| Post/Author/DateTime | Post |
|---|---|
| lordlesath03-06-07, 01:56 PM | As the topic stated I'm looking for a low LA plant template. I'm trying to create a variant Warforged, that was created by druids instead of Arcane casters, and so it has plant traits instead of Construct traits. Beyond just a template, I am also looking for suggestions on what other abilities my Natureforged would have. Id like to keep it to 1 or 2 LA, 3 would be pushing it. Like the warforged he wouldn't have to have all the plant type traits just enough to show his heritage. Any help is greatly appreciated. |
| danielinthewolvesden03-06-07, 02:06 PM | There's a race in Unapproachable East, Voldoni? which is a plant man. La+2. |
| hiryuu03-06-07, 02:07 PM | This is what I'm using in one of my homebrew settings. A bit on the powerful side..... which is why it's still being worked on, but probably some things you could steal. +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma – Nightfolk are hardy creatures, more pliable than humans, but they are not the most intellectual, and they tend to be standoffish and quiet. Low-Light Vision: Nightfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions. Nightfolk base speed is 30 feet. Medium: As Medium creatures, Nightfolk have no special bonuses or penalties due to their size. Plant ("Lite"): Nightfolk are Plants ("Lite"). They differ from normal plants as follows. A Nightfolk uses its class level for hit points, skill points, saving throws, and feat progression. It is proficient with any weapons or armor it can wield by virtue of feats or class features. Nightfolk are not immune to mind-influencing effects. Being plants, however, they are immune to the effects of spells that specifically target humanoids, such as charm person and hold person. Unlike normal plants, Nightfolk are subject to critical hits and sneak attacks. Nightfolk eat and breathe, but do not sleep. Nightfolk are immune to sleep effects, paralysis, polymorph, and stunning. Unlike normal plants, they are not immune to poison. Rapid Metabolism: Nightfolk heal damage more rapidly than other creatures. They heal twice the normal rate, and heal 1 hit point per level each day of strenuous activity, double with long-term care. Nightfolk recover 2 lost ability score points per day regardless of activity, and recover 3 lost ability score points per day when tended by a healer. |
| Silversheen19703-06-07, 02:07 PM | In the MMIII, there's a woodling template that is quite nice, but I'm not sure the LA would fit into what you're after (it might be +4, but then again, it might be +3). Check it out, it has a lot of nifty plant-like traits that I've used to add a natury flavor to a lot of different creatures. |
| drunkendrake03-06-07, 02:26 PM | MMII has the Needlefolk, which could be useful. No LA listed, but they're CR 2. If you played one, you'd take hits to INT and CHA, bonus to STR, CON and WIS, NA+4, 3 Plant HD, Plant Traits and ability to fire needles. I'd think +1 LA, considering the RHD. hope it helped, -Drake- |
| Melpomene03-06-07, 05:01 PM | The 3.5 update for MM2 should have LA for needlefolk. |
| lordlesath03-08-07, 04:38 PM | Thanks for the ideas, I had forgotten about the Volodni since i dont play much in the realms anymore. I hadnt considered Needlefolk since MMII is 3.0, but I did check out the update on it and it is LA +1. I knew about the woodling template but it does have a High LA. Perhaps I can piece together something from those three as well as Hiryuu's homebrew. Would you say the Plant type is worth LA +1 by itself? or would that be too powerful? |
| Melpomene03-08-07, 04:40 PM | It has a Con score, which makes it genrally more useful than undead for PCs. It also has immunity to stunning, polymorphing, spells that affect humanoids, etc. It's a toss-up. |
| Tsh7776903-09-07, 01:01 AM | There is a class for warforged in one of the Eberron books, which may be useful or inspirational to you. tsh77769 |
| runestar03-09-07, 06:42 AM | Traits: A plant creature possesses the following traits (unless otherwise noted in a creature’s entry). —Low-light vision. —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). —Immunity to poison, sleep effects, paralysis, polymorph, and stunning. —Not subject to critical hits. —Proficient with its natural weapons only. —Proficient with no armor. —Plants breathe and eat, but do not sleep. These abilities by themselves are pretty much worth LA+2 alone... |
| Ukos03-09-07, 06:57 AM | Dragon #352, the special China Mieville issue, stats up the cactacae from his books (Perdido St. Station, etc). They're basically sentinent cactus men. LA +1, I think, with powerful build and some interesting racial weapons. Ukos |
| CrimsonDeath03-09-07, 07:36 PM | Let's look at Construct Traits: *No Constitution *Low-light vision *Darkvision 60' *Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects) *Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancey effects *Cannot heal damage (except through fast healing), but can be repaired. *Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain *Immune to any effect that requires a Fortitude save and does not affect objects *Not at risk of death from massive damage *Cannot be raised or resurrected *Bonus HP based on size *Proficient only with natural weapons, and weapons mentioned in their description *Does not eat, sleep, or breathe *Destroyed when it reaches 0 HP What do Warforged get out of that list? *Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickening effects, and energy drain *Cannot heal lethal damage normally *Light fortification (reduced from immunity to criticals) *Does not need to eat, sleep, or breathe (but can) Now let's look at Plant Traits: *Low-light vision *Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects) *Immune to poison, sleep effects, paralysis, polymorph, and stunning *Not subject to critical hits *Proficient only with natural weapons *Breathe and eat, but do not sleep What do plants share with constructs? *Low-light vision *Immunity to mind-affecting effects *Immune to poison, sleep effects, paralysis, and stunning *Not subject to critical hits *Proficient with natural weapons *Does not sleep Of that, what do Warforged get? *Immune to poison, sleep effects, and paralysis *Light fortification (reduced from immunity to criticals) *Does not sleep If you want to create an entirely new race, I think that's a good starting point for Wildforged. Maybe give them back low-light vision, maybe a bonus on saves vs. polymorph, maybe some natural armor, and probably change their ability score adjustments (no way druids are going to create a race of warriors/servants with penalties to both Cha and Wis). |