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Special Conversion Thread: Plants
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<blockquote data-quote="Shade" data-source="post: 5644445" data-attributes="member: 287"><p>30 HD, Colossal, and the mental scores suggestions all appeal.</p><p></p><p></p><p></p><p>Like a hydra, creatures may attack the tree or its fruit. The tree is only killed if its main body is attacked; attacking the fruit does not harm the tree. The Tiny fruits can be attacked individually. Destroying a fruit does not affect the tree's hit points. Any attack that is nor or cannot be a sunder attempt affects its main body. For example, area attacks deal damage to the main body, not to the fruit. Targeted magical effects cannot attack a fruit while it is attached to the tree.</p><p></p><p>Flying Fruit (Ex): The headlike fruit of the death's head tree detach from its branches when fully ripened. Interior gases allow it to float and move on its own volition in search of prey for seed implantation. Once the fruit has expended all of its seeds it may bite for 1d4 more rounds, after which it falls and dies. Once detached from the tree, the head fruit are treated as individual creatures and can be subject of targeted magical effects. Area effect spells, such as fireball, affect the head fruit normally once they are detached.</p><p></p><p>The fruits normally chase humanoids, although they have been known to attack livestock and other non-humanoid creatures. The fruit are unintelligent and the only noise they make is an occasional call for help.</p><p></p><p>Implant Seed (Ex): The bite of head-fruit or its ranged attack implants a needlelike seed. The seed emits a mind-numbing poison (Fortitude DC 19 negates, save each day, this save DC is Constitution-based) sufficient to mask the ongoing pain of its presence but not otherwise affecting the creature. One day after implantation in a humanoid creature (it has no effect on non-humanoids), the seed begins to grow, dealing 1d4 points of damage to the host on the first day, 2d4 points of damage on the second day, and so on to a maximum of 10d4 points of damage per day. When the implanted creature dies, a new death's head tree sprouts from its corpse.</p><p></p><p>Spells that hold or harm plants kill the seeds instantly, as does remove disease. A creature with the Heal skill can attempt to remove the seed (DC 15 + 1 per day the seed has grown), which deals half the damage the seed's growth would deal that day. Failing the check by 5 or less means the character removes some of the plant but leaves enough behind to continue growing (restart the growth damage at 1d4 points of damage per day).</p></blockquote><p></p>
[QUOTE="Shade, post: 5644445, member: 287"] 30 HD, Colossal, and the mental scores suggestions all appeal. Like a hydra, creatures may attack the tree or its fruit. The tree is only killed if its main body is attacked; attacking the fruit does not harm the tree. The Tiny fruits can be attacked individually. Destroying a fruit does not affect the tree's hit points. Any attack that is nor or cannot be a sunder attempt affects its main body. For example, area attacks deal damage to the main body, not to the fruit. Targeted magical effects cannot attack a fruit while it is attached to the tree. Flying Fruit (Ex): The headlike fruit of the death's head tree detach from its branches when fully ripened. Interior gases allow it to float and move on its own volition in search of prey for seed implantation. Once the fruit has expended all of its seeds it may bite for 1d4 more rounds, after which it falls and dies. Once detached from the tree, the head fruit are treated as individual creatures and can be subject of targeted magical effects. Area effect spells, such as fireball, affect the head fruit normally once they are detached. The fruits normally chase humanoids, although they have been known to attack livestock and other non-humanoid creatures. The fruit are unintelligent and the only noise they make is an occasional call for help. Implant Seed (Ex): The bite of head-fruit or its ranged attack implants a needlelike seed. The seed emits a mind-numbing poison (Fortitude DC 19 negates, save each day, this save DC is Constitution-based) sufficient to mask the ongoing pain of its presence but not otherwise affecting the creature. One day after implantation in a humanoid creature (it has no effect on non-humanoids), the seed begins to grow, dealing 1d4 points of damage to the host on the first day, 2d4 points of damage on the second day, and so on to a maximum of 10d4 points of damage per day. When the implanted creature dies, a new death's head tree sprouts from its corpse. Spells that hold or harm plants kill the seeds instantly, as does remove disease. A creature with the Heal skill can attempt to remove the seed (DC 15 + 1 per day the seed has grown), which deals half the damage the seed's growth would deal that day. Failing the check by 5 or less means the character removes some of the plant but leaves enough behind to continue growing (restart the growth damage at 1d4 points of damage per day). [/QUOTE]
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