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    Grey_Wolf_c's Avatar

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    Aug 2007

    Default Re: MitD 007: GoldenEyes (Please Read the First Post)

    Quote Originally Posted by ReaderAt2046 View Post
    So somewhere back there, we were trying to work out what stack of templates would turn a potted plant into MITD, and we hit a problem because plants are objects and not eligible for most templates. But I just discovered the spell Awaken, which will allow you to turn a potted plant into a little tiny plant creature. Thoughts?
    It was suggested at the time, but I have to admit I never followed up on the suggestion - I think I was still hoping we'd find a template that could be applied directly to an object (presumably something like "automated", that would turn a regular object into a construct) in a similar way to what that spell does.

    Given that no such "ideal" template seems to exist, I'll take another stab at the potted plant idea, starting with an awaken bonsai.

    Edit: My own stab at the potted plant template stack:

    Paragon Phrenic Pseudonatural Tauric Werewolf Lord Hybrid Form/Chimeric Giant Giant Shadow Awoken Bonsai:
    Size/Type: Medium Outsider (psionic, extraplanar)
    Hit Dice: 19d8+19*5+19*12, maxed (475 hp)
    Speed: 120 ft., Fly 100’ (poor)
    Armor Class: 66 (+7 Dex +35 Natural Armor + 12 insight +12 luck)
    Special Qualities: Plant Traits, Darkvision 60’, Low-light vision.
    Abilities: Str 38, Dex 25, Con 20, Int 12, Wis 24 Cha 16
    Feats: Multi-Attack, Scent, Track, etc.
    Challenge Rating: 38
    Alignment: Usually Chaotic
    Advancement: —
    Level Adjustment: +5
    Spoiler
    Show

    Plant Traits (?) – Immunity to Poison, Magical Sleep, Paralysis, Polymorph, Stunning, & Mind-Affecting spells & spell-like abilities. Do not take extra damage from Critical Hits.

    Damage Category 6 Gore attack

    Constrict (Ex)
    A flexible animated plant such as a rope, vine, or rug deals damage equal to its slam damage value plus 1½ times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

    Cold resistance 5 +1 per HD (max. 20). Shadow Blend – As long as the Shadow Creature is not in full
    daylight (or a Daylight spell), it can blend into the shadows, gaining Total Concealment.
    One of the following per 4 HD (round up):
    • +2 Luck bonus on all saving throws.
    • Cause Fear at 5th, usable once per day.
    • Damage Reduction 5/magic.
    • Evasion.
    • Mirror Image at 5th, usable once per day.
    • Plane Shift (self only) at 15th to / from the Plane of Shadows,
    usable once per day.
    • Fast Healing 2.

    Spell-Like Abilities (Sp) or Psionics (Sp)
    If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.

    Goat Head – 1d8 butt.
    Dragon Head – 2d6 bite attack, plus a breath weapon every 1d4 rounds that does 3d8 damage. Constitution-based DC.
    Green 20’ cone of Acid Gas

    Phrenic:
    Psi-Like Abilities (Sp)
    A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.

    HD Abilities
    1-2 3/day—defensive precognition; 1/day—force screen
    3-4 3/day—empty mind, mind thrust
    5-6 1/day—body adjustment, brain lock
    7-8 1/day—aversion, psionic blast
    9-10 3/day—intellect fortress; 1/day—psychic crush
    11-12 1/day—psionic dominate
    13-14 1/day—energy current, tower of iron will
    15-16 3/day—psionic teleport
    17-18 1/day—fission
    19-20 1/day—ultrablast


    Paragon:
    Attacks
    A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.

    Damage
    A paragon creature gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks.

    Special Attacks
    A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.

    Spell-Like Abilities (Sp) or Psionics (Sp)
    If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, even if it did not have spell-like abilities before, at 15th caster level.

    Special Qualities
    A paragon creature retains all the special qualities of the base creature and also gains the following.

    Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
    Damage reduction 10/epic. If the creature already possesses damage reduction, use whichever is better.
    Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
    Fast healing 20. If the creature already possesses fast healing, use whichever is better.
    A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
    Saves
    The paragon creature gains a +10 insight bonus on all its saving throws.

    Abilities
    All ability scores are 15 points higher than those of the base creature.

    Skills
    The paragon creature gains a +10 competence bonus on all its skill checks.

    Feats
    Same as the base creature, plus one bonus feat.


    Grey Wolf
    Last edited by Grey_Wolf_c; 2013-08-02 at 10:32 PM.
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