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<blockquote data-quote="Nellisir" data-source="post: 6032446" data-attributes="member: 70"><p>Right now this is a 5-level class, which one would then supplement with a normal class. However, if you wanted to make a "super" thallid, you could easily extend it to 10 levels or beyond.</p><p></p><p>You can actually be fairly generous with abilities - at 1d8 hp/level, you're looking at a severely underpowered fighter for comparison. Fighters get a feat every other level, so thallids could get an ability equal to a feat at every other level and still be behind (no choice, and still weak on hit points). An ability equal to a feat every level, or an ability worth two feats every other level might be a better solution.</p><p></p><p>I'm not at all familiar with thallids beyond what's been posted here, so I don't know what other abilities they might gain. However...</p><p></p><p>- abilities should not be tied to a particular place or event (ie, "devouring saps"), because such things are subject to DM fiat, and the frequency, and thus utility, might vary highly.</p><p></p><p>- try to decide what's "iconic" about a thallid, and accentuate that. Saprolings, plant type, and strong defense are the clearest themes. That suggests powers like more spawn, tougher or smarter spawn, increased slam attack damage, increased natural AC, energy resistance, communication with plants and/or fungi, increased healing, and damage resistance.</p><p></p><p>For saproling possibilities, look at animal companions and summoning spells. Maybe once per day a thallid can create a saproling equivalent in power to a creature summoned by a <em>summon monster </em>(character level/2) spell, in addition to its normal saprolings. As a side effect of the increased power, the uber-saproling burns out and dies in 1 hour.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 6032446, member: 70"] Right now this is a 5-level class, which one would then supplement with a normal class. However, if you wanted to make a "super" thallid, you could easily extend it to 10 levels or beyond. You can actually be fairly generous with abilities - at 1d8 hp/level, you're looking at a severely underpowered fighter for comparison. Fighters get a feat every other level, so thallids could get an ability equal to a feat at every other level and still be behind (no choice, and still weak on hit points). An ability equal to a feat every level, or an ability worth two feats every other level might be a better solution. I'm not at all familiar with thallids beyond what's been posted here, so I don't know what other abilities they might gain. However... - abilities should not be tied to a particular place or event (ie, "devouring saps"), because such things are subject to DM fiat, and the frequency, and thus utility, might vary highly. - try to decide what's "iconic" about a thallid, and accentuate that. Saprolings, plant type, and strong defense are the clearest themes. That suggests powers like more spawn, tougher or smarter spawn, increased slam attack damage, increased natural AC, energy resistance, communication with plants and/or fungi, increased healing, and damage resistance. For saproling possibilities, look at animal companions and summoning spells. Maybe once per day a thallid can create a saproling equivalent in power to a creature summoned by a [I]summon monster [/I](character level/2) spell, in addition to its normal saprolings. As a side effect of the increased power, the uber-saproling burns out and dies in 1 hour. [/QUOTE]
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