Vinroot the Drunken Treant

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Oceanshieldwolf wrote:

Will look over the Dissolver as and when you can.

Now these are suitable for Ghorans or other plant-races as much as my favorites Vegepygmies. See if any of these strike your fancy - some are ideas from my Racial Archetypes thread linked in your previous thread.

Botanomancer – Druid or Hunter? plant eidolon companion; diminished spells (maybe summoner progression) plant and elemental earth/water/air summons; plant growth; plant channeling…really could be cleric/summoner/druid or hunter.

Mold Shaman – Druid or Shaman; thornie, leshy or mandragora type companion; “corpse to insta-vegepygmy” ability; mold patches; and drawing on the samsaran/soul idea, the ability to draw on the powers of the host body that spawned the vegepygmy in the first place…

Phytosynthesist - definitely a Summoner; wears a plantomaton synthesist eidolon. Diminished plant-creature summon spells or no summons at all. Cheapy suggested a russet mold burst - a burst attack of some kind sounds cool…

Sporemaster/ Spore Disseminator – Alchemist; throws spores and fungal infections, has licheny, mossy, fungally, barklike mutations.

I would love to see all of these fleashed out. They all sound amazing.


How is Verdant Burst 0RP?


Ok so you have to imagine it in the world your placing it and wonder would they dominate? Is that I need to do? Like you said with the kryptonians. If they were in Pathfinder or DnD the Tarrasque wouldn't be a problem. Ok I'll try that and still see if it makes sense.

Ok so the main problem is they dont have some inherent limiter? But wouldnt the squishyness count? And I figured that the party could eat them if needed. Trail rations suck. lol My play group usually end up eating things that probably shouldnt be eaten. We somehow always forget to get enough food.

And so should I sit down and look over all these other races and compare and contrast and see if it works? Maybe build a character and see how it does in a little 1 or 2 person adventure? Or is it still not ready for that? It's my first time and I dont know when you need to playtest.

Makeitstop could you expand on when you said let it develop to it's full potential? Like I said I'm lost when you say archetypes and feats in regards to what a race can do. I understand perfectly in regards to a class but not race.

Ciaran Barnes you have some awesome ideas. I like the idea of making them unable to communicate with other races. It would also go a long to explaining why they can never be taken seriously by other races as being sentient and stil being considered food. Also I dont think many plant creature have the ability to talk anyway. Maybe I'm wrong. I figured they were pretty mindless myself. Like no actual drive on their own. They are directed by the Thallids. You were thinking of them as large? Would that fit better or not? I also always figured Saps as really small like the size of a large house cat or small dog. But I aint really to sure on how big that would be either small or tiny I know. But not sure were the line is drawn for the smaller things. In the fluff it was just something that happened at all times. Like a tree bearing fruit. Except all the time to provide more food. But I like the idea of making a drawback and limiting based on HD. But what kind of a drawback? Would Making them take HP loss equal to the amount of HP of the total number of Saps be good? So like say they each have 6 HP as example and you summon 2 you would take 12 HP loss. Or maybe you are fatigued for 2 minutes for each Sproling they bud? So as in prev example of 2 of them you would be fatigued for 4 minutes.

I'm trying really hard to make this work and not be over powered. How do those sound? Good or still not enough?


I thank everyone for trying explain this to me. I didnt mean to sound rude or ungrateful if that's how it came across. I'm just really confused by the whole thing. And why are people saying monstrous race like a curse? I did ask for advice and I feel I have done well in taking it. I have lowered a lot of the powers that I had and we even came up with what I feel are some more fluffy options. Like the fast healing one. You all have been an huge help with this and I feel like it is in a much better place now.

Everyone keeps speakin about using feats and archetypes instead. I thought those were suppossed to represent special training or alternate ways that you do things within a class. I didnt think that would even apply for something that was in regards to a racial ability. Am I wrong in how I am thinkin of them?


And I have never found a plant creature race in their stuff. A few creatures yeah. But the closest I have found was vegepygmy. And I don't think they were ever made into a playable race.


And I don't know if that's how they reproduce or not. I said I was pretty sure. Nothing to really back it. Just a theory.

And I feel that they can be both and be the same level. I feel no need to power it down just cause it's a player race and power it up cause it's an enemy. I don't think I should have to sacrifice fluff just to make a race closer in power to human. They aren't humans. What's wrong with making something more with the tools this wonderful game has given? I really do appreciate the help and input of everybody. But maybe someone can answer this for me. And I wish to continue to refine this and make it happen. But I just don't understand why everyone is against making it match the fluff. If they are so powerful you don't have to use them and if you do, throw bigger stuff at em. That's what my GM always does. He makes the campaign match you. Not the other way around.

My point being can someone please explain why the Saproling thing is so bad as is? What's wrong with it? Why is it so powerful? It seems that it is a good power level to me. Am I missing something?


And BigP4nda I thought they way that read was that regular plants have no wisdom or charisma. And that these are plant creatures which did. Did I misread?

The way they look can vary a little bit but by and large they are vaguely humanoid shaped. I have Ghave The Guru of Spores in my head for the look. Granted I love the Mycoloth and Feral thallid look too. They have legs but they lack feet and are almost like roots. The reason I picked natural armor was to show that they are very hardy. Not that they are hard or anything but that they were picked for being hardy fungi. And seeing that they were made during an ice age I felt cold would be a bad one to use. I picked acid since it is the other element that destroys completely.

I would love it if they could go with regen but it's not an option. No reprisintation in the book and very powerful.


Ok. So the being able to be the target of personal spells was a suggestion anyway and I thought it would balance out since I was going to have it go both ways. You hit the Sap with a spell and anything that effects it effects the race. And vice versa. But just an thought anyway. Wasnt invested in it.

Hmmm...I get the feeling everybody feels that the idea of, what are essentionally dogs staying alive is bad. I have only my previous gaming experience to go off of. In my experience games that have anything like companions, cohorts, familiars, and summoned creatures last little more than one encounter at best. I once had a party member that had to raise/bring back from the brink his wolf companion after almost every battle just cause it was so fragile. Does everyone have this experience or just me? lol

The point being is that the Saps are suppossed to be an evergrowing swarm of creatures that overwhelm but individually can be squashed under boot by a farmer. And I'm pretty sure they eventually become more Thallids anyway. I figured they would be nice to use in other roles other than in the middle of combat too. Like scouting or beasts of burden or food. I just don't like the thought of having them only last a few minutes.

What would be a good alternative?


Oh! Ok makes sense. Sorry about that.

Plant type for 10 rp.

+2 con +2 wis -2 dex for 0rp.

Slow speed for -1rp.

Size medium for 0rp.

Xenophobic languages for -1rp.

Natural armor 1 for 2rp.

Fast healing 1 that is only active when under 1 hp. And fire and acid negate it. All for 4rp cause of 2 drawbacks.

Camouflage in forests and jungles for 2rp.

Add +1 caster level for all summoning spells and spells in the plant domain for 2rp.

The ability to ask plants questions 1x a day. You can can ask up to half your level to a minimum of 1. And round down. For 1rp.

They will have an elemenatl vulnribilty to fire and acid for -4rp.

As a standard action 1x day they can bud 1d3 Saprolings that will last until killed. Same stats as a dog but plant type. (Should we make it so they can be the subject of anything that can affect you for the purposes of spells abilities and the like or no?) For 3rp.

How's this? Is it a little clearer to see everything? Not trying to be a tool I'm being serious. I really wanna do what I can to make it easier.


I'm a little confused Cyrad. Are you saying its better now? Or are you saying I need to list it off better? Sorry for having to ask. Me a little slow today. lol


Ok so what we have so far is Plant type for 10 rp. +2 con +2 wis -2 dex for 0rp. Slow speed for -1rp. Size medium for 0rp. Xenophobic languages for -1rp. Natural armor 1 for 2rp. Fast healing 1 that is only active when under 1 hp. And fire and acid negate it. All for 4rp cause of 2 drawbacks. Camouflage in forests and jungles for 2rp. Add +1 caster level for all summoning spells and spells in the plant domain for 2rp. The ability to ask plants questions 1x a day. You can can ask up to half your level to a minimum of 1. And round down. For 1rp. They will have an elemenatl vulnribilty to fire and acid for -4rp. As a standard action 1x day they can bud 1d3 Saprolings that will last until killed. Same stats as a dog but plant type. Should we make it so they can be the subject of anything that can affect you for the purposes of spells abilities and the like or no? For 3rp. That sound about right? Anything I miss? To much? By my calculations it would be 18rp or so. With all that. How does that seem? Also should we drop the racial language?


Oh! I really like the suggestion of making it only when they drop below 1 hp. I would have never thought to even do that. I have no idea what I'm doing do I? lol Well they are described as being kinda weak to fire so I figure fire and acid negate the healing when hit by the damage type and maybe add that they do double damage to add a larger handicap? And in regards to Sylvan as a language I felt it fit rather well myself. I was very hesitant to give their own language but I figure they havent had much chances to learn another groups languages as a mainstay. Since everyone just wants to kill and eat them. And I understand the Saproling thing may seem like a weird and hard to use mechanic but it's kind central to what they are and do. How can we work this in? I powered it down about as much as I can figure and still have it be on their. These Saprolings are a part of them, they dont summon them. They grow them from their bodies. Maybe lower it to just 1 spore counter a day? Cause I figure at higher levels you can can get more bang for your buck out a of a spell. Maybe even at mid level. Maybe I'm going about this wrong. I just always see all these homebrew races and they always have these huge flashy abilities and I never really see much fush made about it. I figured this really wasnt asking much and that its more tied to fluff then to true battlefield powerhousing. Am I wrong? Please this is my first attempt at something like this and I am needing some help understanding how to determine if it's too op.


Sorry Ciaran Barnes and Entil'Zha I didnt get to read your posts. My browser didnt even show your posts yet. Stupid work computers.


Hmmm so maybe what I should do is make it fast healing 2 and natural armor of 1. Cause the fluff for the race is such that, to me atleast, it suggests that they are extremly hardy creatures. And this lead to the inability of the elves to successfully control their population and allowed them to overcome the predations of other races. But maybe add the stipulation that they can only have fast healing 2 when on natural earth. And they are meant to be playable but monsturous. I understand that they may be higher power at the start but honestly from my experience things that are higher powered at low levels tend to matter less with each new level you gain. And I am still working on the Saprolings but they are going to be something really small. Like size tiny. Not much power or anything. The main threat they pose is in numbers and durability.


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Hello all first time posting on the site here so not sure if I am in the right spot here. But I was needing some assistance with a home brew race I am working on. I'm not sure if this has been done just yet or not but I am working on a Thallid race build. Now I used the info from advanced race guide to help me make what I have so far and wanted some input and tips on it.

Now I am sure that most people are familiar with the Thallid from MtG. If not the basics of the backstory is that they a race of fungal creatures that were grown as a food source by elves during a vast ice age. They eventually rebelled and destroyed the elves. They are very hard to kill as they are very resistant to damage and they heal very quickly. As they were bred to do to survive the cold. They also have a very unique ability to grow other creatures called Saprolings (which I would love some help designing as no clue how to start) which are almost like seeds but are also like food. They use these as an overwhelming swarm to attack their foes. They are fairly small but the numbers make up for it. Now the original card has every turn you gain a spore counter and when you have 3 spore counters you can summon a Saproling token. I figured I would represent this by have it work that 3 times a day they gain a spore growth and for every spore they can spawn 1 Saproling. They would last until killed. And you can spawn a Saproling as full round action and you can only have up to your constitution modifier worth of spores at any one time. Then the race itself would have +2 constitution to represent hardiness. +2 to wisdom for the lessons that were hard earned through generations of slavery and slaughter for food by not just the elves but any other "civilized" peoples who came upon them. And then -2 to dexterity to show that while hardy they are slow moving and slow to react. They would be plant and gain all normal benefits. They would have 20 base speed as they are slow. And size medium. Natural armor +2. And fast healing 5 since they are so difficult to kill that usually the only reliable method was fire or overwhelming force. The ability to speak with plants at all times like with plantspeech. And when in their natural habitat of forests or jungles they gain a +4 to stealth checks. Since they have little to know need to know many other languages I would have them know only their own language to start and with a high enough intelligence score can learn more. Most would learn common, slyvan and elvish. Well I think thats about it.

Please if I can have some help with this like constructive criticism or tips. It would be most appreciated. Thank you for any all help I get and please be gentle. lol