Converting Monsters from Polyhedron Magazine

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Looks good if we change "However, But each tribe has a single chief" to "However, each tribe has but a single chief."
 


My apologies for not posting in this thread recently. I kept a watch on it for a week or two after my last post but got distracted by other things, so I didn't notice when it revived.

Anyhows, Shades take on the plantfolk and chief looks good to me except for one minor quibble. The base 1HD plantfolk should have Base Attack/Grapple: +0/+1 since its BAB is 3/4 its hit dice, not the listed +1/+2, and all its attack lines should therefore be cut by one.

I like the name 'Moldering' for the Chief's special attack, and the addition of Shriekers to the organization line. I think I'll stick something about shriekers and russet mold into my take on the monster.

I'll post my version shortly, I've got some work and other chores to finish off. My take is a bit more complicated and rule-bending than Shades, but there are quite quite a few similarities.
 

Anyhows, Shades take on the plantfolk and chief looks good to me except for one minor quibble. The base 1HD plantfolk should have Base Attack/Grapple: +0/+1 since its BAB is 3/4 its hit dice, not the listed +1/+2, and all its attack lines should therefore be cut by one.

Not in this case, since it's a 1st-level warrior, thus gaining that class's BAB of +1.

I'll post my version shortly, I've got some work and other chores to finish off. My take is a bit more complicated and rule-bending than Shades, but there are quite quite a few similarities.

I look forward to seeing it. :)
 

Not in this case, since it's a 1st-level warrior, thus gaining that class's BAB of +1.

Oh right, I remember you mentioning the possibility of making the basic plantman a warrior a few score posts ago, but the implications of the "Most plantfolk encountered outside their homes are warriors" bit didn't register.

In that case it raises a different niggle. You've put two skill points in Move Silently right? That's a cross-class skill for Warriors, so shouldn't it get one rank for +3 MS (once its +2 Dex bonus is thrown in), instead of two ranks for +4?

[EDIT]
Come to think of it, there are SRD 1st level warriors that don't heed cross-class skill considerations. e.g. the SRD Kobold has 1 rank in Listen, Hide, Move Silently & Spot despite none of these being Warrior skills. So, the SRD itself is breaking its own rules r.e. the "All listed skills are class skills, unless the creature has a character class (noted in the entry)." section of Reading The Monster Entry.

Strange I never noticed that before. The easiest fix would be to say that they are "racial skills" and just note such in the "X as characters" entry.
[END EDIT]

I'm a bit confused by the explanation of plantfolk/chief advancement. The Chief entry says "Plantfolk chiefs arise from the ranks of plantfolk that advance by HD", but their Advancement only mentions by character class. Shouldn't it have 11-12 HD (Large) in there as well?

There's also a slight implication that plantfolk which don't advance by Plant HD (e.g. regular warriors) can't become chiefs, although I don't think that can be right if chiefs advances by character class.

I look forward to seeing it. :)

It's basically finished, so I expect I'll post it tonight if nothing goes horribly wrong.
 
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Plantman (Malatran Mold Man)

PLANTMAN (MALATRAN MOLD MAN)
Medium Plant
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armour Class: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Claw +1 melee (1d4+1) or spear +2 melee (1d8+1/x3) or club +1 melee (1d6+1) or spear +3 ranged (1d8+1/x3)
Full Attack: Claw +1 melee (1d4+1) or spear +2 melee (1d8+1/x3) or club +1 melee (1d6+1) or spear +3 ranged (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Fear of flames, immunities (charms & compulsions, electricity and sleep), low-light vision, moisture dependency, plant weaknesses, vulnerability to fire
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 11, Int 10, Wis 11, Cha 10
Skills: Hide +6*[+14 in swamps or forest], Listen +2, Move Silently +6, Spot +2, Swim +3
Feats: Weapon Focus (spear)
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: 2-6 (Medium); 7–12 HD (Large) or by character class - see below
Level Adjustment: +1

Plantmen are proficient with in simple weapons, they have no proficiency in armour or shields.

An average plantman stands 4½ feet tall and weighs around 100 pounds, they grow approximately 6 inches taller for every additional Hit Dice, reaching a maximum size of about 10 feet tall and 1000 pounds.

Plantman communicate with each other via sign-language, percussion and crude vocalisations, using the same language as Vegepygmies. They can learn to speak humanoid languages.

Combat
Malatran plantmen prefer to attack by ambush, making good use of their natural stealth. They are resolute fighters, it takes overwhelming power, heavy casualties or their fear of flames to drive them away.

Plantmen settlements are usually protected by crude traps and fortifications such as pits, pungi-stakes and palisades, plus 'tame' shriekers and patches of russet mold. There will be 1d6-1 shriekers and 2d4 patches of russet mold for every 50 plantmen in a settlement.

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.

Plant Weaknesses (Ex): A plantman does not have all the standard immunities of the Plant type, it is affected normally by poison, paralysis, polymorph, stun and critical hits. It has a limited immunity to mind-affecting effects, being immune to charms and compulsions (except for those which specifically affect Plants) but is normally affected by phantasms, patterns, and morale effects. It is immune to sleep effects.

Moisture 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 water (2 gallons).

Note that these wettings are enough to satisfy a plantman's thirst, they do not have to drink fluids as well.

Skills: Plantmen receive a +4 racial bonus to Hide and Move Silently, their racial bonus to Hide increases to +12 bonus when in a swampy or forested areas.

[8 skill ranks, 2 in Listen, 2 in Move Silently, 2 in Spot, 2 in Swim]

Advancing Plantmen
Most plantmen advance by increasing their levels in Plant. They can achieve up to 12 Hit Dice in plant, becoming bodyguards at 5-6 Hit Dice, sub-chiefs at 7-9 Hit Dice and Chiefs at 10 or more Hit Dice. As a plantman advances it gradually loses its Plant Weaknesses special quality, eventually gaining all the immunities of the Plant type. A sub-chief or larger plantman is a Large creature, while the chiefs gain a special Spore attack. Typical examples of a plantman bodyguard, sub-chief and chief are given below, with further details on their progression in levels of Plant under Plantmen as a Savage Species Class.

Extraordinary plantmen may advance according to character class. The favoured class of such plantmen is ranger, with the classes of druid, cleric and wizard being the next most popular, in diminishing order of frequency.

Plantmen Spellcasters
Most plantmen clerics worship vegetable gods. Plantmen druids often belong to a variant class, the Plantpriest. Such priests do not cast fire or cold spells, and can spontaneous cast cure or inflict spells which only affect creatures of the Plant type. See Plantpriest, below for more details.

Plantmen as Player Characters

  • Strength +2, Dexterity +4.
  • Size Medium.
  • A plantman’s base land speed is 30 feet.
  • Low-light vision.
  • Racial Hit Dice: A plantman begins with one level of Plant, which provide 1d8 Hit Dice, a base attack bonus of +0, and base saving throw bonuses of Fort +2, Ref +0, and Will +0.
  • Racial Skills: A plantman’s Plant levels give it skill points equal to 4 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot and Swim.
  • Racial Skill Bonuses: A plantman has a +4 racial bonus on Hide and Move Silently checks, its racial bonus on Hide increases to +12 in swamp or forest terrain.
  • Racial Feats: A plantman’s plant levels give it one feat.
  • Proficiency in simple weapons.
  • +4 natural armour bonus.
  • Automatic Languages: Plantman. Bonus Languages: Common, Draconic, Elven, Sylvan.
  • Favoured Class: Ranger.
  • 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.
  • Immunity to Electricity (Ex): A plantman takes no damage from electricity.
  • Plant Weaknesses (Ex): A plantman does not have all the standard immunities of the Plant type, it is affected normally by poison, paralysis, polymorph, stun and critical hits. It has a limited immunity to mind-affecting effects, being immune to charms and compulsions (except for those which specifically affect Plants) but normally affected by phantasms, patterns, and morale effects. It is immune to sleep.
  • Vulnerability to Fire (Ex): A plantman takes 50% extra damage from fire.
  • Moisture 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 plantman a single wetting (1 gallon). Note that these wettings are enough to satisfy a plantman's thirst, they do not have to drink fluids as well.
  • Level adjustment +1

ADVANCED
PLANTMEN

PLANTMAN BODYGUARD
Medium Plant
Hit Dice: 5d8+5 (27 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 16 (+1 Dex, +5 natural) touch 11, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3) or longspear +7 melee (1d8+4/x3) or morningstar +6 melee (1d8+4) or spear +4 ranged (1d8+3/x3)
Full Attack: Claw +6 melee (1d4+3) or longspear +7 melee (1d8+4/x3) or morningstar +6 melee (1d8+4) or spear +4 ranged (1d8+3/x3)
Space/Reach: 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: None
Special Qualities: Fear of flames, immunities (electricity, mind-affecting effects, sleep, stun and critical hits), low-light vision, moisture dependency, plant weaknesses, vulnerability to fire
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 17, Dex 12, Con 13, Int 10, Wis 11, Cha 10
Skills: Hide +8*[+16 in swamps or forest], Listen +4, Move Silently +8, Spot +4, Swim +5
Feats: Iron Will, Weapon Focus (longspear)
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 6 (Medium); 7–12 HD (Large) or by character class - see above
Level Adjustment: +2

[16 skill ranks, 3 each in Hide & Move Silently, 4 each in Listen & Spot, 2 in Swim]

PLANTMAN SUB-CHIEF
Large Plant
Hit Dice: 7d8+14 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 16 (-1 size, +1 Dex, +6 natural) touch 10, flat-footed 15
Base Attack/Grapple: +5/+13
Attack: Claw +8 melee (1d6+4) or longspear +8 melee (2d6+6/x3) or morningstar +8 melee (2d6+6) or spear +5 ranged (2d6+4/x3)
Full Attack: Claw +8 melee (1d6+4) or longspear +8 melee (2d6+6/x3) or morningstar +8 melee (2d6+6)or spear +5 ranged (2d6+4/x3)
Space/Reach: 10 ft./10 ft. (20 ft. with longspear)
Special Attacks: None
Special Qualities: Fear of flames, immunities (electricity, mind-affecting effects, paralysis, poison, sleep, stun and critical hits), low-light vision, moisture dependency, plant weaknesses, vulnerability to fire
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 19, Dex 12, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +8*[+16 in swamps or forest], Listen +4, Move Silently +8, Spot +4, Swim +6
Feats: Iron Will, Lightning Reflexes, Weapon Focus (longspear)
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 8–12 HD (Large) or by character class - see above
Level Adjustment: +3


[20 skill ranks, 7 in Hide, 3 in Move Silently, 4 in Listen, 4 in Spot, 2 in Swim]

PLANTMAN CHIEF
Large Plant
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 16 (-1 size, +1 Dex, +6 natural) touch 10, flat-footed 15
Base Attack/Grapple: +7/+16
Attack: Claw +11 melee (1d6+5) or longspear +12 melee (2d6+7/x3) or morningstar +11 melee (2d6+7) or spear +7 ranged (2d6+5/x3)
Full Attack: Claw +11 melee (1d6+5) or longspear +12/+7 melee (2d6+7/x3) or morningstar +11/+6 melee (2d6+7) or spear +7/+2 ranged (2d6+5/x3)
Space/Reach: 10 ft./10 ft. (20 ft. with longspear)
Special Attacks: Spores
Special Qualities: Fear of flames, immunities (electricity, mind-affecting effects, paralysis, poison, polymorph, sleep, stun and critical hits), low-light vision, moisture dependency, plant weaknesses, vulnerability to fire
Saves: Fort +9, Ref +6, Will +5
Abilities: Str 21, Dex 12, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +9*[+17 in swamps or forest], Listen +6, Move Silently +9, Spot +6, Swim +7
Feats: Iron Will, Lightning Reflexes, Quick Draw, Weapon Focus (longspear)
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 10-12 HD (Large) or by character class - see above
Level Adjustment: +4

Combat:
Spores (Ex): Once per day, a plantman chief can release a cloud of spores in a 10-foot radius cloud. The spores do no harm to creatures of the Construct, Elemental, Outsider, Plant or Undead types, or creatures that possess immunity to disease. All others in the area must succeed at a Fortitude save (DC 17) or be paralysed for 1d3 hours, during which they take 1d4 points of Constitution damage per hour. Another Fortitude save (DC 17) is required every time the duration expires — even by those who succeeded at the previous save — to avoid taking another 1d3 hours of paralysis, during which they suffer 1d4 Con damage per hour. The victim must succeed in two consecutive saving throws to completely shake off the spores' infection.

Any fey, giant, humanoid or monstrous humanoid of Small size or larger that is killed by these spores will rise as a plantman 1d4+20 hours later. A Small-sized victim will become a 1-4HD plantman and a Medium or larger victim will become a 5-6 HD plantman. These plantmen have no memory of their former lives, and begin their new life with a friendly attitude towards the chief who created them.

Constitution damage caused by the spores cannot be healed until the spores' contagion is removed. The spells blight, heal, limited wish or wish and miracle or the psionic power bend reality can completely remove the spores' contagion, as does a DC27 Heal check (DC22 when combined with diminish plant or remove disease). A DC17 Heal check will prevent one hour of paralysis and Con loss, while a diminish plant or remove disease spell will delay the victim's Con damage, or their revival as a plantman, for one hour per caster level. This only delays the progress of the spores, it does not cure the victim. A remove paralysis spell will allow the victim to function normally for one hour, but it does not delay the Con damage or transformation.

The save DC and Heal checks are Constitution dependent.


Two-Weapon Fighting Variant - swap Lightning Reflexes for Two Weapon Fighting, drop Ref save to +4 and change attack lines to:

Attack: Claw +11 melee (1d6+5) or longspear +12 melee (2d6+7/x3) or morningstar +11 melee (2d6+7) or sickle +11 melee (1d8+5) or spear +7 ranged (2d6+5/x3)
Full Attack: Claw +11 melee (1d6+5) or longspear +12/+7 melee (2d6+7/x3) or morningstar +11/+6 melee (2d6+7) or sickle +11/+6 melee (1d8+5) or morningstar +9/+4 melee (2d6+5) and sickle +9 melee (1d8+2) or spear +7/+2 ranged (2d6+5/x3)
Base – morningstar +7/+2 melee (2d6+5) and sickle +3 melee (1d8+2)
TWF feat – morningstar +9/+4 melee (2d6+5) and sickle +9 melee (1d8+2)

[26 skill ranks, 8 in Hide, 4 in Move Silently, 6 in Listen, 6 in Spot, 2 in Swim
Originally I gave the chief Power Attack for its 9HD feat, but that seemed a bit unimaginative and it's just another thing for the DM to keep track on when running a horde of plantmen, so I decided to give the sample chief Quick Draw instead, so it could swap weapons and hurl spears with lightning speed.]

PLANTMAN HERO
Hewer of Men
6th level Ranger, Elite 7 HD Plantman Subchief

Large Plant
Hit Dice: 13d8+42 (97 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armour Class: 22 (-1 size, +6 natural, +4 armour [+1 studded leather armour], +3 Dex) touch 12, flat-footed 19
Base Attack/Grapple: +11/+19
Attack: Claw +14 melee (1d6+4) or +1 battleaxe +16 melee (2d6+7/19-20×3) or mighty masterwork composite longbow [+4 strength bonus] +14 ranged (2d6+4/×3)
Full Attack: Claw +14 melee (1d6+4) or +1 battleaxe +16/+11 melee (2d6+7/19-20×3) or +1 battleaxe +12/+7 melee (2d6+5/19-20×3) and masterwork battleaxe +12/+7 melee (2d6+2/19-20×3) or mighty masterwork composite longbow [+4 strength bonus] +14/+9 ranged (2d6+4/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Favoured enemies [Humans +4, Animals +2]
Special Qualities: Animal companion, fear of flames, immunities (electricity, mind-affecting effects, paralysis, poison, sleep, stun and critical hits), low-light vision, moisture dependency, plant weaknesses, spell-use, vulnerability to fire, wild empathy
Saves: Fort +14, Ref +11, Will +9 [+1 cloak of resistance]
Abilities: Str 18, Dex 17, Con 16, Int 14, Wis 14, Cha 8
Skills: Climb +9, Hide +19[+27 in swamp or jungle], Knowledge (nature) +7, Listen +18, Move Silently +23, Spot +18, Survival +16, Swim +4
Feats: Combat Reflexes, EnduranceB, Improved Critical (battleaxe), Improved Two-Weapon FightingB, Iron Will, Power Attack, TrackB, Two-Weapon FightingB, Weapon Focus (battleaxe)
Environment: Warm forest or swamp
Organization: Solitary, Gang (4-9), band (10-100 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantmen, plus one 10 HD chief), warband (6-24), or tribe (30-300 plus 2-5 5 HD bodyguards and one 7-8 HD sub-chief per 50 plantman, plus 2-8 6 HD bodyguards and one 10-12 HD chief)
Challenge Rating: 10
Treasure: Standard
Alignment: Neutral
Advancement: 8–12 HD (Large) or by character class - see above
Level Adjustment: +3?

Proficient will all simple and martial weapons, and with light armour and shields (except tower shields).

Combat:
1st & 2nd Favoured Enemy (Ex): +4 versus Humans, +2 versus animals

Animal Companion (Ex): Riding Dog

Spells (Sp): Two 1st level ranger spells, usually entangle, resist energy [usually used to give it fire resistance 10].

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Treasure & Equipment:
5800 gp treasure from CR10

+1 studded leather armour, +1 cloak of resistance, +1 battleaxe, masterwork battleaxe, mighty composite longbow [+4 strength bonus] with 60 arrows, scrolls of longstrider and pass without trace.
100' hemp rope, four large waterskins (1-gallon each), scrollcase

Weight: 96.5lbs (light encumbrance) when not carrying waterskins, 128.5lbs (medium encumbrance) with full waterskins.
Cost: 5799.24gp, remaining money: 7sp, 6cp
 

Plantmen as a Savage Species-Style Class

Plantmen as a Savage Species-Style Class

A plantman can increase its levels in Plant by following a Savage Species-style advancement. Whenever a plantman gains a level it may use it to gain a character class level or increase its level in the Plantman class.

[A 1-4 HD plantman is +1 LA, a 5-6 HD plantman is +2 LA, a 7-9 HD plantman is +3 LA and a 10-12 HD plantman is +4 LA. I decided to give them back their missing Plant immunities (mind-affecting spells, poison, paralysis, polymorph, stun and critical hits) at higher stages.]

A plantman's base land speed in 30 feet. All plantmen have fear of flames, low-light vision, immunity to electricity, charm and compulsion effects (except for mind-affecting effects which specifically affect plants), moisture dependency and vulnerability to fire as Special Qualities.

Levels in the Plantman class do not count towards the standard level-based ability increases, they only give the ability increases listed under Racial Modifiers. (i.e. a 3rd level Plantman / 1st level Ranger would not receive the +1 to one ability score for being a 4th level character, although a 1st level Plantman / 4th level Ranger would get that bonus.)

The plantman gains feats as it gains levels in the Plantman class according to its Hit Dice. It gains its first feat at level 1 (1HD), a second feat at level 4 (3HD), a third feat at level 8 (6HD), a fourth feat at level 12 (9HD) and a fifth feat at level 16 (12HD).

Level 1: Medium-Sized (4 feet, 75 lb), one level of Plant: 1d8 hit dice; base attack bonus +0; base saves Fort +2, Ref +0, Will +0; Racial Skill Points: 4 × (2 + Int modifier); First Racial Feat; Racial Modifiers: Natural Armour +2; Str +0, Dex +4, Hide +2 (Hide racial bonus increases to +6 in swamp or forest), Move Silently +2.
[Or alternatively:
Level 1: Small-Sized (3½ feet, 50 lb), one level of Plant: 1d8 hit dice; base attack bonus +0; base saves Fort +2, Ref +0, Will +0; Racial Skill Points: 4 × (2 + Int modifier); Racial modifiers: Natural Armour +1; Str +0, Dex +4, Hide +4 (Hide bonus increases to +6 in swamp or forest), Move Silently +4 - note that the Hide bonus includes the adjustment for Small size]
Level 2: Medium-Sized(4½ feet, 100 lb), one level of Plant: 1d8 hit dice; base attack bonus +0; base saves Fort +2, Ref +0, Will +0; Racial Skill Points: 4 × (2 + Int modifier); Racial Modifiers: Natural Armour +4; Str +2, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 3: Medium-Sized (5 feet, 125 lb), two levels of Plant: 2d8 hit dice; base attack bonus +1; base saves Fort +3, Ref +0, Will +0; Racial Skill Points: 5 × (2 + Int modifier); Racial Modifiers: Natural Armour +4; Str +2, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 4: Medium-Sized (5½ feet, 160 lb), three levels of Plant: 3d8 hit dice; base attack bonus +2; base saves Fort +3, Ref +1, Will +1; Racial Skill Points: 6 × (2 + Int modifier); Second Racial Feat; Racial Modifiers: Natural Armour +4; Str +4, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 5: Medium-Sized (6 feet, 200 lb), four levels of Plant: 4d8 hit dice; base attack bonus +3; base saves Fort +4, Ref +1, Will +1; Racial Skill Points: 7 × (2 + Int modifier); Racial Modifiers: Natural Armour +4; Str +4, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 6: Add immunity to mind-affecting, stun and critical hits.
Level 7: Medium-Sized (6½ feet, 250 lb), five levels of Plant: 5d8 hit dice; base attack bonus +3; base saves Fort +4, Ref +1, Will +1; Racial Skill Points: 8 × (2 + Int modifier); Racial Modifiers: Natural Armour +5; Str +6, Con +2, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 8: Medium-Sized (7 feet, 320 lb), six levels of Plant: 6d8 hit dice; base attack bonus +4; base saves Fort +5, Ref +2, Will +2; Racial Skill Points: 9 × (2 + Int modifier); Third Racial Feat; Racial Modifiers: Natural Armour +5; Str +6, Con +2, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 9: Add immunity to paralysis and poison.
Level 10: Large-Sized (7½ feet, 400 lb), seven levels of Plant: 7d8 hit dice; base attack bonus +5; base saves Fort +5, Ref +2, Will +2; Racial Skill Points: 10 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +8, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 11: Large-Sized (8 feet, 480 lb), eight levels of Plant: 8d8 hit dice; base attack bonus +6; base saves Fort +6, Ref +2, Will +2; Racial Skill Points: 11 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +8, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 12: Large-Sized (8½ feet, 575 lb), nine levels of Plant: 9d8 hit dice; base attack bonus +6; base saves Fort +6, Ref +3, Will +3; Racial Skill Points: 12 × (2 + Int modifier); Fourth Racial Feat; Racial Modifiers: Natural Armour +6; Str +10, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 13: Add immunity to polymorph.
Level 14: Large-Sized (9 feet, 700 lb), ten levels of Plant: 10d8 hit dice; base attack bonus +7; base saves Fort +7, Ref +3, Will +3; Racial Skill Points: 13 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +10, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4, Special Attack: Spores.
Level 15: Large-Sized (9½ feet, 825 lb), eleven levels of Plant: 11d8 hit dice; base attack bonus +8; base saves Fort +7, Ref +3, Will +3; Racial Skill Points: 14 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +12, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4, Special Attack: Spores.
Level 16: Large-Sized (10 feet, 1000 pounds), twelve levels of Plant: 12d8 hit dice; base attack bonus +9; base saves Fort +8, Ref +4, Will +4; Racial Skill Points: 15 × (2 + Int modifier); Fifth Racial Feat; Racial Modifiers: Natural Armour +6; Str +12, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4, Special Attack: Spores.
 
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Plantman Plantpriest

PLANTPRIEST
Most plantmen priests belong to a divine spellcasting class, the plantpriest, that combines traits of the cleric and druid classes. A plantpriest does not worship a single god, but reveres a range of vegetable and elemental spirit-entities under an all-encompassing divine life force that can roughly be translated as "The Green". A plantpriest uses the following rules:


  • Alignment: Plantpriests can be of the same alignment as druids - Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. All plantpriests must have a neutral component to their alignment, most are just neutral.
  • Hit Die: d8
  • Class Skills: The plantpriest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).
  • Skill Points: 4 + Int modifier, (4 + Int modifier) ×4.
  • Base attack bonus and base saves as a cleric.
  • Weapon and Armour Proficiency: Plantpriests are proficient with the following weapons: club, dagger, dart, javelin, longspear, quarterstaff, sickle, shortspear, sling and spear. They are proficient with light and medium armour but are prohibited from wearing metal armour; thus, they may wear only padded, leather, or hide armour. (A plantpriest may also wear wooden armour that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Plantpriests are proficient with shields (except tower shields) but must use only wooden ones.
  • Spells: A plantpriest casts spells as a cleric, but has a different spell list. They can not cast spells that do fire and cold damage, and draw most of their spells from the druid spell list. (see Spell List, below)
  • Domains: All plantpriests must select the Plant and Water domains. Since plantpriests are forbidden to use cold spells, they gain transmute rock to mud instead of ice storm and cloudkill instead of cone of cold for their 5th and 6th level Water spells.
  • Spontaneous Casting: A plantpriest can spontaneously cast cure or inflict spells as a cleric. However, the plantpriests spontaneously cast cure and inflict spells only affect plants, they must prepare regular cure/inflict spells if they wish to effect other creatures. Neutral good plantpriests can only spontaneously cast cure plant spells, neutral evil ones must cast inflict plant spells. A plantpriest who is neither good nor evil must choose between cure or inflict spells at creation. This choice cannot be reversed. Plantmen consider such priests as choosing between the paths of Growth and Decay. The vast majority of plantpriests choose to cast cure spells.
  • Turn or Rebuke (Su): Plantpriests can turn or rebuke undead as a cleric of their level. A plantpriest that follows the Path of Growth and spontaneously casts cure plant spells can turn or destroy undead, a plantpriest that follows the Path of Decay and spontaneously casts injure plant spells can rebuke or command undead.
    In addition, all
    plantpriest can turn or destroy creatures with the Fire subtype a total number of times per day equal to 3 + their Charisma modifier and rebuke or command Plant creatures the same number of times per day, due to the granted powers of the Plant and Water domains.
  • Bonus Languages: Druidic, Sylvan. Plantpriests share much philosophy and ritual practice with druidic orders, and druids do not consider them nondruids. Thus, they may learn the druid's secret language.
  • Ex-Plantpriests: A plantpriest who ceases to revere nature; destroys the plantlife of its forest or swamp; kills a druid, plantman or plantpriest (except in self-defence); casts a spell with the Fire or Cold descriptor; changes to a prohibited alignment or teaches the Druidic language to a nondruid loses all spells and plantpriest abilities, plus any spells and abilities from any levels of druid it may possess. They cannot thereafter gain levels as a plantpriest or druid until they atone (see the atonement spell description).
Spell List:
(Note: A plantpriest's summoning spells - summon monster I-IX and elemental swarm - can not summon creatures with the Fire or Cold subtypes; its awaken spell only affect plants, not animals; and its reincarnate spell will always result in the subject's rebirth as a Plant creature)

O level: create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, know direction, light, mending, purify food and drink, read magic, resistance, virtue
1st level:
cure light wounds, detect animals or plants, detect chaos/evil/good/law, detect snares and pits, divine favour, endure elements, entangle, faerie fire, goodberry, hide from animals, inflict light wounds, jump, longstrider, magic stone, magic weapon, obscuring mist, pass without trace, remove fear, shillelagh, summon monster I
2nd level: aid, animal trance, augury, barkskin, bear’s endurance, bull’s strength, calm emotions, cat’s grace, consecrate, delay poison, desecrate, fog cloud, gust of wind, hold animal, hold person, owl’s wisdom, resist energy, lesser restoration, soften earth and stone, spider climb, spiritual weapon,
status, summon monster II, tree shape, warp wood, wood shape
3rd level: call lightning, cure moderate wounds, daylight, diminish plants, dominate animal, inflict moderate wounds, meld into stone, neutralize poison, plant growth, poison, protection from energy, quench, remove disease, snare, speak with plants, spike growth, stone shape, summon monster III, water breathing, wind wall
4th level: air walk, antiplant shell, blight, command plants, control water, cure serious wounds, dispel magic, dismissal, freedom of movement, greater magic weapon, inflict serious wounds, reincarnate
(as plant), repel vermin, rusting grasp, scrying, spike stones, summon monster IV
5th level: atonement, awaken
(tree only), break enchantment, call lightning storm, commune with nature, control winds, cure critical wounds, death ward, hallow, inflict critical wounds, plane shift, slay living, stoneskin, summon monster V, transmute mud to rock, transmute rock to mud, tree stride, unhallow, wall of thorns
6th level: mass bear’s endurance, mass bull’s strength, mass cat’s grace, cloudkill, mass cure light wounds, greater dispel magic, find the path, mass inflict light wounds, ironwood, liveoak, move earth, mass owl’s wisdom, repel wood, spellstaff, stone tell, summon monster VI, transport via plants, wall of stone
7th level: acid fog, animate plants, changestaff, control weather, mass cure moderate wounds, harm, heal, greater scrying, mass inflict moderate wounds, summon monster VII, transmute metal to wood, true seeing, wind walk
8th level: control plants, mass cure serious wounds, discern location, earthquake, finger of death, horrid wilting
, mass inflict serious wounds, repel metal or stone, summon monster VIII, whirlwind, word of recall
9th level: antipathy, astral projection, mass cure critical wounds, elemental swarm, foresight, mass inflict critical wounds, regenerate, shambler, summon monster IX, sympathy
 

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