Dalmosh
2019-01-01, 07:00 AM
Hello,
I want to stat out the Elder Druids in my campaign world, sticking as closely as possible to published rules. These Druids are very fungus/plant focused, and committed to a sedentary colonial type existence. World is low arcane magic, high technology, with psionics reasonably common... dominated by a colonial sentient fungal hivemind that druids worship and attempt to emulate/bond with.
They are pretty similar to the Weirwood Tree/Greenseers in Song of Ice and Fire
My PCs are low level, so mostly this is just a thought exercise for me, that allows me to play with some tangible areas, numbers and abilities for world building.
I also have a Druid player entering the game, so need to have a feel for how the Elders typically progress to their end-state so I can provide appropriate options for his character development,
plot hooks etc.
I'm happy to reskin any plant creature/effect as being about fungus rather than plants.
I'm pretty rubbish at building crunch beyond about level 10, so any suggestions are very welcome. This is an odd direction to take the 3.5 Druid, so I'm trying to get a feel for what such a character would be capable of.
Prefer to stick to 3.5 content inc. Dragon where possible (token dabbling into Pathfinder/Chaosium/D20 moder/future allowed if essential).
Druid is
1. Initially human (or mildly templated at best with something thematically appropriate)
2. Must be high level enough to produce Boguns (MM2), which are given as rewards to acolytes.
3. Must resemble giant plant/fungus of at least Huge size. Little to no speed is preferable.
4. Must be able to use spells without turning back into a humanoid shape, or seperating from the plant.
5. Preferably attains this state using only Druid magic where possible.
Questions
1. Plant form.
Is it simpler to a) pick a plant monster that the Druid can wildshape into, and go from there
or b. use the Plant Companion alternative feature from Dragon Magazine, advance it to be really big, and then apply the Symbiotic Template from Savage Species to represent their union (happy to hand wave how this template is gained I guess)?
or c. something else?
If a) what would be good plant forms to choose? My starting point would be Yellow Musk Creeper, but being permanently Gargantuan would be cool too.
2. Feats/prestige/key spells... any suggestions welcome.
3. Keeping cheese to a minimum, what's a reasonable level of Druid to be able to accheive this?
4. Assuming all of the above, and particularly given the character's commitment to be a sedentary plant, what spells/passive abilities would such an entity be able to command across the landscape around it?
What sort of range in miles, could it perceive and influence its environment?
Which spells/abilites might it typically use to communicate with the other druids and plant entities around it, and to what range would it be doing this?
How would it tend to defend itself out to say 10 miles?
5. Is multiclassing, and then advancing as a Fleshwarper going to make this process faster/simpler than just remaining a Druid?
Any thoughts/ideas kindly appreciated.
I want to stat out the Elder Druids in my campaign world, sticking as closely as possible to published rules. These Druids are very fungus/plant focused, and committed to a sedentary colonial type existence. World is low arcane magic, high technology, with psionics reasonably common... dominated by a colonial sentient fungal hivemind that druids worship and attempt to emulate/bond with.
They are pretty similar to the Weirwood Tree/Greenseers in Song of Ice and Fire
My PCs are low level, so mostly this is just a thought exercise for me, that allows me to play with some tangible areas, numbers and abilities for world building.
I also have a Druid player entering the game, so need to have a feel for how the Elders typically progress to their end-state so I can provide appropriate options for his character development,
plot hooks etc.
I'm happy to reskin any plant creature/effect as being about fungus rather than plants.
I'm pretty rubbish at building crunch beyond about level 10, so any suggestions are very welcome. This is an odd direction to take the 3.5 Druid, so I'm trying to get a feel for what such a character would be capable of.
Prefer to stick to 3.5 content inc. Dragon where possible (token dabbling into Pathfinder/Chaosium/D20 moder/future allowed if essential).
Druid is
1. Initially human (or mildly templated at best with something thematically appropriate)
2. Must be high level enough to produce Boguns (MM2), which are given as rewards to acolytes.
3. Must resemble giant plant/fungus of at least Huge size. Little to no speed is preferable.
4. Must be able to use spells without turning back into a humanoid shape, or seperating from the plant.
5. Preferably attains this state using only Druid magic where possible.
Questions
1. Plant form.
Is it simpler to a) pick a plant monster that the Druid can wildshape into, and go from there
or b. use the Plant Companion alternative feature from Dragon Magazine, advance it to be really big, and then apply the Symbiotic Template from Savage Species to represent their union (happy to hand wave how this template is gained I guess)?
or c. something else?
If a) what would be good plant forms to choose? My starting point would be Yellow Musk Creeper, but being permanently Gargantuan would be cool too.
2. Feats/prestige/key spells... any suggestions welcome.
3. Keeping cheese to a minimum, what's a reasonable level of Druid to be able to accheive this?
4. Assuming all of the above, and particularly given the character's commitment to be a sedentary plant, what spells/passive abilities would such an entity be able to command across the landscape around it?
What sort of range in miles, could it perceive and influence its environment?
Which spells/abilites might it typically use to communicate with the other druids and plant entities around it, and to what range would it be doing this?
How would it tend to defend itself out to say 10 miles?
5. Is multiclassing, and then advancing as a Fleshwarper going to make this process faster/simpler than just remaining a Druid?
Any thoughts/ideas kindly appreciated.