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Druid tree army?


Advice


This idea starts with a staff creation of just awaken (for gold purposes).

Staff has awaken (5 charges)
Priced out 400*5*9=18,000/5 charges=3,600

3,600+(spell components for 50 charge (100,000)/5 charges yet again.

Total for staff of awaken (5 charges)
23,600

Awaken a feather token (tree) =400
A gargantuan sized tree that becomes awaken for 400gp after initial investment of staff.

Does this sound plausible?


Kevin Martin 185 wrote:

This idea starts with a staff creation of just awaken (for gold purposes).

Staff has awaken (5 charges)
Priced out 400*5*9=18,000/5 charges=3,600

3,600+(spell components for 50 charge (100,000)/5 charges yet again.

Total for staff of awaken (5 charges)
23,600

Awaken a feather token (tree) =400
A gargantuan sized tree that becomes awaken for 400gp after initial investment of staff.

Does this sound plausible?

After redoing some of the math for cost efficiency the staff would cost

400*5*9=18,000/10 charges=1,800

1,800+(spell components for 50 charge (100,000)/10 charges yet again.
Total for staff of awaken (10 charges)
11,800

Awaken a Feather Token (Tree) 400gp if bought, 200gp if crafted.
The token is huge sized to start.
Awaken requires a DC 10+HD (7 HD in this case) Will save. With guidance +1, resistance +1, Prayer +1(if you have a Cleric), and owls wisdom +2 all adding to saving throws shouldn't be too hard.

At the end of this you have a huge sized plant, use plant growth to make it bigger, then you get a gargantuan sized (Animated object template) plant type with 3d6 intel, wisdom, charisma who will follow your orders.

If you cast another Awaken spell the older ones wont blindly follow orders anymore so a diplomacy check will be needed. DC 10+cha mod(shouldn't be too high hopefully get cleric to use Eagle's Splendor on you)+10 give dangerous aid or you could just "Command Plants" for 1day/lvl and just recast in about a week or so.

Ideally in about a week you could have maybe 3 Groot allies to follow you into combat (or you could ride one) for about 13,000gp. These for the sake of Awaken use Animate Object template so you get construction points as well which you could use to add additional attacks/move speed/grab/trample.

Let me know how you think this reasoning works out, any flaws, or if I'm just misusing some mechanics.


How are you doing it in a week? You can only recharge one charge a day on the staff. It's a week and a half to fully recharge the staff. It's also only a good investment if you have copious downtime and do this repeatedly. Your up-front cost is ~12k. You need at least six castings to make it worth more than just casting the spell Awaken. Those six castings will take 12 days to make the staff and 50 days to recharge. That's a two month investment before it begins paying dividends. If we go with your suggested three at a time, if they ever wipe you're going to need to spend three weeks (20 days) replacing all of them. And that's assuming you burn a fifth level slot every day until your staff is fully powered. Staff recharge is done when preparing spells so you can't choose to use unused slots at the end of the day, you have to give it up from the start.

Plant Growth has the line "This spell has no effect on plant creatures." Even if it didn't, it doesn't make them bigger. It increases productivity or causes them to be overgrown, not bigger. It's less Enlarge Person and more Enlarge Hair.

Diplomacy "be my bodyguard" is only as effective as the GM will let it be. Specifically "unless the request is against its nature or puts it in serious peril." Command Plants doesn't actually help you much here, it's just Charm Person for plants. If you want to force an order it's an opposed Charisma check, something most Druids skip. The one you need for total control is Control Plants, but it's an 8th level spell and lasts minutes/level.

Also, I'm not entirely sure, but I think custom staves still require GM permission (like other custom magic items) and your staff of "make this spell cheap so I can spam it" may not pass.

It's a great staff for Kingmaker. You'll have a tree horde in no time. For most other campaigns? Really depends on how much free time you get. As I said, you need at least six castings to make it worth it and each casting after the first requires 10 days of a fifth level spell slot. If you're level 15, that's not a big deal. If you're level 9 and going on adventures/into combat, it might be.


Bob Bob Bob wrote:

How are you doing it in a week? You can only recharge one charge a day on the staff. It's a week and a half to fully recharge the staff. It's also only a good investment if you have copious downtime and do this repeatedly. Your up-front cost is ~12k. You need at least six castings to make it worth more than just casting the spell Awaken. Those six castings will take 12 days to make the staff and 50 days to recharge. That's a two month investment before it begins paying dividends. If we go with your suggested three at a time, if they ever wipe you're going to need to spend three weeks (20 days) replacing all of them. And that's assuming you burn a fifth level slot every day until your staff is fully powered. Staff recharge is done when preparing spells so you can't choose to use unused slots at the end of the day, you have to give it up from the start.

Plant Growth has the line "This spell has no effect on plant creatures." Even if it didn't, it doesn't make them bigger. It increases productivity or causes them to be overgrown, not bigger. It's less Enlarge Person and more Enlarge Hair.

Diplomacy "be my bodyguard" is only as effective as the GM will let it be. Specifically "unless the request is against its nature or puts it in serious peril." Command Plants doesn't actually help you much here, it's just Charm Person for plants. If you want to force an order it's an opposed Charisma check, something most Druids skip. The one you need for total control is Control Plants, but it's an 8th level spell and lasts minutes/level.

Also, I'm not entirely sure, but I think custom staves still require GM permission (like other custom magic items) and your staff of "make this spell cheap so I can spam it" may not pass.

It's a great staff for Kingmaker. You'll have a tree horde in no time. For most other campaigns? Really depends on how much free time you get. As I said, you need at least six castings to make it worth it and each casting after the first requires 10 days of a fifth level spell slot. If you're...

I noticed I did have my timeline a little messed up after I posted. I forgot about the 1 charge per day for the staff. I did mis-interpret plant growth, I saw that it was the "opposite" of diminish plant which reduces the size by a 1/3 so reading between the lines a bit I would think of it as maybe a 30% increase in size. Not being able to use on plant creatures makes it irrelevant.

The whole idea of this came up when in a campaign I'm playing when the party spends time in a town doing crafting whatnots I had something to do. I was originally thinking of tree farming for some extra $, and thought a Treant Guardian would be a cool way to spend the time once every 10 days of course.

The staff would also come in beneficial for any wildlife you would like to tame as well. The "Treant" wouldn't be much of a pc/npc but more of a role play "shock" troop or deterrent to protect previously acquired land. I even thought of making it a "trap" of sorts that it would remain uncast until city under siege a trusted npc would hit the Panic button and a tree would come to life and help defend.

The party in that campaign is level 10 and I was just looking for something interesting to do in downtime as I didn't take any crafting feats.


Ah, you meant enlarge the tree then Awaken it. Since you you talked about Awakening it first I assumed you were doing it in that order.

If the party sits around in town crafting then it's probably a decent investment. As I said, if you have a bunch of free time it's probably worth it. If you don't have free time but are high level it might be worth it. In your case trying to charge it on the road would probably cost you a third of your highest level spell slots. Not utterly crippling but certainly weakened.

Also, I completely forgot this detail: "Casting Time 24 hours". So you're definitely only using it while in town/completely safe. You're not doing anything else while using it. There's no way you're using it on wildlife unless it's in a cage or otherwise under your control already (and there is a spell for that). Actually, since it is touch, I guess you could hold the charge. Just don't accidentally touch another animal or tree (like your animal companion). It's also definitely not a panic button. No emergency measure can start "watch all of Firefly. If you get shaken, hit, or distracted, start over". And it's not a delayed or time-release spell. Either that tree is Awakened or it isn't. If it isn't then someone has to spend the 24 hours to Awaken it.

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