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Thread: Plantaevatar

  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Default Plantaevatar

    Plantaevatar



    I speak for the Green.

    GAME RULE INFORMATION
    Plantaevatars have the following game statistics.

    Alignment: Any.

    Hit Die: d8

    Starting Age: As cleric.

    Starting Gold: As monk.

    Class Skills
    The Plantaevatar’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (dungeoneering, geography, nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Skill Points at First Level: (2 + Int modifier) x 4

    Skill Points at Each Additional Level: 2 + Int modifier

    Plantaevatar
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +0
    Branches, Plant Empathy, Spells
    2nd
    +1
    +3
    +0
    +0
    Arboreal Stride, Enchanted Bark
    3rd
    +2
    +3
    +1
    +1
    Armour of Thorns, Ivy and Kelp
    4th
    +3
    +4
    +1
    +1
    Magic Thorns (+1)
    5th
    +3
    +4
    +1
    +1
    Seed or Sprout (1x/day, 1 step)
    6th
    +4
    +5
    +2
    +2
    Plant Essence, Photosynthesis
    7th
    +5
    +5
    +2
    +2
    Herbal Poisons
    8th
    +6/+1
    +6
    +2
    +2
    Magic Thorns (+2)
    9th
    +6/+1
    +6
    +3
    +3
    Hardened Bark
    10th
    +7/+2
    +7
    +3
    +3
    Seed or Sprout (2x/day, 2 steps), Roots
    11th
    +8/+3
    +7
    +3
    +3
    Craft Ironwood Arms and Armour
    12th
    +9/+4
    +8
    +4
    +4
    Magic Thorns (+3),
    Greater Plant Essence
    13th
    +9/+4
    +8
    +4
    +4
    Rebuke Plants
    14th
    +10/+5
    +9
    +4
    +4
    Bonus Feat
    15th
    +11/+6/+1
    +9
    +5
    +5
    Seed or Sprout (3x/day, 3 steps)
    16th
    +12/+7/+2
    +10
    +5
    +5
    Magic Thorns (+4)
    17th
    +12/+7/+2
    +10
    +5
    +5
    Bonus Feat
    18th
    +13/+8/+3
    +11
    +6
    +6
    Ironwood Bark, True Plant Essence
    19th
    +14/+9/+4
    +11
    +6
    +6
    Sacred Grove
    20th
    +15/+10/+5
    +12
    +6
    +6
    Seed or Sprout (4x/day, 4 steps),
    Magic Thorns (+5)

    Class Features
    All of the following are class features of the Plantaevatar.

    Weapon and Armor Proficiencies
    A Plantaevatar is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields), provided those items are made of wood. In practice this limits him to ironwood items (see the ironwood spell or the Craft Ironwood Arms and Armour feat) wooden shields and the following weapons: club, dart, javelin, longbow, quarterstaff, scythe, shortbow, shortspear, spear, and any similar weapon.

    A Plantaevar is proficient with any natural weapons he gains via class features (e.g. the slams from Branches, the natural attacks of any plant he polymorphs into, etc.).

    Branches (Ex)
    A Plantaevatar's fists are mighty oaken cudgels. He gains two slam attacks as primary natural attacks, dealing damage according to his size. He forfeits a slam attack for each hand that is wielding a weapon or that is otherwise occupied.

    Plant Empathy (Su)
    As a druid's wild empathy class feature, save that it may only be used to influence plants and the Plantaevatar gains a +6 racial bonus on the check.

    Spells (Ex)
    A Plantaevatar casts divine spells which are drawn from the Plantaevatar spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

    To learn or cast a spell, a Plantaevatar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Plantaevatar’s spell is 10 + the spell level + the Plantaevatar’s Wisdom modifier.

    Like other spellcasters, a Plantaevatar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells per day if he has a high Wisdom score.

    A Plantaevatar automatically knows all spells on the Plantaevatar spell list (assuming he can cast spells of that level). Unlike a wizard or a cleric, a Plantaevatar need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

    Spoiler: Spells Per Day
    Show
    Spells Per Day
    Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5 3 - - - - - - - -
    2nd 6 4 - - - - - - - -
    3rd 6 5 - - - - - - - -
    4th 6 6 3 - - - - - - -
    5th 6 6 4 - - - - - - -
    6th 6 6 5 3 - - - - - -
    7th 6 6 6 4 - - - - - -
    8th 6 6 6 5 3 - - - - -
    9th 6 6 6 6 4 - - - - -
    10th 6 6 6 6 5 3 - - - -
    11th 6 6 6 6 6 4 - - - -
    12th 6 6 6 6 6 5 3 - - -
    13th 6 6 6 6 6 6 4 - - -
    14th 6 6 6 6 6 6 5 3 - -
    15th 6 6 6 6 6 6 6 4 - -
    16th 6 6 6 6 6 6 6 5 3 -
    17th 6 6 6 6 6 6 6 6 4 -
    18th 6 6 6 6 6 6 6 6 5 3
    19th 6 6 6 6 6 6 6 6 6 4
    20th 6 6 6 6 6 6 6 6 6 6

    Spoiler: Spells Known
    Show
    Spells Known
    Spell Level Spells
    1st detect animals or plants (plants only), entangle, goodberry, shillelagh
    2nd barkskin, lesser restoration, slow poison, summon swarm (leaf swarm only, treat as bat swarm but with plant type), tree shape, warp wood, wood shape
    3rd plant growth, poison, snare, speak with plants
    4th command plants, polymorph (plant creatures only, self only)
    5th awaken (trees only), baleful polymorph (into a shrieker fungus), black tentacles (summons plant vines), cloudkill (manifests as cloud of pollen, treated as a disease rather than a poison for the purposes of immunity), commune with nature, tree stride, wall of thorns
    6th heroes' feast, ironwood, liveoak, transport via plants
    7th animate plants, changestaff, transmute metal to wood
    8th control plants, temporal stasis (target is trapped in amber as if by sepia snake sigil)
    9th black lotus nimbus, regenerate (self only), shambler, shapechange (plant creatures only)

    Arboreal Stride (Su)
    Starting at 2nd level, a Plantaevatar may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Even thorns, briars, and overgrown areas that have been magically manipulated to impede motion (including entangle spells, wall of thorns spells, and the like) do not affect him.

    Enchanted Bark (Ex)
    At 2nd level, a Plantaevatar adds his Constitution bonus (if any) to his armour class as a natural armour bonus (stacking with any other natural armour bonus he possesses).

    Hardened Bark (Ex)
    At 9th level a Plantaevatar becomes as tough as actual wood, gaining hardness 5. Do not halve or quarter energy damage or damage from ranged weapons before applying this hardness. Fire attacks ignore this hardness.

    Ironwood Bark (Ex)
    At 18th level a Plantaevatar becomes as hard as ironwood. His hardness improves to hardness 10, and is no longer overcome by fire attacks.

    Armour of Thorns (Ex)
    Beginning at 3rd level, a Plantaevatar's natural armour becomes as barbed as a briar or cactus. Any creature that strikes him in melee with a natural weapon automatically takes damage as if hit by one of his slam attacks (including any bonus from Magic Thorns, but using his Constitution modifier in place of his Strength modifier).

    Additionally, his body constantly generates arrows, crossbow bolts, and darts for his use on demand. He is assumed to have unlimited ammunition of those types, but they wither away one round after leaving his possession and so cannot be stockpiled or given to other creatures to fire.

    Ivy and Kelp (Ex)
    At 3rd level a Plantaevatar gains a climb speed and a swim speed each equal to his base land speed. He gains a +8 racial bonus on Climb and Swim checks and may always take 10 on those checks, even if rushed or threatened. He may breathe water as easily as air, gaining the Aquatic subtype and the Amphibious special quality.

    Magic Thorns (Su)
    Beginning at 4th level, a Plantaevatar's natural weapons and his natural armour bonus all gain a +1 enhancement bonus. This bonus also applies to any wooden weapon, armour, or shield he wields or wears (including those created via Ironwood Arms and Armour; see below), and any ammunition generated from his Armour of Thorns. This enhancement bonus increases by +1 at 8th level and every four levels thereafter (to a maximum of +5 at 20th level).

    Seed or Sprout (Su)
    Starting at 5th level, a Plantaevatar may alter his size as a standard action once per day. He may advance to the next largest size category, (adjusting his statistics as shown below), or shrink to the next smallest size category (reversing the changes shown below). He may advance or shrink an additional size category each time, and an additional time per day at 10th level and every five levels thereafter, to a maximum of up to four size categories up to four times per day at 20th level. All adjustments are cumulative. The effect lasts for 1 hour per class level, or until he changes back.

    Spoiler: Changes to Statistics by Size
    Show

    Changes to Statistics by Size
    Old Size New Size Str Dex Con Natural Armor AC/Attack Slam Damage
    Fine Diminutive Same -2 Same Same -4 1
    Diminutive Tiny +2 -2 Same Same -2 1d2
    Tiny Small +4 -2 Same Same -1 1d3
    Small Medium +4 -2 +2 Same -1 1d4
    Medium Large +8 -2 +4 +2 -1 1d6
    Large Huge +8 -2 +4 +3 -1 1d8
    Huge Gargantuan +8 Same +4 +4 -2 2d6
    Gargantuan Colossal +8 Same +4 +5 -4 2d8

    Plant Essence (Ex)
    Starting at 6th level, a Plantaevatar begins to truly change into a plant creature. He gains low-light vision and a +2 bonus on saves against mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. Additionally, he is treated as if he had the light fortification armor property (25% chance for any critical hit or sneak attack against him to become a normal attack).

    Greater Plant Essence (Ex)
    At 12th level the Plantaevar's bonus on saves from the Plant Essence ability increases to +4, and he is treated as if he had moderate fortification (50% chance for any critical hit or sneak attack against him to become a normal attack).

    True Plant Essence (Ex)
    At 18th level the Plantaevar gains the plant type. He becomes immune to critical hits and all the effects listed under the Plant Essence ability and no longer needs to sleep. However, he is immune to Rebuke Plants, command plants, control plants, and any similar spells or effect.

    Photosynthesis (Su)
    At 6th level a Plantaevatar absorbs sunlight. He is immune to harmful light-based effects (including [Light] spells, [Pattern] effects, colour spray, and prismatic spells). Additionally, the first time each day that he would be damaged by such effects, he instead heals hit points and ability damage as though he had rested for a day.

    Herbal Poisons (Ex)
    At 7th level a Plantaevatar can infuse his attacks, crops, and very scent with various poisons (see below). To activate this ability he must expend a spell slot of 3rd level or higher as a swift action (he is effectively delivering a poison spell). Regardless of the delivery method, a successful Fortitude save negates the poison's effects (save DC = 10 + 1/2 class level + Constitution modifier).

    Poisoned Blossoms
    For the next round, the Plantaevatar generates an alluring fragrance that attacks the minds of all enemies within 30 feet that fail their saves. Initial and secondary damage 1d4 points of Charisma, Intelligence, and Wisdom damage.

    Poisoned Fruits
    The poison of the black lotus strikes at any creature that partakes of the Plantaevatar's goodberries or heroes' feast. Initial and secondary damage 3d6 points of Constitution damage. At the Plantaevatar's option, the poison may be infused in only particular goodberries or portions of the feast (so that his allies might dine safely with an enemy they plan to poison).

    Poisoned Thorns
    For the next round, any creature damaged by the Plantaevatar's natural weapons, Armour of Thorns (whether by ammunition generated by the ability or by making a melee natural weapon attack), or wooden weapons he wields must save or be affected by a virulent poison. Initial and secondary damage 1d4 points of Constitution, Dexterity, and Strength damage.

    Roots (Ex)
    At 10th level a Plantaevatar's legs become a mass of gnarled roots. He gains a +10 ft. bonus to his movement speed and gains +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.

    As a move action he may root (or uproot) himself in the ground. While rooted he cannot be bull-rushed, tripped, or otherwise knocked prone but cannot move from his current space.

    Finally, if he spends at least 8 hours per day exposed to sunlight (via his Photosynthesis ability) and 8 hours per day rooted in place, he need not eat or drink and heals hit points and ability damage as though he had received a full day of long-term care (healing 4 hit points per Hit Die and 4 points of ability damage per ability score). He may recover fro ability drain in this way as though it were ability damage. Hours spent in daylight and spent rooted need not be simultaneous for the purpose of this ability.

    Craft Ironwood Arms and Armour (Ex)
    At 11th level a Plantaevatar gains Craft Ironwood Arms and Armour as a bonus feat. He need not meet its prerequisites.

    Rebuke Plants (Su)
    At 13th level a Plantaevatar gains mastery over all other plants. He may rebuke and command plant creatures as an evil cleric rebukes undead, using his Wisdom modifier in place of his Charisma modifier and gaining a +6 racial bonus on the check. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. He may command a number of plant creatures with total Hit Dice up to four times his class level in this way.

    Bonus Feat (Ex)
    At 14th level a Plantaevatar gains an a bonus feat for which he meets the prerequisites. This feat must be one of the following: Ability Focus, Crown of Thorns, Improved Natural Attack, or Preternatural Grace. See New Feats for new feat descriptions. He gains an additional such feat at 17th level.

    Sacred Grove (Su)
    At 19th level a Plantaevatar conjures up verdant flora wherever he goes. All of his abilities that require preexisiting plantlife (animate plants, plant growth, tree stride, the World-Tree ability below, etc.) always function - it is assumed that they simply conjure up the necessary plants. In addition, the Plantaevatar gains the following additional powers depending on his alignment:

    Hesperides Orchard (Su)
    A good-aligned Plantaevatar can produce the Golden Apples of Immortality. Any creature that partakes of his heroes' feast gains the benefits of greater restoration, heal, and regeneration (caster level = class level). In addition, any such creature becomes immune to aging penalties to its ability scores (bonuses still accrue) and has no maximum age.

    Mandrake Scream (Su)
    Three times per day an evil-aligned Plantaevatar can unleash the dreaded scream of the mandrake root. Treat this as a wail of the banshee (caster level = class level), save that it affects all enemies within 300 feet and has a Fortitude save DC = 20 + the Plantaevatar's Wisdom modifier.

    Tree of Knowledge (Su)
    A Plantaevatar that is neither good- nor evil-aligned can produce the Apples of Wisdom. Any creature that partakes of his heroes' feast gains a +5 inherent bonus to its Charisma, Intelligence, and Wisdom scores.

    World-Tree (Su)
    A Plantaevatar of any neutral alignment (including neutral good and neutral evil) may call upon the powers of the cosmos-spanning Yggdrasil to travel through time and space. He may use his transport via plants spell to bring himself and his allies to any location (even other planes); if there is no living plant at the chosen destination this ability conjures up one of Yggdrasil's roots to serve as an exit point and vice-versa. At the DM's option this ability may allow travel even to the distant past or future as well.

    New Feats
    Spoiler: Feats
    Show
    Craft Ironwood Arms And Armour
    You can make magical wooden items that are as hard as steel.

    Prerequisites
    Druid level 11th, Craft (carpentry) 14 ranks.

    Benefits
    You may Craft wooden weapons, armour, and shields that function just as masterwork items made of steel. Treat this as the ironwood spell, save that the effect never expires.

    For the purpose of Crafting time and costs treat this as if you were forging masterwork steel items, save that you always use Craft (carpentry) in place of any other Craft check.

    Special
    A Plantaevatar gains Craft Ironwood Arms and Armour as a bonus feat at 11th level (he need not meet its prerequisites). He is proficient with any item he creates with the feat, and applies the benefits of his Magic Thorn class feature to any such item he wields or wears.

    Crown of Thorns
    Your mind is as barbed as as a briar.

    Prerequisites
    Druid, Plantaevatar, or Ranger 4th level.

    Benefit
    Any enemy targeting you with a thought detection, mind control, or telepathic ability makes direct contact with your psychic "thorns" and takes 1d4 points of Charisma, Intelligence, and Wisdom damage. Unless they succeed on a Will save (DC 10 + 1/2 your character level + your Wisdom modifier), whatever ability they attempted to use to mentally influence you automatically fails.

    Special
    If you possess the Magic Thorns class feature, enemies making contact with your mind take additional Charisma, Intelligence, and Wisdom damage equal to the enhancement bonus granted by that class feature.

    Preternatural Grace
    You move with an agility that belies your size.

    Prerequisites
    Large size or larger, Dex 12.

    Benefits
    For the purposes of Armour Class and attack rolls, you are treated as being one size category smaller than your actual size (to a minimum of Medium).

    Any penalty to your Dexterity score from advancing your size (e.g. from enlarge person or from advancing your racial Hit Dice) is reduced by 2.

    Special
    You may select Preternatural Grace more than once. Its effects stack.

    Spoiler: Changelog (Removed Abilities and Feats)
    Show
    Vines (Ex)
    Beginning at 5th level a Plantaevatar can sprout lashing vines. He gains a tendril attack as a secondary natural attack that deals damage according to his size. He gains a second tendril at 9th level and an additional tendril every four levels thereafter (to a maximum of four at 17th level).

    Extra Vine

    You gain an additional lashing vine.

    Prerequisites
    Plantaevatar level 6th.

    Benefits
    You gain an additional tendril attack.

    Special
    You may select this feat more than once, each time gaining an additional tendril attack.

    Grasping Lashes
    Your sinuous attacks can be used to seize and constrict opponents.

    Prerequisites
    At least one arm, tendril, tentacle, tail slap, or similar natural attack.

    Benefits
    When you select this feat, choose one of the natural weapon types listed in the prerequisites. The benefits of this feat apply only to that type of weapon.

    You gain the Improved Grab special attack for the chosen natural weapon. When you hit with a chosen weapon you may attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and can Constrict.

    You gain the Constrict special attack for the chosen natural weapon. You deal double damage with the chosen weapon during grapple checks.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of natural weapon.

    A fighter may select Grasping Lashes as one of his fighter bonus feats.

    The benefits of this feat only apply against opponents that are at least one size category smaller than yourself.

    Reaching Lashes
    Your sinuous attacks can stretch to reach distant opponents.

    Prerequisites
    At least one arm, tendril, tentacle, tail slap, or similar natural attack.

    Benefits
    When you select this feat, choose one of the natural weapon types listed in the prerequisites. The benefits of this feat apply only to that weapon.

    The chosen natural weapon gains reach as though you were one size category larger.

    If you possess the Reflexive Lashes feat, your weapons of the chosen type are long enough that you can use them to grapple an opponent and make attacks of opportunity at the same time.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of natural weapon.

    A fighter may select Reaching Lashes as one of his fighter bonus feats.

    Reflexive Constriction [General]

    Once you've established a hold on an enemy you can crush them with very little thought.

    Prerequisites
    Constrict special attack, improved grab ability, and either Improved Grapple or MultigrabSK.
    SKSerpent Kingdoms

    Benefits
    While you have established a hold on a creature, you may make grapple checks to constrict that creature as free actions (you may only make one such check each turn for each creature you are grappling). You are otherwise free to cast spells, make attacks, and perform other actions. This feat alone does not allow you to grapple more than one creature though the improved grab ability.

    Normal
    Only the first grapple you initiate with the improved grab ability is a free action.

    Reflexive Lashes
    Your sinuous attacks strike almost with minds of their own.

    Prerequisites
    At least one arm, tendril, tentacle, tail slap, or similar natural attack.

    Benefits
    When you select this feat, choose one of the natural weapon types listed in the prerequisites. The benefits of this feat apply only to that weapon.

    You may make an additional attack of opportunity each round with each weapon of the chosen type that you possess (provided you are not currently using that weapon to grapple an opponent etc.; but see Reaching Lashes above).

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of natural weapon.

    A fighter may select Reflexive Lashes as one of his fighter bonus feats.

    Supple Lashes
    Your sinuous attacks can be used like whips.

    Prerequisites
    At least one arm, tendril, tentacle, tail slap, or similar natural attack.

    Benefits
    When you select this feat, choose one of the natural weapon types listed in the prerequisites. The benefits of this feat apply only to that weapon.

    When using the chosen natural weapon, you do not provoke an attack of opportunity when you attempt to disarm an opponent. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

    When you hit with with the chosen natural weapon, you can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you. You also gain a +4 bonus on your Strength check to trip your opponent.

    If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

    Special
    You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of natural weapon.

    A fighter may select Supple Lashes as one of his fighter bonus feats.

    New Epic Feat
    Kraken Mastery
    Your sinuous attacks are effortlessly coordinated.

    Prerequisites
    Constrict special attack, improved grab ability, Multiattack, Improved Multiattack, Greater Multigrab, Multigrab, Reflexive Constriction, Reflexive Lashes, and at least six sinuous natural attacks of the same type (arms, tendrils, tentacles, tail slaps, or similar), character level 21st.

    Benefit
    When you select this feat, choose one of the natural weapon types listed in the prerequisites. The benefits of this feat apply only to that weapon.

    Attacking with the chosen weapon no longer requires an action on your part. You may still only use it to attack or grapple once per round, but all such actions are free actions. You are never considered grappled while grappling with the chosen weapon.
    Last edited by rferries; 2018-04-20 at 01:11 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Plantaevatar

    This is really cool! I'll read in-depth tomorrow for better advice, but I love the idea of playing Plant Thing!
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Plantaevatar

    Quote Originally Posted by aimlessPolymath View Post
    This is really cool! I'll read in-depth tomorrow for better advice, but I love the idea of playing Plant Thing!
    Thanks! Unfortunately I really veered away from the Swamp Thing concept by the end, but hope it still appeals.

  4. - Top - End - #4
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Plantaevatar

    Mmmf. Just look at that class ability table. Beautiful.

    Some notes as I read through:
    -Gaining all the given spell-like abilities is a bit rough, given that you have to track uses for them individually. On the flip side, there are a massive number of total uses, and many abilities have overlapping functionality (baleful polymorph vs. temporal stasis, control plants vs. command plants vs awaken vs. animate plants vs. changestaff shambler all create minions). I would suggest a sorcerer model rather than SLAs.
    -Enchanted Bark looks like a replacement for early armor, given that ironwood armor is not available for many levels. Is this accurate? If so, note that Ironwood heavy on top of this provide an immense jump in AC between levels 10 and 11.
    -Magic Thorns should probably buff natural armor if he doesn't wear armor, to smooth that out a bit.
    -Growth should probably have some columns for natural weapon damage, as a reminder.
    -Progression of Plant Essence looks good!
    -Photosynthesis looks good, except for the healing aspect- it's trivially possible to render the character near-invincible via lantern archons, Blistering Radiance, etc, and such effects rarely come up against enemies. It's neat trinket text that can turn busted accidentally.

    Poisoned Thorns: Does this mean his slam/vine attacks deal piercing damage? Also, a massive fan of infusing the poison into Goodberry.

    Levels 13-17 are a little weak- they're mostly enhancements on existing features rather than new ones. It would be reasonable to add more bonus feats earlier to move some of the early features (especially on levels with two features) up to here. The SLAs have to do a lot of work here.

    Rebuke Plants is honestly redundant after all the spell-like abilities.

    Some thoughts for additional features:
    Given all the minion-related SLAs, the ability to share your class abilities through plants you control would be appropriate- specifically, Arboreal Stride, Magic Thorns and Herbal Poisons are appropriate.
    Some ability to "claim" a region of plantlife

    In general, the early levels are really solid and well-packed with features, but they peter out after a bit. I'd take a look at identifying the key features that make up the essential nature of the character(SLAs, Growth, the "necessary numbers", etc.), and the support features (Arboreal Stride, Crown of Thorns, Herbal Poisons); the latter can usually be moved up or down in level more easily (with their previous space filled by bonus feats- this class can be pretty feat-heavy if you want a Vine build)

    Also consider looking at this class from last year, which I also worked on.
    Last edited by aimlessPolymath; 2018-04-05 at 02:22 PM.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Plantaevatar

    Quote Originally Posted by aimlessPolymath View Post
    Mmmf. Just look at that class ability table. Beautiful.

    Some notes as I read through:
    -Gaining all the given spell-like abilities is a bit rough, given that you have to track uses for them individually. On the flip side, there are a massive number of total uses, and many abilities have overlapping functionality (baleful polymorph vs. temporal stasis, control plants vs. command plants vs awaken vs. animate plants vs. changestaff shambler all create minions). I would suggest a sorcerer model rather than SLAs.
    -Enchanted Bark looks like a replacement for early armor, given that ironwood armor is not available for many levels. Is this accurate? If so, note that Ironwood heavy on top of this provide an immense jump in AC between levels 10 and 11.
    -Magic Thorns should probably buff natural armor if he doesn't wear armor, to smooth that out a bit.
    -Growth should probably have some columns for natural weapon damage, as a reminder.
    -Progression of Plant Essence looks good!
    -Photosynthesis looks good, except for the healing aspect- it's trivially possible to render the character near-invincible via lantern archons, Blistering Radiance, etc, and such effects rarely come up against enemies. It's neat trinket text that can turn busted accidentally.

    Poisoned Thorns: Does this mean his slam/vine attacks deal piercing damage? Also, a massive fan of infusing the poison into Goodberry.

    Levels 13-17 are a little weak- they're mostly enhancements on existing features rather than new ones. It would be reasonable to add more bonus feats earlier to move some of the early features (especially on levels with two features) up to here. The SLAs have to do a lot of work here.

    Rebuke Plants is honestly redundant after all the spell-like abilities.

    Some thoughts for additional features:
    Given all the minion-related SLAs, the ability to share your class abilities through plants you control would be appropriate- specifically, Arboreal Stride, Magic Thorns and Herbal Poisons are appropriate.
    Some ability to "claim" a region of plantlife

    In general, the early levels are really solid and well-packed with features, but they peter out after a bit. I'd take a look at identifying the key features that make up the essential nature of the character(SLAs, Growth, the "necessary numbers", etc.), and the support features (Arboreal Stride, Crown of Thorns, Herbal Poisons); the latter can usually be moved up or down in level more easily (with their previous space filled by bonus feats- this class can be pretty feat-heavy if you want a Vine build)

    Also consider looking at this class from last year, which I also worked on.
    All cogent points! I used SLAs to condense all the class features I originally had in mind, but sorcerer casting is a better alternative. I'll think about rewriting it all as class features to go back to the Swamp Thing "roots" haha.

    The Verdure is very cool! Wish I had done a forum search before I em"bark"ed on this project though, I see now there's loads of other plant classes - arborist, botanist etc.

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    OldWizardGuy

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    Default Re: Plantaevatar

    Right, updated it. I've strayed even further from the Plant Thing origins - now uses spellcasting instead of SLA's no telepathy fruits or contacting the Green etc., and all the vines and grappling feats have been excised for simplicity (just use entangle or black tentacles instead).

    Higher levels are still bare, but considering it's a spellcasting class I think that's ok (it certainly has more class features than most other spellcasters!).

    Any estimates on tier? It has teleportation, healing, is tough in combat, etc... tier 2? Tier 3?

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    OrcBarbarianGuy

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    Default Re: Plantaevatar

    A high Tier 3, I think- it has access to a number of very powerful spells, but doesn't have the breadth of game-breakers of a proper Tier 2. The closest analogy I can think of is a Dread Necromancer gestalted with a fighter.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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    OldWizardGuy

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    Default Re: Plantaevatar

    Quote Originally Posted by aimlessPolymath View Post
    A high Tier 3, I think- it has access to a number of very powerful spells, but doesn't have the breadth of game-breakers of a proper Tier 2. The closest analogy I can think of is a Dread Necromancer gestalted with a fighter.
    Good stuff, thanks!

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