Special Conversion Thread: Plants

I don't care for the first paragraph's description of how the ivy grows, and there are two typos in the following paragraph "taking adavantage" and "trying once agains".

The Skullcap Ivy's still got those two typos in it, and I've just noticed another - There's a period missing in "suffocation.Also" in the last paragraph.
 

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Well, we're agreed on the force damage. What do you guys think about the numbers?

I think it'd be simpler if the 'stools automatically explode if someone heavy enough steps into the 5 ft. square they sprout from.

I'd fancy increasing the damage a bit. 1d8 in square, 1d2 in adjacent squares?
 

It would seem you should be able to avoid setting off an explodestool in a similar manner to getting through an entangled area (move at half speed).
 

I took the attack roll bit from caltrops, and I'm happy to modify it. However, I'm with Shade in thinking you shouldn't always hit one if you step in the same 5 ft square. They're just hazards, so they can have a little more complication. :p Funny that Cleon's the one who wants to simplify this time. ;)

How's this revision?

Explodestools (CR X): Explodestools appear to be small mushrooms of an edible nature, which grow mixed with normal mushrooms of similar appearance. A DC X Spot check or DC X Knowledge (nature) check is sufficient to detect the presence of explodestools within a patch of mushrooms. If a character of over 50?? lb steps in a 5 ft square containing an explodestool, the character must make a DC X Reflex save or the mushroom explodes, dealing 1d8 sonic damage to and deafening any creature within 10 ft for one hour. A DC X Fortitude save negates the deafening. An explodestool will similarly explode if it is plucked or takes any weapon, force, or sonic damage, including sonic damage from the explosion of other explodestools. On the other hand, any fire, cold, or acid damage destroy explodestools without setting them off. Any 5 ft patch of mushrooms containing explodestools will contain 1d6? fungi of the exploding variety. If a character recognizes the presence of explodestools within a patch of fungi, he or she can avoid setting off the explodestools by moving at half speed through the patch.

Any more opinions on numbers?
 

Looking good. I'd recommend DC 15 for the saves, 18 for the detect checks, and would probably do away with the weight limit (or make it sufficiently lower)--I wouldn't want gnomes and halflings to get a pass. ;)
 

Make it lower, I guess. Fill in numbers as you like for the homebrews, and I'm good to go with it. CR 2 maybe? Those are decent DCs, and the damage isn't bad.
 

It would seem you should be able to avoid setting off an explodestool in a similar manner to getting through an entangled area (move at half speed).

I'd prefer it if they normally exploded automatically, but you could pick your way through them with a Reflex or Balance check.

I'd also set the weight limit to 8 pounds, the standard minimum for Small sizes.

Oh, and I was bundling the explosion damage of all the explodestools in a patch together to get the 1d8 damage. If you have 1d6 mushrooms in a patch doesn't that mean they can do up to 6d8 damage? That seems too much.

e.g.:

Explodestools (CR X)
Explodestools appear to be small mushrooms of an edible nature, which grow mixed with normal mushrooms of similar appearance. A DC X Spot check or DC X Knowledge (nature) check is sufficient to detect the presence of explodestools within a patch of mushrooms.

If a creature weighing over 8 pounds steps in a 5 ft square containing explodestools all the fungi in the square explode, dealing 1d8 sonic damage to and deafening any creature within 10 ft for one hour. A DC Y Fortitude save negates the deafening. An explodestool will similarly explode if it is plucked or takes any weapon, force, or sonic damage, including sonic damage from the explosion of other explodestools. On the other hand, any fire, cold, or acid damage destroy explodestools without setting them off.

If a character recognizes the presence of explodestools within a patch of fungi, he or she can avoid setting off the explodestools by moving at half speed through the patch and succeeding at a DC Z Reflex save or Balance check.
 

If you're already moving at half-speed, you shouldn't have to Balance or make a Ref save (or Tumble, etc).

I can go with combining all the explodestools in one 5 ft patch, but I inist that neighboring patches be set off by the first explosion and do independent damage. :devil:

I think we're converging on this.
 

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