boxfox
2014-06-26, 01:22 PM
Hey, Giants.
I'm rolling up a NE Druid for our next session and am looking for advice as to how I can be more evil.
The character (Finch) doesn't care about laws or chaos, only balance. Everything should be balanced. Unfortunately, civilization is not balanced. They're unbalancing the world by building their stupid cities everywhere and killing animals for sport or to protect "their" land. Finch feels like it's his duty to rectify this lack of balance.
He's not evil for the sake of being evil. He doesn't even consider himself evil. He doesn't think it's wrong to destroy a city by magically growing a forest right through it (he also doesn't think he can actually do that, but, hey...a gnome can dream...).
So, how does he work to balance out "humanity's" encroachment into nature? I'm not rich, but I can certainly find ways of making some gold. I'm looking for things great and small that I can use to flesh out my character over all levels.
I came up with a spell that I'll be casting a lot. Any other ideas?
Wild Growth
Transmutation
Level: Druid 0, Plant 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 living plant or seed touched
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: No
The effects of this spell depend on what the caster targets. If the target is a seed, the caster places the seed in the ground or as close to the ground as possible. When the spell finishes, the seed sprouts immediately. Its roots travel rapidly downward using the least restrictive path until they reach good soil and can provide nourishment to the plant. If there is no easily accessible route to soil, the roots travel through any non-magical barrier (even stone or metal) until they find proper soil. The rest of the plant quickly grows as if it had been planted 2 weeks previously.
The second effect occurs if the target is a plant that has already sprouted. Any natural diseases or blights on the plant are healed. If the plant is malnourished due to poor access to proper soil, its roots dig deeper until they find proper soil with enough moisture and nutrition to feed the plant.
In both cases, the plant only needs half as much sunlight to maintain good health from now on and its hardness increases based on its size category. The plant grows thorns if it did not have them already and anyone touching the plant takes piercing damage based on the size category of the plant.
Diminutive:...+1 Hardness...1 piercing damage
Tiny:............+2 Hardness...1d4 piercing damage
Small:..........+3 Hardness...1d6 piercing damage
Medium:.......+4 Hardness...1d8 piercing damage
Large:..........+5 Hardness...1d10 piercing damage
Huge:...........+6 Hardness...1d12 piercing damage
This spell has no effect if cast on creatures with the Plant type or plants larger than Huge size.
I'm rolling up a NE Druid for our next session and am looking for advice as to how I can be more evil.
The character (Finch) doesn't care about laws or chaos, only balance. Everything should be balanced. Unfortunately, civilization is not balanced. They're unbalancing the world by building their stupid cities everywhere and killing animals for sport or to protect "their" land. Finch feels like it's his duty to rectify this lack of balance.
He's not evil for the sake of being evil. He doesn't even consider himself evil. He doesn't think it's wrong to destroy a city by magically growing a forest right through it (he also doesn't think he can actually do that, but, hey...a gnome can dream...).
So, how does he work to balance out "humanity's" encroachment into nature? I'm not rich, but I can certainly find ways of making some gold. I'm looking for things great and small that I can use to flesh out my character over all levels.
I came up with a spell that I'll be casting a lot. Any other ideas?
Wild Growth
Transmutation
Level: Druid 0, Plant 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 living plant or seed touched
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: No
The effects of this spell depend on what the caster targets. If the target is a seed, the caster places the seed in the ground or as close to the ground as possible. When the spell finishes, the seed sprouts immediately. Its roots travel rapidly downward using the least restrictive path until they reach good soil and can provide nourishment to the plant. If there is no easily accessible route to soil, the roots travel through any non-magical barrier (even stone or metal) until they find proper soil. The rest of the plant quickly grows as if it had been planted 2 weeks previously.
The second effect occurs if the target is a plant that has already sprouted. Any natural diseases or blights on the plant are healed. If the plant is malnourished due to poor access to proper soil, its roots dig deeper until they find proper soil with enough moisture and nutrition to feed the plant.
In both cases, the plant only needs half as much sunlight to maintain good health from now on and its hardness increases based on its size category. The plant grows thorns if it did not have them already and anyone touching the plant takes piercing damage based on the size category of the plant.
Diminutive:...+1 Hardness...1 piercing damage
Tiny:............+2 Hardness...1d4 piercing damage
Small:..........+3 Hardness...1d6 piercing damage
Medium:.......+4 Hardness...1d8 piercing damage
Large:..........+5 Hardness...1d10 piercing damage
Huge:...........+6 Hardness...1d12 piercing damage
This spell has no effect if cast on creatures with the Plant type or plants larger than Huge size.