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Special Conversion Thread: Plants


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If we're gonna throw a save on it, might as well make it a special attack. ;)

Spores (Ex): Once a year, skullcap ivy produces hundreds of thistledown-like seeds. Should one of these seeds land on a suitable host (any warm-blooded sapient creature with hair), the creature must succeed at a DC15 Fortitude save or the seed takes root and grows into a new skullcap ivy plant.

A skullcap ivy infestation can be removed by anything that kills the plant, the simplest method is rubbing the infested areas with strong alcohol.
 

Works for me. My instinct is to make the DC Con-based, but that's pretty pathetic. We might mention that the seeds can be harvested and applied intentionally. ;)
 

Works for me. My instinct is to make the DC Con-based, but that's pretty pathetic. We might mention that the seeds can be harvested and applied intentionally. ;)

Yes, there are folk who specialize in planting and pruning skullcap ivy. Some call them head gardeners. :p
 


Ok. ;) Let's also get rid of the run-on and add a short germination time:

Spores (Ex): Once a year, skullcap ivy produces hundreds of thistledown-like seeds. Should one of these seeds land on a suitable host (any warm-blooded sapient creature with hair), the creature must succeed at a DC 10 Fortitude save or the seed takes root and grows into a new skullcap ivy plant in 1d3 weeks. A skullcap ivy infestation can be removed by anything that kills the plant: the simplest method is rubbing the infested areas with strong alcohol before the plant germinates. However, some adventurers intentionally apply skullcap ivy spores and automatically fail their saves. The save DC is Constitution-based.
 


Ok. ;) Let's also get rid of the run-on and add a short germination time:

Spores (Ex): Once a year, skullcap ivy produces hundreds of thistledown-like seeds. Should one of these seeds land on a suitable host (any warm-blooded sapient creature with hair), the creature must succeed at a DC 10 Fortitude save or the seed takes root and grows into a new skullcap ivy plant in 1d3 weeks. A skullcap ivy infestation can be removed by anything that kills the plant: the simplest method is rubbing the infested areas with strong alcohol before the plant germinates. However, some adventurers intentionally apply skullcap ivy spores and automatically fail their saves. The save DC is Constitution-based.

Looks good.
 


All done?

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".

How about:

Skullcap ivy is a symbiotic plant that makes its home on the scalps of sentient creatures. It begins as a floating, wispy seed pod, borne on the air like dandelion fluff. When a seed pod lands on a humanoid head, it burrows into the scalp and takes root. The host organism starts losing his or her natural hair as shoots of green ivy grow from their head. As the plant matures, it spreads along the scalp, in time it completely replaces the hair with a network of ivy-like shoots with broad, heart-shaped leaves. Skullcap ivy kills off hair follicles in the scalp, so the hair does not grow back if the ivy is later removed.

Skullcap ivy is an opportunistic symbiote, taking advantage of any chance encounter with its favorite environment: the scalp of an intelligent mammal. If the wind does not find it a potential host, the seed pod sinks roots into the soil and becomes a normal, earth-based plant. When the time comes for it to take to seed, however, it casts its pods to the fortunes of the wind, trying once again to find a suitable host.
 

Into the Woods

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