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Plantlife Nature Package

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Main > > Magic > Spheres List > Nature Sphere > Plantlife Nature Package


Plantlife Package

Subsphere link

Entangle

(concentration, requires grass, weeds, vines, or underbrush)

You cause plants to grow rapidly, wrapping themselves around everything in a 5 ft + 5 ft per 5 caster levels radius area centered within range.

Creatures within this area must pass a Reflex save or gain the Entangled condition and become unable to move.

Creatures that make their save can move as normal, but those that remain in the area must save again at the end of each turn you maintain the effect.

Creatures that move into the area must save immediately. Those that fail end their movement and gain the entangled condition.

Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC.

This area is also considered difficult terrain for the duration of the effect. If the area contained plants with thorns, all creatures suffer 1 point of piercing damage each round they are within this area.

Pummel

(concentration, requires a tree)

You cause a tree branch to come alive and attack a foe you designate.

The tree cannot move, but it makes one slam attack each round against the designated target until you spend a move action to designate another target or until the target dies or moves out of range. A tree branch cannot flank nor aid in flanking.

You cannot designate a target you cannot perceive.

The tree has a Strength score equal to 10 + your caster level, and a to-hit modifier equal to your caster level + its Strength modifier + its size modifier. You may animate a Medium branch at 1st caster level, a Large branch beginning at 5th caster level, and a Huge branch beginning at 10th caster level.

An entire tree can count as a branch, provided the tree isn’t larger than your maximum pummel size.

  • Medium: 1d6 damage, 5 ft reach.
  • Large: +1 size bonus, 1d8 damage, 10 ft reach.
  • Huge: +2 size bonus, 2d6 damage, 15 ft reach.

Growth

(instantaneous, requires fruit trees, berry bushes, or food crops)

You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range.

Each plant produces enough food to provide 3 medium-sized creatures or 1 horse with food for a day.

Tree Statistics

Players and Game Masters alike may require the armor class, hardness, and hit point values of the branches or trees affected by pummel.

While particular species of vegetation may cause for variance in these values, the table below are some that are suggested which may be used should such a situation arise.

Branches and trees under the effect of pummel are still objects and thus always fail saving throws. Branches as objects gain the broken condition if they lose over 50% of their hit points, and are destroyed when reduced to 0 hit points.

Because trees are objects, it is recommended that destroying a branch also reduces the overall health of each larger branch and tree by an equal amount. For example, if a juvenile tree has 4 medium branches, then destroying all four would reduce the tree’s hit points by 20, leaving it with 30 hp remaining. In the case of a massive tree, destroying 1 medium branch would reduce 1 large branch, 1 huge branch and the colossal tree’s hit points by 5.

Trees animated through the enhancement sphere should not use these statistics, but rather those provided for animated objects.

Size Example AC Hardness Hp Number of
Medium Branches
Number of
Large Branches
Number of
Huge Branches
Medium Secondary Branch or Sapling 7 5 5
Large Primary Branch or Young Tree 6 5 15
Huge Juvenile Tree 5 5 50 1d4 (avg 3)
Gargantuan Typical Adult Tree 4 5 150 3d4 (avg 8) 1d4 (avg 3)
Colossal Massive Tree 3 5 500 9d4 (avg 23) 3d4 (avg 8) 1d4 (avg 3)


Base Talents


Nature Talents (Plantlife)

You must possess the plantlife geomancing package to gain these talents.

Aggravating Vegetation

Whenever you use the pummel geomancing ability, you may instruct the vegetation to focus on antagonizing its target instead of making a regular attack.

The branch or tree makes an attack roll against the target’s MMD. Creatures who are of animal intelligence (1 or 2), or have been previously antagonized gain a +4 bonus to their MMD. Both of these stack. Mindless creatures are immune to the effects of antagonize.

On a success, the target is Antagonized and must attack the vegetation.

You may not use this ability if you would already deal no damage with your pummel.

Barkskin

(spirit)

You may spend a spell point as a standard action to grow plantlife all over your body for 1 minute per caster level.

This grants you a +1 enhancement bonus to natural armor, + 1 per 5 caster levels.

In addition, in natural environments you gain a circumstance bonus to Stealth equal to 1/2 your caster level (minimum 1). You lose this circumstance bonus to Stealth in any round that it moves 5 or more feet.

Grow Plants

(geomancing)

As an instantaneous effect, you may spend a spell point to instantaneously grow plants in an area within range.

This may create one tree (to a maximum size equal to that which you can control through the pummel geomancing ability) or a field of plants within a 5 ft radius + 5 ft per 5 caster levels area. This may create basic plants (corn, underbrush, ivy) but cannot create plants with inherent qualities (i.e., you cannot create rare herbs, etc.).

While this is its own geomancing ability, you may combine this effect with another plant package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner.

Ranged Pummel

When using the pummel geomancing ability, the tree branches may throw vegetation as a ranged attack instead of only making melee slam attacks.

The attack is treated as a thrown weapon with a range increment equal to twice the tree branch’s reach. The attack roll and damage otherwise remain unchanged.

Sap Conglutination

Whenever you instruct the trees to attack with the pummel geomancing ability, you may choose to have the tree’s branches excrete a rubbery resin.

If you would deal damage with pummel, you may forfeit dealing damage to instead have those hit by the attack become coated with sap which grants the Fatigued condition until they remove it as a full-round action. If a fatigued creature becomes coated with sap, they then acquire the Exhausted condition until they remove it with a full-round action.

You may not combine this ability with any other ability that causes your pummel to deal no damage.

Speak with Plants

(spirit)

You may spend a spell point to gain the ability to speak with plants for 1 minute per caster level.

You can communicate with normal plants and plant creatures and can ask questions of and receive answers from them.

A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.

The spell doesn’t make plant creatures any more friendly or cooperative than normal, and a plant may be stupid, cunning, or cruel as any other creature. If a plant creature is friendly, it may do some favor or service for you.

Spores

Whenever you instruct the trees to attack with the pummel geomancing ability, you may choose to have the tree’s branches release spore pods instead of making an attack.

This targets a 5 ft burst within their attack range, causing all creatures within that area to make a Fortitude save or become Sickened for 1d6 rounds. If a creature fails its Fortitude save against this effect while already sickened, it becomes Nauseated for 1 round.

The tree and the caster are both unaffected by these spores. You cannot combine this ability with another ability that causes your pummel to deal no damage.

Thorns

(geomancing)

You cause plants to grow spines and attack targets. This is the same as the entangle geomancing ability, except instead of making creatures Entangled and unable to move, this effect deals piercing and slashing damage to them.

Targets inside the area or who enter the area suffer 1 d6 damage +1 per 2 caster levels (Reflex half).

Creatures who remain in the area suffer damage once per round at the end of your subsequent turns.

This does not stack with any thorns already on the plants used in the effect. You may place an entangle and thorns effect on the same space.

Towering Growth

When creating an entangle or thorns effect, the effect grows tall enough to affect flying creatures as well.

Creatures up to 10 ft per caster level over your entangle or thorns effects must pass a Reflex save or affected as normal.

If they pass this Reflex save, they must still pass a Fly check (DC 15 + caster level) or be forced to fly at half speed while over the area.

When affected by an entangle effect, flying creatures are pulled to the ground by the plants and become unable to move. Flying creatures grabbed by an entangle effect become Prone, but do not take falling damage.


Advanced Talents


Nature Talents (Plantlife)

You must possess the plantlife geomancing package to gain these talents.

Rapid Growth

(geomancing)

Prerequisite: Grow Plants, 15th caster level or higher.

You may spend 3 spell points to create a massive growth of plantlife. This affects up to a 1 mile area in one of the following ways:

Change Terrain: You may change the terrain in this area to forest or jungle. This does not cause animals native to the forest or jungle to appear, nor does it guarantee that the terrain type will stay that way indefinitely (some areas such as deserts or high mountains cannot support forests or jungles, and a forest or jungle created in these locations may die out over time) but in all other ways, the terrain changes to the selected type.

Improve Forest: If used in an area that already contains a forest or jungle, you may cause the area to grow rapidly. Typical trees become massive trees, all areas become covered in undergrowth, and areas already covered in undergrowth gain heavy undergrowth.

A creature standing in the same square as a typical tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Massive trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Space covered with light undergrowth costs 2 squares of movement to move into and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.

Increase Yield: If used in an area of developed farmland, you double the crop production in that area for the rest of the harvest season. This has no effect if used in winter or other times when crops are not being tended.