Wood / Nature / Plant (magic) damage, how to . . .?


Advice


Soo guys, I am buffled, there are 2 good plant spells, overgrowth and thorny entanglement. Also Wall of Thorns is cool and all but I feel it's to high level for simply being a spell that's "in the way"

So my question, how am I supposed to deal damage with plants? Everytime I made a plant character in text based roleplays I made this epic dudes that threw seeds around and grew them out into giant trees etc, doing damage like that. But there are only 2 plant growth spells, 1 that can only affect a GIANT area (overgrowth) and wood bend, which only works on a tiny s#$$ty mini wood thing and doesn't even say at which speed or range it can grow/ reshape wood. If it at least would state I could grow a branch into an enemy and try to pin him to the ground or stuff that would be cool . . . but yeah nothing of the like. What to do, how to deal damage with plants? Animating plants sucks, I don't wanna do that.

Scarab Sages

Low Level:

Thorn Javelin
Shillelagh

Some SNA lists summon plants

Higher level:

Wall of Thorns
Vinetrap
Snake Staff
Fire Seeds
Changestaff


Vine strike and wilderness soldiers for 2nd level spells. The latter quasi animates plants. Why dont you like that?
3rd level are fungal infestation (not really plants but close) and burst of nettles.
4th level are thorn body and arboreal hammer (again animates plants).


i think i have gotten what i want *huge nerd boner*

Ghoran
- Shaman
Nature Petrifern Spirit

Adopted - Half Orc - Tusks': Secondary Bite 1d4
Hex: Prehensile Hair/Nails: Secondary Hair (tentacle o.ô?)/ Claws 1d3
Spirit Ability: Tree limb: Primary Slam 1d8

now with that as my weaponry and later buffing that with Vine Strike and using my magic to debuff enemies I think I could do decent? Only thing I am lacking as of now is any sort of HP


Lost Lich wrote:

Soo guys, I am buffled, there are 2 good plant spells, overgrowth and thorny entanglement. Also Wall of Thorns is cool and all but I feel it's to high level for simply being a spell that's "in the way"

So my question, how am I supposed to deal damage with plants? Everytime I made a plant character in text based roleplays I made this epic dudes that threw seeds around and grew them out into giant trees etc, doing damage like that. But there are only 2 plant growth spells, 1 that can only affect a GIANT area (overgrowth) and wood bend, which only works on a tiny s#%*ty mini wood thing and doesn't even say at which speed or range it can grow/ reshape wood. If it at least would state I could grow a branch into an enemy and try to pin him to the ground or stuff that would be cool . . . but yeah nothing of the like. What to do, how to deal damage with plants? Animating plants sucks, I don't wanna do that.

If you invest 13 into Charisma and get Skill Focus (Knowledge Nature) (neither would be big hurdles for a Shaman), you could pick up the Eldritch Heritage feat for the first level Verdant bloodline power:

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

It'd never be incredibly powerful, but it would be along the lines of what you're looking for.


tanglevine seems absolutely not worth taking 2 feats for it.

Guys, I wanna play a Ghoran, a plant creature, made of wood and all. Now . . . can I Wood Shape my hands into claws? o.o cus that would be cool. If not could I use Wood Armor and affect the gauntlets to be shaped into claws?

Silver Crusade Contributor

The new Sorcerer variant multiclassing option (from Pathfinder Unchained) would give similar results to the Eldritch Heritage suggested above. Plus, it would function at full sorcerer level. I'd look over the bloodline, especially if you can convince a GM to let you take the Wildblooded variant, Groveborn.

Also, the recent Heroes of the Wild gave us a feat that adds tons of plants to the summon nature's ally lists.

As for your wood shape/Wood Armor question, that's purely in the realm of houserules/GM prerogative. There's no official rules supporting that for you to cite. :)


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If plants are your theme - honestly the *best* thing to do is sit down with your GM and ask - 'can I take spell x and turn it into a plant spell?'

The very simplest form of 'homebrew' possible is to take existing spells and reflavor them to fit a theme.

Fireball? No it's burst of thorns (same range/save/damage)

Cone of cold? No it's cone of caustic sap (same range/save/damage)

The only problem a reflavor does is change resists - but if you really want your spells to be around the theme of natural only - it should give the GM more than enough room to work with the resist issue. I realize that's not *exactly* what you had in mind - but it's what I would start with. The second option I'd consider is working existing plant spells and making new ones for higher level. I will note this post should prove one thing - nature magic needs more offensive options ;)


KK I am already fixe on a class and all now, but the homebrewing inputs were interesting and will be strongly considered. As for what I wanna play now:

Ghoran Wood Spirit Shaman.
Adopted: Tusk Orc Racial feat

1: Wood Spirit; Multiattack
2: Hex: Prehensive Hair;
3: Power Attack
4: Hex: Spines and Brambles
5: Improved Natural Attack: either slam/hair or teeths

and yeh try to max out natural attack damage or smth. and try to buff the few damage spells you have, especially wall of thorns. Otherwise fight melee all the time while buffed with all these million wood self buffs that incerase ac and unarmed damage and entangling enemies when hitting etc. etc. seems overall really fun, super planty, and the plant spells itself are great for debuffing a ton of enemies while also seperating them or making it harder to gank up on my squishy d8 hp shaman warrior.

Also, lv 1 3+cha times a day i can tranform my arm into a d8 slam attack also natural (b°-°)b my main weapon would be a oak club in the main hand, which early levels gets buffed with Shillelag while also making attacks with all natural attacks at -2. While these natural attacks suck in dmg, they become much stronger once i get thorn body and vine strike(/or something) so yeah. . . .really happy with this and totally what i aimed for.

Any suggestios? Tricks and tipps?


Also I like the option of unchained multiclassing, but I don't have the books .-. my biggest interest would be multiclassing into a wood oracle/ white haired witch/ or the sorcerer for some claw attack bloodlines. Any input as in how this works or would be doable?


Variant multiclassing does not allow you to multiclassing into an archetype or hybrid class, so Sorcerer would be the only option that would work. If you only care about the claws, go with eldritch heritage- two feats up front vs. five feats over your career. (Well, four plus trade a feat for one limited feat.) If you are playing only low levels, though, the variant multiclassing is much better.


wood oracl is no multiclass, just oracle with the wood mystic ^^ i want that thorn shooting ability :D its cool and fits the theme even thou its no op ability


Oops , I misread Oracle as Shaman! Oracle is actually one of your best variant multiclassing choices. You could get the thorn ability with any other class that way.


amazing, totally want that, would you mid explaining how that works for me? I don't have the unchained rulebook and can't afford it atm., but I know that using the unchianed multiclassing variant offers me amazing boni that make me non-MAD and wont have me lose Shaman level progression and BaB ^^


You trade in your feats at levels 3, 7, 11, 15, and 19. All of them, not some of them. Each non-hybrid class grants an ability at each of those levels. Any restrictions/curses start at level one. What you get is roughly balanced against a feat. The ability scores of all abilities stay the same. You do not ever get casting higher than a cantrip. I'm on a phone, so you'll have to go look at the Unchained discussion threads for more details. (Oracle doesn't let you get a Cha to AC, though.)


Thanks a whole lot. I think I can't do this with the Shaman as he is a hybrid and doesn't get any feats at uneven levels so this would be immensely broken .-. but still will check it out. Thank you


Your main class can be Shaman and you multiclass can be Oracle. That works fine. You are trading out you regular feats, not class feats.

Silver Crusade Contributor

...

What do you mean by "doesn't get any feats at uneven levels"? It should work just fine with the shaman - the feats VMC replaces are the standard feats that everyone normally gets.


ooooh i thought you would lose like the class feats of that level, as in sorcerer level 3 looses bloodline power and spells of that level in exchange of all . .. say oracle level 1 class powers

Silver Crusade Contributor

I see. :)

Instead of Power Attack at 3rd level, you would gain Tanglevine (as listed earlier in the thread). At 7th, instead of a feat, you would gain Photosynthesis/Leafy Summoning from the bloodline. And so on.

I hope this helps. :)


couldn't i take the ghoul sorcerer bloodline instead °3° it could give me paralyzing claws, burrowing (burrowing plants are gud plants) and ofc. haste. Everything i need and want, while the virgelant bloodline is crappy and doesn't gimme ****.


The Adopted trait lets you pick traits from a different race, but not racial features(like, say, Sacred Tattoo from half-Orc) or feats only that race can pick.


orc hace 1 racial trait bite attack, one race trait bite attack and one feat better bite attack

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