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New Archetype: Greenlord (Feedback needed)
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<blockquote data-quote="Arknath" data-source="post: 5574935" data-attributes="member: 2850"><p>Taking the idea of an eidolon from paradox42 and running with it here...let's see what you guys think...this is VERY rough...and I'm just concentrating on evolutions at the moment. The original Class Acts article calls for the companion to be a creature of the "plant" type and not "outsider" like the summoner's eidolon is. I think this should remain, but the plant type gets a few battle friendly abilities that the outsider doesn't...so we'll have to see how it works out in play test.</p><p></p><p></p><p>Plant Companion Rules</p><p>HD = d8 </p><p>BAB = 3/4 HD </p><p>Skills = perception, stealth </p><p>Good/Bad saves = Good Fort; Bad Ref, Will</p><p>Plant Traits = LLV, Immunity to all mind-affecting effects, Immunity to paralysis, poison, polymorphing, sleep and stunning effects, proficient in natural weapons, not proficient with armor, eats and breathes but does not sleep.</p><p>Base forms = quadruped, biped, serpentine</p><p></p><p>1-point Evolutions - Bite, Bioluminescent, Bonus Feat, Cactus Spurs, Claws, Climb, Darkvision, Eldritch Fibers, Improved Damage, Improved Natural Armor, Pincers, Pounce, Pull, Reach, Resistance, Slam, Spines, Sting, Swim, Tentacle</p><p></p><p>2-point Evolutions - Ability Increase, Alacrity, Blindsense, Constrict, Distracting Pollen, Grab, Immunity, Limbs, Poison, Swift, Trample, Tremorsense, Trip</p><p></p><p>3-point Evolutions - Blindsight, Burrow, Damage Reduction, Frightful Presence, Powerful, Swallow Whole</p><p></p><p>4-point Evolutions - Blunting Mold, Growth Spurt, Roots, Spell Resistance, Sticky Sap, Tendrils</p><p></p><p><strong>Alacrity (Ex)</strong> Your plant companion may, as a part of a full attack action, make a bonus melee attack using it's highest attack bonus.</p><p></p><p><strong>Bioluminescent (Ex):</strong> Your plant companion glows in the dark creating a non-magical illumination equal to a torch. It may suppress or reactivate this light as a standard action.</p><p></p><p><strong>Blunting Mold (Ex):</strong> Your plant companion develops a thick cloying along its length that automatically coats any slashing or piercing weapon that damages it. This mold causes the weapon to deal half damage on all attacks until the attacker spends 1 standard action wiping it off. This evolution can be taken twice. The second time it takes a full round action to remove the mold.</p><p></p><p><strong>Bonus Feat (Ex): </strong>Your plant companion gains a bonus feat. It must meet all the prerequisites for the feat it gains. This evolution can be taken more than once.</p><p></p><p><strong>Cactus Spurs (Ex): </strong>Your plant companion grows barbs all over its body and limbs. Creatures who grapple with it or strikes it with a natural weapon or an unarmed strike takes 1d3 points of piercing damage. This evolution can be the target of the "improved damage" evolution.</p><p></p><p><strong>Darkvision (Ex):</strong> Your plant companion gains Darkvision 60'. This evolution can be taken more than once and increases the visibility by 30' each time.</p><p></p><p><strong>Distracting Pollen (Ex):</strong> Your plant companion gains the ability to - as a standard action - emit a cloud of red spores in a 10' radius. All creatures within the red dust gain partial concealment, granting a 20% miss chance to attacks. The dust disperses after 1d4 rounds. Your plant companion must wait 5 rounds between uses of this evolution.</p><p></p><p><strong>Eldritch Fibers (Ex):</strong> ((Copy/paste Magic Attacks and change for plant flavor))</p><p></p><p><strong>Growth Spurt (Ex):</strong> ((Copy/paste Large and change for plant flavor))</p><p></p><p><strong>Powerful (Ex):</strong> Your plant companion gains +1HD.</p><p></p><p><strong>Roots (Ex):</strong> ((Copy/paste Fast Healing and change for plant flavor))</p><p></p><p><strong>Spines (Ex):</strong> Your plant companion can make ranged attacks equal to the number of attacks it has with it's other natural weapons - by firing tiny spines. It must make melee or ranged attacks in a single round, it cannot mix them during one combat round. These spine attacks deal 1d3 points of piercing damage + half its Strength modifier. Any additional effects - such as poison - affect these attacks.</p><p></p><p><strong>Sticky Sap (Ex):</strong> Your plant companion oozes a strong adhesive that can trap the weapons used to attack it. When such an attack hits, the wielder must immediately make an opposed CMD (check mechanic) check against your plant companion. The weapon can be pulled free as a move action (that provokes an attack of opportunity) by beating the plant at another CMD.</p><p></p><p><strong>Swift (Ex):</strong> Your plant companion gains 10' of movement to one of its movement types. This evolution can be taken multiple times per movement type that the plant has and its effects stack. Plant Sense (Ex): Greenlords gain a +4 on Knowledge(nature), Perception and Survival checks when the check is made to identify navigate through or other situations regarding plants. This ability replaces Nature Sense.</p><p></p><p><strong>Tendrils (Ex):</strong> Your plant companions reach doubles. This can only be taken once.</p><p></p><p></p><p>Keep in mind that the list above (the one above the individual descriptions of "new" evolutions) are the ONLY evolutions that a plant companion can take. I thought there was several of them in the summoner's eidolon (from both the APG and UM) that didn't belong with this creature, and there are some new ones that the summoner's eidolon don't get.</p><p></p><p>Also, I'm going for a lower intelligence creature than the eidolon...I think it would make sense that (for example) the plant companion can't learn the Basic Magic evolution from UM that the summoner's eidolon can. The plant companion has more of a "brutish" feel to me.</p><p></p><p>At any rate, off to think up a few more options...feel free to weigh in on some of the ideas that are presented above.</p><p></p><p>(P.S I do know that some of the evolutions are in the "wrong" point category - Blindsense and Blindsight for example - this is on purpose, since I think it makes more sense for a plant who, really, has no eyes to see with...)</p></blockquote><p></p>
[QUOTE="Arknath, post: 5574935, member: 2850"] Taking the idea of an eidolon from paradox42 and running with it here...let's see what you guys think...this is VERY rough...and I'm just concentrating on evolutions at the moment. The original Class Acts article calls for the companion to be a creature of the "plant" type and not "outsider" like the summoner's eidolon is. I think this should remain, but the plant type gets a few battle friendly abilities that the outsider doesn't...so we'll have to see how it works out in play test. Plant Companion Rules HD = d8 BAB = 3/4 HD Skills = perception, stealth Good/Bad saves = Good Fort; Bad Ref, Will Plant Traits = LLV, Immunity to all mind-affecting effects, Immunity to paralysis, poison, polymorphing, sleep and stunning effects, proficient in natural weapons, not proficient with armor, eats and breathes but does not sleep. Base forms = quadruped, biped, serpentine 1-point Evolutions - Bite, Bioluminescent, Bonus Feat, Cactus Spurs, Claws, Climb, Darkvision, Eldritch Fibers, Improved Damage, Improved Natural Armor, Pincers, Pounce, Pull, Reach, Resistance, Slam, Spines, Sting, Swim, Tentacle 2-point Evolutions - Ability Increase, Alacrity, Blindsense, Constrict, Distracting Pollen, Grab, Immunity, Limbs, Poison, Swift, Trample, Tremorsense, Trip 3-point Evolutions - Blindsight, Burrow, Damage Reduction, Frightful Presence, Powerful, Swallow Whole 4-point Evolutions - Blunting Mold, Growth Spurt, Roots, Spell Resistance, Sticky Sap, Tendrils [B]Alacrity (Ex)[/B] Your plant companion may, as a part of a full attack action, make a bonus melee attack using it's highest attack bonus. [B]Bioluminescent (Ex):[/B] Your plant companion glows in the dark creating a non-magical illumination equal to a torch. It may suppress or reactivate this light as a standard action. [B]Blunting Mold (Ex):[/B] Your plant companion develops a thick cloying along its length that automatically coats any slashing or piercing weapon that damages it. This mold causes the weapon to deal half damage on all attacks until the attacker spends 1 standard action wiping it off. This evolution can be taken twice. The second time it takes a full round action to remove the mold. [B]Bonus Feat (Ex): [/B]Your plant companion gains a bonus feat. It must meet all the prerequisites for the feat it gains. This evolution can be taken more than once. [B]Cactus Spurs (Ex): [/B]Your plant companion grows barbs all over its body and limbs. Creatures who grapple with it or strikes it with a natural weapon or an unarmed strike takes 1d3 points of piercing damage. This evolution can be the target of the "improved damage" evolution. [B]Darkvision (Ex):[/B] Your plant companion gains Darkvision 60'. This evolution can be taken more than once and increases the visibility by 30' each time. [B]Distracting Pollen (Ex):[/B] Your plant companion gains the ability to - as a standard action - emit a cloud of red spores in a 10' radius. All creatures within the red dust gain partial concealment, granting a 20% miss chance to attacks. The dust disperses after 1d4 rounds. Your plant companion must wait 5 rounds between uses of this evolution. [B]Eldritch Fibers (Ex):[/B] ((Copy/paste Magic Attacks and change for plant flavor)) [B]Growth Spurt (Ex):[/B] ((Copy/paste Large and change for plant flavor)) [B]Powerful (Ex):[/B] Your plant companion gains +1HD. [B]Roots (Ex):[/B] ((Copy/paste Fast Healing and change for plant flavor)) [B]Spines (Ex):[/B] Your plant companion can make ranged attacks equal to the number of attacks it has with it's other natural weapons - by firing tiny spines. It must make melee or ranged attacks in a single round, it cannot mix them during one combat round. These spine attacks deal 1d3 points of piercing damage + half its Strength modifier. Any additional effects - such as poison - affect these attacks. [B]Sticky Sap (Ex):[/B] Your plant companion oozes a strong adhesive that can trap the weapons used to attack it. When such an attack hits, the wielder must immediately make an opposed CMD (check mechanic) check against your plant companion. The weapon can be pulled free as a move action (that provokes an attack of opportunity) by beating the plant at another CMD. [B]Swift (Ex):[/B] Your plant companion gains 10' of movement to one of its movement types. This evolution can be taken multiple times per movement type that the plant has and its effects stack. Plant Sense (Ex): Greenlords gain a +4 on Knowledge(nature), Perception and Survival checks when the check is made to identify navigate through or other situations regarding plants. This ability replaces Nature Sense. [B]Tendrils (Ex):[/B] Your plant companions reach doubles. This can only be taken once. Keep in mind that the list above (the one above the individual descriptions of "new" evolutions) are the ONLY evolutions that a plant companion can take. I thought there was several of them in the summoner's eidolon (from both the APG and UM) that didn't belong with this creature, and there are some new ones that the summoner's eidolon don't get. Also, I'm going for a lower intelligence creature than the eidolon...I think it would make sense that (for example) the plant companion can't learn the Basic Magic evolution from UM that the summoner's eidolon can. The plant companion has more of a "brutish" feel to me. At any rate, off to think up a few more options...feel free to weigh in on some of the ideas that are presented above. (P.S I do know that some of the evolutions are in the "wrong" point category - Blindsense and Blindsight for example - this is on purpose, since I think it makes more sense for a plant who, really, has no eyes to see with...) [/QUOTE]
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