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LordErebus12
2012-05-17, 12:25 AM
---- Emerald Seed-Spitter ---- CR 7
N Tiny Plant

http://s18.postimage.org/ewg1hvghl/image.png

Emerald Seed-Spitter often grow in clusters, mimicking flowerbeds to fool its prey into believing it a normal plant and they can easily slay (or use as host) the foolish or unlucky creature to fall into such a flower patch.

The plant resembles a large petaled flower that has closed buds, with a barbed vine for a stem twisting below it. Two barbed cacti also appear to be growing nearby, these barbed cacti are the main flower's tentacles, sticking just the ends out of the ground to fool potential victims. They come out of the ground to attack those nearby as soon as the plant fires its fires its first barrage of darts.

In several cases this plant has been used as an assassination tool, planted in a king's garden or potted and wrapped then sent as a gift. (they tend to sleep, wilting slightly when removed from sunlight but will become active when placed in the window for a few hours).

"what a gift! A rare flower sent by an "admirer". lets put it in the light so it will recover from its trip."
-King Groldin, of Esser-

Defense
Init +6; Senses Bloodsense, Lowlight Vision; Perception +13
AC 20, Touch 18, Flat-footed 14 (+6 Dex, +2 Natural, +2 Size)
HP 80 (8d8+16)
Fortitude +8, Reflex +10, Will +4
Immunity acid, all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning

Offense
Speed 20 ft.; Climb 20 ft.
Base Atk +6 (+2 Size); CMB +10; CMD 19
Special Attacks Flower Dart (5 / day), Implant (DC18), Sneak Attack (Half progression as rogue; +2d6)
Melee 2 Tentacles + melee (1d4-1 bludgeoning plus 1d6 acid)
Ranged 6 Flower Darts +10 ranged 40 ft. (all targets within 30 ft. of each other) (1d6 P plus 2d6 sneak attack / 20x2) (5 / day)
Deadly Aim 6 Flower Darts +7/+2 ranged 30 ft. (all targets within 30 ft. of each other) (1d6+6 P plus 2d6 sneak attack / 20x2) (5 / day)

Statistics
Encounter: Single, Pair, Cluster (5-20), or Field (20-50)
Languages: Doesn’t Speak

Feats: Skill Focus (Stealth), Lightning Reflexes, Deadly Aim, Combat Reflexes
Skills: Acrobatics 1 rank (+8), Perception 6 ranks (+11), Stealth 1 rank (+21) (+8 stealth if in flowered terrain or +4 if in forested terrain)
Str 8, Dex 22, Con 15, Int 2, Wis 14, Cha 6

Special
Bloodsense (Ex): An Emerald Seed-Spitter can detect any living creature that has blood in its body to a range of 60 feet by scent.

Camouflage (Ex): Since an Emerald Seed-Spitter looks like a normal flowering plant when at rest, it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the plant.

Flower Dart (Ex): As a standard action, an Emerald Seed-Spitter can launch a barrage of six flower darts (make an attack roll for each dart). This attack has a range of 40 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 30 such darts in one day.

Implant (Ex): A creature hit by one of the Emerald Seed-Spitter’s flower darts is implanted with one of its seeds. A seed quickly germinates as follows: A seed can be removed safely up to 5 rounds after implantation with a successful DC 18 Heal check or by cutting it from the victim (dealing 1d2 points of damage); otherwise only a remove disease spell destroys an implanted seed. The save DCs and check DC are Constitution-based.

Round -----Effect
First -------DC 18 Will save or flee in fear for 1d6 rounds
Third -------Paralysis for 1d4+2 rounds; DC 18 Fortitude negates
Fifth -------Wounding: 1 point of Constitution damage per minute until the seed is removed or destroyed.

Sneak Attack (Ex): This Plant fires its darts with high precision, directly at the weakest points, the eyes and face, unarmored skin, underarms or groin, etc. Whenever they fire for the first time, when flanking foes or when the target is flat-footed; they are treated as having the sneak attack class ability. These plants treat their rogue levels as half of their Hit Dice.

LordErebus12
2012-06-17, 09:48 AM
should work for now.

Tanuki Tales
2012-06-17, 10:01 AM
Just a curious question:

Why don't you just make a single thread for all your Pathfinder plants? That way you can get critiques on all of them in the same place, don't need to keep track of a dozen threads and don't potentially clog up a forum page with all the different threads.

LordErebus12
2012-06-17, 10:34 AM
good idea, next time pm me instead of posting it there. ill have to do it a bit later but yeah, i will merge them into two topics, rather than four.

Debihuman
2012-06-17, 10:49 AM
Why is there a modifier on BAB? That should never happen. Plants use 3/4 progression and you never add to it. You can add bonuses to attacks and damage and other things but BAB should be standard. Once you start messing with that, it makes it very difficult to critique.

Debby

LordErebus12
2012-06-19, 03:33 PM
Why is there a modifier on BAB? That should never happen. Plants use 3/4 progression and you never add to it. You can add bonuses to attacks and damage and other things but BAB should be standard. Once you start messing with that, it makes it very difficult to critique.

Debby

its merely where I mark the bonus to attack rolls due to size. its tiny so +2 on all attack rolls for size. if it was a modifier to BAB i would factor it in already; however, it is not. just attack rolls.

Debihuman
2012-06-23, 10:59 AM
First, it does help if you used standard formatting like the Pathfinder bestiary. You have lines in different places and that makes it harder to critique as well.

Deadly Aim is a feat and it doesn't allow a creature that uses natural weapons to gain additional attacks. Creatures don't get to make iterative attacks based on their BAB.

This is what deadly aim does: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Sneak Attacks are NOT automatic and should not be included in the attack line. All pertinent information should be listed in the text.

Also your melee number is missing from the tentacles.

This is what you have:


Melee 2 Tentacles + melee (1d4-1 bludgeoning plus 1d6 acid)
Ranged 6 Flower Darts +10 ranged 40 ft. (all targets within 30 ft. of each other) (1d6 Piercing plus 2d6 sneak attack / 20x2) (5 / day)
Deadly Aim 6 Flower Darts +7/+2 ranged 30 ft. (all targets within 30 ft. of each other) (1d6+6 Piercing plus 2d6 sneak attack / 20x2) (5 / day)

The description all belongs in text below the stat block. Natural attacks always do critical damage on a 20/x2 unless otherwise noted. Tentacles always do bludgeoning damage so you don't need to restate that. You should note the flower darts do piercing damage in the text (though it's fairly clear from the word "dart").

melee is BAB + Str modifier + size modifier (6 -1 +2) +7
ranged is BAB + Dex modifier + size modifier (6 +6 +2) +14

Here are the corrected attack lines:

Melee: 2 tentacles + 7 melee (1d4-1 plus 1d6 acid)
Ranged: 6 flower darts +14 ranged (1d6) (See text)
Deadly Aim: 6 flower darts +12 ranged (1d6+4)

Here is how the corrected text looks for Flower Dart,

Flower Dart (Ex): As a standard action, an emerald seed-spitter can launch a barrage of 6 flower darts (make an attack roll for each dart) in a 40-foot radius, although all all targets must be within 30 feet of each other. Any target hit with a flower dart takes 1d6 points of piercing damage. The creature can launch only 30 such darts in one day.

You also have too much extraneous information in your Special Attack line. Flower dart is not really a special attack, it is a standard attack, though it should still get its own descriptive text since it not a typical attack.

The DC of the Implant does not go on the Sp. Attack line though the damage for the sneak attack does. If you called your Special Ability Implant Seed rather than just Implant, it would be more intuitive. Also the save is 10 + 1/2 creature's HD + ability modifier. Constitution saves are 16 not 18. 10 +4 +2. Your Heal check is a bit on the high side. It shouldn't be that difficult to remove a seed. It should be DC 15 and a standard action.

Here is how the corrected Special Attack line should look (assuming you change Implant to Implant Seed):

Special Attacks Implant Seed, Sneak Attack (2d6)

Here is the corrected Implant Seed information:

Implant Seed (Ex) A creature hit by one of the emerald speed-spitter’s flower darts is implanted with one of its seeds. A successful Reflex save (DC 16 ) avoids the implantation. The save is Constitution-based.

As a standard action, a seed can be removed safely up to 5 rounds after implantation with a successful Heal check (DC 15) or by cutting it from the victim (dealing 1d2 points of damage); otherwise only a remove disease spell destroys an implanted seed.

The seed germinates after 5 rounds with the following effects:

One round after the seed germinates, the target must make a DC 16 Will save or flee in fear for 1d6 rounds.

Three rounds after the first save (or after the target ceases to flee, whichever is later), the target must make a DC 16 Fortitude save or be paralyzed for 1d4+2 rounds.

Two rounds after the second save, the target must make Fortitude save (DC 18) or take 1 point of Constitution damage every minute until the germinating seed is removed or destroyed.

The saves are Constitution based and the final save includes a +2 Circumstance bonus as the seed grows larger.

Fleeing targets can no longer be simultaneously paralyzed. That was a bit strange. Also, if a target is paralyzed, should that have an affect on someone making a Heal check to remove the seed? I might be over-thinking things here. Taking one point of damage every minute is really slow. Are you sure about that?

I hope you find the corrections helpful.

Debby

DracoDei
2012-06-23, 11:01 AM
plant fires its fires its first barrage of darts.
Remove the first "fires its".