
Cussune |
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I would classify it as a hazard, with a Perception DC 35 or Survival 25 to notice it before you run into it. I guess considering how it works, it would be best statted as a poison?
Gympie
Type: Contact
Fort DC: 25
Onset: -
Frequency: -
Effect: Nauseated 1d4 weeks
On a save, you are instead sickened for 1d4 weeks (natural 1 you are also blinded for 1d4 weeks?)
Special: Tanglefoot bags or other sticky substances can be used to reduce the duration
Otherwise, I'd say you'd need long-term care to reduce the condition by one step, or spells that suppress or remove poison of course. I'd also be likely to say classes with Poison Use are still at risk of being affected.

Adahn_Cielo |
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If you want to be nasty, base it on one of the stories in the article and make it work as howling agony with duration 1da-ton-of-days. :P
And gosh, I thought that the fauna and the flora of Australia being bent on killing you was a joke. O.o

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lucky7 wrote:I'm considering this proof that Mother Nature is declaring war on us.It is an old war.
Australia is just one of the places it continues to this day.
Buddy, if you really think Australia isn't the remains of some kind of Yithian bioweapons laboratory, you're fooling yourself. JFC.

Scythia |
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Here I thought this plant was bad, but all it does is give you vampire skin.
Although you don't have to walk into the deathtrap... I mean Australia to find it.

UnArcaneElection |
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The coastal waters of Australia also have the Irukanji Jellyfish, which causes Irukanji Syndrome. The coastal waters of Australia and some nearby islands and microcontinents also have the Sea Wasp, which is not painful for as long a time, but even more deadly.

Mark Hoover |
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Do it DMC! As for me, this thread is giving me tons of ideas. Y'see in my Homebrew the First World rebelled and invaded the Prime for nearly a century in various parts of the world. This global calamity was called the Wilding and brought a host of new and strange fey and what not.
It also caused the land to regress to eldritch wilderness.
These RL plants are a great find. I tell my players "the forest here regrew and is dark and scary" but they don't really respect that in character. When I call for a DC 25 Survival followed by a DC 15 Fort save, followed in turn by excruciating pain and vomiting for a full day of the PC's life for brushing up against a leaf, maybe they'll take note.

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Do it DMC! As for me, this thread is giving me tons of ideas. Y'see in my Homebrew the First World rebelled and invaded the Prime for nearly a century in various parts of the world. This global calamity was called the Wilding and brought a host of new and strange fey and what not.
It also caused the land to regress to eldritch wilderness.
These RL plants are a great find. I tell my players "the forest here regrew and is dark and scary" but they don't really respect that in character. When I call for a DC 25 Survival followed by a DC 15 Fort save, followed in turn by excruciating pain and vomiting for a full day of the PC's life for brushing up against a leaf, maybe they'll take note.
Mr. Hoover, you have made my day. Thank you.

thegreenteagamer |
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I'm designing a variant shambling mound or treant based on this. Aura of nausea, or perhaps a symbol of pain effect when you get hit with natural attacks, attack with natural weapons, or any non-reach weaponry. Probably both. Maybe a poison effect, so that subsequent applications add to the DC and duration.
Sometimes I think I'm a pretty mean GM.

UnArcaneElection |
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Here I thought this plant was bad, but all it does is give you vampire skin.
{. . .}
Actually, just had a thought: This would be an excellent tool for heliophobic creatures (especially Vampires and other Undead that are disabled or damaged by sunlight) to keep control over their slaves, and it even parallels part of what Aboleths do to their slaves to keep them from running away from the water.

Scythia |
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Scythia wrote:Here I thought this plant was bad, but all it does is give you vampire skin.
{. . .}Actually, just had a thought: This would be an excellent tool for heliophobic creatures (especially Vampires and other Undead that are disabled or damaged by sunlight) to keep control over their slaves, and it even parallels part of what Aboleths do to their slaves to keep them from running away from the water.
That's true, but then again part of the appeal for the vampire of having servants is that they can act by day when the vampire cannot. Besides, that's what mind control is for. :P
Although I could see it being used on chattel slaves, since they're not used for anything other than feeding.
Or... it could make for a particularly mean standoff. The vampire could capture someone close to a hunter, then have that sap applied to them. There's still the hope that they could be rescued, since they weren't turned, but any approach using sunlight would be ruled out... I like it.

The Indescribable |
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This is very interesting and has given me some interesting ideas for a haunted house type adventure, the twist, ain't nothing haunted the whole thing is the residence of a druid who collected various plants, including an intelligent cross breed he developed that has captured various wizards and carefully cultivated it's brethren. an entire house based off of plants and animated objects. Yay.

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Mark Thomas 66 wrote:Worst. Plant. EVER.Rolling a 1 makes you decide that this is good to eat. :P
Literal LOL.

Nicos |
I would classify it as a hazard, with a Perception DC 35 or Survival 25 to notice it before you run into it. I guess considering how it works, it would be best statted as a poison?
Gympie
Type: Contact
Fort DC: 25
Onset: -
Frequency: -
Effect: Nauseated 1d4 weeks
On a save, you are instead sickened for 1d4 weeks (natural 1 you are also blinded for 1d4 weeks?)
Special: Tanglefoot bags or other sticky substances can be used to reduce the durationOtherwise, I'd say you'd need long-term care to reduce the condition by one step, or spells that suppress or remove poison of course. I'd also be likely to say classes with Poison Use are still at risk of being affected.
I would make it a survival or knowledge nature check.

Goth Guru |
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Cruel Nature: All in the area of effect must make a survival check or suffer 1 point per caster level. It's 4th level, affects the hex the character is in for 20 minutes per level.
Description, All plants grow thorns, grass becomes razor sharp, and rocks become jagged.
It's on the druid spell list, also rangers, and Savage Mages.

TheOtherDrew |
This reminds me of a small river fish I heard of once. It's very narrow and thin and only about 2 inches long. It's not very smart either, it naturally just swims against the current wherever the current is strongest.
When rolling a 1 on survival, you decide to take a bathroom break & pee in the river...
Oh, did I mention that this fish has small backward facing dorsal spines?

Scythia |
1 person marked this as a favorite. |

This reminds me of a small river fish I heard of once. It's very narrow and thin and only about 2 inches long. It's not very smart either, it naturally just swims against the current wherever the current is strongest.
When rolling a 1 on survival, you decide to take a bathroom break & pee in the river...
Oh, did I mention that this fish has small backward facing dorsal spines?
The Candiru, mentioned in an episode of Venture Brothers.