Forest Master? It makes no sense

Post/Author/DateTimePost
#1

ObsidianConspiracy

Jul 05, 2011 21:41:10
 Rightyo, the game that was so limited has been expanded. We've restarted, and we're allowed to use all Forgotten Realms books and anything on the SRD (SCORE!!!) 

 Anyways, I've seen Forest Master in Faiths and Pantheons... pointed to it by a friend, I love it... but how the hell are you meant to get into it/play it... with one of the requirements being able to cast control plants!

 And how would one build a decent one 
#2

Maat_Mons

Jul 05, 2011 21:58:43

I investigated this before, and discovered it came about through an odd quirk of the transition from 3.0 to 3.5.


Here are the 3.0 versions of command plants and control plants:


Show

Command Plants


Enchantment (Charm) [Mind-Affecting]
Level: Drd 8, Plant 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Plants and plant creatures (see text)
Duration: 1 day/level or 1 hour/level (see text)
Saving Throw: See text
Spell Resistance: See text


Plants, fungi, plant creatures, and fungus creatures do the character's bidding.


Charm: Against plant creatures and fungus creatures, command plants functions as a mass charm spell. The character can command a number of plant creatures whose combined level or HD do not exceed three times the character's level (or at least one creature regardless of HD). No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect. Spell resistance applies. The effect lasts 1 day per caster level. This is a charm effect.


Animate: The spell imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the character first designates. Animated plants gain humanlike senses. The plants’ AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The character can animate two trees, four shrubs, or eight vines. All plants to be affected must be within 60 feet of each other. The character can animate different types of plants if desired. Creatures who have the plants in their possession can prevent the effect with Will saves or spell resistance. The effect lasts 1 hour per caster level.


Entangle: the character imbues all plants within range with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. The effect lasts 1 hour per caster level.


Control Plants


Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Plants within a 25 ft. + 5 ft/2 levels-radius spread, centered on the character
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No


The character can converse, in very rudimentary terms, with all sorts of plants and plantlike creatures (including fungi, molds, and plantlike monsters). The character automatically exercises limited control over normal plants. Plantlike creatures can negate the control effect with a Will save.


The spell does not enable plants to uproot themselves and move about, but it does allow them to move their branches, stems, and leaves.


The plants can duplicate the effect of an entangle spell or free creatures trapped by that spell.


#3

ObsidianConspiracy

Jul 05, 2011 22:16:16
That's strange. What about the skills that no longer exist? Wilderness Lore? Because that seems like a dead skill too

 But thanks for pointing about the  spells