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Special Conversion Thread: Plants
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<blockquote data-quote="Cleon" data-source="post: 5129798" data-attributes="member: 57383"><p>Well I guess I'd be alright increasing the CR to 3 provided we boost the acid damage. 1d4 per round is just embarrassing for a creature with that Challenge Rating. Maybe 1d4+4 or 1d6+6 acid?</p><p></p><p>I also added the line "<span style="font-family: 'Verdana'"><span style="font-size: 10px">It takes two weeks for the plant to replace a destroyed bladder."</span></span></p><p></p><p>Together with the previous proposals, we've currently got:</p><p></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><span style="font-size: 12px"><strong>Giant Bladderwort (CR 3)</strong></span></span></span></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"><span style="font-size: 12px"><strong></strong></span>A giant bladderwort is a rootless water plant found floating in stagnant marshes. </span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">These carnivorous plants</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"> float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant bladderwort is between 20 and 30 feet across.</span></span></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">Giant bladderworts</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"> trap prey inside translucent bladders about 4 feet across, each plant has 1d10+10 such traps, each bladder-trap occupies a separate 5-foot square. The bladders contain a partial vacuum, as soon as a creature bumps into a bladder it pops open and the water rushing into the vacuum will suck all creatures with 5 feet of the bladder into the trap unless they succeed at a [<strong><span style="color: red">DC 18-20 Reflex save?</span></strong>]. The plant then releases digestive enzymes that do <strong><span style="color: Red">1d6+6?</span></strong> points of acid damage per round to all organic creatures (or objects) trapped by the bladder. Note that since the bladder is flooded with water, any air-breathing creature trapped within it also risks drowning.</span></span> <span style="font-family: 'Verdana'"><span style="font-size: 10px">A bladder can trap 1 Medium-sized creature, 2 Small creatures, 8 Tiny creatures, 32 Diminutive creatures or 128 Fine creatures.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"> </span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">Each bladder has a lid with AC 12, DR 3/- and 10 hit points, the bladder's lid can be broken open with a DC 20 Strength check or cut open by </span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">reducing the lid's hit points to zero</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"> (</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">creatures trapped inside the bladder can only use </span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">light slashing or piercing weapon to cut their way free</span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px">). Once a bladder's lid is forced open all creatures trapped inside can escape.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span><span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Each bladder can only trigger its trap once per day. It requires 24 hours for the trap to reseal its lid and restore its partial vacuum after the plant finishes digesting any meal it has trapped. It takes two weeks for the plant to replace a destroyed bladder.</span></span></p><p> <span style="font-family: 'Verdana'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">Damage to the bladder-traps does not harm the plant, to kill a giant bladderwort its floating main body must be destroyed (AC 14, DR 5/-, 40 hit points).</span></span></p></blockquote><p></p>
[QUOTE="Cleon, post: 5129798, member: 57383"] Well I guess I'd be alright increasing the CR to 3 provided we boost the acid damage. 1d4 per round is just embarrassing for a creature with that Challenge Rating. Maybe 1d4+4 or 1d6+6 acid? I also added the line "[FONT=Verdana][SIZE=2]It takes two weeks for the plant to replace a destroyed bladder."[/SIZE][/FONT] Together with the previous proposals, we've currently got: [FONT=Verdana][SIZE=2][SIZE=3][B]Giant Bladderwort (CR 3) [/B][/SIZE]A giant bladderwort is a rootless water plant found floating in stagnant marshes. [/SIZE][/FONT][FONT=Verdana][SIZE=2]These carnivorous plants[/SIZE][/FONT][FONT=Verdana][SIZE=2] float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant bladderwort is between 20 and 30 feet across. [/SIZE][/FONT][FONT=Verdana][SIZE=2]Giant bladderworts[/SIZE][/FONT][FONT=Verdana][SIZE=2] trap prey inside translucent bladders about 4 feet across, each plant has 1d10+10 such traps, each bladder-trap occupies a separate 5-foot square. The bladders contain a partial vacuum, as soon as a creature bumps into a bladder it pops open and the water rushing into the vacuum will suck all creatures with 5 feet of the bladder into the trap unless they succeed at a [[B][COLOR=red]DC 18-20 Reflex save?[/COLOR][/B]]. The plant then releases digestive enzymes that do [B][COLOR=Red]1d6+6?[/COLOR][/B] points of acid damage per round to all organic creatures (or objects) trapped by the bladder. Note that since the bladder is flooded with water, any air-breathing creature trapped within it also risks drowning.[/SIZE][/FONT][FONT=Verdana][SIZE=2] [/SIZE][/FONT][FONT=Verdana][SIZE=2]A bladder can trap 1 Medium-sized creature, 2 Small creatures, 8 Tiny creatures, 32 Diminutive creatures or 128 Fine creatures.[/SIZE][/FONT] [FONT=Verdana][SIZE=2] [/SIZE][/FONT][FONT=Verdana][SIZE=2]Each bladder has a lid with AC 12, DR 3/- and 10 hit points, the bladder's lid can be broken open with a DC 20 Strength check or cut open by [/SIZE][/FONT][FONT=Verdana][SIZE=2]reducing the lid's hit points to zero[/SIZE][/FONT][FONT=Verdana][SIZE=2] ([/SIZE][/FONT][FONT=Verdana][SIZE=2]creatures trapped inside the bladder can only use [/SIZE][/FONT][FONT=Verdana][SIZE=2]light slashing or piercing weapon to cut their way free[/SIZE][/FONT][FONT=Verdana][SIZE=2]). Once a bladder's lid is forced open all creatures trapped inside can escape. [/SIZE][/FONT][FONT=Verdana][SIZE=2] Each bladder can only trigger its trap once per day. It requires 24 hours for the trap to reseal its lid and restore its partial vacuum after the plant finishes digesting any meal it has trapped. It takes two weeks for the plant to replace a destroyed bladder. Damage to the bladder-traps does not harm the plant, to kill a giant bladderwort its floating main body must be destroyed (AC 14, DR 5/-, 40 hit points).[/SIZE][/FONT] [/QUOTE]
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