I have created this class for the base class challenge x, but I couldn't finish, and now, I can't think of a good idea for the specific paths of plants.
The flowering plant was meant to be a healing class, the moss was supposed to be like a troll, cause it regens, and also give it other plant abilities to make it a useful class that helps the party, like a bard, fungi is suppose to be a stealth specialist with poisons and the like, the fern was a point based spell caster like a psion, but a spell list involving something you could see a seed doing, like enchantments, the ivy class was supposed to be a finess based fighter, the carnivorous plant and tree were supposed to be big barbarian esc classes, with massive damaging abilities. i have a layout in mind, 1st level, they will get their main ability, that scales with their level, and is improved by their most important stat. then, at 5th level, they get their secondary ability, an activated ability that has a number of uses per day. 10th level increases the power of their main ability, 15th level increases their secondary ability, but not its uses. and, finally, 20th level gives them an increases primary ability, and makes their secondary ability either unlimited uses, super-powered, or some combination of lessening the two.
"They underestimate Zetsu's powers… I am the land itself!"
Zetsu- a Man-Plant
A Man-Plant is a person who begins to show signs of being part plant. After harnessing this "heritage" they begin to be granted access to vegetation powers. And as they progress, follow "Paths" of their heritage plant, slowly morphing them into a half-plant half-not monster, with the powers of plants.
Adventures: A Man-Plants goal is to harness the power of their heritage, and the only way to do so is to travel the land, and, through trial and error, perfect it. And what else better to practice on than those who everyone wants to get rid of, and go adventuring.
Characteristics: A Man-Plant is capable of using "Plant powers" to defeat their foes. a Man-Plant follows its heritage plant to empower its own abilities, eventually becoming half plant, granting unbelievable capabilities.
Alignment: a Man-Plant has no restrictions to alignment, because they just harness their hidden powers, no code is given by doing so. a good Man-Plant may be a healer, or a Druidic warrior. While evil may be a scavenger, or mushroom-man.
Religion: Man-Plants can follow any religion based on their alignment, but many choose to worship nature gods, due to their heritage.
Background: a Man-Plant must either be of plant-like heritage, and choose to harness its powers in such. Or actively try to fuse itself with nature, through magic, surgery, or prolonged exposure.
Races: often, elves and other races that live near nature become Man-Plants, due to the fact that they are always near plants, but anyone who devotes themselves to the way of the plant can join the elusive, and rare, Man-Plants.
Other Classes: Man-Plants go well with druids, rangers, and barbarians, due to their affinity to nature, but many also come from rogues, wizards, and sorcerers who seek the benefits of these changes, or even clerics who want to shrink the gap that pushes them away from nature gods.
Role: a Man-Plant follows various paths based on their heritage, each giving them a separate role in a party. The flowered plant takes the role of a healer, the moss takes the roll of a wall, the ivy takes the role of a rogue, the fungi are special, the fern is a survivor, the carnivorous plant is a fighter, and the tree is a tank
Adaptation: the DM can change paths based on personal opinion or campaign settings, to accommodate for different plants, and even add new ones if an unwritten plant, or fantasy plant, draws their interest.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics. Abilities: Dependent on path, but always dexterity for Ac, and constitution to increase save DCs
Hit Die: d8 Starting Age: As barbarian Starting Gold: As druid
All of the following are class features of the MAN- PLANT
Weapon and Armor Proficiencies: The Man-Plant is proficient with all simple weapons. They are also proficient in all natural attacks that they possess. Man-Plants are proficient with light and medium armor. Man-Plants are proficient in shields (except tower shields).
Path of Plant (Ex):
Partial Plant Affinity (Ex): your affinity to your plant side gives you immunities to such things that plants are immune. At 1st level, you gain 25% immunity to critical hits and mind-affecting effects, so if you would be affected by one, you roll d100 and if you get 25 or less it has no effect on you, this ability increases by 25% at level 7 and 13. A Man-Plant also gains a +4 racial bonus against poison, paralyzation, polymorph and stunning, you also gain immunity to magical sleep effects, and gain the ability to trance like an elf. At 7th level and again at 13th level, you gain an additional +4, and at 7th level you gain immunity to poison and stunning, and at 13th you get immunity to paralyzation
Ok, because I know this is confusing, here is a chart to make it easier to understand
plus to saving throws
what it's given to
poison, paralyzation, polymorph, and stunning
magical sleep, poison and stunning
paralyzation and polymorph
magical sleep, poison, stunning, and paralyzation
They also get the elf trance ability, and at 7th level, no longer eat, and at 13th, you no longer have to breath
Low-Light Vision (Ex): as your affinity to plant begins, your sight increases to that beyond normal man. at 1st level Man-Plant, you gain low-light vision out to 6o ft, if you already posess low-light vision, you increase its range by 6o ft instead.
Natural attack (Ex): your plant affinity gives you a powerful punch. you can us one slam attack that deals 1d6 bludgeoning damage, and gives 1.5 strength modifier damage. this ability increases at 8th level to two separate slam attacks that deal 1d6 bludgeoning damage, both using regular strength modifier.
Plant Domain (Sp): you harness your inner plant, and draw forth from nature the powers that clerics take from their gods. at 2nd level Man-Plant, you gain the ability to cast spells from the plant domain as if you had levels of cleric equal to your levels in Man-Plant, giving you the ability to rebuke or command plants 3 + charisma modifier times per days as an evil cleric commands or rebukes undead, add a +2 bonus to Knowledge(nature), and you may cast each spell you possess at your level once each per day, plus a number of bonus spells per day if you have a high charisma, each spell has a save DC of 10 + spell level + charisma modifier, when applicable.
Plant Companion (Ex): your affinity to your inner plant attracts a plant-like creature to you. at 3rd level Man-Plant, you gain a plant companion, this ability is the same as the druid ability "animal companion" except for the following, you switch the creature type from animal to plant, making it a plant as opposed to an animal, and gain all the benefits of doing so, and remove reflex saves from the high saving throws, you gain this ability as if you were a druid of a level equal to your class level / 2, rounded down, and the plant companion gains the "Path of Plants" class feature as if it had taken levels in Man-Plant, with an effective class level equal to your class level in Man-Plant
Speak With Plant (Ex): your connection with nature teaches you how to interact with its inhabitants, at least those who share your plant-like heritage. at 4th level Man-Plant, you gain the ability to speak with plants as if you were permanently under the effects of the spell, speak with plants.*Your caster level is equal to your class level.
Thorn Body (Ex): plants are good because they don't have thorns, except the ones that do... At 6th level, you gain the ability to grow or recede thorns as a swift action, I'd you are hit with an unarmed strike or natural attack, the attacker takes 1d4 + 1/level piercing damage, and any grapple attack that involves you also causes damage to everyone involved.
Charm Plant (Su): Your similarity with plant-kind lets you charm your fellow plants to be as if they were your good friends. At 8th level, you gain the ability to us charm monster at-will with the following changes, it only affects plants, and it bypasses any immunities possessed from being a plant. The save DC is 10 + 1/2 class level + charisma modifier, and takes a standard action to cast. Your caster level is equal to your class level.
Self Plant Growth (Ex): your finesse with plants teaches you how to control your own rate of growth. As a standard action, you may increase your size category by one, gaining and losing any applicable stats or AC as stated in The monster manual 1, pg. 291. At 12th level and every three levels after, you may increase or decrease your size category by an additional size category, to a maximum of colossal and a minimum of fine. the damage die increases, or decreases, as follows, 1 -> 1d2 -> 1d4 -> 1d6 -> 1d8 -> 2d4 -> 2d6 -> 2d8 -> 3d6 -> 2d10 -> 3d8 -> 5d6
Poison Barbs (Ex): after having enemies helplessly throw themselves at your thorns for a while, you started developing poison. At 11th level, anyone who takes damage from your thorn body or, at higher level, thorn fists or thorn shower, also takes 1d6 temporary constitution damage, and an additional 1d6 1 minute later, the saving DC is 10 + 1/2 class level + charisma modifier.
Thorn Fists (Ex): as your thorns have killed many in self defense, you learn how to use them on the offense. At 13th level, you can add the damage you deal from thorn body to your own natural attacks, or unarmed strikes. Also, due to the power of your thorns, you are considered to be permanently under the effect of the spell spider climb as long as your thorns are currently out.
Greater Plant Companion (Ex): your love of plants and your literal green thumb let you grow your companions powers. At 14th level, your plant companions effective level increases to your class level, additionally, it gains all extraordinary abilities you possess, except another path of plants, they must keep the one you chose at 3rd level
Mass Charm Plant (Sp): the mere sight of you among plant-kind makes you beloved. At 16th level, you gain the ability to use charm plant as a swift action, and use mass charm plant as a standard action. Mass charm plant functions like mass charm monster but with the same changes that charm plant has, and the same DC. 10 + 1/2 level + charisma modifier. Your caster level is equal to your class level.
I Am The Land (Sp): your affinity to plants opens a link between all plants in the world. At 17th level, you can cast transport via plant as a spell-like ability 2 + charisma modifier times per day. Your caster level is equal to your class level.
Thorn Shower (Su): your thorns gain a knack for flying out when they are grown. At 19th level, a number of times per day equal to your level, when you grow your thorns, you may fire 1d4 + 1/2 your class level, rounded down, thorns at your enemies. Each thorn requires a ranged touch attack using your BAB + your dexterity modifier to hit, dealing 1d4 + your class level piercing damage to each target.
Complete Plant Affinity (Ex): your change into plant has completed, and you are now considered a plant. At 20th level, you gain complete immunity to critical hits, mind-affecting effects, magical sleep, poison, stunning, polymorph, and paralyzation. You are also henceforth considered a plant whenever it would be beneficial to you, and would be considered your original race when being a plant wasn't beneficial. And finally, you are considered to be 2 levels higher then your actual level for all of your class abilities.
note: when i finish this class, i will make a new forum for it.
so, I've been thinking, my guidelines are strange and it might be hard to help me, when I'm done, i will be posting the finished class. so, if you could look at the first class feature, path of plants, and just give me any ideas you can come up with, small or big, i mean, with 89 views, and no responses, i figure i wasn't clear enough, or the task was to weird or difficult.