skin produces an irritating poison. (Any creature striking you with natural weapons must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)
You sprout short vines that grasp anything you come in contact with. (You gain a +4 bonus on grapple checks)
Intoxicating flowers bloom in your hair or on your skin. (You are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. Creatures with the scent special ability take a -2 penalty on their save.)

Stage 5 (Gained at level 9)

Your arms grow into massive trunks. (Your slam natural attack deals damage as if you were two size categories larger)
Your very presence causes plants to grow wild (You are constantly surrounded by the effects of an entangle spell DC 10 + 1/2 your character level + your Cha modifier. You are immune to its effects and can suppress it as a free action. The effect reasserts itself at the beginning of your next turn unless you suppress it, even if you are unconscious)
You grow long vines that can move on their own and attack enemies. (You gain two secondary tentacle attacks, which deal 1d4 damage if you are medium and 1d3 damage if you are small. You gain the Improved Grab special ability, which applies only to these attacks.)
Your arms grow into long branches. (You gain an additional 5 feet of reach.)

So, I'm wondering if any of these are too powerful/not powerful enough/in the wrong stage powerwise. Also, I'd be interested to hear some more ideas, particularly for Stages 3 and 4