Cleon
Legend
Okay, I realize there are a couple of minor gaffs in my Plantman stats in post #711. I didn't give it extra reach for the longspear, and there are a few minor typos here and there.
Upon reflection, I think the 'rank and file' Plantmen will just have spears, and only the bodyguards and higher ranks will usually have longspears plus a bunch of standard spears for backup and throwing weapons.
Now I'll put the two different versions aside for a moment and talk about Special Abilities. We've got three to work out - Fear Fire, Water Dependency and the chief's Spore attack.
Now Shade suggested a variation of the sahuagin's Water Dependent ability.
Maybe make it a fixed DC? Or equal to the DC of any fire spell that hits them? Or maybe even both? Although making it 10+1 per X points of fire damage could be better, something like:
1-4 fire damage, Fear DC10, 1-HD sap saves 55%, 10-HD chief saves 70%.
5-9 fire damage, Fear DC11, 1-HD saves 50%, 10-HD saves 65%.
10-14 fire damage, Fear DC12, 1-HD saves 45%, 10-HD saves 60%.
15-19 fire damage, Fear DC 13, 1-HD saves 40%, 10-HD saves 55%.
20-24 fire damage, Fear DC 14, 1-HD flees 35%, 10-HD flees 50%.
That looks about right to me. I'm thinking the tougher specimens are likely to get Iron Will to help overcome their terror.
That leaves a chief's Spores attack.
I'd like to limit the spore attack to a few times per day or week, maybe just once, so a high-level 'PC Plantman' can't quickly form a huge army of loyal bodyguards.
As for the mechanics, it reminds me a bit of a ghoul's special attacks:
Upon reflection, I think the 'rank and file' Plantmen will just have spears, and only the bodyguards and higher ranks will usually have longspears plus a bunch of standard spears for backup and throwing weapons.
Now I'll put the two different versions aside for a moment and talk about Special Abilities. We've got three to work out - Fear Fire, Water Dependency and the chief's Spore attack.
Now Shade suggested a variation of the sahuagin's Water Dependent ability.
That seems a bit harsh to me, since the original monster just loses 2 Con every 12 hours. I think it would be easier just tweaking the original text.Water Dependent: Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules)
How about:Plantmen can suffer from dehydration when adventuring outside of very moist, swampy areas. They must wet themselves twice a day or lose two Constitution points per missed bath. Lost Constitution points are regained at the rate of two points per bath. A waterskin provides enough water for a single wetting.
Water Dependency (Ex): Plantmen can suffer from dehydration outside of very moist, swampy areas. They must wet themselves twice a day or start taking 2 Constitution damage for every twelve hours they miss a wetting. In particularly arid conditions, they may dehydrate two or even three times faster, taking damage every 6 or 4 hours. A plantman can regain Constitution points lost from dehydration by wetting itself, regaining 2 points per bath. A standard jug or waterskin provides enough water to give a Medium sized plantman a single wetting (1 gallon), a Large plantman needs twice as much (2 gallons).
Note that plantmen do not need to drink water, these wettings are enough to satisfy their thirst.
Now what about Fear Fire? Shade suggested a Will save versus DC=damage dealt, but I that would mean that 1 HD plantmen will not be running away very often (since they only average about 4 hp the highest DC of Fear Fire they face will be 3, any higher and they won't be able to run away!), while high HD plantmen may be running away too often, since they have poor Will Saves. (i.e. a 10 HD plantman will have about 65 hit points and a +3 will save, so it has a 50% chance of fleeing when it suffers 14 points of damage.)Note that plantmen do not need to drink water, these wettings are enough to satisfy their thirst.
Maybe make it a fixed DC? Or equal to the DC of any fire spell that hits them? Or maybe even both? Although making it 10+1 per X points of fire damage could be better, something like:
Fear Fire: Plantmen have an instinctive terror of flame, if a Plantman suffers any damage from a fire attack they must make a Will save against a DC of 10 plus 1 for every five points of fire damage.
Let's see how that works out:
1-4 fire damage, Fear DC10, 1-HD sap saves 55%, 10-HD chief saves 70%.
5-9 fire damage, Fear DC11, 1-HD saves 50%, 10-HD saves 65%.
10-14 fire damage, Fear DC12, 1-HD saves 45%, 10-HD saves 60%.
15-19 fire damage, Fear DC 13, 1-HD saves 40%, 10-HD saves 55%.
20-24 fire damage, Fear DC 14, 1-HD flees 35%, 10-HD flees 50%.
That looks about right to me. I'm thinking the tougher specimens are likely to get Iron Will to help overcome their terror.
That leaves a chief's Spores attack.
Hmmm, there's no mention of how the chief delivers its spores - with a melee claw attack? scattering a cloud with a radius X? grappling a helpless foe and sticking tendrils in them? Nor does it say what kind of creatures its spores affect. Do they only transform Humanoids?Chiefs can also attack with spores; victims must make a saving throw vs. poison or be paralyzed, dying in 5d4 minutes unless treated by a cure disease spell. Victims who die in this manner are reborn 1d4+20 hours later as plantmen with 6 HD. These individuals become the chief's bodyguards.
I'd like to limit the spore attack to a few times per day or week, maybe just once, so a high-level 'PC Plantman' can't quickly form a huge army of loyal bodyguards.
As for the mechanics, it reminds me a bit of a ghoul's special attacks:
So how do you think we should handle this?Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.