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Old 19th February 2002, 09:35 AM   #1 (permalink)
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Razorvine

Razorvine
Medium-size Plant

HD: 1d8+1 (5 hp)
Initiative: +0
Speed: 0 ft
AC: 15 (+5 Natural Armor)
Attacks: Vines +0 (melee)
Damage: Vines 1d3, 1d4, or 1d6 + base AC
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Vines
Special Qualities: Plant, Weapon Immunity, Fire Resistance
Saves: Fort +3, Ref +0, Will +0
Abilities: Str --, Dex --, Con 12, Int --, Wis --, Cha 10

Climate/Terrain: Any
Organization: Patch (2-20 vines)
CR: 2
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 2 HD (Medium-size), 3-4 HD (Large)

Razorvine's a fact of life in Sigil and on some of the Lower Planes. It's a black-leaved creeper or ivy with an exceptionally sharp-edged stem hidden under the lush foliage. The plant's capable of surviving almost any conditions, and flourishes in most environments. Razorvine can grow several feet in a single day, and can cover a small building or untended wall in a week.

The razorvine's leaves are small, heart-shaped, and so dark as to be nearly black. They grow in dense clumps near the stem on short, wiry sprigs. The leaf-edges are serrated, but they're actually completely harmless - the stems are the real peril. A razorvine's stem is triangular in cross-section, with three elevated, iron-hard ridges like sword-blades running along the stem. These ridges are the weapons of the razorvine, and they'll lat a sod's arm open from wrist to elbow if he's not careful with the stuff.

COMBAT
The razorvine doesn't actually attack anything. It just lies there waiting for someone to fall into it.

Vines (Ex): The razorvine can inflict damage in three ways. Anyone handling the stuff or brushing past are likely to get cut. Anyone trying to slash through it or cut through it might get cut. Anyone falling into it will get cut. Handling razorvine includes wading through the stuff. Each round someone tries to retrieve something or wade through it, they must make a Dexterity check (DC 15) or suffer 1d3 + base AC in damage.
Hacking through it is as dangerous because the tightly twisted vines are under tension. When a vine is cut, it recoils and might slash the basher who just severed it. If it hits, it deals 1d4 + the base AC in damage to the victim and no save is allowed.
Falling into a patch is deadly because most folk will bleed to death before getting out. This deals 1d6 + base AC with no save or attack roll needed. When someone falls into a patch, they take no damage unless the move. Each round that they try to get out, they suffer full falling in damage all over again. Normally it takes 1-3 rounds to get out.
The person's base AC is his armor without Dexterity bonuses, shields, or magical adjustments that don't actually cover his or her whole body or rely on misdirection.

Weapon Immunity (EX): Razorvines are only affected by slashing weapons.

Fire Vulnerability (Ex): Razorvine is unusually resistant to fire. Normal fire only blackens and hardens the stem while burning the leaves off. Magical fire affects the plant, as normal fire would normally do.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Uses of Razorvine (by Jacob Driscoll)

Razorvine Stats (treat as mold/fungi): Razorvine grows nearly everywhere, with rampant popularity. It coats any flat surface, vertical, horizontal, diagonal, whatever. It can be trimmed back, the dabus keep most buildings in Sigil free of the stuff, and razorvine trimmers are a popular occupation is Sigil. Some people specially nurture razorvine as an added measure of protection. In the poorer urban sections of Sigil and beyond, razorvine grows rampant, and causes a difficulty for anyone who encounters a patch.
Traps are often built using razorvine, as well:
Razorvine Pit Trap (CR 3, +1 CR/20 feet depth): no attack roll (1d8 + 1d6/10 feet depth); Reflex 20 avoids; Search 20; Disable Device 25. This trap is basically a pit, lined on the floor and walls with razorvine. Thus, a victim suffers potential injury as they pick their way to the walls, and climb back up them.
Razorvine Lash Trap (CR 1): +8 melee (1d6); Search (DC 21); Disable Device (DC 25). This trap consists of a trip wire, that, when broken, triggers a blade that clips a section of razorvine. Then, the fronds lash out, usually of grooves in the walls, snapping against the people in the hallway.
Razorvine: Hardness 5, 5 hp/inch of thickness.
Razorvine Weapon: If a weapon is entwined with razorvine, it gains +1d3 damage, though your ability to hit is unaffected. Most razorvine grows brittle and useless after a week, unless magically kept alive. If this is the case, then if the weapon lays dormant for more than a day, the razorvine will start to grow on whatever the weapon is touching.
Wielding a Razorvine weapon requires the appropriate Exotic Weapon Proficiency. Razorvine requires special care and maintenance to use effectively.
Magical Razorvine weapons only require proficiency with the enchanted weapon. A Razorvine Shortsword only requires Shortsword proficiency, if it is magical. The Razorvine sprouts from the metal of the weapon itself, in this case. Magical Razorvine weapons deal +1d6 points of piercing and slashing damage, and this is considered a +1 enchantment. Weapons can also have a Razorvine Burst that causes an explosion of thorns and vines on the target hit with the weapon, dealing damage as a "shocking/flaming/freezing burst" weapon, save that the damage is piercing and slashing.
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Old 22nd February 2002, 06:51 PM   #2 (permalink)
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glaucon Goblin Sharpshooter (Lvl 2)
Greetings,

Not to quibble but, personally, I would also give Razorvine the regeneration special quality....
Everything I've ever read about it seems to indicate it should and, it would explain it's ubiquitousness....
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Old 22nd February 2002, 07:47 PM   #3 (permalink)
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Quote:
Originally posted by glaucon
Greetings,

Not to quibble but....
Please quibble. Thats the only way I get feedback

Any and all are welcome.
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