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    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Base Class Contest XXXXV: A Homebrew Bumper Crop

    Plant Rules

    The cultivator’s unusual preparation system requires the cultivator to learn several things, detailed here. A Cultivation Pot is used to support a plant-its level determines the maximum plant that could be supported.

    Plants meanwhile are the magical plants that the cultivator grows and supports. Each plant has its level determined at time of planting in a Cultivation Pot.

    Plants create produce of their level, which is then harvested and used as in the entry listed. Not every plant has entries for every level; in these cases, the plant cannot be planted at that level, but may be planted at a lower or higher level. For instance, a 3rd level Cultivator cannot grow a plant that lacks a 1st level effect.


    Produce refers to the products created from a plant’s harvest. Plants may have variable produce, depending on breed or type, or sometimes on the luck of the draw, though some have special rules.


    Some tags are provided for the sake of easy reference.
    [Thrown] - The plant’s produce is used as a thrown splash weapon, similar to alchemist’s fire or acid flasks in order to effect a target. You must either make a direct hit or barring that, get the produce’s area of effect onto the target. As a reminder, thrown weapons are touch attacks, have range increments of 10 feet, and only possess a maximum of 5 ranged increments.
    [Edible] - Plants with this tag are used to empower the Harvest’s Bounty and Feast of Nations class features. Plants with this tag do not have any effects other than to determine the effects of said class features and thus have produce enough to satisfy the needs of using these abilities. The effects listed in each plant’s entry are applied to the creatures who eat them during “meal-time”. Effects are cumulative.
    [Mind-Affecting] - The produce’s effect is mind-affecting and thus may or may not affect a creature.
    [Weapon] - The plant’s produce is wielded like a weapon. The cultivator is considered proficient with weapon produce.



    A-M





    Amazing Maize [Edible]
    This plant grows a multiple fruiting bodies from a central stock, each ear of corn bursting with a fascinating aura that carries over into you when you eat it. Ears of corn

    Effects:
    1st - Creature gains +2 Enhancement Bonus to Charisma.
    2nd - Creature gains +3 Enhancement Bonus to Charisma.
    3rd - Creature gains +4 Enhancement Bonus to Charisma.
    4th - Creature gains +5 Enhancement Bonus to Charisma.
    5th - Creature gains +6 Enhancement Bonus to Charisma.



    Aquarius Weeds [Edible]
    Seaweed proves to be an efficient source of carbohydrates. Magically enchanted seaweed on the other hand makes more at home on the sea.


    Effects:
    2nd - Creature gains the ability to hold their breath for 10 times longer to resist suffocation.
    3rd - Creature gains the ability to swim at half their land speed. If the creature has a swim speed but no land speed, it may move at half of its swim speed.
    4th - Creature gains the ability to breathe water and air equally as well.
    5th - Creature gains a +10 enhancement bonus to its land or swim speed and may use land and swim speeds interchangeably.


    Bold Beans [Edible]
    These bean pods contain many edible seedlets that increase vital functions and provide much needed protein… in amounts not found in nature.



    Effects:
    1st - Creature gains +2 Enhancement Bonus to Strength.
    2nd - Creature gains +3 Enhancement Bonus to Strength.
    3rd - Creature gains +4 Enhancement Bonus to Strength.
    4th - Creature gains +5 Enhancement Bonus to Strength.
    5th - Creature gains +6 Enhancement Bonus to Strength.


    Bombardier Fungus [Thrown]
    These moldy sack is full of densely concentrated acid spores that eat their victim.


    Effects:
    1st - 1d3 spore bombs. Regardless of a hit or miss, each bomb leaves behind a spore cloud that has a duration of 1 minute, functioning as a 10” radius fog cloud centered on the target space. If a creature was the target of the spore bomb and not an empty space, the spore cloud follows the creature as it moves. A creature struck by a spore bomb may attempt a fortuitude save as a full-round action to throw off the cloud (leaving it in its space). Success on this save grants the creature the ability to remove the cloud and the ability to move as if it spent a move action to leave the fog cloud. Creatures inside take 1d6 acid damage per turn they are in the cloud; a fortitude save halves this damage.
    2nd - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 2d6.
    3rd - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 3d6.
    4th - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 4d6.
    5th - As 1st, except 1d3+1 spore bombs, and the damage per turn increases to 5d6.




    Buffing Barley [Edible]
    This hardy cereal-grass grows in thick fields in the wild. The grains are notable for their health improving properties that take effect once you start eating.


    Effects:
    1st - Creature gains +2 Enhancement Bonus to Constitution.
    2nd - Creature gains +3 Enhancement Bonus to Constitution.
    3rd - Creature gains +4 Enhancement Bonus to Constitution.
    4th - Creature gains +5 Enhancement Bonus to Constitution.
    5th - Creature gains +6 Enhancement Bonus to Constitution.







    Helium Hops [Edible]
    This plant doesn’t actually fill you with helium, but you’ll feel like a baloon


    Effects:
    2nd - Creature gains a 5” fly speed with clumsy maneuverability. Usable for 1 minute per level.
    3rd - Fly speed improves to 15” with average maneuverability.
    4th - Fly speed is equal to the creature’s base land speed.


    Hot Potato [Thrown]
    This potato crackles with magma and searing heat, seemingly contained in its plain vegetable skin.


    Effects:
    1st - 1d4 potatoes. Potatoes when thrown explode in a heap of magma and burning potato chunks, dealing 1d6 half-bludgeoning and half-fire damage to the creature struck. Creatures adjacent to the target creature take minimum damage.
    2nd - 1d4+1 potatoes. Potatoes now deal 2d6 damage. Creatures directly hit by a hot potato burn continuously for the next minute. Every turn they take the potato’s damage in fire damage at the end of their turn. They may, as a full-round action try to scrape it off.
    3rd - 1d6+1 potatoes. Potatoes now deal 3d6 damage.
    4th - 1d6+2 potatoes. Potatoes now deal 4d6 damage. Creatures adjacent to the initial target now take full damage and suffer from the continuous damage of burning potato chunks.
    5th - 1d8+2 potatoes. Potatoes now deal 5d6 damage.



    Jolly Grapes[Edible]
    These grapes make for a really good snack. You feel better just eating them.

    Effects:
    1st - 1d3 grape bunches. Each grape bunch may be eaten, consumed as similar to a potion. The cultivator does not need to be the one to administer the grape bunches directly and is free to hand them out. Each grape bunch when consumed by a living creature grants the subject fast healing 5 for 2 rounds.
    2nd - 1d3+1 grape bunches. The healing improves to fast healing 5 for 3 rounds. Additionally, the grapes may be used to cure poison and disease as per neutralize poison or remove disease, in addition to the hitpoint recovery.
    3rd - 1d3+2 grape bunches. The healing improves to fast healing 5 for 5 rounds.
    Creatures that eat the grapes are subjected to a restoration effect.
    4th - 1d4+3 grape bunches. The healing improves to fast healing 10 for 5 rounds.
    5th - 1d6+3 grape bunches. The healing improves to regeneration 15 for 5 rounds. All status conditions are healed.

    Special Unlike other many [Edible] plants, Jolly Grape has both a use as an edible and grants bonuses when partaking of them in a meal. Specifically, the people eating the cultivator’s feast will be treated as though they ate 1 grape bunch each.



    Miasmic Mold [Thrown]
    Poisonous mold fills the lungs of those who breath in these toxic fumes.

    Effects:
    1st - 1d3 mold clumps. When thrown, the mold breaks and expels poisonous spores within 10 feet of the target. Creatures must make a fortitude save to resist sudden inhalation and thus infection. The poison’s effects are thus follows:


    Frequency 1/round for rounds equal to the cultivator’s level.
    Effect 1 Con damage; Cure 2 consecutive saves

    2nd - Poison’s ability damage increases to 1d3. It may also be shaped into being a different attribute.
    3rd - 1d3+1 mold clumps. The poison deals ability damage to 2 seperate ability scores, but one must be physical and the other must be mental. Additionally, the mold cloud lingers for 1 minute. Creatures struck by a slashing or piercing attack while in the mold cloud risk infection again.
    4th - Poison’s ability damage increases to 1d6.




    Mulching Mushrooms [Thrown]
    Fungus is but one of the ways nature uses to recycle the dead. Likewise, these fast growing mushroom spores tear appart the dead and the living alike.


    Effects:
    1st - 1d2+1 mushrooms. Mushrooms explode when thrown. The spores rapidly begin growing and tearing at flesh and rotten, especially the long dead. A creature struck directly by the a mushroom takes 1d4 damage at the end of their turns for the next minute. A creature infected with mushrooms may attempt, as a standard action, a fortitude save to peel of the festering blight. This damage is doubled against undead creatures.
    2nd - 1d3+1 mushrooms. Creatures within 20 feet of the initial strike must make a fortitude save or be afflicted. Damage increases to 2d4.
    3rd - 1d3+2 mushrooms. Damage is now 3d4.
    4th - 1d4+2 mushrooms. Damage is now 4d4. Afflicted undead creatures must make a Will save at the end of their turns. Failure subjects them to a permanent negative level; this negative level bypasses all of the usual benefits an undead has against negative levels such as gaining hitpoints or immunity.
    5th - 1d4+3 mushrooms. Damage is now 5d4.
    Last edited by Almarck; 2018-11-26 at 12:01 AM.
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