Converting Monsters from Polyhedron Magazine

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How about normal save DC if the damage is from a spell and a fixed DC for mundane fire damage (or 10+damage)?

I like 1d8 lethal as horrid wilting.

Hmm, let's have a look at the probabilities for the two approaches, using the same fire attacks and plantmen I used earlier (damage includes the +50% for plantmen's Vulnerability to Fire. Chief +5 Will save, sapling +0 Will save.), plus a couple of additions:

For Fear Fire DC = 10 + 1 per hit point.

Candle (1pt fire damage) DC 11; Chief saves 6+(75%), Sapling saves 11+ (50%)
Torch (4 fire damage) DC 14; Chief saves 9+(60%), Sapling saves 14+ (50%)
Flaming Sphere/Oil (10 fire) DC20; Chief saves 15+(30%), Sapling saves 20 (5%)
5-dice Fireball (25 fire) DC35; Chief saves 20 (5%), Sapling saves 20 (5%)

For Fear Fire DC = Spell DC, assuming minimum casting abilities.

Ray of Fire (0-level spell, Int 10) DC 10; Chief saves 5+(80%), Sapling saves 10+ (55%)
Burning Hands (1st-level, Int 11) DC 11; Chief saves 6+(75%), Sapling saves 11+ (50%)
Flaming Sphere (2nd-level, Int 12) DC13; Chief saves 8+(65%), Sapling saves 13+ (40%)
5-dice Fireball (3rd-level, Int 13) DC14; Chief saves 9+ (60%), Sapling saves 14+ (35%)

Ray of Fire is just a Ray of Frost cantrip that does fire damage. A 1st level Burning Hands does 1-6 damage to a plantman, once their Vulnerability to Fire is included, it averages out the same as 1d6.

The DC=10+hp version looks way too difficult to me, even the brave chiefs will be fleeing more than fighting when faced with fire wielding foes.

The DC=Spell DC version looks a lot better. the likelihood of the Plantmen saving seems a bit high, but it doesn't allow for superior casters with higher stats and spell DC boosting feats or items, which would significantly tip the odds against our vegetative friends.

So, how about DC = spell DC for magical fire, and a flat DC10 for nonmagical fire?
 

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I think that will work nicely. :)

Yes, it's easily explainable if a Plantman's fear of fire is psychological it could view a mundane candle the same as a forest fire. But magical fire is unnatural, and hence, more terrifying - and the more potent the magic the more unnaturally terrifying it becomes.

So, what's the modified Fear of Flames? Something like:
Fear of Flames (Ex): A plantman that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.
 



I'll agree to that. CR 1/2? Bonus languages seem good. 50 to 300 lb?

Skills: Swim
Feats: Weapon Finesse or Weapon Focus (spear)
 

Updated.

I think the chief deserves a separate writeup (similar to the myconid leaders).

I thought we'd already settled on a separate writeup for the chief? That's what I'm doing for my alternative version.

Regarding the update, I would only have the +12 racial bonus boost in swamps & jungle apply to Hide. Having it on Move Silently as well seems a bit too much to me.

I'm a bit curious as to why you listed Draconic amongst the bonus languages - are there a lot of green dragons and jungle kobolds living alongside the plantfolk?

I'll agree to that. CR 1/2? Bonus languages seem good. 50 to 300 lb?

Skills: Swim
Feats: Weapon Finesse or Weapon Focus (spear)

Gah, why didn't I think of putting Swim on my version's racial skill list, it's such an obvious selection for a swamp-dweller. Excuse me while I run off and add it...

Hide and Move Silently are pretty obvious, as is Swim. Climb, Listen, Spot or Survival all seem appropriate to round it out.

I agree with the one-half Challenge Rating.

As for weight, I reckon the smallest foot tall Plantmen would be a bit heavier than that, 75-100 pounds. The biggest ones (the 12HD 10 footers) should weigh around 825-1100 pounds, assuming they grow evenly in all dimensions. I'm thinking a short Plantman will be stocky (like real-world pygmies) while a tall plantman would be slimmer, so I'm thinking 100-800 pounds at the moment.

As for your feat options, I'd go for Weapon Focus, since once a Plantman grows larger it will lose the advantage of Weapon Finesse as its Str overtakes its Dex.
 

I thought we'd already settled on a separate writeup for the chief? That's what I'm doing for my alternative version.

We may have. I've gotten a bit confused with the two different versions. B-)

Regarding the update, I would only have the +12 racial bonus boost in swamps & jungle apply to Hide. Having it on Move Silently as well seems a bit too much to me.

Sounds good.

I'm a bit curious as to why you listed Draconic amongst the bonus languages - are there a lot of green dragons and jungle kobolds living alongside the plantfolk?

Lizardfolk!

Updated.
 


I believe so. I'll see if I can write some up this morning. And of course, feel free to offer suggestions.
 

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