| Lost Lich |
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.
| Lost Lich |
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
| cavernshark |
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.
Kalindlara
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. :)
| Ckorik |
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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 ;)
| Lost Lich |
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?
| QuidEst |
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.
| QuidEst |
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.)