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  1. - Top - End - #1
    Ogre in the Playground
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    Lightbulb Rot Patch, Pathfinder Plant and 3.5 conversion (see below)

    ---- Rot Patch ----
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    CR 12
    N Medium Plant

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    Defense
    Init +3; Senses Lowlight Vision; Perception +10
    AC 21, Touch 13, Flat-footed 18 (+3 Dex, +8 Natural)
    HP 180 (10d8+100)
    Fortitude +17, Reflex +6, Will +6
    Immunity all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning
    Weakness Fire +50% (See Reform Below)
    DR 10 / Fire or Bludgeoning

    Offense
    Speed 40 ft.; Climb 40 ft.
    Base Atk +7 (-1 Size); CMB +14; CMD 28
    Melee 2 Claws +13 melee (2d6 slashing plus 1d6 acid)
    Ranged Thorns +11 ranged 30 ft. (2d8 piercing / 20x2; see below)
    Special Attacks Acid Armor (2d6 acid to attackers, half dmg to weapons, lowers hardness by 2)

    Statistics
    Feats: Combat Reflexes
    Skills: Perception 4 ranks (+10), Stealth 6 ranks (+12) (+8 if in fungus pool)
    Str 22, Dex 17, Con 30, Int 2, Wis 16, Cha 6
    Languages: Doesn’t Speak

    Special
    Vines (Ex): The Rot Patch can attack with up to two vines at any one time from any square covered in the fungus pool. A creature can break free of a vine with a DC 18 Escape Artist or DC 24 Strength check. Each vine possesses 5 hit points and can be attacked by making a successful Sunder combat maneuver.

    Severing a vine does not damage the Rot Patch. If a vine is severed, the Rot Patch can generate a new one on its next turn as a free action. The Vine deals damage equal to the claw attacks. The save DC is Dexterity-based and the Strength check includes a +4 racial bonus.

    Sickening Aura (Su): As a free action, a Rot Patch can emanate an aura that smells like rotting flesh and vegetable matter in a 10-foot radius. Creatures within the area must succeed on a DC 25 Fortitude save or be sickened for as long as they remain in the area and for 1d4 rounds afterwards. The save DC is Constitution-based.

    Rot (Ex): A creature struck by a Rot Patch’s vines must succeed on a DC 25 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.

    Acid Armor (Ex): 2d6 acid damage to those attacking it with natural attacks, and with melee weapons. also, half the damage (min 1) is also dealt to the weapon attacking. Also, each hit lowers Hardness of the objects by 2 points as the acidic oils begin to weaken the material.

    Fungus Pool: A Rot Patch’s “pool” is not a pool at all, but an entanglement of leaves, branches, mosses, funguses, and plants. A typical pool covers a 20-foot radius to start, and a Rot Patch (being bound to its pool) can never leave this area.

    However, the rot patch can extend its pool in two 5 ft. squares round as a move action. Fungus pools do not have a maximum range, although its never been documented as being larger than 300 sq ft. AoE Fire spells or effects dealing damage 30 points of fire damage can destroy portions of the pool, decreasing the effective space it covers and limiting the rot patches range.

    A creature that enters a Rot Patch’s pool (on its own or with the aid of the Rot Patch) is automatically entangled (as the entangle spell) until it escapes. An entangled creature can break free and move half its normal speed by using a full-round action to make a DC 25 Escape Artist check or a DC 29 Strength check. The check DCs are Constitution-based and the Strength check includes a +4 racial bonus.

    Reform (Ex): When reduced to 0 hit points or less, a Rot Patch collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based spells and effects.


    Current 3.5 Version (HERE)
    Last edited by LordErebus12; 2013-08-19 at 06:43 AM.
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  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Rot Patch, Pathfinder Plant

    added image and tweaked the vine ability
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  3. - Top - End - #3
    Troll in the Playground
     
    PirateGirl

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    Default Re: Rot Patch, Pathfinder Plant

    It has some cool ideas but you have gone round the bend with how tough it is.

    Why on earth does this have a Con 30? It's not epic enough to deserve it and it makes the saves too difficult. You should be striving for saves of 18 or 19 not 25.

    Sickening Aura is a Supernatural ability and should be based off charisma not constitution.

    Acid armor needs to say something about a save. If there is no save, say that then. It also needs to be worded a bit better.

    You have a ranged attack (thorns) that seems to indicate there is additional information but that information is not included. Natural attacks normally do 20/x2 damage so that doesn't need to be in the stat block .

    Generally speaking, when the HD are lower than the CR, you have a poorly balanced monster. You tried to make up for this by severely overpowering its Constitution score. To even it out a bit more, I recommend giving it 12 HD and dropping Con to 24 and making it Large size rather than Medium.

    This monster should actually be Large size since the pool is 10 ft, x 10 ft. and it can attack from anywhere in there.

    How much reach do the vines have? They should have reach longer than 10 feet otherwise they can't reach anyone outside the pool. The vines should be able to use Improved Grab as well.

    I really don't like this part at all, "Severing a vine does not damage the Rot Patch. If a vine is severed, the Rot Patch can generate a new one on its next turn as a free action."

    First, severing a vine from a creature should cause it some damage, even if it is minimal damage. Second, regrowing a vine should not be a free action. That does same damage as the claws makes it a fairly powerful foe for even a capable party.

    Reform is a nasty surprise since most adventurers won't be aware of this. This will certainly use up plenty of a party's resources and might be a TPK for some. Reforming in 4 rounds doesn't give the party much time to regroup.Unless they defeat it in the first session, they'll likely be underpowered for a second assault.

    To give it 50% fire weakness and DR/10 Fire is profoundly unfair. DR 10 for a CR 12 monster is too much when you consider how much of the party's resources will be taken up by this. I'd recommend toning it down to DR 5. It has plenty of hit points even if you lower the Con to 24 (and I still recommend increasing HD and size).

    Now, if you have a CR 12 uber-tactical and overly equipped party, then this makes a bit more sense. But if that is the case, then add the extra HD and increase its size. At worst, the party will (or should) eventually realize that they can go around the darn thing (or fly over it) and avoid all the craziness.

    Debby
    Last edited by Debihuman; 2012-06-17 at 08:23 AM. Reason: Never write critiques at night.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Rot Patch, Pathfinder Plant

    Quote Originally Posted by Debihuman View Post
    It has some cool ideas but you have gone round the bend with how tough it is.

    Why on earth does this have a Con 30? It's not epic enough to deserve it and it makes the saves too difficult. You should be striving for saves of 18 or 19 not 25.

    Sickening Aura is a Supernatural ability and should be based off charisma not constitution.

    Acid armor needs to say something about a save. If there is no save, say that then. It also needs to be worded a bit better.

    You have a ranged attack (thorns) that seems to indicate there is additional information but that information is not included. Natural attacks normally do 20/x2 damage so that doesn't need to be in the stat block .

    Generally speaking, when the HD are lower than the CR, you have a poorly balanced monster. You tried to make up for this by severely overpowering its Constitution score. To even it out a bit more, I recommend giving it 12 HD and dropping Con to 24 and making it Large size rather than Medium.

    This monster should actually be Large size since the pool is 10 ft, x 10 ft. and it can attack from anywhere in there.

    How much reach do the vines have? They should have reach longer than 10 feet otherwise they can't reach anyone outside the pool. The vines should be able to use Improved Grab as well.

    I really don't like this part at all, "Severing a vine does not damage the Rot Patch. If a vine is severed, the Rot Patch can generate a new one on its next turn as a free action."

    First, severing a vine from a creature should cause it some damage, even if it is minimal damage. Second, regrowing a vine should not be a free action. That does same damage as the claws makes it a fairly powerful foe for even a capable party.

    Reform is a nasty surprise since most adventurers won't be aware of this. This will certainly use up plenty of a party's resources and might be a TPK for some. Reforming in 4 rounds doesn't give the party much time to regroup.Unless they defeat it in the first session, they'll likely be underpowered for a second assault.

    To give it 50% fire weakness and DR/10 Fire is profoundly unfair. DR 10 for a CR 12 monster is too much when you consider how much of the party's resources will be taken up by this. I'd recommend toning it down to DR 5. It has plenty of hit points even if you lower the Con to 24 (and I still recommend increasing HD and size).

    Now, if you have a CR 12 uber-tactical and overly equipped party, then this makes a bit more sense. But if that is the case, then add the extra HD and increase its size. At worst, the party will (or should) eventually realize that they can go around the darn thing (or fly over it) and avoid all the craziness.

    Debby


    give me time to upgrade it
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  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Rot Patch, Pathfinder Plant

    Quote Originally Posted by Debihuman View Post
    It has some cool ideas but you have gone round the bend with how tough it is.

    Why on earth does this have a Con 30? It's not epic enough to deserve it and it makes the saves too difficult. You should be striving for saves of 18 or 19 not 25.

    Sickening Aura is a Supernatural ability and should be based off charisma not constitution.

    Acid armor needs to say something about a save. If there is no save, say that then. It also needs to be worded a bit better.

    To give it 50% fire weakness and DR/10 Fire is profoundly unfair. DR 10 for a CR 12 monster is too much when you consider how much of the party's resources will be taken up by this. I'd recommend toning it down to DR 5. It has plenty of hit points even if you lower the Con to 24 (and I still recommend increasing HD and size).

    Now, if you have a CR 12 uber-tactical and overly equipped party, then this makes a bit more sense. But if that is the case, then add the extra HD and increase its size. At worst, the party will (or should) eventually realize that they can go around the darn thing (or fly over it) and avoid all the craziness.

    Debby
    honestly, i agree with the DR fire. its gone. however, at 10 level, a fire spell is easily enough to kill this beast.

    Assuming you think tactically, have a little knowledge in nature, use ranged attacks to remain out of the pool, and perhaps fly over it. no problem.

    the pool is destroyed when it suffers from AOE attacks dealing 30 points of fire damage, which means in effect a large enough fireball can burn the pool away completely (killing this rot patch for good, as it cannot survive outside the pool). which means if you know this monster's weakness, its hardly a problem.

    Con is fine. its extremely hardy

    moving through the fungus pool is what draws the monsters attention, and since it cannot leave the pool, it must wait for food to come to it. i agree the CR is too high, but through conventional (and idiotic) melee fighting against this monster means a certain death. you dont meet this monster head on, or you get melted.

    the fungus pool is the body of this monster, The Rot patch is just the pool's mouth and stomach. not pretty, but yes, much of it is not finished yet.

    the actual rot patch is a medium sized creature because the pool starts small and expands. i didnt feel it right to make him take up the entire pool size, which is stupid in my opinion.


    pop back in tomorrow and it will be slightly adjusted in a few ways.
    Last edited by LordErebus12; 2012-06-17 at 10:10 AM.
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  6. - Top - End - #6
    Troll in the Playground
     
    PirateGirl

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    Default Re: Rot Patch, Pathfinder Plant

    Why give this monster a glass jaw if a 10th-level fireball can take it out. That's hardly sporting. This is one of the problems with Low HD monsters with High CR.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: Rot Patch, Pathfinder Plant

    its the fungus pool, with 30 hp per 5 ft square.
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  8. - Top - End - #8
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    PirateGirl

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    Default Re: Rot Patch, Pathfinder Plant

    It's a CR 12 level monster so you'd be looking at CL 12 Fireball does a maximum of 10d6 to creatures, it wouldn't affect the pool at all. I don't think you can count the pool as an unattended object.

    Let's say the party does 10d6 damage (average damage 35 and the creature takes 50% more damage from fire) on average it will take 52 points of damage from a maxed fireball spell. That's not a glass jaw. It will take 3 or 4 of these to take it out.

    How were you adjudicating this thing?

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  9. - Top - End - #9
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    Default Re: Rot Patch, Pathfinder Plant

    I would imagine the point of it is for it to be sturdy, but with lowish powered attacks, it doesn't seem more powerful then most cr 12 pathfinder monsters, and is about the same power as a few cr 10 dnd monsters.
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  10. - Top - End - #10
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    Default Re: Rot Patch, Pathfinder Plant

    My changes are in red. Some of my queries are noted.

    Quote Originally Posted by LordErebus12 View Post
    Rot Patch CR 12
    N Medium Plant

    Defense
    Init +3; Senses Low-light vision; Perception +10
    AC 21, Touch 13, Flat-footed 18 (+3 Dex, +8 Natural)
    HP 180 (10d8+100)
    Fortitude +17, Reflex +6, Will +6
    Immunity all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning
    Weakness Fire +50% (See Reform Below)
    DR 10/Bludgeoning

    Offense
    Speed 40 ft.; Climb

    Note: It shouldn't have a climb speed if it is bound by its fungus pool.

    Base Atk +7 (-1 Size); CMB +14; CMD 28
    Melee 2 Claws +13 (2d6+6 slashing plus 1d6 acid)
    Ranged Thorns +11 (2d8 piercing)
    Special Attacks Acid Armor (2d6 acid see below), Vines (2d6+6 slashing plus 1d6 acid)

    Statistics
    Feats: Combat Reflexes and it needs 4 more feats
    Skills: Perception +10, Stealth+ 12

    Note: if it is bound to its fungal pool and can't leave why does it get a bonus for being in it? It doesn't make sense.

    Str 22, Dex 17, Con 30, Int 2, Wis 16, Cha 6
    Languages: Doesn’t Speak

    Special

    Vines (Ex): The rot patch can attack with up to two vines at any one time from any square covered in its fungus pool. The vines deal 2d6 points of slashing damage and 1d6 acid damage if the target fails its Reflex save (DC 18). The save DC is Dexterity-based. A successful save halves the damage.

    Any creature that fails its Reflex save is also entangled as the entangle spell. A creature can break free of a vine with a DC 18 Escape Artist or DC 24 Strength check. The checks include a +4 racial bonus.

    Each vine possesses 5 hit points and can be attacked by making a successful Sunder combat maneuver. Severing a vine does not damage the Rot Patch. If a vine is severed, the rot patch can generate a new one on its next turn as a free action.

    Sickening Aura (Su): As a standard action, a rot patch can emanate an aura that smells like rotting flesh and vegetable matter in a 10-foot radius. Creatures within the area must succeed on a DC 25 Fortitude save or be Sickened for as long as they remain in the area and for 1d4 rounds afterwards. The save DC is Constitution-based. Creatures that have no sense of smell are immune to this effect. Breathing through cloth gives the creature a +2 bonus to his or her save.

    Rot (Ex): A creature struck by a rot patch’s vines must succeed on a DC 25 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based. Constructs, Undead, Oozes, and creature immune to poison are immune to this as well. Once a creature has successfully saved against a rot patch's rot, it is immune to it for 24 hours.

    Acid Armor (Ex): Anyone attacking the rot patch with natural attacks or melee weapons takes 2d6 points of acid acid damage. Melee weapons that successfully hit the rot patch take half the amount of damage (min 1) and have their hardness reduced by 2.

    Note: Magic items ALWAYS get a saving throw to avoid damage. It's s Fort, Will and Reflex save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

    I don't really understand why this doesn't have a Reflex save to avoid the damage.

    Fungal Pool (Ex): A rot patch's fungal pool is an entanglement of leaves, branches, mosses, fungi, and plants. A typical fungal pool covers a 20-foot radius and the rot patch (being bound to its fungal pool) can never leave this area.


    Note: how does it have a 40 ft. climb if it can't leave its fungus pool?

    However, the rot patch can extend its fungal pool in two 5-foot squares round as a move action. Fungal pools do not have a maximum range, although ones larger than 300 square feet have never been documented.

    For every 30 points of fire damage the fungal pool takes, it decreases in size by feet. A rot patch takes 10 points of damage for every 5 feet its fungal pool is decreased in size and dies if the fungal pool is reduced to 0 feet.

    A creature that enters the fungal pool (on its own or with the aid of the Rot Patch) is automatically entangled (as the entangle spell) until it escapes. An entangled creature can break free and move half its normal speed by using a full-round action to make a DC 25 Escape Artist check or a DC 29 Strength check. The check DCs are Constitution-based and the Strength check includes a +4 racial bonus.


    Reform (Ex): When reduced to 0 hit points or less, a Rot Patch collapses back into its fungal pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based spells and effects.
    Debby
    Last edited by Debihuman; 2012-06-17 at 06:47 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  11. - Top - End - #11
    Ogre in the Playground
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    Default Rot Patch, 3.5 Plant

    Rot Patch

    Out of the rotting vegetable matter and stinking muck rises a large fungal creature, with a mouth lined with tentacles and has powerful arms ending in long claws. Mushrooms and small thorns sprout from its back, the former seeming to radiate faintly with light from time to time. As you make to move away from it through the difficult muck, thick vines burst from beneath the muck, attempting to grab at you.

    Size/Type: Large Plant
    Hit Dice: 10d8+100 (145 hp)
    Initiative: +7 (Improved Initiative)
    Speed: 40 ft. (limited to movement within fungal pool, see below)
    Armor Class: 20 (+3 Dex, +8 Natural, -1 Size); Touch 12; Flat-footed 17
    BAB/Grapple: +7 / +17
    Attack: Claw +12 melee (2d6+6 slashing plus 1d6 acid)
    Attack: Thorns +10 ranged 30 ft. (2d8 piercing)
    Full Attack: Two claws or two thorns
    Space/Reach: 10 ft. / 10 ft.
    Special Attacks: Rot (Fort DC 25), Sickening Aura (Fort DC 25), two Vines (2d6+6 slashing plus 1d6 acid; Reflex half DC 18)
    Special Qualities: Acid Armor; DR 10/Bludgeoning; Immunity all mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning; Low-Light Vision; Weakness Fire +50% (See Reform Below)
    Saves: Fortitude +17, Reflex +8, Will +6
    Abilities: Str 22, Dex 17, Con 30, Int 2, Wis 16, Cha 6
    Skills: Hide 1 rank (+0), Listen 3 ranks (+6), Move Silently 3 ranks (+6), Spot 3 ranks (+6)
    Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
    Environment: Any (typically a polluted or swampy area)
    Organization: Solitary, Pair or Fungal Nest (3-5)
    Challenge Rating: 12 (Tribble's Calculation)
    Treasure: None
    Alignment: N
    Advancement: 11-15 HD (Large), 16+ HD (Huge)
    Level Adjustment: ---

    Rot Patches appear to be giant fungal beast-like plants that are bound to their fungal pool, which they protect and nurture. Those who gather nearby to the pools are dragged in and killed, used a compost to feed the rot patch's fungal pool.

    A single fungal pool can grow to massive proportions if left to the care of the Rot Patch, some covering hundreds of square feet. A single rot patch stands about eleven feet tall and weigh between two to three thousand pounds. Rot patches cannot speak.

    Special

    Acid Armor (Ex):
    Anyone attacking the rot patch with natural attacks or melee weapons takes 2d6 points of acid damage. Melee weapons that successfully hit the rot patch take half the amount of damage (min 1) and have their hardness reduced by 2. Ammunition are generally destroyed after remaining in contact with the Rot Patch. Magic items get a reflex saving throw to avoid this damage.

    Fungal Pool (Ex):
    A rot patch's fungal pool is an entanglement of leaves, branches, mosses, fungi, and plants. A typical fungal pool covers a 20-foot radius and the rot patch (being bound to its fungal pool) can never leave this area. However, the rot patch can extend its fungal pool in two 5-foot squares round as a move action. Fungal pools do not have a maximum range, although ones larger than 300 square feet have never been documented.

    While not expressly a creature, the fungal pool does have hit points, equal to about 30 hit points per 5 foot square of its overall area. For every 30 points of fire damage the fungal pool takes, it decreases in size by one 5 feet square (typically at the point of contact with the fire damage). A rot patch dies if the fungal pool is reduced to 0 feet.

    A creature that enters the fungal pool (on its own or with the aid of the Rot Patch) is automatically entangled (as the entangle spell) until it escapes. An entangled creature can break free and move half its normal speed by using a full-round action to make a DC 25 Escape Artist check or a DC 29 Strength check. The check DCs are Constitution-based and the Strength check includes a +4 racial bonus.

    Reform (Ex):
    When reduced to 0 hit points or less, a Rot Patch collapses back into its fungal pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based spells and effects. If it reaches its maximum hit points in fire damage, it cannot reform for 1d4 days, assuming the fungal pool is still intact.

    Rot (Ex):
    A creature struck by a rot patch’s vines must succeed on a DC 25 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based. Constructs, Undead, Oozes, and creature immune to poison are immune to this as well. Once a creature has successfully saved against a rot patch's rot, it is immune to it for 24 hours.

    Vines (Ex):
    The rot patch can attack with up to two vines at any one time from any square covered in its fungus pool as a swift action. The vines deal 2d6 points of slashing damage and 1d6 acid damage if the target fails its Reflex save (DC 18). The save DC is Dexterity-based. A successful save halves the damage.

    Any creature that fails its Reflex save is also entangled as the entangle spell. A creature can break free of a vine with a DC 18 Escape Artist or DC 24 Strength check. The checks include a +4 racial bonus.

    Each vine possesses 5 hit points and can be attacked by making a successful attack against them. Severing a vine does not damage the Rot Patch. If a vine is severed, the rot patch can generate a new one on its next turn as a free action.

    Sickening Aura (Su):
    As a standard action, a rot patch can emanate an aura that smells like rotting flesh and vegetable matter in a 10-foot radius. Creatures within the area must succeed on a DC 25 Fortitude save or be Sickened for as long as they remain in the area and for 1d4 rounds afterwards. The save DC is Constitution-based. Creatures that have no sense of smell are immune to this effect. Breathing through cloth gives the creature a +2 bonus to his or her save.
    Last edited by LordErebus12; 2013-08-19 at 06:40 AM.
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    Troll in the Playground
     
    PirateGirl

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    Elemental Plane of Purple
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    Default Re: Rot Patch, Pathfinder Plant

    It's looking pretty good. Hit points should be 145 not 160 10x4.5= 45 not 60. The average of a d8 is 4.5.

    Debby
    Last edited by Debihuman; 2013-08-19 at 05:42 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  13. - Top - End - #13
    Ogre in the Playground
    Join Date
    Nov 2011
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    Oldhelwyn Wilds

    Default Re: Rot Patch, Pathfinder Plant

    Quote Originally Posted by Debihuman View Post
    It's looking pretty good. Hit points should be 145 not 160 10x4.5= 45 not 60. The average of a d8 is 4.5.

    Debby
    okay with that, the CR drops to 12, which seems more realistic in my mind.
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